Download the Digital Rulebook:
If you click the image above (Museum Rush box & rulebook), you can download the digital rulebook and sign up to our mailing list via our Room 17 Games website.
Welcome to our Kickstarter!
Museum Rush is a competitive thieving game where players race against time to steal treasures from a museum while avoiding cameras, guards, and greedy rivals.
With your help we'll be adding lots of cool extras and spec boosts (to be revealed!). All applicable unlocked Stretch goals will be included in The Big Score and A Steal pledge level.
Locked stretch goals
We cannot do it without your support
Please help spread the word by sharing our Kickstarter page, images or any of our videos via social media.
Together we can help spread the message of Museum Rush!
Unlocked stretch goals -
Kickstarter Exclusive Stretch Goals:
Note that anything marked with this symbol, e.g 7th thief 'The Cleaner' and The Egyptian exhibit expansion, is an Exclusive item for Kickstarter backers, with remaining stock available at conventions and special promotions only.
Each turn you pick up new cards, move and probably try to swipe a priceless exhibit. Stealing, cracking locks and getting caught on camera will have the guards running in your direction, so hopefully you’ve picked up some handy items to deal with them…
If you get caught, you’ll be thrown out of the museum and your ill-gotten gains confiscated. You’ll just have to break in again and steal some more!
Make sure you’ve escaped with your loot before the time runs out – when the last Clock card is drawn the game is over, and the player who escapes with the most valuable loot and treasure wins.
In the box you will find 28 museum room tiles that randomly create a new museum for each game.
Use the Search deck to disable, lure away, trap or take down anything and anyone that stands in your way to shiny, shiny loot! Find a way out and escape with your take before the time is up!
Dodge cameras and guards to steal the most precious loot!
Travel the world, stealing from the biggest museums across the globe! Each museum shown here presents a different layout for the game and presents new challenges. Just choose one of these to use instead of the Classic 7x4 layout.
There’s an Egyptian Exhibit at the museum. Trouble is the exhibits won’t stay in their display cases.
The Museum Rush Egyptian Exhibit replaces all the Guards with Mummies – if they catch you they’ll cart you off to the sacrificial altar! On the other hand, if you read from the Necronomicon you can control a Mummy, and if you take one down you can grab the precious jewellery it’s wearing.
Gameplay : Rhys ap Gwyn Designer and Illustrator of Museum Rush
Play-through and video reviews from Undead Viking and Rob Oren
I spent a lot of my childhood playing board games. Old school ones like Monopoly, Risk, Uno and Cluedo. And camping. We went camping a lot. Soon, this switched to video games and suddenly the types of experiences available to enjoy exploded. What an exciting medium. I couldn’t make video games though, but I wanted to tell stories through experiences. And so I started experimenting using nothing but cards and dice to tell tales.
Rhys ap Gwyn is my name and Museum Rush is my game.
Museum Rush began as a kind of response to the surge of games that followed the very successful Exploding Kittens. I was jealous. Museum Rush actually began as a single deck game where you had to try and avoid traps and guards that would come at you from the deck.
It was very simple and very fast, but lacked a level of depth I wanted.
One day, I had the idea of the museum itself acting as a kind of additional character. This changed everything. Suddenly there was a physical space you were moving through and the fact that it was built from a deck of tiles, made sure each time you played the layout was different, which affected where players went and where guards moved. This really brought the game to life and led to things like treasure rooms and stash points and escape routes. Suddenly, thieves were running away from Guards closing in on them and something special suddenly appeared.
I also started to draw some of the characters and treasures as practice for my portfolio. The rooms came to life and the characters began to do their jobs with a sheen of mediocrity. The game was slowly becoming an obsession. A personal project I worked on after work each night.
I was teaching English in China at the time and started using Museum Rush as a teaching tool to get my students speaking and interacting. They really enjoyed it and asked to play it again and again and it was at that point that I thought there might be something to the game (or maybe they just didn’t want to do any more grammar…). I started to look more carefully at the mechanics and started to work on its development in earnest.
My goal with Museum Rush was simple: to try and emulate a mobile game which was silly, fast and easy to pick up and play. It also had to have changing elements that would bring players back.
I happened to make contact with Room 17 and they responded well to that idea, along with the image of really below-average thieves racing against the clock stealing as much treasure as they can carry. Home Alone meeting Johnny English. They also loved the art style I had used for the game and so I sent them a print and play version, and met them at the UK Games Expo. They played the game in Nottingham while I continued to play test with my poor girlfriend, slightly luckier friends and the playtest group here in Cardiff.
Room 17 getting behind the game was a huge boost to my energy and soon we were bouncing ideas back and forth, tightening up the final game mechanics and design.
The game looks fantastic and I am incredibly happy with the design for the cards, tiles and components and I was fortunate enough to be kept in that design loop. Room 17 wanted it to retain my vision and they brought that vision to life, printed it on cards and moulded it into plastic.
I hope you enjoy the game, enjoy designing your own museum layouts and out-stealing your friends, family and loved ones. Hopefully you feel like a thief, a rubbish one, pottering about a museum thinking of ways to steal things first, or booby-trap the people you like. Thick as thieves? HA!
I also hope you enjoy the artwork. There are many details in the backgrounds and thieves can be seen sneaking about the place. Each treasure is based on a real one and the museum shown in the game cards is a blend of many of the world’s most famous museums creating a kind of monster museum. That’s a good name for a game or something…
We will be charging shipping once the Kickstarter is over, based on the actual costs. We will collect the information via our pledge manager after the campaign ends.
The final costs will depend on which stretch goals have been unlocked, which pledge level you go for and your location.
Based on weight estimates, we expect the costs to be approximately:
- UK = £5
- US = $5-10
- EU = €5-10
- Canada = $5-10
- Rest of World = £16
About Room 17 Games
Room 17 is an exciting games design studio built on years of industry experience. Based in Nottingham UK, the five of us have worked for Games Workshop, Fantasy Flight Games, Battlefront and many others. As such our skills cover production and project management as well as rules writing and graphic design.
When designer and artist Rhys ap Gwyn first introduced us to Museum Rush we all took notice – this was a game that was great fun with an art style that was really cool! We all agreed that Museum Rush needed to get made, and so here we are! Museum Rush is on Kickstarter to make it the best game it can be – our initial goal will be used to fund the production of the game, and every stretch goal thereafter will be used to make the game even better quality, and even better value for money, ready for when it comes out at retail in 2018.
Thanks for your help!
The Room 17 Games team
Risks and challenges
A first Kickstarter project is a challenging task to take on, but we’re fortunate that we’ve both personally invested in other projects and learnt a great deal from those who have created them before. We’re strong in games design, production and project management, and have built great relationships with the team responsible for production (that's the head of the Chinese manufacturer having a pint with us in the team photo above!).
But that doesn’t mean there aren’t risks and challenges ahead.
Delays can come from Chinese manufacturing and shipping products to our distribution hub. These challenges are mitigated by having the game fully designed and ready to be printed the moment the Kickstarter funds its initial goal, and allowing for a suitable amount of contingency time in case delays do happen.
The unforeseeable can happen, but with good planning we have accounted where we can for the reasons a Kickstarter can get delayed.Learn about accountability on Kickstarter
- (29 days)