rekinom
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Game Name: Brigandice

Designer: DJ D.

Overview: You are competing with other mid-level managers in the Thieves' Guild for a promotion. Your test involves commanding three thieves stealing precious metals and gems, but your thieves might fall to sleeping dart traps or even darts thrown by your competitors. Only the loot that you take back to your stash is safe and can be fenced for more valuable prizes and your eventual victory.

# of Players: 2 to 5

Suggested Play Time: 15 minutes

List of Components:
Six-sided indented dice - 6
Dart Tokens – 25
Silver Bar Tokens – 17
Uncut Emerald Tokens – 17
Cut Ruby Tokens – 17
Sapphire Ring Tokens – 12
Stash cards - 10 (5 pairs)

Picture(s) - Proof of Concept:


Link to Files (Rules & Components):
Rules
Coming soon... Sample turn described below.

Black and White v.01
brigandice_bw_v.01.pdf
brigandice_bw_v.01.pptx

Pg. 2 should be printed on a full page label sheet for dice stickers, token labels can be attached to pennies.
Pg. 3 should be printed on card stock.

Color
Coming soon...

Noun Project Icon Credits:
"robbery" 106413 by Juan Pablo Bravo
"Ring" 18111 by Drue McCurdy
"Chest" 7173 by Victor Escorsin
"dart" 253393 by Vectors Market
"raised hand" 217033 by Gerard Higgins
"Drunk" 17063 by Matt Brooks
"Diamond" 96523 by Lloyd Humphreys
"Crystal" 21852 by Yo Szczepanska
"winner" 16992 by Juan Pablo Bravo
"gold" 16315 by misirlou

edit: 9/25/2016 b/w v.01 files added
 
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rekinom
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Setup and sample turn

Setup
Alice, Bob, and Carol setup the game. Tokens are placed in the center of the table. Each player places their two stash cards in front of them. Players receive a number of sleeping dart tokens equal to their turn order. Alice, because she will go first, only gets one dart token. That is fine by Alice, because dart tokens can only be used on another player's turn.


Alice's Turn
Alice rolls all six dice, three thieves and three loot dice. Her red and green thieves are knocked out by sleeping darts from traps. Her yellow thief finds a silver bar and an uncut emerald.


While it is still Alice’s turn, Carol spends two sleeping darts to force Alice to reroll her yellow thief. Carol is hoping that she can knock out Alice’s thief, not only ending Alice’s turn, but allowing Carol and Bob to pick up the treasure she has found so far. Alice rerolls the yellow dice. Carol’s darts have missed, and not only is Alice’s yellow thief not knocked out, but according to the dart symbol on the dice, Alice gets to pick up one of the sleeping darts.


While it is still Alice’s turn, Bob spends one dart to force Alice to reroll her emerald dice. She rerolls the emerald dice, but gets the same result, and her thief doesn’t drop the emerald. This could have backfired on Bob. Alice’s thief could have dropped the emerald, or if the dice showed two emeralds, her distracted and evading thief might have noticed another emerald lying on the ground, gaining two emeralds instead of one.


Alice could choose to roll her yellow thief again, but not her unconscious red and green thieves. She decides to end her turn and places the loot she has acquired this turn on her stash cards. She gained a silver bar, an uncut emerald, and a sleeping dart. Not a great haul, but better than nothing. Once she has three loot tokens of the same type, she can fence them for a higher value piece of loot.


Bob's Turn
Bob is next. He has a couple of good rolls, gaining two cut rubies, two uncut emeralds, two silver bars, and a dart, but in the process his red and yellow thieves are knocked out. He decides to continue, and during his next roll, his green thief gets knocked out by a sleeping dart from a trap. The silver bar he rolled gets added to the total for the turn, but since Bob’s thieves are all knocked out, he can’t put this loot in his stash. Bob can keep the dart, but he will not be able to keep any loot. Instead, Alice and Carol divide up the loot. They aren’t allowed to put the loot in their stash until the end of their own turns, so there is still a chance that Bob can use his sleeping darts to knock out one of their thieves and maybe even get some of his lost loot back.


Carol's Turn
Carol starts her turn with a ruby, emerald, and silver bar that she stole from Bob when his third thief was knocked out. She has to roll the dice before she can put anything in her stash. She gains two silver bars and an emerald, and all three of her thieves are still standing. No one attacks her with darts. She decides to end her turn and not roll again. She has three silver bars (two from her dice, and one she stole from Bob) which she fences for an emerald. She now has three emeralds (one from Bob) which she fences for a ruby, and her turn ends with her in the lead, with two rubies. Once she gets a third ruby, she can fence the three rubies for a sapphire ring. The first person to get three sapphire rings, wins the game.
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Swampy Crocker
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Looks luck based, but still really fun. The inclusion of sleeping darts obviosuly helps mitigate the luck factor. I look forward to the PnP files.
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rekinom
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Here are b/w pnp files. I still have to create a color version and rules.

Black and White v.01
brigandice_bw_v.01.pdf
brigandice_bw_v.01.pptx

Pg. 2 should be printed on a full page label sheet for dice stickers, token labels can be attached to pennies.
Pg. 3 should be printed on card stock.
 
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Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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That is a wonderful illustrated set-up and sample turn!
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