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 :))
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