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Burgle: a real-time dice rolling microgame

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JewellGames
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Official Rules v1.2


Overview
BURGLE is a real-time dice rolling dexterity microgame. All players choose a set of dice and then simultaneously reroll them in rapid succession to be the first to complete all three tasks in order.

How to Play
Before the game begins, each player takes on the role of a thief and chooses a set of 2 matching dice to roll throughout the game. Each set has a unique special that alters the game rules (see Dice Sets below).

Designate a starter. When everyone is ready, the starter yells “Go!” All thieves begin rolling their dice repeatedly and announcing their progress as they attempt to complete each task in order. The three tasks are:

  • First– Equip a cloak and dagger.
  • Second – Sneak by the guards.
  • Third – Steal the jewels!

A task is completed by rolling its corresponding pair; the first task requires a rolled Cloak & Dagger, the second task requires a rolled Sneak & Guard, and the third task requires a rolled Steal & Jewel.



...open the rulebook to finish the rest of the rules!


Dice Sets (Thieves)

There are 6 available dice sets (thieves) in the core game. Each thief has a unique special that alters the game rules. Below is an overview of the 6 core dice sets:

(click on image to enlarge)

JewellGames
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Change

Vanish from the crafty thief seemed a little weak and semi fiddly since it only applied to a locked guard and not all double guard rolls.

So now it's updated ability reads:

After rolling double Guards roll both dice again. If either result on that next roll are a Cloak, you Vanish and do not have to start over.

JewellGames
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More Thieves

Playtest Note: the Pesky Thief is pretty potent right now so I am also looking for a few other Steal or "hand" related abilities.

questccg
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I don't like oddities...

I think the "Thief Dice" logo at the top, the Guard icon should NOT be RED... I should be WHITE like the other icons... It just seems a little bit odd that one icon is in colour and the others are in white.

The other alternative is making ALL of the icons in COLOUR. You could also go that route. I think it would probably look good also. Either way would be better than ONLY one in colour...

Just my opinion! ;)

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Yeah, the logo is still a

Yeah, the logo is still a work in progress to include the potential tag "Pick your favorite role & pursue favorable rolls." Not sure if I like it for this game or not.

On another note, I had really liked the Pesky thief's current thematic ability but in its current form it drops the opponent's chance of completing task 3 to 2/36 chance after disabling Steal result locks.

So, one new ability called Blind was proposed:

Blind - Roll double Steal (the icon also kinda looks like a hand holding a bag of blinding powder) and call out "Blind {name}!" The called person has to immediately close their eyes and count off, starting from "1 thief" up to "10 thief". Once complete, they may open their eyes again and resume play as normal.

This isn't necessarily 100% associated with Steal but its a much fairer penalty than the current implementation. Do you feel it is too gimmicky or think its a legitimate replacement for the Pesky Thief ability?

questccg
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Back to the OP

I'm reading (in diagonal) your rules and a bit more on the game.

And the first thing that jumps out at me are the three (3) tasks:

  1. Equip a Cloak and Dagger
  2. Sneak by the Guards
  3. Steal a Coin

To me, something's not right. Let me explain.

So task #1 (Equip a Cloak and Dagger) seems reasonable. Task #2 (Sneak by the Guards) also seems logical. But Task #3 (Steal a Coin) just doesn't make any sense! Please be patient with me and let me explain...

Task #1 makes me think that the Thief is getting ready to perform the job of a lifetime: Steal from the King! Task #2 makes it logical that he must sneak by the guards in order to do so! :D But Task #3 Steal a Coin is all wrong (to me).

Instead I would change this to Steal Jewels (like your name!) And this way it could be a Diamond Tiara or it can be a Golden Crown or maybe an Emerald and Ruby encrusted pendant! Task #3 should be "Steal Royal Jewels"!

That's my input for now... I'll re-read the post and some of your replies and see what jumps out at me. The Jewel part sounds more logical to the overall theme! ;)

Note: So instead of a Coin, I would have something like a Tiara or a Crown.

