Tuesday, 12 November 2013

My Board Game - Rules

Harlan Roulette

Players: 2-4

Rules
US Marshals:
US Marshals have the ability to repossess property if it is controlled by the criminal player (this will automatically make the building neutral again, meaning that it is controlled by no one and therefore up for either player to take control of). To do this the Marshal player must land on a property that is controlled by the criminals, which will initiate a dice roll challenge between players. The player with the highest dice count will be the winner. For example, if the Marshal player rolls a 6 and the criminal player rolls a 4, the criminal will lose, and be sent to the 'Bulletville' square from a single go to 'recuperate' and lose control of the property. If the Marshals lose the dice roll they will be sent to Lexington Marshals office to 'file an incident report' for a single go. If both players roll the same number they re-roll until one wins the roll.
Marshals will be able to buy 'additional forces' which can be used for setting up protection over buildings (this will be signified by placing a red building on the property), and outright buy the property, at which point it will be converted into a "safe house".

Criminals:
Criminals have the ability to rob stores they land on. If they chose to do this the criminal player will have to roll a dice to find out the outcome. If they roll a 1-3 they will be unsuccessful, and be sent to the 'Big Sandy' square for a single go, but if they roll a 4-6 they will be successful and gain $100 from a roll of 4, $150 from a roll of 5, and $200 from a roll of 6.
Criminals can also recruit 'crew members' (each will cost $150). 'Crew members' are used to place on shops and businesses to signify that these properties are 'protected' by the criminals. If two teams of criminals are playing in the same game, this will mean that only the team with 'crew members' on the building will be able to accrue money from a property. After 5 goes the team with 'crew members' on a property will gain a bonus of $150, which this team can then save towards buying the property. After a property is purchased they will gain double the money every 5 goes, now going up to $300.

Setting Up The Game:
- Each player picks the class they want to play in, between Marshals and Criminals. If there are three people playing, two can be Criminals or Marshals, while the third player chooses the opposite team. Likewise if four people are playing two people must be on each side.
- Each player must put their character pieces on their respective starting square, with the Marshals starting at the 'Lexington US Marshal's Office' and the Criminals starting at 'Bulletville'.
- Each player will be given $1500 in playing money to use in game. No one specific player will have to be in charge of handing out the money, but if someone nominates themselves to do so this is allowed. This $1500 will be divided to each player as follows:
 2 $500's, 2 $100's, 2 $50's, 6 $20's, 5 $10's, 5 $5's and 5 $1's.
- For criminals, crew members will be represented by the green houses, they can be 'recruited' for $150.
- For Marshals, they can also 'deputise' additional forces for $150. These are represented by the red houses.

Beginning The Game:
- Each player rolls a dice to decide who starts their go first. The player with the highest roll will go first. If there is a tie on the dice roll, roll again until there is a definite winner.
- To move your character, first roll the dice. Move this amount of spaces on the board in a clockwise motion.
- Each player will take their turn to roll the dice and move around the board.

Shops and Businesses:
- When a Criminal player lands on a shop or business, they will have the option to rob it. To do so, they must announce "ROB" to other players, and then roll the dice again. If the dice lands on a 1, 2 or 3 they will be taken to the 'Big Sandy' square, where they must stay for one go, missing their roll. After that they will be allowed to continue playing. If the player is successful in their robbery they will gain a certain amount of money from their roll ($100 for 4, $150 for 5, $200 for 6).
- If Criminals have 'recruited' a high enough amount of 'Crew Members' (3) they will be able to offer 'protection' to shops and business. This is done by placing the three 'Crew Members' on the building after landing on it and declaring "PROTECTION". After every 5 goes the Criminal with 'Crew Members' on the property will receive $150, which can be saved towards buying property.
- Each property will cost $1500 to purchase.
- Once the criminal has a high enough amount of money, they will be able to buy the property by declaring "PURCHASE". For owning a property, the criminal will now receive $300 every 5 goes, which they can invest towards other properties.
- As a US Marshal, you will be able to repossess property owned by a criminal player. To do this you must land on a property owned by the criminal and announce "REPO" to the other players. When this happens, you will initiate a dice rolling mini-game between the challenging US Marshal and the property owner. If the Marshal rolls the higher number on the dice, he will make the property neutral to players, offering criminals the opportunity to buy it again when they land on it again, or offering the US Marshals the possibility to convert it into a safe-house (by purchasing for the amount on the space). If the US Marshal is successful in this challenge, they will also be given $500 from the losing criminal, and the losing criminal will be placed into the 'Bulletville' square for a single go. If the Marshal is unsuccessful however, they will be be moved straight to the Lexington Marshals Office for a single go, and the criminals will keep their property.
- If The Marshals set up protection from the criminals with 3 'deputies' by declaring "PROTECTION" on a building they land on, they will also gain $150 every 5 goes, and if they convert the location to a safe house by declaring "SAFE HOUSE", they will also gain $300 for every five goes.

Turf War:
-If a Criminal has 3 'Crew Members' and lands on a location that is in the control of the US Marshals, either under protection or set up as a safe house, they have the option to start a Turf War. This will be initiated by the Criminal player announcing "TURF WAR". In this instance both players will roll a dice, with the highest roller winning. Similar to Repossession, if the Marshals are unsuccessful the location will be freed up, allowing players to once again compete for it, and the Marshal player will be sent to the "Marshals Office" square, but if Criminal player is unsuccessful, they will be transported to the 'Big Sandy', this time for 3 goes. In this instance the criminal player has the option to pay a $50 fine to get out of "Big Sandy" sooner, and the property will stay in the hands of the Marshal.

Winning:
- The winner of the game will be the player with the most money, and most property safely kept. If a player runs out of money completely, they will lose the game and the other player will be victorious.

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