
1990
Club Unlock
3–6 players · 20 min · 10+
Players, taking on the personas of thieves, start with empty hands. On each turn, a player may draw a key card (keys come in four colors) or play one or more combinations of four appropriately colored key cards to open some of the 35 available safes (only seven safes and their contents are revealed and available each round) to collect cash. Players receive a bonus for opening the seventh and final safe each round, and also for cracking two or more safes in a single turn. When all 35 safes (five rounds) have been collected, the player with the most cash wins.
Rules and strategy
Source knowledge for this edition still needs preparation or review.
Prepare rules knowledge
Source rules are needed before we can answer reliably.
Sign in to submit a rulebookAsk about Club Unlock
Answers show their sources. When the evidence is missing or unclear, we’ll say so.