Treasure RPG

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.


You can help the game to develop more quickly with:

or a Paypal donation.