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Treasure Castle - POSTED! (finally)

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Anonymous

I figure I need to post SOME thing. So I'm going to post a quick run down of the rules while I continue to work on the rulebook and illustrations. I have way more work to do than I thought I did.

Also I figure I should post something so that you know that I really truly am working on something and not just dragging this on.

The name of the game is Treasure Castle!

This of course isn't exactly a final name.

The premise behind the game is that there is a mysterious castle on a remote island that is said to house immense treasure. You play as one of 6 notorious thieves who is out to get their hands on that treasure. Of course the other thieves will be vying for it as well.

Object of the game is simple, get in, get loot, get out. Person who has the most loot at the end of the game wins.

The game is played on a 5x5 grid. The cetner square is the "treasure room" and each of the other squares are randomly placed squares each being one of 3 colors. These room tiles have doors printed on 1 or more of their sides, and play an important role to navigating the caslte.

If a door is printed on the square you are in, you can move through it (and to the next room) no problem. If there is a door on the opposite square, but not on the current square, you have to pick the lock. If there is a door on both squares you can move back and forth freely. Finally if there are no doors, you can't navigate.

There will be a "no path" mulligan that the player can reset the board if there is absolutely NO path to the center, but probability states that this will be rare (as most of the tiles have 2 or 3 sides with doors on them).

Players may also set traps, to impede the travel of their opponents.

Now, it may seem like players would never interact. Just stick to their paths, go in and out, but the water around the castle is a swirling whirlpool. The boats cant' be docked for very long, so they circle the entire castle. Meaning that by the time you leave the treasure room, your boat won't be where you left it. Drawing all player across the entire board.

Now, the colors play a big part of some of the systems. Each player's theif character has a color (either red, blue, or green). When they perform actions in rooms of a positive color (blue for a red player, green for a blue player, red for a green player) they get bonuses to some of their attribute. Opposite being the case for negative colored rooms.

There will be a few other ways colors can influence situations. Thus you can steer your opponents down a long path (for fear of losing treasure) by setting a trap at a strategic location.

Each player only has 6 trap tokens, and only 3 of them are actual traps. The rest are bluff tokens used to try and trick a player into attempting to disarm it (also a delay tactic).

Players must make it back to their ship to replenish their traps.

There will be hired thugs that can be used to "mug" the other theieves and take their loot, or to defend against being mugged.

That's the gist of what I have lined up right now. I find little things here and there I have to tweak as I write up the manual and do up the illustrations, but it's going smoothley (just way slower than I want it to).

Hope to have something more substantial to show soon!

(with the obligatory million apologies of course :))

sedjtroll
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Treasure Castle - POSTED! (finally)

Sounds like a decent start. I have some questions as to how some of the mechanics work... but I'll reserve them until you post again. Perhaps a better name could be Theives Gambit or Isla de Oro (spanish for Isle of Gold). I like the Former personally.

You mentioned a positive color and a negative color for each player. It sounded like those were static, like:

Player: Positive: Negative: Neutral (?):
Red Blue Green Red
Blue Green Red Blue
Green Red Blue Green

This is an interesting mechanic, and somehow it reminds me of Rock, Paper, Scissors. Might be tough to remember exactly which is which for each player- could easily be solved with a Quick Reference Card though. Could also tie in to turn order- the color of the guy to your left is Positive, the color of the guy to your right is Negative. Then sit in Red, Blue, Green order (clockwise).

Well, I look forward to hearing more!

- Seth

Scurra
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Treasure Castle - POSTED! (finally)

I too like the Rock,Paper,Scissors mechanic suggested, although it seems to me that there might be problems with anything other than three or six players as the balance will be thrown off. Not that I can think of anything better atm, but I'm willing to reserve judgement until I've seen the final result!

The boats idea sound interesting too, but may add a level of bookkeeping complexity that could be too much for a simple "exit" mechanic - it depends on how often you need to visit your boat I suppose, and I'd be worried if the game depended upon frequent visits back and forth if the boats move about too much.

I'm glad to see you have an interesting tweak on the tile-laying mechanic (it's pretty close to one I had in mind for Heist but I changed that to putting the traps on the tiles instead of doors.) And you've added a nice bluffing element too.

The "hired thugs" sound as though they ought to be one of the "trap tile" types, again to reduce overall component and bookkeeping complexitity. But again, I'll wait and see how you intend to use them.

Sounds good from this initial description though.

sedjtroll
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Treasure Castle - POSTED! (finally)

Scurra wrote:
I too like the Rock,Paper,Scissors mechanic suggested, although it seems to me that there might be problems with anything other than three or six players as the balance will be thrown off.

I got the impression that the game was for 3 players (like, only 3). But it shouldn't matter too much- any one color would have 1 positive color and one negative color. As long as all the colors are represented on the tiles, should be ok.

The colors can be determined by who sits to your left and who stis to your right, or they can be static (or both).

Depending on how many players he wants the game to work for, simply make the tiles X different colors (where X is the max number of players), and then people have at least 1 positive, at least 1 negative, and at least 1 neutral color (minimum 3 players of course). I imagine a two player variant would be possible but would require some rules tweaks.