I also like that the "Tiara or Crown" CANNOT be LOCKED! It's TOO HOT to peddle that kind of merchandise! ;)

I re-read the explanation of the "Pesky Thief" and while I understand what that your idea is to make it HARDER to win the final task (Steal Royal Jewels - don't you just love it?!), I'm wondering if it could something else. Let me think about it...

Note 2: I'm not certain I understand the "Blind", count to TEN (10)... I agree DISABLE making the odds 2 out of 36 VERY HARD TO WIN. Maybe it can be TEMPORARY!!! Like if you DISABLE Player #2, for 3 TURNS he CANNOT LOCK STEAL...! And I would call the ability "Butterfingers". lol

questccg
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A 4th Task

I think the game needs a 4th task:

  • Vanish!

After you get equipped (Task #1) and you sneak past the guards (Task #2), you steal the Crown (Task #3) and Vanish (Task #4).

Vanish would be Thief #1 (Crafty Thief).

Crafty Thief (#1) seemed a little bit OFF (with the Vanish AFTER you double roll a Guard)...

I would make the ability the last task...

Note: I was thinking you could make the Pesky Thief's STEAL (instead of disable) allows you to GET THE CROWN and BY-PASS Steps #1, #2 and #3 to be only missing step #4...

Just another idea.

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That is a pretty good idea on

That is a pretty good idea on the coin versus jewels. I guess I had been thinking of a crowded marketplace or something. Just for some options, I made a side-by-side of the original icon followed by a jewel, pendant, chalice, and crown:

Just curious what one you like most?

Yes, Blind makes it so the player has to close their eyes for a period of time. The counting was so the players had a tangible sense of the duration. And, instead of calling out "1 Mississippi, 2 Mississippi..." etc you call out "1 thief, 2 thief, 3 thief.." until you reached "10 thief" and then you're no longer blinded.

The only issue with "the next 3 rolls" is having to remember specific number of events during frantic rolls. The most "complicated" I was hoping to get with duration or events were toggles or one-of events. Stealth/unstealh is a toggle and the Stash ability of locking the Coin is a one-of event.

Butterfingers is a decent name if I can find a less harsh penalty that's easy to remember similar to Disable. Else I may need to tweak Blind's effect.

questccg
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They're all COOL

Again complicating your game - maybe you have a 3rd dice which is composed of SIX (6) treasures. Each one has a POINT value, so you could play SEVERAL ROUNDS of the game until say you reach a POINT value (like first player to 12 points).

Maybe that's a RANDOM roll and you sort of see what you get?!

Coin = 1
Jewel = 2
Pendant = 3
Chalice = 4
Tiara = 5
Crown = 6

Maybe something like that! :D

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With 4 tasks what is the roll

With 4 tasks what is the roll required to complete it? The same as the current vanish ability?

Need to roll a cloak after stealing the jewels? What happens if you fail? Start over just at task 3?

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Vanish!

It's like pulling a Harry Houdini... You need to disappear with the treasure to WIN the points. That was what I was thinking.

Otherwise a "Pesky Thief" can steal your treasure and start from Task #4... Something like that?! What do you think?

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It may work if I can find a

It may work if I can find a simple way to bring it all together without over complicating.

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Victory Points

For the TREASURE dice, I would make the number of points to win (several rounds) = 12 Victory Points. Less than 20, 20 is too much! 12 the game can end in two (2) consecutive lucky rounds with 2 Royal Crowns (2x 6 VPs = 12)!!! :D

Note: I REALLY LIKE the STEAL your opponent's treasure so you can simply vanish (task #4) with it... It's kind of the OPPOSITE of the Guards that force you to start back at Step #1. The STEAL would allow you to by-pass #1-#3 ONLY if someone already has a treasure and is only missing #4!!!

Obviously if Player #1 had a Treasure and Player #2 rolls the Pesky Thief, he STEALS the Treasure and Player #1 STARTS AT THE BEGINNING!

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Rules

Official Rules v1.0 are uploaded. They were nearly complete before quest's feedback so there may be further changes in the future.

Let me know what you think.

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I think...

The modifications are COOL!

I read the rules and I'd like to know how the "delay" ability works...

