Recommend
2 
 Thumb up
 Hide
5 Posts

Green Box of Games» Forums » Rules

Subject: Game Idea: Treasure Hunt rss

Your Tags: Add tags
Popular Tags: [View All]
Mike Roop
United States
Yellow Springs
Ohio
flag msg tools
mbmbmbmbmb
((Here's my first attempt at game design for the Green Box! Go easy on me, fellas!))


Green Box Games
Game Idea by Michael Roop

Game Title:
Treasure Hunt


Brief Description:
It's a race to the finish! Players race to uncover and control a number of each symbol before they get to the end. To win a symbol though, you have to play 3 cards using one of a number of combinations to place your cube on the tile, thus staking your claim!

At a glance:
1-4 players

Complexity: low?

Components used:
Dice
All cards
All cubes
All tiles


How do you Win?

When you stop on a tile, you can choose to reveal and claim it. To do so, you must play a 3 card combination. If you succeed, place one of your colored cubes on the tile. Keep moving and collecting tiles until you reach the end of the board. The first person to get to the opposite end of the board and have claimed enough tiles wins the game!


Setup:
Shuffle all the tiles and place them face down in a 6x6 grid.
Shuffle all of the cards and deal 7 cards to each player. Maximum hand size is 5 cards.
Place remaining cards next to the tile grid where everyone can reach them.
Every player starts with 20 cubes of their chosen color.
Each player claims a starting side of the grid and places a single cube on the bottom left-hand corner of the grid of the side they chose.


Who starts a game?
Everyone rolls the dice and whoever gets the highest number goes first, then play proceeds clockwise.
At the start of your turn, if you have less than 7 cards, draw from the deck.


Using the cards:
When you play your cards during the turn, they go to a discard deck that is formed next to the draw deck. When the draw deck is empty, shuffle the discard deck and form a new draw deck.


What can you do on a turn?
After you draw up to your maximum number of cards, you can perform a total of two actions. In any order, you may:
*Move (up to six spaces as rolled by the die)
*Claim a tile
*Steal a tile

NOTE: You may not move, claim a tile, then move again in the same turn. Nor can you claim a tile, move, and attempt to claim another tile.


When can you claim a tile?
If you have not yet claimed the tile you are on at the beginning of your turn, you may attempt to claim the tile.
If you have not yet claimed a tile this turn, when you stop on a tile, you may attempt to claim it.
You cannot claim more than 2 tiles per row.
If you fail, your turn is over. If you succeed, place a cube on the tile. If you have not yet moved, you may do so; if you have already moved, your turn is over and play passes clockwise.


How can you claim a tile?
When you choose to claim a tile, you flip it over to reveal it's symbol. Then you must play any one of the following 3-card combinations:
Symbol: Play any 3 cards with the same symbol as the tile.
Cube Color: Play 3 cards of the same color that matches your cube color.
Sequence: Play cards of any color in numerical order (such as 1-2-3 or 4-5-6) where the last card in the sequence has the same symbol as the tile you want to claim.
WHITE CARDS: Any two white cards can count as 1 card of any color
BLACK CARDS: Any two black cards can count as 1 card of any symbol


Moving:
Roll a die and move as many tiles as you wish, up to a maximum of the die roll. For example, if you roll a 6, you do not have to move 6 tiles, you can choose to move 1, 2, 3, 4, or 5 tiles. You can move backwards if you wish. In order to move up a row, you must get to the far right side of the row and then move up, continuing to move from right to left. When you reach the end of the second row, you may move up and continue moving left to right, and so on. (i.e. you must touch every tile while moving, no diagonal moves)

<- |_|_|_|_|_|_|
-> |_|_|_|_|_|_|
<- |_|_|_|_|_|_|
-> |_|_|_|_|_|_|
<- |_|_|_|_|_|_|
-> |_|_|_|_|_|_|


Stealing a tile/symbol from another player:
You may attempt to steal a tile from another player, but you must first end your turn on that tile. You may then attempt to steal it on the beginning of your next turn.
To successfully steal a tile, you must perform one of two actions:
1. Play a combination as above, but using 4 cards instead of 3. (NOTE that 2 white cards or 2 black cards still only equal one card)
2. Play a normal combination as above, but do so twice (one on the current turn, and one on the next turn. NOTE, if you fail to accomplish the second combo on the second turn, you have to start over).


