Clark Kent Robs a Train? A Review of The Glasgow Train Robbery

The Glasgow Train Robbery is a 2-Player only cooperative game that was on Gamefound back in April 2026. I backed it, and it delivered to me in late June 2026. That’s right, only 3 months from crowdfunding to delivery!

This is the story of the Great Train Robbery of 1963 (see wikipedia entry here)! Yes, this game is modeling a real event! Two players work together to try to pull off that same train heist! This is an asymmetric cooperative game with limited communication for only two people!

Let’s see how well in works!

Unboxing and Gameplay

See Coke can above for scale.

This is a dual-language product: Spanish and English. See above for the two rulebooks that come in the game!

Some cards are language independent (see middle set above) and other cards are definitely tied to a language (the same card in English on the right and Spanish on the left).

I had to spend a little bit of time separating the two out. In the end, I put all the Spanish cards together with one rubber band and just put it back in the box.

The two players are playing very asymmetric roles in this game. One player plays the Glasgow side, playing the Coordinator. See above. I wish the game had included ome way to mark which side was which, so I made my own little cards!! The Coordinator is all about supplies and handling the first four stages of the Plan for the train robbery! The first four Plans are all about the set-up and execution of the robbery!

A Plan (level 1 above) is executed by spending the resources (on the left side of the card) when the train is at the location (upper right on card) with appropriate characters (upper left of card) next to it! So, you need resources, minions in the right place, and the train in the right place! Whew! Now, you can resolve a Plan card, even if you don’t have all the resources, but the penalty is listed on the bottom of the card for EACH resource you can’t pay! In this case, you add more fingerprints to the bag.

This is also a bag-building game to some extent; the bag is filled (very carefully and specifically) with resources that you may need to complete challenges. The big is filled and emptied (usually only) when players REST for an action.

The resources (see above) are all tokens you can collect by either drawing from the bag (at certain points in the game, usually a REST), visiting a hideout, or having a special card! These resources are “criminal” resources: gloves, guns, rope, etc (see above) needed for the heist! These resources are surprisingly sparse; it’s harder to get resources than you think.

The resources are usually managed by the Coordinator: the Coordinator’s side has a house with all the resources. When it’s time to put resources in the bag (during a REST action), one resource is put in for each person in the room with that resource! The Coordinator moves people around the house (and outside the house to help), so this is a delicious tension! When should the Coordinator use his precious turns to move people in the house (so we can have more rope in the bag at a REST) or when should he move people OUTSIDE the house because the other guy needs more help?

The Operator is the other side (in London). Once the people have left the house, the Coordinator no longer controls them; only the Operator may move them! The Operator’s job is to have people in the right place at the right time! The Operator is also given the unenviable position of dealing with unexpected “issues” that crop up! The game calls these issues Contingencies.

Contigencies are kinda similar to the Plan cards; they are resolved by discarding resources, but you have to have enough characters next to the landmark to resolve the contingency! See above. If you don’t take care of contingencies, they cause time to expire sooner, fingerprints to explode, and make the game end faster.

This is a limited communication game; you can occasionally discard a card to say “3 keywords” and tell the other player what you need. RED-BLUE-TOWER probably means “get a red guy and a blue guy next to the water tower so I can complete phase 1 of the Plan!”

This is very much an asymmetric game; each player has special decks (Coordinator or Operator decks), different ways to operate, and different actions! If you can get solve stages 1-5 of the Plans without leaving too many fingerprints before the Train gets to London, you win! Whew!

This is a really interesting looking game with its own “style” of art! I think it looks pretty neat.

Clark Kent is Robbing a Train?

When my friend Teresa first saw the game box, she said “Is Clark Kent robbing a train?” I had to tell her, no, he’s not, but I can see why she said that.

I think the game art is meant to mimic some known pictures of the original heist members, and if you look at the pictures from Wikipedia on The Great Train Robbery … that one guy on the right looks suspiciously like Clark Kent.

