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Capture Mechanic Assistance/Ideas

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slivnica
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Joined: 09/15/2017

Hi,

Working on a board game about criminals committing crimes all over the city and the police need to arrest these criminals. The criminals will need to enter a building or store to rob, escape with the loot and get away from the police. I have a simple system in place to be arrested in open play, my biggest problem is when a criminal is trapped by the police inside a building how they can be captured. Any help would be much appreciated.

Thanks

joebergmann
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Joined: 12/29/2016
The standoff

Hey Slivnica!

This sounds like a cool game! It sounds like what you have is a classic standoff situation like you see in so many movies or tv shows! Perhaps you could implement a turn based counter where either the criminals must give up peacefully within that time frame and only lose a few points, or they hold out with the possibility of the police storming the building where, if they don't escape, they lose more points. Not sure if this fits in with your current design, but maybe it could spark some other ideas?

let-off studios
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Joined: 02/07/2011
Escape Chance

Is there a way to simulate a getaway? I don't know anything about the mechanics involved. Does your game feature dice? Cards? Movement and taking turns? Is the reason why the cops catch up to the crooks because the crooks lacked efficiency in their planning or execution, or something like dumb luck (the roll of the dice)?

Can you have players invest in preparing for the police: "getway insurance," which would include some kind of getaway vehicle, a spotter/lookout, etc. ? There can be in-game methods to facilitate and model this, depending on the mechanics you choose to use.

If there's player planning involved in the completion of capers, then penalize them for their inefficiency by taking away a portion of the loot they would have gained if their job was better-planned. The more the players depend on blind luck to complete a job well, the more the penalty should be reduced.

Fri
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Joined: 09/06/2017
Attempt to bribe an officer

You could have the robber player attempt to bribe one of the officers. The robber would run to one of the officers and offer them a bribe. The office has the option to accept the bribe and let the robber run past them or arrest the robber. If the officer is a human player they can just accept or reject the offer. If it is an "AI" player maybe bribe (of x loot units) has to be greater than a die roll.

slivnica
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Joined: 09/15/2017
Hey Joebergmann, That's a

Hey Joebergmann,

That's a cool idea, I never really thought of that. Certainly will try your idea. I have thought how this could work, just need to try it in a test play and see how it goes. It really got the thought process going again and have some other additional ideas too!

slivnica
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Joined: 09/15/2017
Each player no matter if you

Each player no matter if you are the police or criminals have various levels of pieces, example: a common street thug won't rob a bank, a professional criminal will. Thus players who a the criminals must have the correct criminals available to them to perform certain robberies, this also works the same with the police too. For this to work I've had the thought of criminals must buy new criminals to join them and police must recruit new officers.

slivnica
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Joined: 09/15/2017
Already have a system in

Already have a system in place of sorts for a bribe. Basically a successful bribe will provide that criminal player with a corrupt officer or if unsuccessful they get arrested.

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