HONEY
HEIST

Scenario Workshop · Honeycon 2017 · + Paws on the Grid

Roll up the con, the crew and the score — then, if you like, put the bears on a grid and run the break-in with minis.

Honeycon 2017 · one night only

The greatest heist the world has ever seen.
Pulled off by bears.

This workshop gets you from nothing to a playable job in about ten minutes. You roll the con, roll the crew, pull up the venue's painted battlemap, and optionally put minis on it. New to running it? Start with How to Run.

  1. Pick an opener below, or roll your own job.
  2. Read it aloud to set the tone.
  3. Roll up bears in The Crew.
  4. Plan, then break the plan.
A police lineup of seven bears in disguise

Openers

36 read-aloud setups, from rain-soaked and gritty to black-tie slick. Each one loads a matching job, with the twist kept secret.

GrittySlick
Now ShowingThe Honeycon 2017 Film Festival · All screenings sold out · Bring your own honey
The job in five acts: the crew, the arrival, the lasers, the vault, the getaway
The Job · in five acts · Honeycon 2017
In print. Everything here also exists as two printed books: the Core Book (rules, GM guide, tables, character and disguise sheets, Heist Record) and Ideas & Extensions (the 36 openers, Paws on the Grid, blueprint sample plans, tokens and trackers).
Core Book · Chapter 3

Building the Job

Seven d6 rolls between you and a heist: the organiser, the venue, the prize, the security and the secret twist.

Every field is a d6 roll from the GM page. Lock what you like, reroll the rest, or pick from the dropdown.

The Brief

Classified

Core Book · Chapter 4 · The Crew + Disguises

Build-a-Bear Workshop

Roll up one bear or the whole crew, dress them, and print their sheets: the Bear Necessities sheet, the disguise sheet, or both side by side.

Roll 3d6 for descriptor, bear type and role. Both stats start at 3. No two bears in a crew share a roll. Use the buttons to shift points as the heist goes sideways.

Getting to know every-bear-dy. Before the plan, go round the table and have each bear state their relationship to each of the others (cousin, ex, childhood friend, sibling rival). Decide each one together; relationships go both ways. The workshop has a row for each of them, and they print on the Bear Necessities sheet.
Disguises (optional). Humans are pretty dumb. A bear in human clothes can often pass as one. Dress up rolls a d6 four times for the outfit; the total, plus or minus an accessory, is the Human Believability Score (HBS). When a human sees a disguised bear, the GM rolls 4d6: equal to or under the HBS and the bear passes. Actively lying or bluffing is still a Criminal roll. On the grid, a disguised bear entering a vision cone can use the HBS roll instead of a Sneak roll.
Online game · player handouts

At the Table

Whatever your GM has shared so far: the prologue, the maps, notes. It updates by itself when they share more.

Every venue on the location table has a painted battlemap, 36×24 squares at one inch each, with a player layer and a GM layer. The map follows the job's location; put tokens on it and run the break-in. Zoom out to the site map or the region map for the bigger picture, switch to the generated map for a fresh layout every time, or show the players a hand-drafted blueprint plan while they scheme.

⤢ Open image

Build a map to begin.

Heat

Round

1

Bears act (any order) → Security turn. End of each Security turn: tick clocks.

GM notes

Legend

Core Book · Chapter 2

How to Run the Heist

A guide for first-time GMs: how a session runs, when to roll, making failure fun, dozens of example rulings and an annotated play report.

How to Run the Heist

A guide for first-time GMs. Honey Heist fits on two pages because the rules aren't where the game lives. Most of it lives in how you ask for rolls, what you do when they fail, and how fast you let the plan fall apart. This tab walks through a whole session, gives you dozens of rulings to borrow, and ends with an annotated play report.

1 · The shape of a session

A one-shot runs 1½–3 hours. Every session moves through the same six beats. You don't need to announce them, but knowing where you are tells you what to do next.

  1. The pitch (2 min). Read the hook aloud: it's Honeycon 2017, the plan needs precise timing, and you are a goddamn bear. Set the tone right away: this is a heist movie played completely straight, and everyone in it is a bear.
  2. Make bears (10 min). Everyone rolls 3d6 for descriptor, bear type and role, plus the optional hat. Have each player say their bear's name and one thing they're bringing to the job. Both stats start at 3. That's the whole character sheet.
  3. Roll the job (5 min). Roll the GM tables in front of everyone except the twist, which you keep secret. Read out the location, the prize, the organiser and the two security features. That's the target.
  4. The plan (15–20 min). Let the players plan the heist, then cut them off before they finish. A half-made plan is perfect. Every gap becomes a flashback later, and every over-detailed step is something for you to break.
  5. The job (60–90 min). Start in motion, at the first step of the plan. Run it scene by scene. Let the plan work just long enough for the players to feel clever, then reveal the twist, usually about halfway through.
  6. The getaway & epilogue (10 min). Get out with the prize, or don't. Close with a quick "where are they now?" for each bear, especially anyone who betrayed the crew or flipped out.
Prep checklist: roll the job in this app beforehand, so you know the twist and have time to imagine it. Think of two or three NPCs: the organiser, one guard with a name, and someone who gets in the way. Picture one memorable room. That's all the prep you need.

