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Thief Boardgame - Ideas Needed

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DSfan
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Joined: 12/31/1969

A Game based on the Thief Series

Ok, I've never played the game. (Gonna try & rent it) So most of this is coming from other people. It's a pretty rough idea on what I am going to implement into the game. Feel free to tell me about stuff that is wrong, or stuff that I should add to make the game feel more 'Thief' like.

Thief
1-5 Players
Co-op Game

Each player plays' a different Thief with different abilities. You must use or stealth and other skills to pass different obstacles hidden in the castle. Some of the obstacles include

  • Armed Guards
  • Locked Doors
  • Loud Floors
  • The light
Thing's like light and loud floors will increase your 'awareness' level, making it easier for guards to catch you.

But there are things that will help too. These include

  • Water Arrows (put out candles)
  • Lock-picks (open doors)
  • People (Learn about guard locations)
  • Arrows (kill guards)
  • Dagger (kill guards)
Opening a locked door will be based on chance. Arrows can kill guards from 2 spaces away, but will leave a bloody mess, raising 'awareness' level. The Dagger will kill from directly next to a guard, but not leaving a bloody mess.

Guards
Guards positions are on cards (lay-out cards). You place them at the beginning of a game face down. You can only look at a 'lay-out' card if you hear about a guard in a conversation.

Well some rough ideas of the game. Any comments, suggestions will be helpful (as I haven't played the game)
-Justin

P.S - There were some things I didn't mention (I.E. End of the game) Because I haven't really figured a plot out yet.

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comport9
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Joined: 12/31/1969
Thief Boardgame - Ideas Needed

How about instead of each player being a thief, have some players play the "victims".

Thus, a castle would be the target being robbed, and the thief, or thieves, would try and rob it for all it's worth within a given time frame (before daylight comes say...). All the while another player is moving guards around trying to catch the thieves.

Best be played with somekind of random castle elements... not sure how those would play out... oh, would also make sense if the victim knew the complete layout but the thieves didn't.

I guess I didn't mention it, but the thieves would be invisible to the victim. (Ala "Scotland Yard"). And would only find them through clues. (A sighting, or a sound, found knocked out guard...).

Just some ideas for ya. Could be quite interesting I think. :)

Anonymous
Thief Boardgame - Ideas Needed

Idea sounds really cool and I agree with comport 9
You should have a "victim" that gets robbed
You can have tiles of different ppieces of the castle so the castle is always random.
The victim and thief might have different boards
If the thief hears about a gaurd the gaurd gets placed on the thiefs map and vice versa.
Just my thoughts
You can take or leave them its up to you
Game is sounding cool
I hope to hear more soon

Anonymous
Thief Boardgame - Ideas Needed

I wouldn't have lockpicking based on chance. Instead, I'd have each lock rated something like 1-3 with the number representing the number of turns the player must remain on that space -- without being disturbed -- before the lock is picked.

Then there's a chance of a guard discovering a thief as he's in the process of picking a lock. Maybe the lock's difficulty could be randomly generated -- that would cause some tension when a player discovers that a lock next to a constantly patroling guard is going to take 4 turns to pick (or something like that).

Will the guards move across pre-programed routes on the board? That would fit the Thief series and make the game a little more challenging for the players.

DSfan
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Joined: 12/31/1969
Thief Boardgame - Ideas Needed

After talking to Gogolski in the chat for awhile I came up with a few ideas:

The first one was that games will be played like Doom; in sense that it is a bit of a Dungeon Crawler.

3 Players will play as Thieves. At the beginning of the game they will pick 4 skills for there particular Thief. Let's say that you think lock-picking will be the best thing for this scenario. You get to put "points" on Lock-picking which will make you better at this skill.

The other player will play as the Guards/City-Folk or "Victims" as the thieves will call them. This players main objective is to not allow the Thieves to accomplish there goal.

Scenarios. Instead of the same goals everytime. At the beginning of the game you will build a map (Either your own or a already made one), and then draw a card that determines your objectives.

So do you guys like these ideas? Also do you think the Thieves should play co-op or against eachother by trying to be the first one to accomplish the goal?

-Justin

Gogolski
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Joined: 07/28/2008
Thief Boardgame - Ideas Needed

I also thought about all the thieves trying to get an item, but they don't know where it is located in the house/mansion/castle.

The thieves first have to get inside. Then seach the building for the location of the treasure. Lastly they have to carry the item away (outside the building).

Maybe the guard can move the item once in the game or maybe the guard can hide a worthless replica somewhere.

Just thoughts...

Cheese.
-Fred-

Anonymous
Thief Boardgame - Ideas Needed

Gogolski wrote:
I also thought about all the thieves trying to get an item, but they don't know where it is located in the house/mansion/castle.

This leads me to think that the item could be different each game -- maybe randomly drawn from a deck of items.

You could almost take a "Clue" route with this and have one team of players after a particular item as the other group tries to figure out which item they need to protect.

Hambone
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Joined: 12/31/1969
Thief Boardgame - Ideas Needed

I played the computer game and really enjoyed it. I think the absolute best part of the game was the fear of being caught. One step on a metal plate in the floor and a guard heard you. I found myself not wanting to type too loud. The minute I made a mistake, the guards stomped me and the game was over. Very tense.

Have you thought about a single player game? It would certainly reduce the table talk (for most people) and allow the player to get into a sort of sneak mode. Having a wife that doesn't play games also leaves me longing for good solo games as well. I can imagine a Theif game where I play completely silent, engrossed in the theme, until "AHHHH!" I scream because a guard caught me and all that time was spent for another check in the loss column.

DSfan
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Joined: 12/31/1969
Thief Boardgame - Ideas Needed

Some solitare play, that would be pretty fun most likely.

The only way I can think of enabling this though is to make a deck of cards move the guards, place the guards, etc...

Do you guys have any ideas on this? Also, I wouldn't mind a little help with the solitare play/the real game, a little co-op effort anyone?

-Justin

Hedge-o-Matic
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Joined: 07/30/2008
Thief Boardgame - Ideas Needed

Personally, I think that the theme of thieving is broad enough that you shouldn't chain yourself to the implementation and specifics of the Thief PC games. Things like the special arrows were a central part of the PC game, but are strange as anything other than special items in another context. This also brands your game as less than original, obscuring all of the effort you'll do to get the "feel" of the games into the play, which will be most of your work. I'd drop the ThiefPC specific content to free your imagination to go in different directions.

I think that this game would work very well as a solo project, by the way.

Anonymous
Thief Boardgame - Ideas Needed

I totally agree with Hedge-O-Matic.

If something appeals you so much, that you can't think independetly, better to leave the idea laid for a while, until the awe has passed, and you can think clearly.

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