I really do like the simplicity of the game - it is very elegant: Each dice face is one (1) part of the tasks that need to be accomplished (sort of providence with that) and the Jewel face is not subject to locking unless you roll the double-jewels, I really think that makes winning the game that much more challenging.

Note: Not certain I understand how the "Delay" works. I get that player is forced to count to 10 - how does that affect the game? This is why I'm thinking the game may be simultaneous (in terms of the rolling).

But I like the NEW tasks (and the icon for Steal and Jewels)! I was still thinking that the "Pesky Thief" could have an ability called "SWAP". I thought about that while in bed last night.

Just as an idea, I'll explain the "SWAP" concept: basically this ability would allow you to SWITCH places with another player. When Player #1 rolls double "Steal", he gets to choose what player he wants to swap places with. And conversely the player he chooses then goes to Player #1 previous task.

Again it's sort of the opposite of the Guards. Guards force you to start over, "SWAP" (or Steal) allows you to SWITCH places (and sort of Steal the lead away from another player!)

Note 2: I would use the concept of ROUNDS to better control the rolling of the dice.

How this could work is that players all roll simultaneously until any player completes his CURRENT task. So if Player #1 is rolling to complete Task #1 and Player #2 is rolling to complete Task #2. If Player #1 rolls the right dice to complete Task #1, the game PAUSES.

I would assume that dice effects RESET when this pause occurs. So if Player #2 on Task #2 had locked the Guard dice, he would restart from the beginning of Task #2 once play RESUMES.

Note 3: I think delay is just supposed to stop a player from continuing to roll the dice - while his opponent's can continue to roll and complete their tasks.

Note 4: Going back to the ROUND concept. I think when somebody SHOUTS something out loud, the game should PAUSE... I don't think frantic of continuous rolling of dice is what this game needs. It needs some frantic rolling and some control to better manage the flow of the game AND reduce the amount of cheating (which could occur - if players are only focused on their dice).

So PAUSING could occur every time ANY player rolls DOUBLES or completes A TASK. It's clear that the fast pace of roll continues (using this concept) but we can determine if a player has properly rolled something that could affect his opponents.

PAUSE should follow this simple rule:

  • If you roll DOUBLES, you yell out and that PAUSES.
  • Something occurs when doubles a rolled and each player can figure out what that is and how it MAY affect them.
  • Doubles do NOT reset any locked dice...
  • If you complete a Task, you yell out and that PAUSES also.
  • Each other player must RESET their dice and Task.

I think this concept would make the game FLOW better and reduce the amount of cheating (also). It also maintains the simultaneous dice roll too!

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About "The Pesky" thief

I really think you should consider the "SWAP" idea.

Why? Let me explain...

Because Task #2 has a high likelihood of causing DOUBLE guards (because of locking) and FORCE the player to start from the beginning of the game.

But with Task #3 it's simply HARDER to win because you cannot lock the Jewel dice UNLESS you roll a pair of JEWELS. The odds for DOUBLE guards is reduced in this THIRD Task.

So we need a way that opposing players can *screw* their opponent's by perhaps SWITCHING places with them (and stealing their lead on the game).

This would work real good with ROUNDS (and PAUSING the game - as needed by the rolls). It will still be chaotic - just a little more controlled.

Again just ideas...!

Note: I just remembered that an opponent can "Ambush" a player and force them to start back from the beginning. So maybe the "SWAP" is not needed - I would playtest it to see how it may ADD to the game.

Definitely I feel ROUNDS (and PAUSES) will be necessary to make for a more controlled game...!

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Feedback on rules

Okay what I think is locked down is:

  • Shady Thief and Ambush!
  • Stealthy Thief and Sneak.

A. I like the Lucky Thief and Find ability but I don't like "Lucky" or "Find" as terms...

B. I'm not to certain about the Crafty Thief because it breaks the DOUBLE roll rule. Double Cloak should mean something...

What seems to me unclear:

  • Friendly Thief and Help: How can you roll BOTH DOUBLE Guards to be BUSTED and to HELP???
  • Pesky Thief and Delay: I get it, you PAUSE the game for 10 seconds for one player. I'm not crazy about the ability...

I think the one page rulebook is GREAT. Clear to read and understand.