2 · Your job as GM

  • Describe the world, then ask "what do you do?" End nearly every turn of narration with that question, aimed at a specific bear.
  • You never roll. Humans, guards and lasers have no stats. Players make every roll, and you decide what the result means.
  • Say yes, or roll the dice. If a bear's idea could plausibly work and nothing's at stake, it just works. If there's real risk, they roll. Don't block a plan just because it's silly; silly is the point.
  • Play the humans straight. Guards should be oddly slow to notice that the "visiting dignitary" is a bear in a trilby. Every human in the world should be one strong reaction away from screaming.
  • Keep it moving. A heist is about momentum. If the table stalls, push something at them: footsteps, a phone ringing, a guard coming back early.
  • Spotlight everyone. Each role should get at least one scene where it's the obvious answer. The Driver should drive. The Hacker should hack something ridiculous.

3 · When to roll (and when not to)

Call for a roll only when both of these are true:

  1. The outcome is in doubt: it could believably go either way.
  2. Failure would be interesting: something happens, rather than nothing.
SituationRoll?Why
A polar bear walks across an empty car parkNoNothing to fail at.
A polar bear walks across a car park in front of a security boothYes: CriminalBeing spotted changes the scene.
Opening an unlocked doorNoNo doubt.
Opening a locked door quietly before the guard turns roundYes: CriminalDoubtful, and the timing matters.
Eating honeyNoIt's a voluntary stat shift. Bears are very good at eating honey.
Eating honey while hanging upside down from a ceiling ventYes: BearThe honey is easy. The hanging is the problem.
Trying the same failed lock again with nothing changedNoThe failure stands. Change the approach (smash it, find a key, flash back to a bribe) and you can roll again.

One roll resolves one intention, not one movement. "I sneak past the desk, up the stairs and into the server room" is a single Criminal roll if the danger is the same all the way. Split it into two rolls only if the dangers are different.

4 · Bear or Criminal?

The book's rule of thumb: Bear is for anything a bear does by being a bear. Criminal is for everything else. When you're stuck, ask the player how they're doing it. The description usually decides the stat.

Bear: body, instinct, fear

  • Smashing, breaking, lifting, throwing
  • Running, climbing, swimming, jumping
  • Scaring, roaring, intimidating by size
  • Shrugging off harm: bullets, gas, falls, bees
  • Smelling, tracking, sensing
  • Eating something absurd, quickly

Criminal: craft, cunning, cool

  • Sneaking, hiding, staying unnoticed
  • Lock-picking, hacking, cracking safes
  • Disguises, lies, bluffs, fast talk
  • Driving well (as opposed to driving through things)
  • Spotting a guard's patrol pattern, reading a blueprint
  • Pickpocketing, sleight of paw, forgery
  • Keeping to the plan under pressure, including not eating the honey right now

The same goal can use either stat. That's the core of the system. Getting past a guard can mean sneaking past (Criminal), sweet-talking past (Criminal), or picking him up and putting him in a bin (Bear). Let the player choose. Their choice says what kind of bear they're becoming, and the stat shifts will push them further that way.

Odds at a glance: it's worth knowing how good each number really is.
Stat12345
1d617%33%50%67%83%
2d6, keep lowest31%56%75%89%97%
A fresh bear is a coin flip at everything, and skills and roles make a big difference. As stats shift, each bear gets very good at one thing and bad at the other, which is exactly the story the game wants to tell.

5 · Skills, roles and the 2d6 roll

Roll 2d6 and keep the lowest when the action uses the bear's special skill or fits their role. It's a single bonus: having both doesn't add a third die. Be generous. If the player can explain in one sentence why it fits their role, it fits.

Skill / roleClearly fitsA stretch, but allow itDoesn't fit
Grizzly · TerrifyRoaring a guard into fleeingGlaring at a vending machine until it gives up a snackPicking a lock
Polar · SwimCrossing the lake unseen"Swimming" through a ball pit or a vat of honeyClimbing a fence
Panda · Eat bamboo-likesEating a guard's batonEating the laser emitter, since it's sort of a stickEating a door (not a stick)
Black · ClimbScaling the building"Climbing" through a ventilation shaftHacking a terminal
Sun · Sense HoneyFinding the prizeSmelling which guard had honey on his toast (he's the bribable one)Driving
Honey Badger · CarnageWrecking a room full of guards"Carnage" through a locked doorSweet-talking anyone
MuscleHolding a door shut, lifting a safeIntimidating a mid-level managerForging documents
BrainsReading blueprints, improvising a new planCalculating whether a guard's coffee will run out in four minutesOut-wrestling another bear
DriverThe getawaySteering a runaway luggage cart, a forklift, or another bearLying to a receptionist
HackerCameras, locks, lasersRewiring the PA system to play whale songSwimming
ThiefPickpocketing, sneaking, safecrackingStealing the guard's sandwich mid-bite as a distractionSmashing through a wall
FaceDisguises, fast talkConvincing a rival bear to switch sidesClimbing a cliff