- Seth

Yekrats
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Thief game ("Treasure Castle")

I like the idea. It reminds me of that excellent old PC game, Thief. [Strangely enough, about a week ago I started thinking of ways to make Thief concept into a tabletop board game, but I hadn't got as far as a couple of sketchy ideas.]

That being said, it almost makes me think there should be a wandering guard or guards, possibly a token that may be controlled by all players. (Possibly like the robber in Settlers of Catan.) Perhaps on a particular event or roll, the Guard moves. (Or perhaps on every turn, the Guard moves one space, or something.)

Have you tested the "whirlpool boats" idea in a prototype yet? I question that rule as being a little fiddly. It seems like it stretches the theme a bit too much there for me to believe it. (A proper thief would just tie their boat to the pier, right?) If the rule is just there to keep a player from going "in and out" then that indicates that there is something else missing or wrong with the rules.

Also, the red/blue/green rooms giving bonuses and penalties seems a bit arbitrary. How is it justified by the theme? What does that add to the game?

I'm curious how a thief can disarm a trap, pick a lock, that sort of thing.

I like the "setting traps" idea, with the bogus traps. Heh, heh. Great opportunity for bluffing!

Please send more info about your game. I'd like to see it taken beyond the idea stage.

Best of luck,
Scott S.

phpbbadmin
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Argh!

I won't even mention how much this game reseambles my 'flagship game'; 'Treasures, Traps & Thieves!' (Check my journal if you want to read about it) Again a hearty argh! for similarities!

-Darke

IngredientX
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Re: Treasure Castle

Seems like a nice idea for a game... the similarity to Darke's game notwithstanding. :)

I'm curious about player movement. The trap system seems like a neat mechanism, but will players be limited to only one movement a turn? Will it be determined by a die roll? Do players keep moving until they have to pick a lock?

I agree with the previous posts that there might be a bit of "feature creep" going on, between the moving boats and the thugs, but only playtesting can truly answer that question. There might be a ruleset that can elegantly pull the two off, but you may want to go with only one or the other. The moving boats are a neat idea, but I can see why the previous posts have preferred the thugs; if you're going to experience a setback, better it come from a player's tactics than from a random draw of the game. Perhaps a thug can move a boat?

That's all I have time for right now. I'm eager to read the full ruleset!

~Gil

Anonymous
Treasure Castle - POSTED! (finally)

Finally got the majority of it finished. It's readable and for the most part understandable.

God, again, a million sorries. Between work, doctors, and babysitting, I'm surprised I even got this done. It was irresponsible of me to have had this long of a delay, and I'll pay for it (as now I only have a week to get critiques).

I still have some illustrations to do (mostly just examples of movement and some of the cards), but I'll answer any questions in the mean time. I'll get those illos done sometime tonight.

Anyway, check it out here:
www.bandemax.com/Games

sedjtroll
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Treasure Castle - POSTED! (finally)

Generally, I like the premise. Would you be adverse to re-themeing?

Secondly, here are some things that concern me...

It's a little confusing who gets what bonus for what. I like the system, and it's presented fairly well... but some of the examples even left me scratching my head a little bit. Also, one of them said "if players are neutral to each other (this is under Disarming Traps) then there's no bonus. Did I miss something? I thought players were never nuetral to each other. Or can there be more than 1 theif of each colour?

This game sounds like it's for exactly 3 players... So as I said before, you could make, say 6 colors (thought the board may be too small for 6 players) of tiles/players, ad then either use only the tiles of the correct colors, or use all the tiles and just have more than 1 neutral color.

I think in the final version of the game the colors could be replaced by Races, or Houses, or some other form of group.

Regarding moving thugs. I'm confused. Do you have to say who they're attacking when you send them out? Then do they wander around until they get to that player's pawn? Or do you send them about (by paying action points) then walk them around aimlessly until you feel like moving to one of the other players? The latter would be good for guarding a particular room- almost like setting a trap from a dstance. Send the goon to guard that room over there, making it hard for them to pass.

Regarding traps- Say everyone sets 3 traps around the board, and noone goes in those rooms for a while. How do you remember who set hat trap? I know when you try to disarm you can see the color, but only maybe. If disarming a fake trap you shouldn't have to worry about the bonus or penalty- you paid your time and action points, and got faked out. You shouldn't even have to roll, let alone figure out who set the fake trap. But there's still the problem of having to disarm your own trap (or knowing weather or not you have to).

I'd solve this by saying that you have to disarm even your own traps... it makes sense, and it means you don't have to deal with who put which trap where. The other option is to have the back of the trap tile be the color of the player that set it, then you would be able to bypass your own trap.

I think the way to go is have generic backs, so you can;t tell who set what trap. Also I think the 3 real traps for each player should be 1 each of the three colors (if following the more colors suggestion above, there would be 1 trap of each color and the balance would be blank). that way people don't know by who placed it weather they get a bonus or a penalty when they try and disarm.

