Competitions
Treasure
is designed for fast, collaborative play and each player either limits
or increases a team's choices when deciding how much they
want to
co-operate during play. There are still individual skills and rewards
for players' characters to claim but the chances of success depend on
working as a team.
The 'real world' skills
players
need to progress are also different from most RPGs. Detailed
knowledge of lots of combat rules and equipment counts for little in
Treasure. Instead play focuses on predicting the likely outcomes of
collective actions and take calculated risks.
The
game's
emphasis on teamwork and competing against the 'game world', rather
than players on the same team, is no different from many team sports or
challenges. For those who want to extend competition beyond standard
play there
are several options.
Team v's Team
There
are three easy ways to compete as teams:
Each
team is equipped with similar skills, stars, jewels and enchanted
items. The teams then play through two seperate copies of the same
complex. The winning team is the first to complete the chosen mission,
e.g. capture the complex's leader or finish with the most jewels.
Each
team is equipped with similar skills, stars, jewels and enchanted
items. The teams enter the same complex at the same time but from
different entrances. The layout of the complex should present a similar
start/ challenge for each team, including the types of chamber each
group moves through before it becomes possible for the teams to meet.
It's likely the parties will meet at some stage. They'll have
to
decide how to react to each other. The winning team is the first to
complete the chosen mission, e.g. capture the complex's leader or
finish with the most jewels.
Each
team is equipped with similar skills, stars, jewels and enchanted
items. The teams enter the same complex at the same time but from
different entrances. The layout of the complex should present a similar
start/ challenge for each team, including the types of chamber each
group moves through before it becomes possible for the teams to meet.
The teams opt for a Deathmatch where play continues until one team is
defeated or retreats from the complex.
Player
v's Player
Player
v's player competitions can be arranged along the same lines as team
competitions. The players then have to decide when to co-operate and
when to try to gain an advantage over other players.
Timing
Limiting
competitive play to a certain number of turns is often a helpful way to
avoid longer games.