Solo Play

Let’s be 100% clear; this is ONLY a 2-Player game! There is no solo mode at all. None. No Saunders’ Law here!

And yet, solo was the first way I played!!! And I recommend you play solo the first time as well! What do I mean by this? This is applying the Changing Perspectives idea (see link here) where you “pretend” you don’t know what the other player knows, and try to play the game without using the other character’s knowledge. In this case, you alternate between the Operator and the Coordinator characters, but “pretend” you don’t know what Plans/Contingencies they have!

It is a little wonky to play the game solo like this, and it’s also hard! You can only use the information on the board and the keywords communicated to inform your decisions! It’s also very instructive to think: “Ok, if I didn’t know what the Operator’s Plan’s were, and only the keywords they’ve told me, what would I do?” This is a really interesting thought experiment. It’s also a better way to play solo than I thought it would be. It does work, but you just have to have the mental discipline to not “cheat”!

Even if you hate this idea of the Changing Perspectives, it’s a great way to learn the game: you get to play both sides, you get to see what operations are available, you see when it makes sense to communicate, and you see how the game flows. I also recommend physically switching sides when you play one position or the other: you almost have to because of the way the game sets-up! I strongly encourage this physical switching; it really throws you into the appropriate character when you are in their physical shoes!! (I don’t recommend changing shoes every time you switch sides; that’s too much).

Play the game solo once using Changing Perspectives idea, then you can decide if you ever want to play it again solo. I think I do? But, more importantly, I can now teach my friend how to play!

Cooperative Play – Two Players

Of course, the real way this is meant to be played is 2-Players! On opposite sides of each other! We can see the guys and gals we have in play and their specials, but we can’t see each other’s Plans or Contingencies.

I’ve played a few 2-Players games now (with first Teresa then Sam), and it’s clear that first game is absolutely a teaching game. The Glasgow Train Robbery has a lot of systems and rules, and seeing how all these systems interplay is complex! My first games with both Sam and Teresa were both losses. Because they are learning the game!

After we lost, we talked about “WHY” we lost! “Oh, I need to move the people out quicker so they can have more stuff” Oh, I need to be communicating sooner”, etc. Let’s be clear; it does feel like we have enough agency to affect the endgame; we just need to know what to do with that agency!

This is an odd game with lots of systems, but it works as a 2-Player game. The Limited Communication takes a little getting used it (you can really only communicate using keywords when you take that action), but it does work. It even seems thematic to a certain degree, because it was a lot harder to communicate back in 1963! No cell phones! Fewer phones!

Those first few games take about 2.5 hours. The box says 60 minutes. This estimate seems really wrong, unless you have mastered the game.

What I Liked

Style: The art style and graphics design is “quirky”, but it works. It is very readable as well.

Quirky: Everything about this game is quirky; the art, the gameplay, the actions, the limited communication, the gameplay, the asymmetric sides, it’s all so … quirky. But it works.

Monopoly: In the original real-life heist, they literally caught some of the people by finding their fingerprints on the board! And this game models that mechanism! The more people people in a room with the Monopoly token when you REST (see above), the more fingerprints get thrown in the bag! If you ever run out off fingerprint tokens, you lose! The police caught you!

That’s right, this game penalizes you for playing Monopoly, like it should.

What I Don’t Like

Keywords: When you communicate to the other side, you can “only communicate in keywords” (see rules above). But, it literally never defines what a keyword is! The only two uses of the word “keyword” are on page 17 of the rulebook (above). They give an example of a communication, which gives you a sense of what a keyword might be! But it’s very frustrating they don’t define this! Can you use numbers? Character’s names? Can you use purple to imply red + blue? It seems like you might be able to be smart and come up with a code and get more info out! For a game where limited communication is such an important part of the game, this really needed to be more clearly defined. What you can/can’t communicate is poorly defined, and it will affect your gameplay in some way!