6 · Making failure fun

A failed roll should never mean "nothing happens." Failure moves the story forward and makes things worse. Pick one of these, or combine a few:

ConsequenceExample
It works, but at a costThe lock opens, but the alarm panel starts beeping. You have one minute.
It doesn't work, and things get worseThe disguise slips, and now the receptionist is reaching for the phone.
Someone noticesA guard looks up. On the grid: Heat +1.
Someone gets hurtThe guard opens fire. That bear rolls Bear to shrug it off.
You lose somethingThe crowbar, the keycard, the van keys, your hat. Never the hat if you can help it.
The plan breaksThe step the plan relied on is now impossible. Time for Frustration.
Bear nature takes overYou were sneaking past the buffet and now you're eating the buffet.

Before the dice are rolled, it helps to say what's at stake: "If this fails, the guard turns round." Then the players choose with their eyes open, and the failure feels fair.

7 · The stat-shift engine

The four stat shifts are the heart of the game. Every point that moves makes a bear better at one thing and worse at the other, and pulls them toward one of two endings.

ShiftDirectionWho triggers itWhen to call it
FrustrationCriminal → BearGMWhen the plan fails, not a single roll. A missed lock is just a failure. The vault being empty, the getaway van being towed, or the inside man turning out to be a cop: that's Frustration. Usually it hits the bears who were counting on that part of the plan. On the grid, it hits everyone at Heat 4.
GreedBear → CriminalGMWhen part of the plan goes off without a hitch. Reward a clean step: the camera loop held, the bluff worked perfectly. Easy wins make bears greedy.
FlashbackBear → CriminalPlayerA player can call one any time: "Cut to the bar three nights ago…" They play out a short scene that explains why something is about to work. The flashback costs a point toward Criminal, so it's never free.
HoneyCriminal → BearPlayerAny time there's honey within reach. Bears do this to boost Bear before a big physical roll, which pushes them toward flipping out.
How many shifts? Expect 3–6 per bear over a session. If nobody has reached 5 in either stat by the twist, call Frustration and Greed more readily. A bear on 5 is the best kind of tension: everyone at the table knows one more push means betrayal or a rampage, and the player usually wants it.

Endings aren't failures. A bear who hits Criminal 6 betrays the party. Let the player decide how, and give them a moment of villainy. A bear who hits Bear 6 flips out. Describe the rampage gloriously. If there's plenty of session left, the player can roll up a new bear who shows up "as backup," or take over the guards for the rest of the job.

8 · Example rulings

Borrow these as they are, or use them to calibrate your own calls. "2d6" means the roll uses 2d6 keep-lowest for the skill or role in brackets.

9 · Tricky calls

Two bears doing the same thing

One bear leads and rolls. If another bear helps in a way that clearly matters, the leader rolls 2d6 keep-lowest if they weren't already. A failure lands on both of them. Helping is a real risk.

The whole crew needs to do something (all sneak past, all jump the gap)

Have each bear roll, and count the failures. Zero: clean. One: something minor goes wrong (Heat +1, a dropped bag). Two or more: things go properly wrong. Players love to argue about whose fault it was.

A bear vs. a rival bear

Rival bears are bears, so they're stronger than humans. Taking one down needs a successful Bear roll, and it fights back: on a failure, the player's bear is Hurt. Outsmarting a rival is Criminal, and rival bears are surprisingly easy to bribe with honey.

A player wants to do something enormous in one roll

"I punch through the floor into the vault" is fine. Grant it with a big cost: Heat to 6, or a Frustration shift because it wasn't the plan. Big actions should change the situation, not skip it.

A stat is at 1 (or 0)

A stat of 1 succeeds 1 time in 6. That's intentional: the bear has drifted too far. Encourage the player to solve things with their other stat. A stat of 0 can't succeed, so the bear can only try the other way, and the game is telling you it's nearly over for them.

Talking to humans

Bears can sort of mangle human speech. Lean into it. A Criminal roll to bluff is perfectly fine, but describe how it sounds: "Hrrrello. Am… inspector. Of honey."

Disguises

Use the Human Believability Score when the question is simply does this human notice they're looking at a bear? The GM rolls 4d6 against the bear's HBS. The moment the bear opens its mouth to lie, it's a Criminal roll instead (2d6 for a Face). A failed HBS roll doesn't have to mean instant disaster: "Sir, are you… quite well?" is a fine middle ground.

