A mix of Codenames, That’s Amorphe, general Party Game, hidden role (cooperative).
One person is a legendary adventurer … from decades ago. They traveled this island before and kept a diary of their journey.
All other players are adventurers in the present time and found the island again. Using the diary and the hints, they have to find the treasure before the island is destroyed.
Setup
The map is a set of tiles piles. That is, each location is not a single tile, but a stack of tiles.
The “legendary adventurer” creates this map, while the others look away. From now on, you may not communicate with them in any way (other than what the game specifically allows)!
- Find the keys, treasure and starting tiles; keep them to the side.
- Shuffle the remaining cards into a facedown deck.
Now create a 5x5 grid of tiles, each with height 3, using this deck.
Insert your keys and treasures when you want. The treasure, however, must always be on the lowest level.
Reveal the top layer of this map. Finally, place the starting tiles faceup anywhere you like.
The other players open their eyes/come back. They place their pawn on a starting tile of choice. The starting tiles that weren’t chosen are removed again.
Objective
Everybody wins once they find the three keys and the treasure.
Everybody loses once all players are eliminated or too many tiles are destroyed to win (keys or treasure).
Gameplay
The adventurer goes first in every round: give your next hint ( = diary fragment).
Say one word that should tell all other players where to go. (Because the tiles around them will show words / symbols / actions.)
Clockwise around the table, everyone takes their turn based on the hint.
After you’ve moved, you immediately “dig” into your next location. Remove the top card, reveal the one below.
- You can’t move to empty spaces
- If that pile is now empty, this player is eliminated.
- If it’s an action tile, execute it immediately. (This might involve the adventurer again.)
Material Needed
- “Diary tile” (x50): these contain a word, symbol, some information (like in Codenames)
- “Starting tile” (x10): these have tiny bonuses or role changes for whoever starts there. This adds even more uncertainty about where players should or will start.
- “Action tile” (x20): traps, special actions, etcetera.
- “Key + Treasure” (5 total)
- “Role Cards” (x15): 10 for the adventurer, 5 for remaining players
- Something like this might also be available on the website
Ideas
Actions?
These will be variations, handicaps, or bonuses.
- Trap! Next round, the adventurer may only say words within a specific category
- Immediately take another step
- Shuffle this pile
- Swap places with another player
- Trap! Skip your next turn
- Trap! The next round, the adventurer may not give another hint
- Trap! Immediately remove one card (at random, unseen) from every neighbor pile
Cooperative / Interactive
- Something important when two players meet on the same tile
- IDEA: If multiple players want to move to the same tile, they must decide that beforehand and move together. => Certain actions only execute if you’re alone or if you’re together.
- Many actions that allow asking questions from the adventurer. (Otherwise they’re “out of the game” a lot.)
People might have roles.
- You’re allowed to jump over a square (walking two steps).
- When you take the last card of a pile, you’re not eliminated. Instead, reset to where you came from.
Only the adventurer’s role is secret (and important!)
- The adventurer role adds limitations on where they can place the keys and treasures!
- Not in the same pile
- At least one pile away from each other
- The treasure pile must also have one of the keys
- Two keys must be in corner tiles
- Etcetera.
- They might be an imposter? They might have the secret goal to eliminate all players, which they can do by placing traps wisely and steering everyone away from good things.
- If players suspect this, they leave the island. If you’ve left the island, and the adventurer was indeed an imposter, you win instead.
- Alternatively, there are certain tiles that—if found—immediately cause the adventurer to lose (when they’re an imposter).