Victory Conditions:
The person who gets to the opposite side of the grid while controlling the correct number of symbols wins!
The number of symbols/tiles you must control change depending on the number of players:
4 players: 1 of each symbol
3 Players: 2 of each symbol
2 players: 3 of each symbol

Alternately, the game can be played in rounds and points can be scored, 1 for each cube played, each round ending when a player gets a winning total as above. Then shuffle the tiles, lay them back out, and go again!


Solitaire rules:
Play as above but with the following exceptions:
You must move the full number when you roll to move, no going backward!
You must get all 6 symbols in as few turns as possible.
Alternately, use a turn tracker as a countdown and see if you can get all six symbols before your time runs out.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Roop
United States
Yellow Springs
Ohio
flag msg tools
mbmbmbmbmb
roop420 wrote:

Setup:
Shuffle all of the cards and deal 7 cards to each player. Maximum hand size is 5 cards.

Oops, that should be Maximum hand size is 7 cards.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jørgen Brunborg-Næss
Norway
Son
flag msg tools
designer
Avatar
mbmbmbmb
roop420 wrote:
roop420 wrote:

Setup:
Shuffle all of the cards and deal 7 cards to each player. Maximum hand size is 5 cards.

Oops, that should be Maximum hand size is 7 cards.


Do you know that you can edit your own posts? :-)

Very nice game concept, I especially like the idea of racing across the same track, but from different directions. Together with the rules for stealing tiles that will provide an interesting game. For the two-player game I think you should specify that players should not start on opposite sides of the board. If you start opposite, then the tiles you claim will be "safe" as soon as you have passed each other in the middle, but if one player moves bottom-up and the other left-right then it will take more planning and smart choices to keep your tiles safe.

But you need to improve the rules for hand management. Right now it's just about being lucky drawing blind cards, and in combination with using the dice to move this game is heavy on pure chance.

Most importantly, however, is the fact that you may very well have a hand of 7 cards that has no useable combinations of 3 cards. In fact, it is quite likely that this will be the case due to the composition of the deck, as there are after all 6 symbols and 6 colours. And right now you have no way to get rid of cards you can't use to draw more.

I think you need to increase the hand limit, to maybe 10 or 12.

Next you should add "Draw card(s)" as one of the available actions. I suggest going for a "Ticket to Ride" style card drafting, where there are a few face up cards on the table and you can choose between drawing one card face up or two cards face down (alternately two face up or three face down).

With this addition, I think you have an interesting and fun game.

A few minor points:
- When stealing a tile with colour sets, should you maybe use the opponents colour?
- When claiming with sequence, I think the requirement should be that the set *contains* the relevant symbol at any position, as it will be very hard to match otherwise.

And a suggestion:
How about an option to reinforce the tiles you claim? So if you play a larger set than necessary you get to place extra cubes. The opponent also has to play more cards to steal it. With this option you should also limit the number of cubes in a 3- or 4-player game, so there is an element of prioritising where to spend your cubes.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Benson Wolfe
United States
Oklahoma
flag msg tools
Avatar
mbmbmbmb
Gwarv wrote:

Next you should add "Draw card(s)" as one of the available actions. I suggest going for a "Ticket to Ride" style card drafting, where there are a few face up cards on the table and you can choose between drawing one card face up or two cards face down (alternately two face up or three face down).


Maybe the "Draw Cards" action could give you the option of scrapping any number of cards from your hand (possibly up to four, or another number, depending on maximum hand size) and drawing that number of replacements. That might be handy if you're holding what my grandfather called a "dog's breakfast" of cards, and need to regroup.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Roop
United States
Yellow Springs
Ohio
flag msg tools
mbmbmbmbmb
Updated rules:

Green Box Games
Game Idea by Michael Roop

Game Title:
Treasure Hunt


Brief Description:
It's a race to the finish! Players race to uncover and control a number of each symbol before they get to the end. To win a symbol though, you have to play 3 cards using one of a number of combinations to place your cube on the tile, thus staking your claim!

At a glance:
1-4 players

Complexity: low?

Components used:
Dice
All cards
All cubes
All tiles


How do you Win?
When you stop on a tile, you can choose to reveal and claim it. To do so, you must play a 3 card combination. If you succeed, place one of your colored cubes on the tile. Keep moving and collecting tiles until you reach the end of the board. The first person to get to the opposite end of the board and have claimed enough tiles wins the game!