Rules lawyers

There's almost nothing to argue about. If someone tries, offer a roll and move on. Speed matters more than accuracy here.

10 · When to use the grid

The grid is a tool for one set-piece, not the whole night. Bring out the map once the bears are inside the building and timing, sightlines and positioning start to matter. Put it away when the plan goes off the rails into a chase, or when the conversation becomes the scene.

  • Use the grid for: sneaking past cameras, coordinating a split crew, the laser corridor, the vault, a fight in the lobby.
  • Stay off the grid for: planning, flashbacks, social scenes, car chases, the epilogue.
  • Rolls don't change on the grid. Same stats, same dice. The grid only adds positioning (who can see whom, how far you can get) and Heat as a visible fuse.
  • Heat 4 is your Frustration trigger. It saves you deciding when the plan has failed: the track decides for you.

Which map? While the crew plans, show them the region map and the site map for the job's venue (on The Job tab and the Map tab) and let them pick their approach. When the break-in starts, lay out the painted battlemap's player layer and keep the GM layer to yourself. In the Metropolitan City, Hivesburg Tower has four floors: the crew can go up through the lobby or drop in from the roof.

11 · Play report: The Manuka Job

An illustrative session. The ROLL boxes show each roll as it happens: which stat, why, the dice, and what the GM did with the result. GM boxes show the GM's thinking. SHIFT boxes track stat changes.

The jobHoneycon 2017 is being held in a Lavish Convention Centre. The organiser is greedy and wicked. The prize: a briefcase of pure manuka extract worth $5m. Security: CCTV Network and Laser Tripwire Grids. Twist (secret): Look — a rival team of bears!
The crew Big Theo: Retired Grizzly, Muscle (Terrify). Bear 3 / Criminal 3. Bowler hat.
Clawdia "Velvet": Slick Sun Bear, Face (Sense Honey). Bear 3 / Criminal 3. Fez.
Mitts: Rookie Black Bear, Hacker (Climb). Bear 3 / Criminal 3. Crown on top of a cowboy hat.

Scene 1 · The Back Room of the Stinking Elk

The plan, as written on a beer mat: Velvet walks in the front door as a VIP and opens the service entrance. Theo comes through it with an empty catering trolley. Mitts goes up the outside of the building, into the roof vents, and loops the cameras. They meet at the Platinum Lounge, swap the briefcase for an identical one full of jam, and leave through the loading dock before the 9 p.m. keynote.

"What about the lasers?" asked Mitts.

Nobody had an answer. The GM smiled and called time on planning.

GM: The plan has an obvious hole (the lasers) and a fragile step (the swap). Both are perfect places for things to go wrong. Don't let players fill every gap during planning. Gaps are what flashbacks are for.

Scene 2 · The Red Carpet

Velvet swept up the marble steps in a long coat, a fez and a lanyard reading CLAUDIA BEARSON — HONEY QUALITY INSPECTOR (FEDERAL). The woman at the VIP desk looked up, then up some more.

"Hrrname," said Velvet, sliding a business card across the desk with one claw. "Inspector. Very… important. Of honey."

🎲 ROLL: Criminal · Velvet (3) · Face role → 2d6 keep lowest
52 → keep 2 ≤ 3 → SUCCESS

Why Criminal: bluffing and disguise are craft, not muscle. Why 2d6: talking past the front desk is exactly what a Face does. Applied: the receptionist waves her into the VIP area and hands her a glass of champagne, which she eats, glass and all.

GM: A clean success on the first step of the plan. It's tempting to call Greed already, but wait until a whole step of the plan is done. Velvet still has to open the service door.

Velvet found the service corridor behind a velvet rope (she took this personally), padded to the fire door and shoved the bar. Theo was waiting outside with a trolley.

No roll: the corridor was empty and nobody was watching, so there was no doubt. Don't roll for things that just happen.
SHIFT: Greed. Velvet's step went off without a hitch. Velvet: Bear 3 → 2, Criminal 3 → 4. The GM describes the thrill: she's good at this, and she's starting to wonder why she needs the others.

Scene 3 · Over the Top

On the north wall, Mitts had found a drainpipe. He looked down at the crown on top of his cowboy hat, decided it would stay on through sheer confidence, and started climbing.

🎲 ROLL: Bear · Mitts (3) · Climb skill → 2d6 keep lowest
66 → keep 6 > 3 → FAIL

Why Bear: scaling a wall is physical bear business. Why 2d6: climbing is the black bear's skill. Even with two dice, double sixes happen. Applied (fail forward): the GM doesn't say "you fall." Instead the drainpipe tears off the wall with Mitts still on it and swings him like a pendulum, straight through a third-floor window into the Platinum Lounge's kitchen. He's in, a floor below where he planned and very loudly. A chef stares at him, holding a ladle.

