Used to be in The Luck Legends, until basically all of the die-roll elements were gone.
You maintain a deck of cards, where each card represents a certain “skill”.
A “heist” or “burglary” is revealed in the middle of the table: just a sequence of cards from left to right.
These cards display the skill check needed to pass it. For example: “2 Espionage”.
Each player then tries to DO this burglary with the following unique mechanic.
- Shuffle your deck and place it facedown.
- For each skill check, keep revealing the top card of your pile until you hit a card with that skill. The number of cards you needed to reveal to get here, is your strength in that skill. (Example: it took you 3 tries to reveal the Sword you need. Then your Sword skill has strength 3.)
- If it’s not enough, try again.
- If you pass through the entire heist this way, you get a great reward. (Perhaps “buy a single card with a price that’s at most the number of cards you revealed in TOTAL”?)
- If you’ve run through your entire deck, your heist stops there and you fail (penalty, see below).
To make this work / balanced
- The heist should grow every round, as your deck grows. (So we start with just 2 cards, maybe even fixed starting cards with low numbers. Then 3, then 4 in a row, etcetera.)
- Maybe there’s an option to “stop early” or “bail” if you think the chances of getting something good are just too slim now. It obviously reduces your rewards, but also reduces your penalty.
- BAIL IDEA: You simply get whatever money/power you acquired so far. But every un-passed check is -1 money. And you obviously lose the ability to gain more or see more of your deck.
- Many of the cards are not a skill but an action that triggers once revealed. (Return one revealed card to your remaining deck, shuffle.) (Reset the count.) (Lower the number on the skill check by 1.)
- These actions should help manage your deck and provide adaptability as you do the heist. You should still have choices instead of revealing cards on autopilot, because that’s boring.
An important action card is BUY and DISCARD.
- The number of cards revealed before getting a BUY card is your money.
- The number of cards revealed before getting a DISCARD is how many cards you may remove from your deck.
Yes, the RESET card is probably massive. (As well as other negative cards I can think of.)
- YES, you get NEGATIVE CARDS if you fail any check (before reaching the end).
- Your starting deck also has one, perhaps.
COULD this have simultaneous turns? => YES, just have everyone simultaneously reveal their deck for each individual skill check. Once passed/failed, continue to next, etcetera.
COULD this be coop? => YES, you can simply pick which of the players should try the next part of the heist. The heist starts more complicated (based on #players) and players individually start with a worse deck.