3 sounds like a lot of goons to have at one time, but I can't really tell.

You contradict yourself in the 'aiding attack/defense' regarding Aiding losing first. You say the aider always lose first, thenyou say if defending the aider never loses anything. Also, why the different movement rule for thugs aiding depending on weather their on offense or defense? Personally I think I'd ditch this whole part- I think it just complicates everything, and it's weird timing and rules wise.

Losing Treasure: if you have a treasure with VPs on it, so you keep it, then you lose a trweasure... might you lose that one? Do you get to choose which to lose?

You may take forever to reach the game end condition. I suppose that might be a good thing- that players can try and finish the game by cashing in, or extend it by holding off on cashing in. Could be a good system I suppose. I wouldn't cheart a player out of gold if there's not enough left though, just pretend they got enough and end the game- or signal the end of the game and finish out the round (better i think). As an alternative, off the top of my head I'd say when the gold runs out- this can be easily modified by adding or subtracting gold coins from the game. Another might be when a player makes their third delivery (that can be tracked pretty easily)... so you could try and go for quick runs to ed the game early, or you could spend more time getting treasure so that you have a lot of points and people won't want to end the game yet because you'll be winning :)

All in all a decent looking start. Have you played it before? Am I wrong about the number of players? You mention different theif character cards, does each one have a color on them? If so I guess that answers my last question. I almost think it would be better to have all the theives be generic, and do the colors the way I thought you had said it. How do you decide who plays which character?

- Seth

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Treasure Castle - POSTED! (finally)

EDIT: Sorry, double post. Better than writing for an hour and having it deleted cue to Invalid Session :/

- Seth

Anonymous
Treasure Castle - POSTED! (finally)

I can see how it can be confusing. For the most part I hope to clarify a lot when I'm done with the rest of the illos.

Quote:
It's a little confusing who gets what bonus for what. I like the system, and it's presented fairly well... but some of the examples even left me scratching my head a little bit. Also, one of them said "if players are neutral to each other (this is under Disarming Traps) then there's no bonus. Did I miss something? I thought players were never nuetral to each other. Or can there be more than 1 theif of each colour?

There are 6 Thieves to choose from, 2 of each color. The game is designed for 3-4 players in mind. I havn't playtested it yet, but my thinking is that the player colors won't offset things because when played smartly, there is always a chance (even if through politics) to even things out. Choosing paths and timing is important to this game.

So to answer your question, there will be 2 players who are of the same color in a 4 player game (or even 2 sets of players), so the posibility to have neutral lineups is possible.

As for the bonuses, basically the player making the action takes his players color into account. Elements around that character (the room color, trap color, etc) will affect either his attributes or die roll. I know that I probably need to detail this more carefully and clarify the wording. But ultimately I think since it's mostly a visual rule, some visual examples are needed.

Quote:
Regarding moving thugs. I'm confused. Do you have to say who they're attacking when you send them out? Then do they wander around until they get to that player's pawn? Or do you send them about (by paying action points) then walk them around aimlessly until you feel like moving to one of the other players? The latter would be good for guarding a particular room- almost like setting a trap from a dstance. Send the goon to guard that room over there, making it hard for them to pass.

Again I need to go back and clean that up a lot. When you choose to attack another player you declare the attack on that player, then "move" the Goon to the player. Goons can't pick locks, so they need open doors to do so.

They don't actually move independantly. It's like telling some dogs to fetch. They run up, beat up the theif (or try) then if you win you get to steal a card. When I show the example of the Theif Character card, there will be a spot that the player places the Goon Pawns on. Most likely there will be an "attack" square that the player can move his pawn onto to keep track of how many Goons are being used to attack with.

These goons are like this, because I figured it'd be a way of using them as a "weapon" rather than elements that move independantly on the board so things don't get too cluttered. I want the emphasis to remain with the theif characters, yet I want players to constantly have to watch their backs and plan their moves. So you could wait for someone to leave the treasure room and then mug them on the exit (or if you planned far enough ahead, set a trap on one end so they'll have to exit another way, and thus mug them). It's just another element to think about, otherwise players will just be moving around avoiding traps and not very much interacting is going to happen.

The assiting is there so that players can barter with each other for protection and player politics can start to take shape.

Quote:
Regarding traps- Say everyone sets 3 traps around the board, and noone goes in those rooms for a while. How do you remember who set hat trap? I know when you try to disarm you can see the color, but only maybe. If disarming a fake trap you shouldn't have to worry about the bonus or penalty- you paid your time and action points, and got faked out. You shouldn't even have to roll, let alone figure out who set the fake trap. But there's still the problem of having to disarm your own trap (or knowing weather or not you have to).