GM: The failure moved him closer to the prize and made everything worse. That's the ideal failed roll: it's interesting, it's still progress, and it's now urgent.

"Shhhh," said Mitts, holding a claw to his lips. The chef dropped the ladle and fainted into a tray of profiteroles.

No roll: a lone chef faced with a black bear in a crown fainting is just narration. The GM decided it was funnier than a roll, and humans are allowed to be useless.

Scene 4 · Flashback: The Lasers

Theo and Velvet wheeled the trolley to the Platinum Lounge corridor and stopped. A lattice of red light hummed across the passage.

"Ah," said Theo. Then he grinned, as well as a grizzly can grin. "Ah, but."

Three nights earlier. The Stinking Elk. Theo slid a jar of something cloudy across the table to a nervous man in an electrician's van uniform. "Fuse box. Ten o'clock. You flip it for ninety seconds, and you never saw a bear."

SHIFT: Flashback (player-called). Theo: Bear 3 → 2, Criminal 3 → 4. Applied: in the present, the lasers flicker and die. The GM sets a clock: "Ninety seconds." Flashbacks don't need a roll to have happened. The point you spend is the cost. But the GM can still make the payoff tense.

Scene 5 · The Grid Comes Out

The crew is inside and the timing matters, so the GM puts the battlemap on the table. Heat starts at 0.

Two cameras covered the Lounge doors. Mitts, upstairs in the kitchen with his laptop balanced on the fainted chef, went looking for the camera feed.

🎲 ROLL: Criminal · Mitts (3) · Hacker role → 2d6 keep lowest
41 → keep 1 ≤ 3 → SUCCESS

Why Criminal: hacking. Why 2d6: it's what Hackers do. On the grid, a Hacker can work cameras from up to 3 squares away, and the camera junction box is right under the kitchen floor. Applied: both cameras now show an empty corridor on a loop. The GM removes their vision cones from the map.

Theo pushed the trolley through the dark corridor at full grizzly speed. On the grid that's a Dash: 8 squares, no action. Velvet walked beside it, champagne-free, counting under her breath. "Eighty-one. Eighty-two…"

They made it with seconds to spare. Behind them the lasers flickered back on.

No roll for the dash: the lasers were off and the cameras looped, so nothing was in doubt. The ninety-second clock created tension without a die roll. The GM could have asked for a roll if a guard had stepped out, but chose not to. The players had earned this one.

Scene 6 · The Platinum Lounge (The Twist)

The Lounge was gold leaf and velvet, with a single glass case in the middle under a spotlight. Inside it, the briefcase. Velvet's nose twitched.

"Manuka," she said. "And… something else. Wet fur. Cheap cologne."

🎲 ROLL: Bear · Velvet (2) · Sense Honey skill → 2d6 keep lowest
25 → keep 2 ≤ 2 → SUCCESS

Why Bear: smell is bear instinct. Notice that Velvet's Bear stat has dropped to 2 from the earlier Greed, so her skill die is doing a lot of work. Applied: the GM reveals the twist on Velvet's terms rather than springing it as an ambush. She smells three other bears in the ceiling, already lowering a rope toward the case. The GM flips the rival bear tokens to visible on the map.

GM: A successful perception roll should give a twist away early, which means the players get to react. A failed one would have meant the rival bears dropping in with the briefcase already in their paws.

Three bears in matching tracksuits slid down from the ceiling. The one in front, a brown bear with a gold chain, held up a paw.

"Kodiak Cartel," he rumbled. "Walk away, Velvet."

Velvet adjusted her fez. "Or. We split it. Fifty-fifty. Nobody has to get… mauled."

🎲 ROLL: Criminal · Velvet (4) · Face role → 2d6 keep lowest
65 → keep 5 > 4 → FAIL

Why Criminal: negotiation. Applied: an 89% roll failed. It happens. The Cartel leader laughs and smashes the glass case. The noise is loud: Heat +1 → 1. A rival grabs the briefcase.

Scene 7 · Things Go Wrong

Theo didn't wait for a plan. He planted his feet, drew himself up to his full, retired, terrible height, and roared.

🎲 ROLL: Bear · Theo (2) · Terrify skill → 2d6 keep lowest
34 → keep 3 > 2 → FAIL

Why Bear: roaring is as bear as it gets. Note how the earlier flashback cost Theo: at Bear 3 this would have succeeded. Applied: the rival bears are bears; they're not impressed. But the humans are. Two guards burst in from the service door, see four bears and a smashed case, and start shouting into their radios. Heat +2 → 3 (one for the roar, one for being spotted).

GM: A Terrify skill doesn't work on other bears, and the failure turned that into a new problem rather than a dead end. Heat 3 means Suspicious: the guards on the grid now move toward the noise every Security turn.

