Boof: A Burgling Game

Two teams: police and criminals.

On the table is a building. You start with only the lowest floor and the highest floor, with enough space in between. (A floor is 4 square building tiles in a row.)

Criminals start at the top. They each receive a special character, with their own power/ability, but also their own goals. They will move down, unseen, trying to get it.

Police starts at the bottom. They will move up trying to intercept the criminals. They can move faster and have some special powers/access.

As such, the idea of the game is that you are guaranteed to run into each other. Criminals and police are guaranteed to cross paths, you just need to be smart about when and how to make sure you win the game.

Extra Rules

@IDEA: Lights. On each floor, lights can be turned on/off. When off, criminals could be right next to you, and you’d never catch them. If on, criminals are caught whenever the police intercepts them.

@IDEA: If low enough (in the building), criminals can “jump out of the building”. They don’t get any more turns, but they successfully escaped and keep their current score.

@IDEA: Cameras to place, rotate, turn on/off?

@IDEA: You can move two spaces (or just “more”), but then you must alert everyone you passed, or give out some other useful clues. (Because you “made noise” or “wasn’t careful”.)

@IDEA: All (or most) players move in secret. There are a bunch of facedown cards on the building. You can never know for sure if somebody is standing there. => The PROBLEM with this, though, is that you also can’t know which one is criminal/police, and which one you’re allowed to move. How to solve?

  • On your turn, pick a floor.
  • You may look at all people there.
  • If there is any from your team, you move them. (Police moves good, Criminals move bad, both move neutral.)
  • If there is none from your team, you incur some big penalty. (Pay some of your collected tokens? Get a special “strike” token, three strikes you’re out?)
  • (While somebody does this part of their turn, everybody from the other side must close their eyes! => Criminals and police should alternate turns/seating.)
  • After moving, you may grab anything that’s there. You do replace it with one from the token pile (usually), to hide this fact?

The big question: how do you randomly draw tiles and still get a meaningful, traversable building interior?

  • Floors are created beforehand! You create X piles of Y cards each. Then you must add an elevator or stairs card to each, then shuffle. => When placing a new floor, pick a random pile for it.
  • Besides that, we can have mysterious teleports/pathways. (For example, two tiles with a red door in the deck, enter one and you exit at the other.)
  • There are tiles with electricity boxes. (Visit there to turn lights on/off.)
  • There are tiles that ask you to place a facedown token/chip on them. These might be good, these might be bad => you must visit there to see it.