ARGH! Another section I need to clean up. I think my rushing to get it done is starting to show. Each trap has a number (1-4) on the back to correspond to the Thief pawn and Ship Token. When you disarm the trap you spend the points before you actually disarm. I should have added before you roll, and before the trap is flipped over. When you flip it over if it's a bluff, obviously there is no need to roll or disarm the trap, but you've already spent your AP so you can't continue on (if you don't have any remaining AP). There should be no question as to who has to disarm the trap. Although it could be very interesting if everyone had to keep mental track of who's traps are whos, and anyone can set off any trap. When multiple traps are in play, it could get very tense trying to tiptoe around them, and try and remember which ones are safe for you to cross and which ones you should desparately avoid (negative trap color in a negative colored room). However, I'm afraid that would require too much mental bookkeeping. When I actually build this and start playtesting I'll try it both ways.

Quote:
Also I think the 3 real traps for each player should be 1 each of the three colors

Actually this was my intention all along. Every player gets a set of trap tokens. One of each color and three bluff. I guess it wasn't clear.

Quote:
3 sounds like a lot of goons to have at one time, but I can't really tell.

Only playtesting will tell methinks.

Quote:
You contradict yourself in the 'aiding attack/defense' regarding Aiding losing first. You say the aider always lose first, thenyou say if defending the aider never loses anything. Also, why the different movement rule for thugs aiding depending on weather their on offense or defense? Personally I think I'd ditch this whole part- I think it just complicates everything, and it's weird timing and rules wise.

You're right I did, I'll fix it. What I meant to state was that the aiding player doesn't lose any of his/her treasure cards if they are on the losing side of an assist. YET MORE clarifcationg. I'm starting to wonder if I should have just kept you all waiting another day so I could have cleaned this up :P

Quote:
Losing Treasure: if you have a treasure with VPs on it, so you keep it, then you lose a trweasure... might you lose that one? Do you get to choose which to lose?

When you retreive a treasure from the treasure room then you place the cards in your hand. You're thief party is thought to be carrying this loot. When you finally turn it in to the boat, you place the cards on your Character Card (there will be a spot for them) if they have VP on them, these you can't lose, any cards you are carrying are subject to being taken or lost. So until you secure your loot on the boat, it isn't quite yours yet.

Quote:
You may take forever to reach the game end condition. I suppose that might be a good thing- that players can try and finish the game by cashing in, or extend it by holding off on cashing in

I'm not sure if it'll take too long. The player can hold, on average, 3 treasure cards, and I'm figuring on average they'll grant 2 or 3 coins each, that's about 9 coins per trip, so about 3 or 4 trips to the center (if nothing happens to make you lose treasure cards) could mean end of game.

The actual number of both total coins, and coins requied to end the game of course will require playtesting to know for sure.

However I'll admit the end game was thought of... oh... about 8 hours ago :P

Quote:
All in all a decent looking start. Have you played it before? Am I wrong about the number of players? You mention different theif character cards, does each one have a color on them? If so I guess that answers my last question. I almost think it would be better to have all the theives be generic, and do the colors the way I thought you had said it. How do you decide who plays which character?

I'm thinking a max of 4 player (who knows what playtesting will say), and the player who goes first get's first pick of the theif characters. Perhaps I can devise a more fair solution to the thief characters, but each character will have strengths AND weaknesses. So a Thief who has 4 AP (1 more than standard) he might also have a weaker trap skill. More mobile, but more likely to fumble a trap disarm attempt.

I'll post the Theif Characters when I ge them written up. I'm thinking these will require the most playtesting.

Whew. I feel like I only wrote half the game. I know that I wasn't nearly as done as I thought I was. Just feeling the pressure of realizing I'm a week overdue I guess. I'll revise it and post again tomorrow most likely.

Thanks for the comments, and I hope I cleared up some questions.

I'm starting to really like the idea of not knowing who owns what traps. So perhaps players can stock up on traps randomly or something. Who knows, but it could add an interesting element.

And I realize since this is a color heavy game Blue/Green color blind people will find it almost impossible to play. I'll have to think of a workaround for that (perhaps patterns in addition to the colors).

IngredientX
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Treasure Castle - POSTED! (finally)

This sounds like it'd be a neat game! Some thoughts...

- I agree with Seth in that you may want to re-configure the "Paper-Scissors-Rock" mechanic around a more intuitive theme than colors. When I think of what beats what in PSR, I think thematically, i.e. Scissors cut Paper, Rock crushes Scissors, Paper wraps Rock. There's nothing about Red that intuitively beats Blue but loses to Green. Also, you're missing a chance to potentially align the mechanism with the game's theme, which could pull players deeper into the game.

For example, you could use character classes instead of colors... Halfling, Dwarf, Elf. Dwarf beats Halfing, Elf beats Dwarf, Halfling beats Elf.

You can tie the character bonuses in here too. Halflings would have an extra AP. Dwarves would have a Trap skill 2 points higher than the others, and Elves would have a Lockpick skill 2 points higher than the others. The trap and lockpick bonuses would have to be larger than the AP bonus, because the AP bonus can amount to a +1 trap or lockpick bonus anyway.

- By the way, you can rename "Dexterity" to "Lockpicking," if that's all it's going to be used for.

- A minor quibble about traps: if the the trap color is neutral, then there shouldn't be a bonus or penalty; checking the color/class of the player who set the trap might be too much bookkeeping. This way, each player has access to a trap of every different color; they can "target" a certain player with a certain trap.

