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Kevin Giang GAT 210 Complex Random Game

Treasure Hunting
Rules (v3) Theme (Tightened up wording) A treasure map that specifies the location of a very valuable treasure has caught the attention of many treasure hunters. You are among the first in line to attempt to take the treasure for yourself before anyone else. Beware the magical dungeon that houses the treasure, as it contains magical traps that cannot be disabled! Components 2 or 4 Players 8 six-sided Dice 4 Player Tokens for each player Red, Yellow, Green, and Orange pawns. 1 Large Treasure Token Large yellow pawn with a circle 1 Hexagon Game Board

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Kevin Giang GAT 210 Complex Random Game Objective Retrieve the treasure and escape the dungeon through where you came from to win. Setup 1. Each player rolls 1 die to decide who is the starting player. The player with the highest roll is the starting player, and play rotation goes clockwise. If a tie occurs, the tied players will reroll until one has the higher roll. 2. The starting player rolls 1 die. Place the Treasure Token on the corresponding Yellow Hex with the value of the rolled die. 3. Each player places their player tokens on their starting hex. Player 1 places his/her token on P1, Player 2 places it on P2, etc. 4. There should be one die on each Treasure hex. 5. Play begins with the starting player as the active player. Turn (Removed repetitive event resolution order from step #3) 1. If you are starting on an event hex (TRAP, Player w/ Treasure, Treasure, or Yellow Hex), then you must resolve the event. If there are multiple events to resolve in the same hex, then resolve them in this order: 1. TRAP 2. Player w/ treasure (You are the stealer, and the other player is the defender) 3. Treasure 4. Yellow Hex Some of these events can be ignored on this step: TRAP: Ignored if you have cleared it in the previous turn. (Your pawn is standing up). Treasure: Ignored if the dice has already been taken. Yellow Hex: Ignored if the main treasure is not here. 2. Roll 1 dice. This is your movement value. You may move up to this many hexes as long as the path is valid. Example on the right: A player rolled a 4. They cannot go through a black hex because it is a wall. They must go around and step through a trap hex in order to get to the same spot. 3. If at any point you moving into an event hex (TRAP, Player w/ Treasure, Treasure, or Yellow Hex) you must resolve the events before you can move again. If there are multiple events to resolve in the same hex, then resolve them in the same order as in step #1. 4. Your turn ends when you have finished moving your player token and have resolved all events.

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Kevin Giang GAT 210 Complex Random Game

Resolving Events
Player Conflict 1. Both players will roll all of their dice and only reference their highest valued dice. If the stealer rolls a value higher than the defender, the stealer takes the treasure and continues his turn. If both players' highest rolls are equal, then the treasure is taken from the defender and placed in a corresponding Yellow Hex with the tied value. (i.e., if players tie on a 5, then the main treasure is placed on Yellow Hex #5). If the stealer's highest roll is less than the defender, then the stealer ends his turn immediately. TRAPs 1. Roll all of your dice. If any of them is a 2 or lower, you have triggered the trap and immediately end your turn and tip your pawn over to show that you have failed to pass the trap. Treasure (Fixed some confusion between dice/die. Included rule to end player turn if they fail to get the die) 1. Only resolve this if there is still a die on the hex. 2. Decide if you will attempt to take the die or not. 1. If you decide to open the chest: Roll all your dice. If any of them is a 4 or higher, you have successfully taken the die. Take the die from the hex and add it to your total dice count. Otherwise end your turn immediately. 2. If you decide not to attempt to take the die, then continue your turn. Yellow Hexes 1. Only resolve this if the Treasure is on this hex. 2. Decide if you will attemp to take the treasure or not. 1. If you do: 1. Take note of the number that is on the yellow hex. This is the winning roll. 2. Roll all of your dice. 1. If any of them is the winning roll, take the treasure token. 2. If you do not get a winning roll, then roll 1 die. Move the treasure token to the new Yellow Hex corresponding to the value of the roll. 3. End your turn. 3. If you don't, then continue your turn. Winning (Removed a couple words to make it more concise) 1. The player that returns to their starting position with the Treasure wins.

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