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A question about swap. Right

A question about swap. Right now, all of my abilities must be resolved when you trigger its condition. So, I tried to make abilities that always had always had a beneficial (or neutral) effect. Now, with SWAP if I am on the third task and my opponent was on the first task do I just ignore the ability since the swap wouldbt help me or does it have a backfire effect to me?

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Good question...

It could be like a double-edged sword: good and bad. Obviously the player can choose who to swap with (like in a 4 player game... ) If he is ahead - I guess he would swap with his closest opponent... That sound reasonable.

BTW I really like the concept of this game.

How you have brought together the Tasks and the Dice is real neat.

I'm just unsure about some of the abilities... It's just feedback - you are the designer! :)

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questccg wrote:Okay what I

questccg wrote:
Okay what I think is locked down is:

  • Shady Thief and Ambush!
  • Stealthy Thief and Sneak.

A. I like the Lucky Thief and Find ability but I don't like "Lucky" or "Find" as terms...

B. I'm not to certain about the Crafty Thief because it breaks the DOUBLE roll rule. Double Cloak should mean something...

What seems to me unclear:

  • Friendly Thief and Help: How can you roll BOTH DOUBLE Guards to be BUSTED and to HELP???
  • Pesky Thief and Delay: I get it, you PAUSE the game for 10 seconds for one player. I'm not crazy about the ability...

I think the one page rulebook is GREAT. Clear to read and understand.

Yeah I am not wild about the "find" term but now sure how else to word the pre-emptive unlocking power.

True that there is no double cloak ability right now. The only reason I chose that restriction for the ability is there is a prevent against busting (stealth) so vanish was the reaction against busting. Since the chance of rolling double cloaks after double guards was near impossible I lowered it to 1 cloak.

"Two guards show up and you vanish with your cloak."

ALl these powers override the game's rules so the friendly thief does NOT bust when he rolls double guards, he instead helps an opponent move forward one tasks. Its basically replacing one penalty with another.

Lets say I am on the third task and my opponent is on the first task. If I didnt have the friendly thief and busted id go back to the first task. With the friendly thief I simply help my opponent get to the second task but im still on the third task so my chance of winning are still high.

Its definitely a playstyle preference of the penalty of busting.

Yeah there is only so much I can do in terms of abilities without turning this into a more complex game. The goal was to have a game you could play simultaneously in under 60 seconds. So time is pretty precious in these short games and that is why I chose the 10 second penalty.

The only other ability I really like is called Dash and it uses the sneaks as well which already has a good ability.

I appreciate all your feedback, it gives me something to think about and a chance to bounce around new ideas.

Its a WIP for sure.

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I HAVE A GOOD IDEA!

This is my idea and you of course can determine if you like it or not:

  1. Crafty Thief: Double Roll a CLOAK such that NOBODY can AMBUSH you! If someone does you are no longer CLOAKED!
  2. Stealthy Thief: Double Roll a Sneak such that you can't be BUSTED! If you are busted, you are no longer SNEAKING!

Instead of the Sneak ability to be used for TWO (2) reasons, each one can SERVE A PURPOSE!!!

This has a stronger effect in that BOTH abilities allow you to be protected from a BAD outcome. But each one is used for one particular outcome.

I still don't get how you can roll a DOUBLE guard to be Busted and Help...

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Question?

Yes, you have to CHOOSE a dice set (one of 6).

I now understand how the game works... The BEST set is the Friendly Thief because you can never get BUSTED!

I'm not the designer, so I can only give you my opinion.

But if these are CUSTOM dice, I would make them ALL IDENTICAL. All 12 dice (2x 6 = 12) would be identical and as player's roll DOUBLES, they benefit from that Special Ability (unless it's the Double Guards).

Having identical dice will also lower the cost of manufacturing the game!

Maybe having a CARD with the various Thiefs and their abilities (to keep track of what you have previously rolled) might be good also. And then you can use The Game Crafter's GEMS to keep track of things:

https://www.thegamecrafter.com/parts/gem-blue

Kinda works with the theme (of Jewels). Plus they come in like 8 different colours (so they could match your Thieve's abilities)...

