
Expert referencePre-release · demo pairing, August 2026Guide v1List by WeirdCo ↗Champion · V — Corporate Exile The Heist
Competitive pilot guide
Deck thesisWinning is a count of dice and every card in the deck reads their sum, so the two numbers move independently. Lower your own on purpose, and the seventh die gets cheaper to take.
Difficulty to pilot
Moderate- Two numbers that look like one. The count of your dice wins the game and the sum of their faces switches three cards on and off, and the deck spends most turns pushing them in opposite directions.
- Nine of the twenty-seven cards answer an attack and they are not interchangeable: four cancel a steal outright and three only matter when the attacker’s power is an exact multiple of ten.
- The deck cannot remove anything, so every answer is a timing decision rather than a trade, and a card spent on the wrong turn is simply gone.
- It is a teaching deck against one known opponent, so there is no deckbuilding and no boarding to get wrong.
Where it gets hardKnowing that a Floor It on a nine and a Floor It on a ten are different cards, and holding the eddie until you have seen which one you have.
Strategic identity
Count, Not SumSeven dice wins; their values only switch cards onSix and a SeventhYou bring six dice, so one has to be stolenPoor On PurposeBeing behind is what makes Flathead unblockableNine Ways To Say NoA third of the deck answers one attack, and none of it kills
Resource hierarchy
1Their attacker’s power at the moment it declares
2Ready blockers, which cancel a steal outright
3Eddies, one sold card a turn plus the Legends
4Street Cred, as a comparison rather than a score
Quick reference
Deck3 Legends and 27 cards
RAM limitsBlue 4, Yellow 2
Win7 Gig dice, checked at the start of your turn
Your dice6, so the seventh must be stolen
Street CredThe sum of your Gig values, not the count
Denial9 of 27 cards answer an attack
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