A burglary game about knowing when to leave. Every item has a weight as well as a price, the two are only loosely related, and what you are carrying is what slows you down — so the greedy grab is exactly what makes the walk to the street too long. Nothing counts until you are out of the door, and the response clock sits next to the time it will take you to reach it, which turns the whole game into one question asked over and over: one more room, or out with what I have? Getting caught costs the bag, not the night, and every clean escape opens a bigger house with richer rooms and a shorter fuse.
Cash Out is a burglary game with no fighting at all. You walk into a house with an empty bag, and nothing you pick up is worth anything until you are back out on the porch. The whole game is one question asked over and over: one more room, or leave with what you have?
Your bag holds 60 kg, and every kilo slows you down. A full bag moves at less than half your empty speed, and once it is about a third full you are already slower than the police.
Price and weight do not line up, which is what makes every grab a choice. A wristwatch is worth 110 and weighs 1 kg. A crate of wine is worth about the same and weighs 18. The floor safe is the most valuable thing in the game, but at 42 kg it is a poor deal next to an old violin worth 350 that weighs only 5.
The top of the screen shows two numbers. POLICE RESPONSE counts down to the moment officers come through the door, and it drains faster as you take more valuable things. WAY OUT is how long the walk to the street would take at the weight you are carrying right now.
While the second number is comfortably smaller than the first, you can make it. When they get close, either stop taking things or drop the heaviest item in the bag to speed up. Once officers are inside, you can still slip past one in a doorway, but not while carrying a safe.
Each clean escape sends you to a bigger house: bungalow, terrace, semi, townhouse, villa and finally a twenty-room manor. Bigger houses hold better loot but give you less time per room, so you can strip a bungalow bare but never see all of a manor.
Getting caught costs you the bag, not the night. You keep everything you already banked, but your unbroken-run bonus resets. That bonus pays 12% more for every house you leave without being caught, up to double. The fence also pays a little more for each extra item in a single trip, and a house carried out to the very last item pays a 30% bonus.
A night lasts five minutes of burglary, plus driving time between addresses, so the clock is the scarce thing, not the houses.