So instead of CHOOSING a Thief, each player can benefit from any of the DOUBLE rolls they get...

I know it changes the game a little bit - not too much. I thought you were EXPLAINING the rules of DOUBLE rolls and what they did (and you had the name of a thief for *thematic* purposes...)

To me, it makes more sense that each occasion a player rolls a DOUBLE, he benefits form it (with the exception of the Guards).

Then you can clearly document in the rulebook the 5 Special Abilities and 1 Busted rule! Sort of to streamline the game a little... I think that would be more FUN than just choosing one role and only having one ability.

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Yep, prior to the game you

Yep, prior to the game you choose which set you want. If I did sell this it would be as a full game (all six core sets) and then as individual sets for games with more than 6 people or if people want to use the same set against each other.

All these powers alter and break the standard rules. The friendly thief happens to break the double guard = busted rule.

The friendly thief's power is to DISREGARD the Busted penalty. They DO NOT start over when rolling double guards. Instead, they must choose someone else to instantly complete their task for them. That is their unique penalty for rolling double guards instead of busting.

If you look at the crossed out text on the friendly thief ability you do see if the person you help is already on the third task when you roll double guards they auto win. This is to balance it so its not so overpowered. In a two player game the friendly thief may be too risky but in a five player game where you can choose from several people who are on a lower task than you its powerful.

Technically all the dice are identical in terms of design. Only the painted face colors are different. Usually the cost of making custom dice comes from making many different molds (they cost about 1500-2500 each). I only use one mold but different paint combinations to differentiate the dice. Different paint schemes usually add no charge or a very small charge when manufacturing.

If I had 1 set of dice and every side had an ability can you imagine are rolling doubles every few seconds. "Stealth...Ambush!...Find...Cloak&Dagger..Stealth...ummm was I stealthed?" that would be very chaotic. Now throw in the potential for this game to be played by up to 6 people. Yikes!

Also, if I have just one die that uses all the abilities how can I make new abilities? How would I add new abilities to the same die?

With the current system in place if I make a new ability and dice set (called Speedy Thief) using the existing Sneak icon but paint it lime green instead of purple you know that it is NOT Stealth, its Dash.

Also games only last 60 seconds and a match is played best of 3 or maybe 5 games right now so tracking is very minimal.

The beauty of this game is that since it is so short you could change your dice set in between games.

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Okay I understand now...

JewellGames wrote:
...If I had 1 set of dice and every side had an ability can you imagine are rolling doubles every few seconds. Stealth...Ambush!...Find...Cloak&Dagger..Stealth...ummm was I stealthed?" that would be very chaotic. Now throw in the potential for this game to be played by up to 6 people. Yikes!...

Yeah that's why I was suggesting that the game PAUSE every time somebody rolls DOUBLES.

I was thinking the game was too chaotic.

I get the direction you are going with the game... NOW.

If you allowed ALL abilities for DOUBLES, to not have a CHAOTIC game all you need to do is instil the PAUSE rule. So if you accomplish a Task or roll DOUBLES, the game PAUSES.

If it's because of a Task, all players RESET their locked dice. If it's because of a Double, play continues after the Double is resolved.

It makes for a different game experience (I believe).

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It definitely plays much

It definitely plays much differently as a slow turn by turn game. That is probably more akin to my game Strongholds

This is my fast paced game I actually started as the quick and fun way to determine the first player in Strongholds, it has kinda grown from there.

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Small changes: I'm changing

Small changes:

I'm changing it so ambush pushes their opponent back to the previous task instead of starting over.

Since it's pushing them "back" I may rename ambush to backstab.

Backstab - Roll double daggers and call out "Backstab {name}". That person must first pick up both their dice. Then, they must go back to previous task (unless already on the first task.)

With this wording, backstab at a minimum will force the opponent to pick up locked dice.

Also, I'm still tweaking both the friendly and pesky powers.

One suggestion was to change the pesky power from making you stop rolling dice and have to count to 10 to something like this:

Roll double steal and call out "Delay {name}". That person must first pick up their dice and then may not continue their task until they roll any doubles (double guards still trigger Flee). Once the doubles are rolled, they can continue on their current task.

