Treasure chests! Can't adventure without 'em, but they're a bear to open. Perhaps you're one of the heroes who has evaded the gauntlet of traps in Dragonvault; perhaps you're a pirate marauder surveying your booty in Goblins, Guns & Grog; perhaps you're just a generic treasure hunter in a generic fantasy RPG. Either way, a dozen chests are now staring you in the face, tantalizing you with promise of hidden treasure, and mocking you with their intricate locking systems. Good thing you brought your lockpicks!
Lockpicks is a solitaire, print-and-play, roll-and-write game that takes place in the Legends of Dsyx fantasy setting. The game picks up where most others end, with the hero surveying their acquired treasure. Now, the challenge is to open as many as possible of twelve chests and find the best prizes inside. Chests consist of small grids with start points, end points, and a number of waypoints, each of which must be activated in order to unlock the treasure. Each turn, the player picks one chest and rolls five dice. Each number corresponds to one type of movement based on units in chess. Beginning at the start point, the player must utilize the dice in any order to navigate the grid, activate each waypoint, and end at the finishing point. Upon successful completion of a puzzle, the player may roll a die to select one of several treasures, each of which may give just give points or even assist in the unlocking of more loot.
Time is running out, however, and if the player doesn't unlock all the chests before the time track fills up entirely, each additional turn runs the risk of alerting the guards/dragon/merchant/anyone and causing the player to lose ALL their prized possessions.
Good job beating whatever game you were playing; now, play Lockpicks to find out what happens after the credits have rolled. Will you be rich as a king, or as poor as you started?
Released in the November 2018 Board Game of the Month Club $5+ package.
- Good for Rogues
Mechanics (from transcript analysis)
- Rogue Support — Lockpicks was a great thing for uh Rogue.
Video topics + discussion points
Quotes (from this video)
- So, it's one of those things. If there's a mistake
- this could be any from the cycle except for Street Wise.
- They're all they're all kind of just like there and make your deck better for including them no matter what it is that you were trying to do.
- And also cuz it's so cheap now. It's not they don't cost anything anymore for Taboo. Basically.
- Or other kinds of cards like that that ask you to build a deck in a way that it doesn't do anything without the asset in play.
- I'd judge you if you brought a sharpshooter deck.
- Like uh like Trick to the Plan. I think that card is cool.
- stick to the plan I think is an example of a worth the 6P but not really
- Like an example of I think of a bad permanent recently is that one that came out in Hemlockk that's just gives you an extra slot for a blessed or curse thing.
- I too think charisma and relic hunter are bad cards.
- It gives a hand slot, which I feel like is like just kind of over the top for the permanent position.
- I also think talent should be limited.
- Honestly, that would be a great parallel Bob. Like that would actually be hype as hell.
- your items cost one less for each item in play that has the same name.
- the big big things that were good they added was the right of seeking 2.
- Lockpicks was a great thing for uh Rogue.
- That's a it's a cool like engine piece that uh
- And I even like the upgraded emergency cache.
- it kind of feels a little bit like like prepare for the worst. Sorry, not I've had worse four for the guardians. It's like give us number give us level two. Give us the level two version high.
- Alcon 3 still blows my mind like this. Like has anyone I I kind of don't believe that anyone's played with that card and been like this is worth it.