The core concept for this game is to design in such a way that it's not so much about whether or not you are willing to take risks, but about which risks you are willing to take.
The components are two decks (item & event cards), a 9x9 tile board, and four miniatures/tokens (one for each player).
All players start in the middle of the board, with a hand of five item cards. On each player's turn, they draw two event cards and move two spaces on the board and reveal all tiles on and adjacent to where they go (different tiles have different effects), they then place their event cards face-up near their place on the board (within 2 spaces). Event cards can range from bandits that must be fought or payed, to merchants that can be traded with, to treasure chests, to curses. Event cards are triggered whenever a player moves to a space with one on it.
The game ends once all players have either died (each player has 5-7 hitpoints, currently undecided on the exact amount) or reached the edge of the board. Players who reach the edge of the board count the gold value of their item cards to see who wins.
Those are the basics, and once I get to playtesting I'll start working on nailing the specifics of different cards and effects. Please feel free to give me any honest feedback or critique y'all might have, as I am certainly not shy towards learning ways to make an idea better!
PS: for simplification purposes, think of this game as a sort of mix between Munchkin and Monopoly
These are some great suggestions! I am going for the streamlined feel, though, so some of the more complex systems wouldn't quite fit. I'm thinking that any complex parts should be limited to being card-specific and explained on the cards they effect. That way everything is kept in bite-sized pieces of information.
As for character customization, I feel the item cards can have enough variety that people could agree on custom starting hands if they wanted to. I might think about including some enchantment or charm type cards to the item deck :)
As for the varied locations, I do have quite a few ideas, but nothing specific nailed down just yet. I'm thinking that the only locations immediately revealed would be those adjacent to the starting square, but revealing a few more might be a good idea. One thing I'm thinking of putting in is a "wandering cartographer" event card. When encountered, the players may pay a certain amount of gold to reveal a certain number of tiles.
I really liked your idea for alternate win conditions! Only having the "escape with as much gold as possible" condition could lead to a never-ending game of chicken where all four players continue to keep trying to get more gold before leaving. Perhaps there could be an item with infinite value, but it must be taken to the center to be activated first, and once activated it would force random encounters on every move?