- I like the addition of goons to the game! Keep attacks to one die roll, though. Each goon is a +2 to the attack roll. Subtract two for each defending goon. Factor in room color. The attacking player must roll the resulting number on the die to be successful. No roll for the defender. This way, you only need one die for the game; it gets passed around to the next player for his turn.

- Should traps have an effect on players not carrying treasure? Maybe an AP penalty on the character's next turn?

Finally, I'll put on my Captain Annoying cape and address a couple of minor points...

- The "I go first" stealth mechanic to determine who goes first in a game is conceptually neat, but it might not work in practice, especially under repeated play. Keep it to a die roll.

- You shouldn't have to specify that the players with the most gold is the runner-up. Instead, say that if two players are tied in VP, then gold is the tiebreaker.

I hope this helps!

Anonymous
Treasure Castle - POSTED! (finally)

Quote:
- I agree with Seth in that you may want to re-configure the "Paper-Scissors-Rock" mechanic around a more intuitive theme than colors. When I think of what beats what in PSR, I think thematically, i.e. Scissors cut Paper, Rock crushes Scissors, Paper wraps Rock. There's nothing about Red that intuitively beats Blue but loses to Green. Also, you're missing a chance to potentially align the mechanism with the game's theme, which could pull players deeper into the game.

I'm going to leave it color for now until the game get's more refined, then I'll look into alternate means. The problem is, do you call some rooms "halfling rooms" or "dwarven rooms"? That kind of doesn't make sense either, so I don't know.

And I see what you mean about the AP 4 character essentially getting a +1 anyway. I'll keep that in mind when I finish the Character Cards. THANKS!

Quote:

- By the way, you can rename "Dexterity" to "Lockpicking," if that's all it's going to be used for.

I was toying around with the idea of putting in a "pickpocket" element which would also use the dexterity skill. You would have to be in the same square as the player, and it doesn't involve goons (or a die roll from the defender for that matter).

I was going to put it in as not only an alternate means for taking treasure from an opponent, but a way to circumvent an opponents lucky streak if they seem to have hot dice. However, at the last moment I plain ol' forgot that I was thinking about it. Does it seem like it's still worth investigating?

Quote:
- A minor quibble about traps: if the the trap color is neutral, then there shouldn't be a bonus or penalty; checking the color/class of the player who set the trap might be too much bookkeeping. This way, each player has access to a trap of every different color; they can "target" a certain player with a certain trap.

You're right, that does seem a bit unneccessary. I mainly wanted disarming traps to be a tricky encounter, however since there is still a possible neutral result, it really wasn't a solution. I'll probably take it out.

Quote:
- I like the addition of goons to the game! Keep attacks to one die roll, though. Each goon is a +2 to the attack roll. Subtract two for each defending goon. Factor in room color. The attacking player must roll the resulting number on the die to be successful. No roll for the defender. This way, you only need one die for the game; it gets passed around to the next player for his turn.

I wanted the defender to feel he has at least some input on his own destiny. That way it doesn't feel like he's just rolling over and letting the attacker take him, or just putting himself on autopilot for defense. Ther is something to be said for two players rolling a die trying to beat each other. It feels more engaging then watching your opponent take control of your destiny. Some people might think it adds unneccessary random elements to the game, but I say if you plan your moves carefully you can ensure that you're in favorabel positions so if attacked you'll get bonuses. Only the defender get's room bonuses on the attack.

I'm not too worried about time saving in this instance.

Quote:
- Should traps have an effect on players not carrying treasure? Maybe an AP penalty on the character's next turn?

You know, my initial intention for traps was to have different color combinations of traps and rooms have different effects. Like a red trap in a red room would be a snare trap that causes the player to lose all AP their next turn, or a red trap in a blue room would be a guillotine that causes the playes to lose all Goons (and if they don't have any, then oh well, the thief always rolls out of the way in face of death). However with 3 colors that leads to 9 possible traps. I'm sure 3 of which could be treasure loss, and 3 could be some other type of loss, perhaps 1 could place the character 3 spaces on the board. However I was starting tot hink that 9 different traps could become a litle much, and got worried that players trying to set specific traps will find that they'll be too predictable.

Although if the effects are varried enough, all with good benefits, then I suppose I should have kept it.

I'm open to suggestions on that.

Quote:
- The "I go first" stealth mechanic to determine who goes first in a game is conceptually neat, but it might not work in practice, especially under repeated play. Keep it to a die roll.

Heh, the "I go first" play mechanic was mainly just a joke, kind of a tie in with the theme. The roll off is the prefered method, as it's left up to the players, I'm sure they'd probably choose that route.

Quote:
- You shouldn't have to specify that the players with the most gold is the runner-up. Instead, say that if two players are tied in VP, then gold is the tiebreaker.

This came from an earlier topic discussion on "Playing for Placement" where when players are feeling they have no possible way to win they'll lash out and try to ruin the game for the players doing better. I figure if you actually make it a rule that there is a second place player, then players will at least attempt to play their best through the game. Especially if they see another player with more gold coins then them, they can shoot for VP (if actually shooting for them is viable).