Action Cards and Randomness: There are some great Action cards, and there are some not-so-great Action cards. Some of these Action Cards can mean the difference between winning and losing IF THEY COME OUT EARLY in the game! So, for example, you may get lucky and can activate a character powers early on … and that makes the game viable! But it comes out too late, it sorta screws you. It can be a little frustrating to have such a swinginess to a game with so many systems. It’s frustrating when a complex game like The Glasgow Train Robbery can go south because of too much randomness.

Things I Am Not Sure About

Modules: There are 5 modules you can add to the game to change it up. That’s cool. You can extend the life of the game. I just don’t know if I will ever play any of those modules? This game is hard to get to the table as it is, with its 2-Player only, limited communication, asymmetric play! I don’t know if I can about these modules?

Conclusion

It’s hard to recommend this cooperative game; it’s quirky, complicated, asymmetric, limited communication, 2-player only, and it’s hard to teach. And yet, I do recommend it! Its quirky nature makes it something different and interesting. I would suggest playing this (at least a few times) to get a sense of it before you decide if you like it or not. You have to kind of absorb it because there’s a lot going on; I think the juice is worth the squeeze.

This is 6.5/10 for solo (I know, it doesn’t really have a solo mode, but you can play it solo using the Changing Perspectives idea), and 7.0/10 for cooperative. It’s right on the cusp of a full recommendation, but I do like it and I do recommend it. It’s just so quirky.

I am guessing this game would be great for a couple who could really dive in, try multiple plays, and enjoy the modules.

Burgle Brothers 3: Future Flip. A Solo and Cooperative Review

This is my official first true game of 2026! It came in mid January 2026!

Burgle Bros. 3: Future Flip is a cooperative exploration/grid movement game for 1-4 players. You and your fellows are doing a heist, but it’s in the future! You have to hack the main mainframe and get out to win! This was on Kickstarter in July 2024 and promised delivery April 2025; it arrived mid January 2026, so it’s more than a few months late.

This is definitely a little outside the theme of the previous Burgle Bros games!  Burgle Bros (the original) is a small game about doing a heist! The second one, Burgle Bros 2, was a bigger game, but still a casino heist!  See our review here of that.  Although this game, Burgle Bros 3: Future Flip has the same DNA, with floors to explore and tiles to flips and enemies to evade, it does feel a little different.

Let’s take a look!

Unboxing and Gameplay

This is an interestingly shaped box: see above for the curved corner!  The corner doesn’t seem to get in the way (I have opened and closed it multiple times and it hasn’t been a problem), so it does look cool but it doesn’t cause issues.  Also, see can of Coke for persepective.

Each player chooses one of the 10? 14? (if you got the Kickstarter, you got a few more characters) characters that comes with the game.  You’ll note that each character has a special ability, as well as number of actions (clock) and hand limit (hand).  This is a cooperative action point game; each player will get so many actions on their turn.

The wooden meeples correspond to the players.  Weirdly, they chose NOT to have the character cards be the same color as the wooden meeples?

In fact, if you aren’t careful, you may get flummoxed when you can’t find your character!  Where’s the character meeples for the two characters above???

It turns out each character has TWO sides: geared and disguised, and the meeples  ONLY correspond to the disguised side.  See above.  I am pointing this out because it might trip you up a little in your first play.   

Each character also has their own personal gear: note the little character symbol in the upper left of the gear cards.  These are special cards that are one-use abilities during the game.

There are also plenty of generic gear you can pick up after you hack a SysOp; it’s your reward for a successful hack!

The SysOps are various flavors (green, red, and OMEGA PROTOCOL): these are the baddies roaming the floors of the building trying to keep it under control.

The floors of the building are represented by neoprene mats; one for each floor!  And yes, I believe these come standard with all versions of the game!

The Patrol cards (above) control the movement of the SysOps: see above as they set the destination of the SysOp (D3 or D4).   Note that there is a different pile for each floor.

As the characters explore the floors, various tiles come out; see them above!

