This is a physical dexterity game. The idea is that you build a random vault or bank using the many wooden pieces inside the game. Then, one by one, players flick their own wooden pieces into this vault, trying to hit the right things while NOT hitting the wrong things. (Example: a criminal wants to hit the lock to open it, but not hit any booby traps or security cameras and get caught.)
As usual with my oldest ideas, this is a very good idea which I massively overcomplicated. See all the notes below.
Objective
Every player plays a different “faction” with a different objective; either good, bad, or special grey. Good and bad players usually win as a group, grey players usually win on their own.
Setting: One (or multiple) very powerful objects have been locked away in a very secure vault, with many policemen protecting it. Somehow, however, the word got out and now every gang on earth is trying to steal it before anyone else.
Setup
Every player chooses their faction, and receives the corresponding cards, markers and tokens. It’s important that players know which marker represents which card before them. Everybody gets markers to mark how many life they have (left).
Then, the board is created. The board consists of moderately large puzzle pieces that can be interlocked in any way you want. Some of the puzzle pieces have holes in them in which you can place “static” building blocks – they do not move and form permanent obstacles.
Once that is done, the “good factions” decide on the best placement for the wanted objects, and how to place the other building blocks: 15x long pieces, 10x medium pieces, 5x short pieces, 5x locked doors, 5x big blocks, 2x ramps, 3x roof
Lastly, players place all their markers at random starting positions around the board. This is done one by one, starting from the youngest player and continuing clockwise.
Gameplay
Players take turns performing one action, until somebody wins the game. The possible actions are:
- Moving: players move by flicking their marker
- Attack: players attack by placing their weapon besides their marker (the marker’s orientation decides where it can be put) and flick that
- Ability: players use their ability. (How this works exactly depends heavily on the ability)
- Item: players use the special ability or effects an item they have provides. People can also drop or pick up two items.
Moving
You flick any of your markers, any way you like. The player’s speed determines how many times you may flick in one turn.
It’s not allowed to push or simply move it. It’s not allowed to pick up or teleport the marker, which means you can’t move over blocks or through narrow passages.
- If you hit a building block, there’s a chance blocks are going to fall on top of you. In that case, every block does 1 damage.
- If you hit another player, nothing happens, unless your character has an ability that actives once you hit another player.
- If you hit a booby trap, it is immediately activated.
- If you hit an item or object, you may choose to pick it up for free.
- If you hit a door, you may only pass if it is not locked.
- If you get too close to an alarm system, you get noticed and its effects become activated.
- If you fly off the board, your marker immediately returns on the board at the spot you exited (as if you just hit the wall of the room).
Attack
Players can only attack using weapons, which they either carry by default, or pick up somewhere as an item. Alternatively, if the damage done is 2 or more, a player can choose to steal an item (instead of doing damage).
Flick Weapons
These weapons use a tiny marker placed anywhere next to the player’s marker. This tiny marker is flicked, and does damage to anything it hits directly. The damage is equal to (your attack – opponent’s defense)
- Revolver: Standard weapon of the police. Does nothing special.
- Friendly Revolver: If you accidentally hit one of your men it does no damage
- Sniper: Standard weapon of the special forces. If you hit nothing, you are allowed to re-flick (up to three times).
- Bow: The tiny marker is flicked from higher up. (This is done by turning the player marker so that it stands upright, putting the tiny marker on top, and then flicking the tiny marker.)
- Wand: Standard weapon of the evil wizard. Damage is equal to (your attack * 2 – opponent’s defense)
- Fireball: You’re allowed to flick the tiny marker three times (even if it’s already hit something).
- Tiny Tornado: You put the tiny marker upright, and flick it sideways (like twisting a coin). It deals 1 damage to everything until it stops rotating and lands?
Explosion Weapons
These weapons are placed on the table, and at a later time use one of two explode mechanisms to hurt nearby players. Explode after waiting 2 turns.
- Bomb: Standard weapon of the bomber. A pile of rubble is built, and then a heavy block is dropped on it. Everyone hit by the rubble is damaged by 1.
- Rocket: Four tiny markers are placed besides the rocket, all of which are to be flicked and inflict 1 damage each.
- Mega Tornado: You position your head right above the marker, and then blow straight at the board once.
Close Quarter Weapons
These weapons can be employed if you’re close enough to somebody (at the start of your turn).
- Sword: Standard weapon of the ninja. Instant death, but you need to be extremely close.
- Lasso: Steals two items, but you need to be moderately close.
- Safety Net: Makes it impossible for somebody to do anything next turn.
What happens if a player dies?
The marker is removed from the board, and all items that particular player had are put on the spot the marker used to be.
