After the heist of the century, the whole team takes off with the loot, heading for the Bahamas. But when everyone knows that the plane will crash... you know the rest of the story! With new thugs now on board, and many air holes that will often turn the tables, the flight will be even more eventful! New characters, new actions, the Air Hole card module and holey loot bags add spice to Bahamas. In Bahamas, everything is decided by dice! Each player receives an Action card and a starting card to add to your hand of Action cards: a parachute, a fake parachute or the FBI card. Make up your dice pool: there will be 1 less than the total number of players. The first player rolls the dice, and chooses the die whose face is visible. He can then draw or steal a Loot card, draw or steal an Action card or activate his character's special and necessarily villainous ability. He can also play the Action cards in his possession to change the course of events. He then designates the next player, who chooses a die from the same pool.
The last player who did not play this round will roll the dice next. With Air Holes, more and more tricky actions are integrated into the game, and can, for example, force another player to give you his parachute! The game ends if a player has all 3 FBI Agent cards or as soon as the Crash card is drawn. Only players with a parachute or lifeboat survive the plane crash and count their loot, and the richest player wins the game!