top of page
Logo.png
Treasure Takers Game Setup (2).jpg

Prototype Board Setup

Download it here:

Instruction Booklet

Treasure Takers is a board game where players control their goblin in the pursuit of treasure by moving around the ever-changing castle. Players can find items, dodge guards, and make it out with their stash in hand to bank it and win the game.

 

 

General Details:

Treasure Takers may be played by up to four players at a time.

Recommended Ages - 10 and up

An average game length is 45 - 60 minutes.

Introduction:

 

The goblins are at it again, ready to rob the castle of all its riches. However, sitting at the top of the castle lies the old wizard and his transformation magic. He hates the goblins and will do everything in his power to try and keep them from escaping with his treasure, including reshaping the castle itself!

As a goblin, you are on a quest for riches and anything else you might come across but beware… Guards roam the hallways ready to capture and imprison you while the wizard can spin the castle to block your exit. Thankfully there is no shortage of magical goodies strewn about the halls for your amusement like the invisibility potion and skeleton key.

Dodge the guards, use what you find, and make sure you escape the castle with all the treasure you can hold!

 

Objective:

Be the first player to escape the castle and bank 2000 gold in your treasure chest.

 

Set Up:

Contents:

  • 4 player goblin figures

  • 8 directional guard figures

  • Game board

  • 12 interchangeable map sections

  • 1 six-sided player die

  • 1 six-sided guard die

  • Set of event and treasure cards

  • 3 sets of numbered treasure tokens

  • 1 event wheel

 

Board:

In order to set the game up, place down the board onto any flat surface and choose four of the map sections at random. Once selected, place each map section into the board wherever it fits, and make sure that each exit point on the map piece aligns properly with a player’s own exit.

 

Place Treasure:

On the front of each token is the gold value the token is worth, while on the back is the level of difficulty the treasure is to obtain, ranging from one-three. Higher tier treasures are often worth more gold then lower tier ones.

 

To set treasure up, turn over all the treasure tokens and mix them up. Then, pick tokens from the pile randomly and place them on the board in the yellow room that corresponds to their tier number. Continue until each treasure room contains the proper token. Leave the rest of the treasure in a pile for later use.

 

Place Guards:

To set up, place one guard figure in each of the rooms labeled with a G. This is the guard’s starting room.

 

Place Event Cards:

Once everything else is set up, you may shuffle the deck of event and item cards and place it in its designated spot on the board.

 

 

Specific Rules:

 

Getting Started:

 

After setup, the players may roll to see who goes first, then turn order proceeds clockwise around the board.

 

A Single Turn:

 

Movement:

Players take their turn by rolling the player die and moving the spaces indicated by the die number.

  • Players may choose to take any path through the castle they choose but may only change direction at a crossroads. They may not turn around unless exiting a treasure room.

  • If at any point during their turn the player enters a treasure room, they reveal the treasure amount and place it into their bag.

  • If the player passes through guard vision they are caught and end their turn immediately, losing their treasure and going to jail. 

  • Players must use their full roll to move unless they enter a hiding spot or have exited the castle.

  • Depending on where the player ends their turn, they may trigger an event and draw from the deck.

  • After a turn is over, proceed to the next player.

 

Random Events:

After the players have all taken their turn a random event will trigger. Any player may spin the event wheel and observe which player it lands on. For games with less than four players, continue spinning until it lands on one of the present members.

The indicated player draws a card from the event deck, carrying out the designated action.

 

The Guards Turn:

After the random event the guards take their turn. Any player may roll the guard’s die, moving each guard on the board along their path that many spaces. If a guard spots a player while moving the player will be caught and go to jail.

 

The Board:

 

There are several different spaces on the board, each one marked with a color and sometimes a symbol. Spaces are as follows:

 

Red:                                       

 

  • Red spaces are neutral spaces. Stopping on a red space does not trigger any special cases.

 

 

Blue:                                       

 

  • Blue spaces are guard pathways and have occasional arrows. Guards will roam on a set pathway around blue spaces following the arrows.

 

 

Yellow:                                   

 

  • Yellow spaces, also denoted with a one, two, or three, are treasure rooms. They hold unrevealed treasure that is waiting to be stolen.

  • Note: Guards cannot see inside treasure rooms.

 

 

Green:                                    

 

  • Green spaces denoted with a question mark are event spaces. When landing on one, the player who moved there draws a card from the pile and performs the action if it was an event card or keeps it if it was an item card.

 

 

Black: Hiding Spaces            

 

  • Black spaces are special additions to select spaces they appear attached to. These are known as hiding spaces and come with a number of special rules:

  • Players can end their movement early to enter a hiding space.

  • Guards cannot see inside of hiding spaces.

  • Players must exit the hiding space at the start of their next turn prior to their roll. If a guard sees them exit, they will be caught, but may still take their turn in jail.

  • Entering a hiding space will not count as landing on the space it is attached to.

 

The Player:

 

Players begin on one of the four entrance points to the castle situated on each side of the board. Inside each player’s area, there are three specific sections that players will use:

 

  • Entrance and Exit:

    • Players enter and exit on their own side of the castle. Players may not enter or exit through another side of the board.

 

  • Treasure Bag:

    • While running through the hallways of the castle any treasure tokens found and picked up are placed into the bag. While in the bag treasure is vulnerable to being lost through stealing or being caught.

 

  • Treasure Chest:

    • Upon exiting the castle, the player may put any treasure they have in their bag into their treasure chest where it is safe for the rest of the game. The first player to have 2000 gold or more worth of treasure in the chest wins the game.

 

The Guards:

 

Guards roam the hallways of the castle always walking in the same direction. Their pathway is designated by the blue color on the game board and the arrows show which direction the guards move in.

 

Guards have an arrow on the base of their figurine that denotes their sight range. They can see up to two spaces ahead and one to each side, but none behind them. If at any point a guard comes in contact with a player, that player is sent to jail.

 

Getting Caught:

 

When a player is spotted by a guard they are caught and sent to jail. All treasure in their bag is returned to the pile face down and the player figure is moved into the jail in the center of the board.

While in jail, players may attempt to break out on their turn.

  • In order to escape, players roll their movement die. If they get a four or higher, they may exit the jail on any side they choose.

  • If the player fails to escape, the next time they attempt will require one number fewer on their die roll. The first attempt requires a four or higher. The second attempt needs a three or higher. Third attempt a two or higher, final attempt lets them out free.

  • After escape the player may roll again for movement.

Events and Items:

 

Event cards and items cards are shuffled into the same deck, so there’s always a risk when drawing from the pile. Events take action immediately, doing anything from turning the guards around to spinning the board a section to the left or right, making it much harder to escape.

 

Items are cards that can be kept until used, but players can only hold three item cards at a time. If they obtain a fourth, they must either use or discard an item of their choice to return to three.

 

Items that are usable can only be consumed on the players own turn, but some items that act as safeguards can be activated at any time.

 

Empty Boards:

 

As the game progresses, sections of the board begin to lose their treasure. If at any point in the game a section of the board is clear of all its treasure tokens and there are no players occupying any of the spaces on the section, it is removed from the board and replaced with a new randomly selected section.

When a section is replaced, fill its rooms with the designated face down treasure tokens.

 

Ending the Game:

 

The first player to exit the castle and bank their money is determined the victor. However, if a player has not taken their turn in the round, they are allowed one final attempt to make it out of the castle to bank their coin as well.

In the event where multiple players escape on the same turn and satisfy the victory conditions, the player with the higher coin count of them is declared the winner.

bottom of page