Plus I didn't want the player who ended the game by collecting the most coins to feel cheated out of that recognition. I figure ending the game should merit some sort of bravo.

Thank you very much for your commments, and I'm going to be reworking the rules today.

Any more comments are very welcome.

Brykovian
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Treasure Castle - POSTED! (finally)

Hi Bandecko ... nice work so far. I imagine fun bits to play with in this game! :) It's always fun having little ships to move around and little gold coins to handle.

I actually think the moving-ships-on-the-moat works well as a mechanic to cause players to find different paths and plan their routes carefully, even if it doesn't theme-up too good. You can always "cheat" with a backstory fix about how the castle walls have nothing to tie-off to ...

I think you need to keep the calculations around the traps as simple as possible ... It should really be room color bonus + trap color bonus in reference to the player trying to disarm the trap -- and that's it, I think. Getting more complicated just removes the ability of the players to plan strategies around them, and it becomes an almost random element.

Personally, I think players should not have to disarm the traps they set themselves -- they know how to get around them, conceptually.

It would make more sense to me to change the lock-picking situation a little bit. I think passage between two tiles (in either direction) should really only fall into 3 categories: no doors on either tile = no passage; doors on both tiles = free passage; 1 tiles with a door = lock needing picking. It doesn't make sense to me that you could move freely in one direction, but then the door would be locked going back the other way.

Then, once the player picks the lock, it would seem to me they should get free passage between those tiles going forward. This would require extra markers with the player's number on it to show which locks had already been picked ... so maybe it's not practical.

I'll have more later once I noodle on it! :)

-Bryk

Anonymous
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Quote:
I think you need to keep the calculations around the traps as simple as possible ... It should really be room color bonus + trap color bonus in reference to the player trying to disarm the trap -- and that's it, I think. Getting more complicated just removes the ability of the players to plan strategies around them, and it becomes an almost random element.

Yeah, I see your point I'll most likely take that out with the next revision. It does seem very clunky and ugly.

Quote:
It would make more sense to me to change the lock-picking situation a little bit. I think passage between two tiles (in either direction) should really only fall into 3 categories: no doors on either tile = no passage; doors on both tiles = free passage; 1 tiles with a door = lock needing picking. It doesn't make sense to me that you could move freely in one direction, but then the door would be locked going back the other way.

Then, once the player picks the lock, it would seem to me they should get free passage between those tiles going forward. This would require extra markers with the player's number on it to show which locks had already been picked ... so maybe it's not practical.

I could just make it so you have to pick the lock if it's a single door. That certainly would make explaining it more simple. However, it goes with the route planning bit. If you know you can travel one way, but it will be more expensive (AP wise) to go back that way, you'll probably try to find an alternate route. However, I like it the way it is so that Goons can travel a little easier, you can always leave the treasure room freely, but may require lock picking to get in, and it again forces players to choose their paths wisely.

It's worth trying in playtesting though.

Brykovian
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I can see your point about making the route planning more interesting with 1-way doors ... you're right in that you'll see how good it works in playtesting.

I have some questions about how scoring works. If you get back to your boat with a handful of treasure cards, do you immediately get gold coins in the amount shown on the treasure cards? If so, do you *trade in* your cards for the gold coins -- or do you keep both the card & the gold? Is there a way to lose treasure cards once you've gotten them back to your boat? If not, then the extra-VP/set mechanic on the cards might only be adding points on for being lucky enough to draw that card (or set of cards).

I guess I'll need you to go into a bit more depth in explaining how treasure cards are handled, how gold coins are handed out, and how the scoring works. :oops:

-Bryk

Anonymous
Treasure Castle - POSTED! (finally)

I imagine the treasure room filled with gold coins and relics and treasures. The players are simply scooping up sutff by the bag fulls, and then taking them back to the boat.

Some of the Treasure Cards will just be "bags of gold". When you turn these in, you'll just get the gold value printed on them, to symbolize that you emptied your bag into your hold or whatever.

I'm thinking that about a third of the treasure cards will just be gold coins (perhaps even half).

The rest of them will have actual treasures like chalices and jewelry printed on the card. These will have Victory poins in addition to gold coin values.

When you bring them back to the boat, you'll get the gold coins because you emptied the bag of coins, but you'll also get to keep the treasure card for additional VP.

There are also 4 sets within these treasure cards. Each set is 5 cards, and total they make up a third of the total treasure cards. Collecting 3 or more from the set (like a knights helmet, breatplate, sword, shield, and cape will be a set), then you get additional bonus points depending on how complete the set it.

You don't lose treasure cards when they're on the boat. I had a rule where the players could actually loot each others boats, but it got complicated and felt out of place.

I am thinking however that you'll place your treasure cards that you've brought back to the boat face up, and cards that you're carrying back are face down. that way nobody knows what you got (it's in a sack after all) and it'll be less confusing as to what's kept and what hasn't been turned in yet.