Security turn. The guards levelled their tasers at the biggest target in the room: Theo.

"Tasers," said the GM. "Roll Bear to shrug it off."

🎲 ROLL: Bear · Theo (2) · no skill or role fit → 1d6
5 > 2 → FAIL → Hurt

Why Bear: soaking up damage is bear business. Why 1d6: being a Muscle doesn't help you ignore electricity. Applied (grid Hurt rule): Theo is knocked down (next turn he gets Move or Action, not both) and shifts Criminal → Bear: Theo is now Bear 3 / Criminal 3. Pain makes him more bear.

Upstairs, Mitts heard the shouting through the floor. He looked at the tray of profiteroles, at the fainted chef, at the industrial vat of honey glaze on the stove.

He put his whole face in it.

SHIFT: Honey (player-called). Mitts: Criminal 3 → 2, Bear 3 → 4. Applied: no roll, just a choice. He's trading his hacking ability for muscle because the job just became a fight.

Then Mitts went through the floor. He didn't use the stairs or the vents. He went through the floor.

🎲 ROLL: Bear · Mitts (4) · no fit → 1d6
4 ≤ 4 → SUCCESS

Why Bear: smashing through a floor is pure bear. Applied: Mitts lands on top of the rival carrying the briefcase, which counts as taking down a rival bear: a successful Bear roll. The briefcase skids across the floor. Smashing is loud: Heat +1 → 4.

HEAT 4: ALARM. The plan has failed. Frustration for everyone. Theo: Bear 4 / Criminal 2. Velvet: Bear 3 / Criminal 3. Mitts: Bear 5 / Criminal 1. Mitts is one point away from flipping out, and the whole table knows it.
GM: This is the session's peak. The plan is gone, the alarm is ringing, and one bear is about to lose it. Now speed up. Describe the shutters coming down, the PA announcing a "wildlife situation," and footsteps getting closer.

Scene 8 · The Swap

Velvet and the Cartel leader dived for the briefcase at the same moment. Velvet's hand closed on the handle. So did his.

"Kodiak," Velvet purred, "look behind you."

He did not look behind him. He looked at the trolley, where the identical jam-filled briefcase sat on top.

🎲 ROLL: Criminal · Velvet (3) · Face role → 2d6 keep lowest
36 → keep 3 ≤ 3 → SUCCESS

Why Criminal: sleight of paw plus a con. Why Face: it's a con. The table could have argued for Thief, but a Face can sell a con, so the GM allowed it. Applied: in the scuffle, Velvet lets go of the real briefcase and "loses" a tug-of-war over the jam one. The Cartel leader triumphantly holds up the decoy, signals his crew, and they're hauled back up into the ceiling. The real briefcase is under the trolley's tablecloth.

GM: The swap from the original plan came back, just not the way anyone planned it. Pay off the players' early ideas whenever you can.

Scene 9 · The Getaway

The service corridor was full of guards. The loading dock was shuttered. Theo, still smoking slightly from the taser, looked at the shutter and cracked his neck.

🎲 ROLL: Bear · Theo (4) · Muscle role → 2d6 keep lowest
26 → keep 2 ≤ 4 → SUCCESS

Why Bear + Muscle: tearing a steel shutter out of its frame is literally the Muscle's job. Notice how much better Theo got at this as his Bear stat climbed. Applied: the shutter goes. Outside sits a catering van with its engine running and nobody in it.

Nobody in the crew was a Driver. Velvet got behind the wheel anyway and adjusted the mirror. "How hard can it be?"

🎲 ROLL: Criminal · Velvet (3) · no role fit → 1d6
3 ≤ 3 → SUCCESS

Why Criminal: driving well, as in getaway driving, is a crime skill. Ramming things would have been Bear. Why 1d6: she's a Face, not a Driver. Applied: the van screeches out of the dock, past three police cars arriving the other way, and into the night.

Epilogue

The GM went round the table.

Theo (Bear 4 / Criminal 2) retired again, this time for real, to a cabin with a very good lock. Mitts (Bear 5 / Criminal 1) made the evening news as "the crowned bear" and is now, technically, wanted. Velvet (Bear 3 / Criminal 3) kept the briefcase in her lap all the way home and didn't let anyone else hold it.

And somewhere across town, the Kodiak Cartel opened their prize and found five million dollars' worth of strawberry jam.

GM wrap-up: The plan hit Heat 4, so there's no end-of-job Greed. If this were a campaign, the final stats carry over: Mitts at Bear 5 would start the next job one honey jar away from a rampage. The Cartel make an obvious recurring rival. A one-shot can end on the jam.