What happens if all the characters somebody had are dead?
The player can’t do anything anymore, but he/she still wins if his/her group wins.
How many weapons can I have?
You can only use one weapon at a time. However, once you have a weapon, it automatically “reloads” every turn.
Every time you get a new weapon, you must place it on top of your existing weapon. The only way to return to your previous weapon(s) is by dropping the current one(s).
Items
Similar to how weapons stack up, you can only have one item per type active at any moment. (In order to retrieve previous items you must drop the current ones.) Items are picked up when you’re extremely close.
The Almighty Objects
These are the objects that need to be stolen from the vault. There are four of them; you can choose how many you want in the game yourself.
- Dubious Diamond (infinite lives): This diamond is worth billions of dollars, and is unbreakable.
- Holy Water (1 life): The water in this cup is believed to be sacred and holy. Whether that’s true or not remains to be seen. Nevertheless, the water is easily spilled, and the cup destroyed if it takes as much as one hit.
- Ball of Truth (5 lives): This ball makes anyone who holds it always tell the truth. But you can also sell it for a lot of money, and use it for extra defense.
- The Eye (3 lives): A painting of an eye that is somehow supposed to predict the future. Because it’s painted on heavy metal, you can throw it at another player to do 2 damage.
Movement Items
These items add more possibilities to how you can move.
- One extra flick per turn
- Two extra flicks per turn
- Add one speed (permanently)
- Add two speed (permanently)
- You’re able to jump on top of blocks, and to the ground again.
- You’re able to walk through walls (if you’re close enough)
- You can sit on top of other markers (if you’re close enough)
Power Items
These items add to your defensive or offensive power or strategies.
- Add one defense (permanently)
- Add two defense (permanently)
- Add one attack (permanently)
- Add two attack (permanently)
- Steal any weapon from anyone
- You’re able to possess and use two weapons at the same time
- Everybody you hit while moving receives 1 damage
Ability Items
These items give you a one-time ability or action to perform. Once performed, the item stays with you but can’t be used anymore.
- Open a locked door
- Close an open door
- Perform two actions in one turn
- Perform three actions in one turn
- Throw an object to any other person
- Disable an alarm system
- Disable a booby trap
- Receive no damage from building blocks
- Place any building block anywhere
- Completely repair any structure
Specialist Items
These items are perhaps the most powerful, and can be anything.
- Old Sock: You stink so much that nobody wants to go near you. Every marker that’s close to you gets 1 damage on their turn.
- Candy: You got candy, so players must move in your direction. (If they somehow fail to do that, they must re-flick.)
- Book of Awesome: As long as you have the book, you’re a far better person. All your traits increase by 1.
- Golden Necklace: People can’t inflict damage, but must steal this item when they attack you.
- Silver Necklace: Can’t be attacked by a marker that belongs to the player that has the golden necklace. (If the golden necklace isn’t owned by anyone, this item does nothing.)
- X-Ray Glasses: As long as you have this item, no player can be in disguise.
- Magic Hat: Only players with the magic hat can yield the magic wand.
- Ping-Pong Ball: Replace one of your markers by a (bouncy) ball. (If you lose the item, the ball is changed back into the original marker.)
- Teddy Bear: You’re so cute with your teddy bear, nobody can damage you. (Note that this doesn’t mean other things can’t hurt you.)
- Piggybank: Everybody near you is distracted by the sound of coins, and can’t do anything.
- Joker: If somebody dies (or an item destroyed?), the player with this item can revive it (to full health).
Abilities
Players’ abilities are tied to their character, permanent, and also displayed on the card. Nevertheless, every ability and special action is explained here for completeness.
- Weapon Blindness: Can’t pick up a new weapon
- Handcuff: Can handcuff players if hit. Handcuffed players break free if another player hits them.
- Disguised: They can be hidden (marker upside-down) or visible. They start the game hidden. If somebody attacks them, or they attack somebody else, they become visible for one round. Then they return to being hidden again. If they are hidden, attacks do at most 1 damage.
- Dodge: They pass along attacks. This means that if they are hit, and then hit somebody else (because they moved), that other player is also damaged.
- Distracted: If they are hit or moved in any way, they lose their items at the spot they originally were.
- Build: Can pick up a piece (as if it were an item), place a piece, or repair a structure (if it’s close enough or hits it). A structure means a set of blocks on top of each other. If blocks are removed, but the structure is still intact, it only takes one action to repair it completely.
- Install: Places booby traps and alarm systems.