Also it'll come in handy when you need assistance, and you know someone needs a certain treasure you have.

it's one of those things that's clear in my head, but I guess explaining it is a bit obscure.

Brykovian
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Are there VP-baring treasure cards that aren't part of a set? If so, how are they any different than just having something worth more gold coins?

If you have treasure cards that are part of a set, do you only get VPs if you have a certain number of them? For example, one or two in the set get you nothing, but 3 get you 5 VPs, 4 get you 10, etc.

Are there any treasure cards where the player has to choose between cashing it in for gold coins right away, or holding onto it to possibly put a set together worth more VPs?

-Bryk

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Quote:
Are there VP-baring treasure cards that aren't part of a set? If so, how are they any different than just having something worth more gold coins?

Hmm, I hadn't thought of that, you're right it is essentially the same. I guess I could make all the VP treasures parts of sets. 6 sets in all perhaps.

Quote:
Are there any treasure cards where the player has to choose between cashing it in for gold coins right away, or holding onto it to possibly put a set together worth more VPs?

I'm thinking about some Treausre Cards actually being more like powerups, that players can either cash in, or use to gain special abilities, but I'm not sure if that would throw things off or not.

Thoughts?

Anyway, keep it coming, this is really helpful.

Scurra
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Surely the simplest solution is to make walls impassable regardless of whether there is a door on the other side.
Make the "one-side" doors secret doors or something, which is why you can pass through them one way but not the other.
This would also make route-planning more important as the return route couldn't be the same as the entry route, and it would avoid the need to mark opened doors.

IngredientX
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How much of a swing do you foresee the treasure cards giving the game's scoring? Let's say Player A makes 4 trips to the treasure room, bringing back 12 treasure cards; Player B makes 3 trips, bringing back 9 cards; and Player C makes 2 trips, but is able to bring back 8 cards (extra AP).

With the current cards, how likely is Player A to win? Will it be the kind of thing where he'd feel that he'd be ripped off if he lost, because he made the most trips to the treasure room?

Let's say Player A only brought back 3 cards (eaten by a troll or something :) ), so the game is between B and C. In this scenario, the sets will come in handy deciding who will win. The players' decisions to sell their treasure instead of keeping them for VP would come in handy also.

I can see how sets would work in this game... but I don't think they should vault a last-place player into first place, over players who completed two more trips to the treasure room and back. Rather, they should force a player into tough decisions during unloading. "Should I try to make one last run to finish this set, or should I pawn off the two sets I do have for gold/VP?"

Perhaps all treasure should be exchangable during onloading for gold or VP. It's just that if a complete set is traded in during the same unloading phase, it gets a VP bonus.

Also, perhaps the treasure room's cards should be in three piles, with the three different elements of a set in each pile. This way, collecting a set isn't as difficult, and becomes a realistic strategy for players. If you'd like, one pile could be worth more VP than gold, and another can be worth more gold than VP. The third would have a very small amount of both VP and gold, so it would be only for players who are looking to complete a set. This opens up another strategic avenue, as a player who is short gold or VP can go fishing in one deck, while a player who's looking to collect a set can risk gathering a low return in gold and VP for the potential bonus of a completed set. Another player could try to stymie this by fishing in the set-completion deck, but at the expense of gold and VP for him.

Thoughts?

Scurra
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I'm not sure the three piles idea works, but I certainly think that allowing players to, say, spend 2APs to search the treasure deck for a particular card might work.
That way, players who have two bits of a set could take the trouble to look specifically for the third bit, without needing to extend the treasure card rules to cope.
And players who need a specific item (e.g. something that gives them extra speed or something) could also benefit from detailed searching.

IngredientX
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Scurra wrote:
I'm not sure the three piles idea works, but I certainly think that allowing players to, say, spend 2APs to search the treasure deck for a particular card might work.
That way, players who have two bits of a set could take the trouble to look specifically for the third bit, without needing to extend the treasure card rules to cope.
And players who need a specific item (e.g. something that gives them extra speed or something) could also benefit from detailed searching.

That's a much better idea than mine!

sedjtroll
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Spending APs (Time and effort) to search the treasure room is nothing short of brilliant. Completely on-theme, and a good mechanic for the game. Allows for some strategy involved in the sets (rather than random bonus points), as well as for particular treasures giving a bonus ability.

Bravo!

- Seth

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IngredientX wrote:
How much of a swing do you foresee the treasure cards giving the game's scoring? Let's say Player A makes 4 trips to the treasure room, bringing back 12 treasure cards; Player B makes 3 trips, bringing back 9 cards; and Player C makes 2 trips, but is able to bring back 8 cards (extra AP).

With the current cards, how likely is Player A to win? Will it be the kind of thing where he'd feel that he'd be ripped off if he lost, because he made the most trips to the treasure room?

Let's say Player A only brought back 3 cards (eaten by a troll or something :) ), so the game is between B and C. In this scenario, the sets will come in handy deciding who will win. The players' decisions to sell their treasure instead of keeping them for VP would come in handy also.