Tally

Rolls11 rolls: 7 successes, 4 failures. No failure stopped the story. Each one made it go somewhere new.
Stat shiftsGreed ×1, Flashback ×1, Honey ×1, Hurt ×1, Frustration ×3 (all at once at Heat 4).
Skill / role rolls8 of 11. A generous GM keeps the 2d6 roll common, which keeps the bears competent and the scenes fun.
Core Book · Handouts

Heist Record

Keep a record of every job your crew pulls: who was there, what went wrong, and whether anyone got the honey.

No heists logged yet.

Paws on the Grid

An optional module for running the break-in on a battlemap with minis. The grid tells you where things are; the dice still tell you what happens. Still two stats. Still one d6. Still a goddamn bear.

Design rule: use the grid for the job itself — the set piece where timing and sightlines matter. Planning, flashbacks, the drive over and the aftermath stay theatre-of-the-mind.

The battlemaps

Every venue on the location table has a painted battlemap, ready to play: Camp Bumblewood (Lakeside Camp), the Port Mellifera waterfront (Fishing Village), Hivesburg Tower's four floors (Metropolitan City), the HoneyCon Convention Center, the Bumble Stop Truck Plaza (Truck Convoy) and the Thistledown Retreat (Wilderness Retreat). Each is 36 × 24 squares, one inch per square, in two layers:

  • Player layer: the bare floor plan. Print this one for the table, or put it on the TV.
  • GM layer: the same map annotated with room names, locked doors, the prize and the dressing. Keep it behind the screen.
  • Site and region maps zoom out from the battlemap to the block and the town around it, with numbered points of interest for the approach, the getaway and the hideout.
  • Printing: each battlemap comes as a 36 × 24 inch poster at 300 dpi, and as 12 letter-size pages to print at home and tape together. Virtual tabletops take the 140 px-per-square versions.

Painted maps don't know where the walls are, so vision cones on them ignore walls: trim them by eye. The app's generated map still draws a fresh, rule-aware layout from the job whenever you want one.

Table setup

  • One square = 1 inch on the table, a couple of metres in the fiction. Any bear-ish mini works; gummy bears are thematically appropriate and edible on a failed roll.
  • Every bear takes up one square, whatever its species. Bears can move through each other but can't end in the same square.
  • Bears start at the venue's entrance (each painted map has one marked in the app's GM notes) or on the IN marker of a generated map. The job is done when the prize leaves the map via the OUT marker (or the Driver's vehicle).
  • The GM keeps twist tokens hidden (the app's GM layer) until they're revealed in play.

Rounds

  1. Bears' turn. Every bear acts once, in whatever order the table likes. Talk it over — it's a plan, after all.
  2. Security turn. The GM moves guards, rivals, bees and cops, then resolves anyone who spotted a bear.
  3. Tick clocks. Countdowns tick, gas spreads, reinforcements arrive. Advance the round counter.

On your turn: Move + one Action

  • Move up to 4 squares. Diagonals count as 1. Rubble and water cost 2 per square. No moving through walls (unless you're a climbing bear — see below).
  • Dash: skip your action to move 4 more squares.
  • Action: anything a bear could plausibly attempt. If the outcome is in doubt, roll as normal: d6 ≤ the stat. Use your bear skill or something that fits your role? Roll 2d6 and keep the lowest.
  • Reach: touching, mauling, hacking and lock-picking need you adjacent. Throwing, roaring and terrifying reach up to 4 squares in line of sight.

Sightlines & sneaking

  • Guards and cameras see in a 90° cone: guards 4 squares, cameras 5. Walls, closed doors, trees and statues block sight. The app shades the cones for you; click a guard or camera to turn it 45°.
  • Sneak: when you move into or through a cone, roll Criminal. Success: unseen. Failure: you're spotted. Turn that watcher to face you and add +1 Heat.
  • Each watcher adds at most +1 Heat per round, however many bears it sees.

Heat (the alarm track)

Heat runs from 0 to 6 and is how the grid knows the plan is unravelling.

HeatWhat happens
0–1Calm. Guards patrol their routes.
2–3Suspicious. On the Security turn, guards move toward the most recent noise or sighting (drop a ! marker there).
4–5ALARM. The plan has failed. Every bear immediately shifts 1 Criminal → Bear (Frustration). Gas vents arm, the cops get called, and locked doors stay locked.
6LOCKDOWN. Exterior doors seal (smash or hack them). Two more guards enter at a map edge every Security turn. Get out now.

Adds Heat: being spotted (+1) · loud actions such as smashing, roaring, Bear-stat takedowns, or failing a smash (+1) · tripping a laser (+2).

Greed on the grid: if the crew escapes with the prize and Heat never reached 4, the plan went off without a hitch. Every bear shifts 1 Bear → Criminal.

Humans

  • Humans don't have stats. A guard is taken out (knocked cold, fleeing, hiding in a supply cupboard) by one successful roll.
  • Use Bear to maul, scare or sit on them: it works even if they've seen you, but it's loud (+1 Heat).
  • Use Criminal for a quiet takedown (chloroform, a convincing tranquilliser dart, a well-timed bin lid). It only works on someone who hasn't spotted you, and it makes no Heat.
  • Civilians (Busy locations) don't fight. A civilian who sees a bear screams: +1 Heat unless your Face handles it.

