SKS EXAM: CAT BURGLARY CRUISE
SKS EXAM: CAT BURGLARY CRUISE
INFREQUENT FREQUENCY
The Premise
Cat Burglar is a week-long, immersive event built around skill, discretion, and consented misdirection. Participants board as independent operators. Over a week at sea, alliances will form organically — but no one is assigned a team. The voyage rewards intuition, restraint, timing, and knowing exactly when to make your move.
The Ship
You know how this works. Imagine we're celebrating a destination wedding and I'm just the M.C. of bachelorette activities. I'm just using you all to get a bulk discount on rooms, then GET… AWAY… FROM ME… ewww…
You complete my challenges — and the O.T.K. gets a watchtower for helping.
Dress Code
Practical resort elegance. There are no uniforms — individuality matters. The goal is readability to your allies and opacity to everyone else.
How Play Works
Embarkation
Participants board individually across a wide gangway. No announcements. No roll call. No grand entrance. You receive your cabin key, badge, special gifts, vacay bag, your briefing, and one rule. Then the ship sets sail.
The Daily Board
Each day introduces a new collection of missions, puzzles, and objectives scattered across the ship. Complete them, and you move closer to daily prizes. Solve the puzzle, and you unlock an advantage. Miss your opportunity, and someone else will take it.
Sometimes the objective is not to claim a prize, but to figure out how to steal it from another passenger. Nothing is permanently secure. Every dawn changes the board. Every player has something worth watching.
The O.T.K. & H.O.H. Suite
The ultimate daily prize is ascension. The victor of the day's primary play earns the title of M.P. Key, granting exclusive access to the H.O.H. Room for the night, and a VETO to be used at any point.
The O.T.K. sleeps in a lavish suite entirely by themselves — untouchable for the evening. But power comes with authorship. The O.T.K. designs and deploys three custom challenges for the following day. They set the bait. They define the stakes. They watch the rest of the ship scramble to solve the traps they laid.
To hold the H.O.H. Room is to control the current of the game.
Solos Mode
Independent operation is the default. Read the decks. Study the sightlines. Test boundaries. Gather information through conversation, silence, observation, or timing at the bar.
The strongest players discover that the most important move is sometimes no move at all. Success depends on recognizing when attention is bait, and understanding that restraint is power.
Alliances
Optional. Temporary. Unspoken when possible. Over seven days, alliances will form without ceremony and strain without warning. Two operators may trade cover for information by the pool. A trio may rotate distraction duties in the dining room. A short-term pact may become useful for exactly one challenge before disappearing completely.
Breaking an alliance without drama is considered high skill. There are no permanent teams — only temporary interests.
Honor Among Thieves
The culture has its own code. No coercion. No humiliation. No exposure. No retaliation. Consent remains the foundation of every move.
Violating the code does not make you notorious. It makes you irrelevant. Because on this ship, being ignored is the only real failure.
The Mission Board — a preview, not the whole deck
Objectives that only surface after sustained, deliberate commitment — held, not tapped. The board rewards patience over speed here.
Objectives tied to where you physically are on the ship, not just what you know. Proximity is currency; so is being somewhere you shouldn't be.
Each operator is quietly assigned something to protect and something to pursue. You will not always know who else shares your target.
Objectives that mathematically cannot be completed alone — built to force temporary alliance, even between operators with every reason not to trust each other.
Not everything on the board is real. Some objectives exist purely to cost you time, attention, or your alliance's trust in you.
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