This change would keep that person engaged still rolling instead of just counting.

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Version 1.2 of the official

Version 1.2 of the official rules has been uploaded.

This version has been edited by Tank Hughes. He also provided some ideas to enhance the game. Great guy, thanks again Tank!

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changes

After some of your suggestions and suggestions from other I am toying around with the idea to have a small 3 card board with thief & jewel tokens.

Like before you need a cloak and dagger pair to move to the guard room, then a sneak and guard to sneak by the guards into the treasure room. Finally, you need a steal and jewel pair to take a jewel token and place it on your thief token.

But, now you need to carry it back to the hideout! Follow the pair sequence back to the field and then once youre in the field you just need to roll a jewel (pretty simple). Then the cycle starts all over again as you attempt to steal more jewels until all jewel tokens are gone. The thief with the most jewels wins!

With this new system some of the thief abilities have been altered. Backstab still sends an opponent back to the field but any jewel they are carrying is dropped at that location.

So lets say I am at the guard room heading to the field with my jewel in hand and i get backstabbed. I go back to the field but I drop my jewel token in the guard room. Its now up for grabs by anyone that can roll a steal and jewel while in that room.

Rolling double guards also sends you back to the field but if you were carrying a jewel it is returned to the treasure room.

More to come...

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Abilities tweaks

With the new board concept, I'm still trying to find a balance of abilities for the dice. Right now I have two defensive sets (one preventative one reactive), two offensive sets (one single target one multi target) and two "passive" sets (one for guards, one for jewels).

Crafty: after rolling double guards, roll your dice again. If either result is a cloak instantly Vanish; a) if you possess a jewel instantly stash it in your hideout and return your thief to the field location to start over. b) if you don't possess a jewel simply continue your progress. If neither result is a cloak you must flee as normal.

Shady: roll double daggers to ambush all opposing thieves at your location, they drop their jewel (if they possess one) and must start over.

Stealthy: roll double sneak to enter stealth. While in stealth, avoid the next flee, opposing ambush, or opposing grab, and then lose stealth afterward. You also lose stealth after stashing a jewel in your hideout.

Tricky: Guard results cannot be locked.

Pesky: roll double steal and choose to grab a jewel from a thief (that possesses one) at your location.

Speedy: You can now lock jewel results while in the treasure room. Also, you no longer have to roll a jewel result at the field to stash your jewel in your hideout, it's immediately stashed upon entering the field.

What do you think? Have suggestions?

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Update

Proposed Components:

The 12 thief dice are now all the same*.
Each room is a 4"x4" cardboard piece.
The double-sided burglar chips are magnetized with stickers (the magnets are embedded and hidden by the stickers). One side displays a unstealthed (default) thief, the other side displays a stealthed thief.
The jewel tokens are magnetized.

Have a better idea to connect the jewels and burglars during transport? Please leave a reply.

Proposed Gameplay:

*Instead of individual thieves with their own ability, every thief would have access to the same abilities. This provides every player with more actions and interaction during the game.

Proposed Abilities:

Stealth - double Sneak - Enter stealth until you steal a jewel (immune to double guards & opposing Ambushes)

Ambush - double Dagger - Force an opposing thief at same location to start over. If they had a jewel, it goes back in the treasure room.

Swindle - double Steal - Swindle a jewel from an opposing thief at same location.

Proposed "Escape" System:

After rolling double Guards you may immediately reroll one of the dice instead of automatically starting over. If you do, call out "Escape!" and reroll a single die.

Vanish - If the result is a Cloak, you Vanish (keep any jewels you are carrying). Pickup both dice and continue rolling them as normal.

Assassinate - If the result is a Dagger, you Assassinate that Guard (keep any jewels you are carrying). Continue rolling that single die only (the other Guard remains locked).

Guard - If the result is a Guard again, you not only start over and lose the jewel you are carrying but receive a penalty (to be determined).

The penalty may be:
-having to roll doubles before starting over.
-having to roll a certain number of results to escape
-having to wait x seconds before starting over

If you have any good ideas of what the penalty could be, please leave a reply.

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