- Anti-Lock: Can remove the lock from a door
- Backpacker: Can carry as many items (or objects) at the same time as you want
- Multitask: Perform two actions per turn
- Bomb: Can place bombs; real ones and decoys.
- Flexible: Can move through any space and over obstacles of one unit high. (Can’t move through walls or anything like that.)
- Teleport: Simply pick up the marker, and drop it somewhere else at the start of next turn.
- Wizard Weakness: There’s a few items that instantly kill a wizard, or defend you against any wizard attacks. (These items are to be selected at random at the start of the game, and everybody but the wizard knows what they are.)
- Morph: Can take on any other close-by role. (The process takes 3 turns, during which the player can’t do anything.)
- Weak: Takes 1 damage when it flies off the board.
- Strong: Takes no damage when building blocks fall on top of it.
- Clumsy: Instead of picking up items, it instantly destroys them when it hits them.
- Robot Army: Commands an army of robots on the field. Moving all the robots only costs one action. Every 5 turns, and at the very beginning of the game, a new robot appears.
Players & Factions
- The good factions want to protect the objects and eradicate the bad people.
- The bad factions want to get the objects and not get caught or killed.
- The grey factions can switch to either side, or have their own separate special objective.
Player Role
Every player has the following properties:
- Life: If it reaches 0, the person dies.
- Defense: Reduces the amount of damage taken from an attack
- Attack: Determines the power of attacks
- Speed: How many moves a player may make (or how far they can go in one turn)
- Ability: A special ability only available to this person (or perhaps his entire faction)
Good Factions
- Regular Police: Has to protect the objects and catch the baddies. However, it’s known that at least one of them is the mole and disclosed the location of the vault to the criminal world, so their powers are greatly reduced.
- Advantages: Great numbers, ability to handcuff enemy, another one?
- Disadvantages: Low defense, low attack, can only use one weapon
- Special Forces: Have come to help the police with their quest.
- Advantages: High defense, high attack, can use any item it picks up
- Disadvantages: Small numbers, no ability to handcuff enemies, works in disguise
- Builder: Moves, places or repairs stuff.
- Advantages: High speed, can place new pieces and repair broken pieces
- Disadvantages: Low defense, no attack, easily distracted
- Vault Architect: Designed the vault and the security system with it, and knows how it can be used against the enemies.
- Advantages: Can place several types of booby traps and alarm systems
- Disadvantages: Can die easily, no (other) attack, useless when out of tokens to play
Bad Factions
- Robbers: Is only interested in the objects and not in murder. Have lots of experience and special techniques to use.
- Advantage: Each has its own handy ability for robbing
- Disadvantage: Low defense, no attack
- Benevolent Bombers: Don’t necessarily care about the objects, but just want the place and the people in it destroyed. They also win if not a single object is left whole on the board.
- Advantage: Can place bombs and decoy bombs, high defense
- Disadvantage: Low speed, no (other) attack, can take damage from their own bombs
- Nasty Ninjas: Ninjas move swiftly through the dark, killing those who oppose them, and taking what they think is rightfully theirs.
- Advantage: High speed, can use multiple weapons, can move through small spaces
- Disadvantage: Low defense, carrying objects weakens them, works in disguise
- Evil Wizard: When the wizards found out that the objects originated from their homeland, they had to come and steal them quickly. They are far superior to other factions, unless people use the right items.
- Advantage: Can teleport, high magical attack and defense
- Disadvantage: Small numbers, weaknesses to silly earth things
Grey Factions
- Spies: Of course, spies also want part of the action, but they want to be on the winning team at the end.
- Advantage: Can switch roles*
- Disadvantage: It takes long to switch, they are a very weak person if they don’t switch
- Brick Breaker: They really enjoy destroying things, but don’t want to hurt people.
- Advantage: Can bump into walls taking (minimal to) no damage, can destroy items**, high defense
- Disadvantage: low speed, no (other) attack, only wins the game if all of the objects are destroyed?
- Hacker: Commands a robot army that plays with the bank’s alarm and security system.
- Advantage: Gets a new robot*** every 5 (?) turns, gets to move all his robots at once
- Disadvantage: robots are easily destroyed, and the hacker personage itself is not present (= cannot do anything)
Extra Information
Robots can defuse bombs, open or close locks, carry items, and move extremely fast. Robot markers are smaller than regular markers. Each robot has 1 life, 1 attack and 1 defense.
Booby Traps can be placed within a certain distance of the architect, whilst alarm systems can be placed (“activated”) anywhere. If the architect isn’t in the game, they should all be placed on the board beforehand.
When one of the objects is destroyed, the bad factions can’t win unless they resurrect it.
Perhaps add other shapes, such as cubes and balls?