I can see how sets would work in this game... but I don't think they should vault a last-place player into first place, over players who completed two more trips to the treasure room and back. Rather, they should force a player into tough decisions during unloading. "Should I try to make one last run to finish this set, or should I pawn off the two sets I do have for gold/VP?"

Perhaps all treasure should be exchangable during onloading for gold or VP. It's just that if a complete set is traded in during the same unloading phase, it gets a VP bonus.

Also, perhaps the treasure room's cards should be in three piles, with the three different elements of a set in each pile. This way, collecting a set isn't as difficult, and becomes a realistic strategy for players. If you'd like, one pile could be worth more VP than gold, and another can be worth more gold than VP. The third would have a very small amount of both VP and gold, so it would be only for players who are looking to complete a set. This opens up another strategic avenue, as a player who is short gold or VP can go fishing in one deck, while a player who's looking to collect a set can risk gathering a low return in gold and VP for the potential bonus of a completed set. Another player could try to stymie this by fishing in the set-completion deck, but at the expense of gold and VP for him.

Thoughts?

Every treasure cards has a gold value on it. So you'll always get some gold by dropping treasure off at the boat.

I don't like the three piles as it complicates things needlessly. However, searching for particular cards has some merit to it.

I'm worried that it will be far too easy to complete sets this way though. Making the search option a complete no brainer as to being the prefered method. Why draw randomly when you can spend just 1AP more and get the exact card you want? Then why not just make searching the standard rule?

I'll have to give it some thought, but thematcially it does fit really well and compliments the gold tokens quite nicely. I would probably raise the AP cost though, since it's an extremely powerful move to be able to find a particular card, and I don't want that to become the standard move when entering the Treasure Room. I want players to cue into "bob" lingering in the treasure room. These Theives are supposed to just be mad dashing in and out while avoiding each others traps and hazards.

Brykovian
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sedjtroll wrote:
Spending APs (Time and effort) to search the treasure room is nothing short of brilliant. Completely on-theme, and a good mechanic for the game. Allows for some strategy involved in the sets (rather than random bonus points), as well as for particular treasures giving a bonus ability.

I'll jump in on this "hey that's a cool idea" train!

In fact, to further simulate taking time to search through the piles of loot, you could allow the player to say how many AP they want to spend on searching, then allow them to draw x times that many cards (3 cards per AP spent, 5 cards ... the correct amount will need to be playtested out) -- they get to look through those cards, and keep 1 for each AP spent ... the rest go back on the top of the stack.

-Bryk

sedjtroll
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Bandecko wrote:

I'm worried that it will be far too easy to complete sets this way though. Making the search option a complete no brainer as to being the prefered method. Why draw randomly when you can spend just 1AP more and get the exact card you want? Then why not just make searching the standard rule?

Then make it cost more APs... the idea is that it's a tough call... you can complete sets, but do you have time? Or are you better off (based on other players' positions) taking what you can grab in one turn and running. This can be further exagerated by having some kind of rule to discourage people from hanging out in the Treasure Room... like if another thief enters the room while you're in there, they get to steal from you. Something like that. So if other theives are nearby, then you have to do something before you can go for the loot- like send out thugs to keep them busy, or booby trap their path.

- Seth

Scurra
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I certainly don't think that the default action should be to search the deck -Brykovian's modification is probably neater since it makes drawing the right thing more likely but by no means certain.

Perhaps the two mechanics could be combined, by using the "spend extra APs to draw extra cards but only take one" option, but also allow searching for a specific card but make that take more than the typical one turn's worth of APs. (This would allow players to use an item that doubled their APs for a turn which would permit them to do a specific search within one turn but at the cost of a card.)
OTOH that might up the complexity level again.

IngredientX
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Bandecko wrote:

I'm worried that it will be far too easy to complete sets this way though. Making the search option a complete no brainer as to being the prefered method. Why draw randomly when you can spend just 1AP more and get the exact card you want? Then why not just make searching the standard rule?

I'll have to give it some thought, but thematcially it does fit really well and compliments the gold tokens quite nicely. I would probably raise the AP cost though, since it's an extremely powerful move to be able to find a particular card, and I don't want that to become the standard move when entering the Treasure Room. I want players to cue into "bob" lingering in the treasure room. These Theives are supposed to just be mad dashing in and out while avoiding each others traps and hazards.

Perhaps in addition to the 1 AP looting the treasure room would cost, you could spend 2 AP to "rummage" through the treasure. Rummaging would consist of drawing through the top X cards of the treasure deck (X being a number that could be as low as three and high as seven, depending on how it plays). If you find a good card after rummaging, you can spend the 1 AP to loot it now, or leave it at the top of the deck.

If you want players to spend as little time as possible in the treasure room, then you need some sort of disincentive. Something like a group of castle guards, or a big honkin' dragon. Or allow a player who catches another player in the treasure room the chance to loot all of the lingering player's gold. Or give the lingering player a big penalty if the entering player decides to mug him. Anyway, this device would offer some sort of risk for players who end their turn inside the treasure room.

Something to think about, I guess...

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