These are all kept in a nice bag (really, it’s nice and it fits all the tiles well).   The reason for the bag is that the tile you choose depends on either the floor you are on, whether your geared or disguised, or various other things!  This is different from other Burgle Bros games where you just put the tiles out and flip ’em when you PEEK or MOVE.  Here, in Burgle Bros 3, you have to draw a tile and flip it to the appropriate side!  And yes, that’s why it’s called Burgle Bros 3: Future Flip!

As the game unfolds, the floor unfurls and you can see where alarms, walkways, coridors, etc are.   

One of the most important things in the game is to stay out of the SysOps ways as they roam the floors!  Each player has some “cool” and some “stealth”. (eee above: the blue cube are “cool” cubes, and the masks are “stealth” tokens).  While you are cool, you are in your disguised mode but if the SysOps moves to you, you lose 1 or 2 cool cubes!  Once you “lose all your cool”, you flip to the geared side!  And now, when they move to you, you lose stealth! If you are ever reduced to zero stealth, ALL PLAYERS LOSE THE GAME!

The nice little summary cards list all the things the players can do: PEEK at a tile next to you (to avoid setting off an alarm maybe), MOVE to a tile and activate it (because you need to reveal stuff quickly), CHARM (to get some hack cards), LINK and SWAP (to share gear or hacks) or use your Tool.

What’s this CHARM thing??? That seems new???  You can CHARM the co-workers of the building (hey, most people don’t like working for evil corporations and will help you with a little coercion) to give you HACK cards.  Well, they are called PROGRAM cards, but these are the cards you use to HACK the SysOps!

To win the game, you have to HACK the final SysOp on the Mainframe space!  See two such evil baddies above!  Note how many Program cards you will need to hack the final SysOp!  (There are some other preconditions: both floors have to be in OMEGA PROTOCOL and you have to be on the Mainframe space and you have to have all the Program cards!)

Once the main SysOp has been hacked, if all players make it back to the Air Ducts (see above), we all win!  Shared victory!! If anyone loses all their stealth, we all lose!!

Really, this production is fantastic.  I feel like they fixed a few problem we had in Burgle Bros 2!  We’ll discuss that more in the What We Liked Section below.

Overall, great production.

Rulebook

This was a very good rulebook.

It gets an A on The Chair Test: the rulebook fits perfectly on the chair next to me, it stays open, and it has a big, easy-to-read font.   There are also plenty of examples and well-notated parenthetical boxes.  See above.

The Components list is what you want: pictures of all components with an annotation underneath,

The set-up is perfect; it spans two adjacent pages, so you can set-up without having to spill over into other pages!  It’s got a picture for set-up, and it’s well marked.

In general, this was a very good rulebook.

I am on the fence on wether this should have had an Index; this is a pretty straight-forward game, so I am not sure it needed one.  But it would have nice to have an Index to differentiate things like MOVE vs ENTER and a few other concepts.  The rules are all there, not always quite where I expected them, but they didn’t take too much time to find.

This was a good rulebook.

 

Solo Play

Interestingly, Burgle Bros 3 lists solo play as a Variant (see above)  But I loved this!  They specified the  solo mode perfectly.  This is how I want to play solo modes!  Two-handed solo!  Thank you !

See above as I am set-up for a solo (two-handed, playing two characters)!

Your characters start on the Air Duct space, getting ready to explore!

I have to admit, I didn’t enjoy my solo game.  Many, many times, I got stuck.  It’s clear you don’t want to go near the SysOps, because you lose cool/stealth.  Sometimes, you just get stuck in a corner; you could move over the SysOps, but then you lose your precious cool.   The overall theme for this game is patience.  Sometimes, your turn is almost nothing.  It’s unfortunate, if you don’t move on your turn, there’s usually very little you can do.   Sometimes you can CHARM, sometimes you can LINK/SWAP.  But many times your turn is “well, I’d better stay here or the SysOp will move over me”.

I lost my first solo game pretty badly.  I got stick in corners too frequently, and the luck of the dice and Patrol cards just went sour.