Setup:
Shuffle all the tiles and place them face down in a 6x6 grid.
Shuffle all of the cards and deal 7 cards to each player. Maximum hand size is 7 cards.
Place remaining cards next to the tile grid where everyone can reach them.
Every player starts with 20 cubes of their chosen color.
Each player claims a starting side of the grid and places a single cube on the bottom left-hand corner of the grid of the side they chose.


Who starts a game?
Everyone rolls the dice and whoever gets the highest number goes first, then play proceeds clockwise.
At the start of your turn, if you have less than 7 cards, draw from the deck.


Using the cards:
When you play your cards during the turn, they go to a discard deck that is formed next to the draw deck. When the draw deck is empty, shuffle the discard deck and form a new draw deck.


What can you do on a turn?
After you draw up to your maximum number of cards, you can perform a total of two actions. In any order, you may:
*Discard and draw up to 3 cards
*Move (up to six spaces as rolled by the die)
*Claim a Tile
*Reinforce your claim by placing an extra cube on a Tile
*Steal a Tile

NOTE: You may not move, claim a tile, then move again in the same turn. Nor can you claim a tile, move, and attempt to claim another tile.


When can you claim a tile?
If you have not yet claimed the tile you are on at the beginning of your turn, you may attempt to claim the tile.
If you have not yet claimed a tile this turn, when you stop on a tile, you may attempt to claim it.
You cannot claim more than 2 tiles per row.
If you fail, your turn is over. If you succeed, place a cube on the tile. If you have not yet moved, you may do so; if you have already moved, your turn is over and play passes clockwise.


How can you claim a tile?
When you choose to claim a tile, you flip it over to reveal its symbol. Then you must play any one of the following 3-card combinations:
Symbol: Play any 3 cards with the same symbol as the tile.
Cube Color: Play 3 cards of the same color that matches your cube color.
Sequence: Play cards of any color in numerical order (such as 1-2-3 or 4-5-6) where the last card in the sequence has the same symbol as the tile you want to claim.
WHITE CARDS: Any two white cards can count as 1 card of any color
BLACK CARDS: Any two black cards can count as 1 card of any symbol


Moving:
Roll a die and move as many tiles as you wish, up to a maximum of the die roll. For example, if you roll a 6, you do not have to move 6 tiles, you can choose to move 1, 2, 3, 4, or 5 tiles. You can move backwards if you wish. In order to move up a row, you must get to the far right side of the row and then move up, continuing to move from right to left. When you reach the end of the second row, you may move up and continue moving left to right, and so on. (i.e. you must touch every tile while moving, no diagonal moves)

<- |_|_|_|_|_|_|
-> |_|_|_|_|_|_|
<- |_|_|_|_|_|_|
-> |_|_|_|_|_|_|
<- |_|_|_|_|_|_|
-> |_|_|_|_|_|_|


Stealing a tile/symbol from another player:
You may attempt to steal a tile from another player, but you must first end your turn on that tile. You may then attempt to steal it on the beginning of your next turn.
To successfully steal a tile, you must perform one of two actions:
1. Play a combination as above, but using 4 cards instead of 3. (NOTE that 2 white cards or 2 black cards still only equal one card)
2. Play a normal combination as above, but do so twice (one on the current turn, and one on the next turn. NOTE, if you fail to accomplish the second combo on the second turn, you have to start over).
Not that if a Tile is reinforced with an extra color cube, you must use one more cube than what is on the tile; e.g. A Tile has 2 color cubes on it, you must place 3 color cubes on it when you steal it.

Note: if you run out of color cubes to claim tiles, you cannot claim any more tiles.

Victory Conditions:
The person who gets to the opposite side of the grid while controlling the correct number of symbols wins!
The number of symbols/tiles you must control change depending on the number of players:
4 players: 1 of each symbol
3 Players: 2 of each symbol
2 players: 3 of each symbol

Alternately, the game can be played in rounds and points can be scored, 1 for each cube played, each round ending when a player gets a winning total as above. Then shuffle the tiles, lay them back out, and go again!


Solitaire rules:
Play as above but with the following exceptions:
You must move the full number when you roll to move, no going backward!
You must get all 6 symbols in as few turns as possible.
Alternately, use a turn tracker as a countdown and see if you can get all six symbols before your time runs out.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.