Getting hurt

No hit points. When a guard shoots you, gas chokes you, bees swarm you or something explodes, roll Bear.

  • Success: you shrug it off. Bears are very large.
  • Failure: you're Hurt. You're knocked down (next turn you get Move or Action, not both), and pain makes you more bear: shift 1 Criminal → Bear.

Bears never die on the grid. They flip out instead, which is worse for everyone.

Security features

FeatureOn the grid
Armed GuardsMove 4, vision cone 4. On the Security turn, a guard who can see a bear raises Heat and shoots: the target rolls Bear or is Hurt.
Electronic LocksLocked doors (padlock icon). Open quietly with Criminal (adjacent), or smash with Bear (+1 Heat; a failed smash still makes the noise). Hackers work from 3 squares.
Laser GridsRed beam lines. Crossing one takes a Criminal roll (Thieves roll with advantage). Failure: +2 Heat. A Hacker can drop a beam from 3 squares.
CCTVFixed cameras, vision cone 5, never move. A camera that sees you = +1 Heat. Loop one with a Criminal roll from adjacent (Hackers from 3).
"Impenetrable" VaultThe vault door needs 3 successes (tracked in the sidebar). Criminal successes are quiet. Bear successes count too but each one is +1 Heat.
Poison GasVents arm at Heat 4 (or on a disastrous roll near the vault). Each Security turn, gas spreads 1 square from every gas square. A bear starting its turn in gas rolls Bear or is Hurt.

Rolled the same feature twice? Double it: twice the guards or cameras, 6 successes on the vault, and so on.

Bear skills on the grid

Roles on the grid

Your role still grants advantage on anything role-ish. It also grants one grid trick:

Flashbacks & honey

  • Flashback (shift 1 Bear → Criminal): once per round, any bear can cut to the seedy back room. Then place one token or reveal one fact you "set up earlier": a propped door, a bribed janitor, a ladder, a cut wire, a guard uniform in a locker. The GM only vetoes things that would end the heist outright.
  • Eat honey (shift 1 Criminal → Bear): takes your action while you're adjacent to a honey pot (remove it). Eating the prize is permitted, but it's bad for business.

When a bear hits 6

  • Criminal 6: the betrayal. The GM takes over the mini. It goes for the prize, or for the exit if it already has the prize, and plays as a rival from now on.
  • Bear 6: the rampage. The GM takes over. Each Security turn it moves 4 toward the nearest anything and smashes it (+1 Heat every round). Animal control removes it after 3 rounds.

Twists on the grid

Location flavour

Core Book · Chapter 1

The Game

Two stats, one die, and a goddamn bear. The whole of Honey Heist on a page.

The Core Game

It's Honeycon 2017, and you're about to pull off the greatest heist the world has ever seen. Two things to know: your plan is complex and relies on precise timing, and you are a goddamn bear.

Stats

Two stats, each starting at 3. Bear covers mauling, running, climbing, shrugging off damage, scaring people and all-round bear business. Criminal covers everything that isn't directly about being a bear.

Actions

When the outcome is in doubt, roll a d6. Equal to or under the relevant stat succeeds; over it fails. Using your bear's special skill, or doing something that fits your role? Roll 2d6 and use the lower one.

Changing states

  • Frustration: when the plan fails and things get difficult, move 1 point from Criminal into Bear.
  • Greed: when the plan goes off without a hitch, move 1 point from Bear into Criminal.
  • Flashback: voluntarily move 1 point from Bear to Criminal by playing a flashback in which the bears plan the job over coffee and cigarettes in the back room of a seedy bar.
  • Honey: voluntarily move 1 point from Criminal to Bear by eating a load of honey.

The end

If Criminal ever hits 6, the life of crime lures you in and you betray the party. If Bear ever hits 6, you flip out, bear-style, and will presumably be collected by animal control within half an hour or so.

Talking

You're not a talking bear exactly, but you can sort of mangle human speech through your bear mouth. Bears can talk to each other just fine.

Disguises (optional)

Humans are pretty dumb. Recent tests in the study of bear disguises have shown they can be fooled just by a bear wearing their clothes. Roll a d6 four times to determine your outfit and your Human Believability Score (HBS), the total of the four dice plus or minus any accessory. If a human sees you in this outfit, the GM rolls 4d6. Equal to or lower than your HBS and you pass as a human. Higher, and you may arouse suspicion or be instantly outed.

Player Tables

GM Tables

The Original

Grant Howitt's original rules, handwritten. Everything above grew from this one page.

The original handwritten Honey Heist rules

🎲 Dice Tray

tap to fold
Roll something.