I was very frustrated.

 

Cooperative Game

The cooperative game went a little better, but not much.

The same problems that plagued the solo game plagued the cooperative game.  Sometimes, a character would just get stuck in a corner and couldn’t do anything.  They’d have maybe one viable action, but have to basically just waste their turn.  They’d get stuck because a KEYCARD space came out, or the pattern on the floor cornered a character, or the SysOps simply always was coming towards you!  It’s even harder to predict what the SysOp will do when 3 people play after you!  Will you lose your cool???

The best part of the game was the endgame.  Once all the tiles had been revealed, then we could be smart and try to figure how to get out of the building!  In the endgame, we had fun as we tried to puzzle out the best way to use the spaces on the board!!

Unfortunately, I didn’t like the process of GETTING to the endgame.   It just felt so  … reactive.  All we could do was “react” to the state of the board on our turn.  There was a little bit of strategy about where people might go, but sometimes the board layout or the SysOps pattern just stopped you from doing anything.  The game felt like … stuff was just happening to me and I could do very little about it.

I hate to say it, but the game just felt too random.

What I Liked

Rulebook: this is an amazing rulebook; it’s so well done.  The parenthetical notes were just icing on the cake!

Meeples: In Burgle Bros 2, we joked that puting the stickers on the meeples was a legacy game!  Don’t mess up the stickers!  Here, in Burgle Bros 3, they got it right: have the meeples come pre-noted.  See above.

Bag:  The bag is well-done.  It would be easy to screw up how this bag worked, but they didn’t.  it’s easy to pull tiles from it and “shuffle tiles” inside.

Neoprene Mats:   The neoprene mats work well, and they fit back in the box.  (This was another potential issue from Burgle Bros 2: the mats fit weirdly).

Two Share Actions!  I adore that there are TWO kinds of sharing actions!  If you are on the same space, you can SWAP!  If you are both far away, but on a LINK space, you can still share stuff!  Most cooperative games only have one notion of sharing, and I really really liked this!  In fact, it made the endgame so much more fun because we had multiple ways to get Program cards to people to do the final hack!  

Production: In general, the production is fantastic modulo one or two issues.

Endgame: Once all the tiles were out, you could be smart. I loved how the endgame played out.

What I Didn’t Like

Frustration.  Many times, you feel like you can’t do something on your turn.  Sure, you have to be patient, but it just felt there were too many turns where “the smart thing” to do … was to do nothing.  In fact, the frustration was so palpable in the cooperative game and I noticed us getting testy with each other.  I think this is a function of the frustration level!

Colors?  Why aren’t the character cards color-coded to match the meeples?   This seems a strange decision especially because the meeples are kind of small!  The color is the main feature you can see! Making the character cards all the same color makes it harder to distinguish who is who.

Reactions

Andrew liked this the best; he was always thinking of ways to get around stuff.  He gave this a 6 or 6.5, which is actually quite high for him.

Sara liked it okay, but she got frustrated a lot.  She gave the same rating: 6 or 6.5, maybe leaning towards a 6.

Teresa generally liked it.

Rich had to most trouble with it.  He found it too frustrating and too random.  The solo game he’d give a 5, and maybe maybe a 6 to the cooperative game.

 

Conclusion

Burgle Bros 3: Future Flip is an amazing production; the rulebook, the cards, the meeples, are all great.  In order to enjoy this game, you have to be patient.  You have to be able to suffer turns where you do nothing.  If that doesn’t sound like fun, you won’t enjoy this game.   In fact, the game can be down right frustrating when you get stuck.

The best part of the game is the endgame; if you can make it to the point where the board is unfurled, then you can be clever and win the game and get out!  Unfortunately, in order to get to that point, you have to suffer through the random flips and turns which may lead to frustration when you feel only reactive.

This game was a little divisive in my group; some people liked it, some people didn’t.  Hopefully this review will help you decide if this is for you.