Gallery Grippers: is an Art Heist game in which players assume the roles of a Cat Burglar Mastermind trying to assemble a team to collect the most valuable art pieces from a series of high-security museums across 4 corners of the world (a game board). The board features 4 different famous museums, each with unique artworks. At the start of the game, out of the 4 to 6 players. Each player at the beginning, sets up their heist crew, by choosing 6 cards (3 specialist cards and 3 Attribute cards)
Specialist cards: Are your added crew members to your gang (the stealth specialist, the master of disguise, the hacker, etc.)
Attribute cards: include tools for the specialists to use (Such as Added Stealth, More Tech, Steroids, etc.) These cards can increase your percentage roll total once you add them to the rest of your stats.
- After the players set up their crews, the leftover specialist and attribute cards are shuffled and placed down on the side of the board, so that later on in the game, if someone lands on a recruitment tile, they get to pick from the unused specialist/attribute cards to gain another teammate.
- Players must roll a six sided die to determine how far they move on the board
- Players must use specialist cards and attribute cards to bypass the security guards and alarm systems
- Players must roll a percentage die when they land on any of the Obstacle Tiles (Red Alarm tiles or Black Security tiles) to determine if they receive a strike. or if they bypass that said obstacle and move closer to the art tiles in hopes to collect the art (2 strikes and you must return to the E tile at the exit of the museums) A score of 100% or higher bypasses a security system. Anything lower gives you a strike.
- *IMPORTANT*: Each player has a Score Sheet which they can add up their total percentages on (both from their rolled number, plus from their added or subtracted attribute percentages from the attribute cards, as well as from the base percentages of success rates on each specialist card) which are added to the total percentage of your chance of bypassing an obstacle. Your specialist’s Success Rates increase based on which Attributes they choose (what that means is that if you have a team with a Muscle Specialist card with a 20% success rate, and you draw a Steroid Attribute, you will earn a plus 10% to your percentage roll for Matching a Specialist with a corresponding Attribute)
- When a player lands on an obstacle, they must choose one specialist card and one attribute card to use to fend off against that obstacle, as well as a percentage roll which is added together on their Score Sheet. Each player gets two potential strikes of getting caught by one of the obstacles whenever they enter a museum before getting sent to the exit tiles of that museum
- Once a player reaches the ART tile, they can choose one piece of artwork from that museum. Only one artwork available to players per museum break in. (this means that if you break into the Louvre, you can steal only one of the Louvre’s pieces. If you wish to steal two of the Louvre’s pieces then you must either travel to a different museum and back, or to home bass and back. (You can’t abuse one corner and stay in that corner the whole game)
- If a player successfully steals 5 pieces of art, they win
- If there’s no more art left on the board, whoever has the most art wins
Tiles within Museums:
Alarm tiles– you tripped a wire on this Red tile, now use your specialist and attribute cards to ensure whether you either bypass the alarm or not
Security Guard Tiles- This is the Black tile, You encounter a security guard. Now you must use your specialist and attribute cards to ensure whether you escape the guard or not
Art Tiles– These are in the corners of each museum,
Tiles outside the museums:
Airport tiles- any Blue tiles are airport tiles, which allow a player to travel from one airport tile to another if they land on it.
Recruitment Tile– these are the Green tiles that when landed on, allow players to pick one of the face down attribute or specialist cards from the miscellaneous deck on the side board.
Exit Tiles– Border each museum, and are the tiles that say E on them. If a player gets caught twice within a museum, they are sent to an exit tile bordering that said museum.
Each museum will have one Museum Description card. There are 3 description cards to match the 3 museums on the board. On the description cards, it reads the intensity level of that said museum’s security, as well as that museum’s art pieces. Higher security museums will be harder to break in and out of, yet have higher valued art.
Everyone must roll a die to determine how far they move from their base each turn
Attributes:
- Added Stealth
- Determines likelihood of avoiding detection from any of the two obstacles
- +5% chance added to your total percentage of bypassing the triggering of alarms on alarm tiles
- +10% Chance added to your percentage roll of bypassing the security guard tiles
- Determines likelihood of avoiding detection from any of the two obstacles
- Steroids
- Physical movement and obstacle navigation with strength
- Subtract 1 added movement of a tile space per turn
- +10% success rate added to your total percentage on physical challenges such as fending off a security guard on a security guard tile
- Physical movement and obstacle navigation with strength
- Charisma
- Ability to talk through situations and manipulate Guards
- +10% added to your total percentage for social interactions with the security guards on a security guard tile
- Subtract 10% from your total percentage for talking too much; which in turn, gives a higher chance of tripping a wire on accident on an alarm tile
- Ability to talk through situations and manipulate Guards
- More Tech
- Ability to bypass surveillance
- +20% added to your total percentage for your success rate of shutting down alarm systems on the alarm tiles.
- Add 1 extra space moved each turn for your attempts at reducing the heat
- Ability to bypass surveillance
This game was very interesting to start and learning about the different attributes and specialist cards then starting to play and actually read the names of the art pieces was so cool.
One thing that I feel like you could add would be a different way to do the percentages maybe have a 10-sided Die to have 1-10 being 10-100% of how effective your theft is. But overall the game was really fun and I really liked all of the interactivity that you included with it!
I like this concept for having one die instead of two, however I also kind of like the chance of winning or losing an entire round by one percent. This can only be achieved with two die though, as with one I’d only go in increments of ten, which could be easier for some, but I’m on the fence with this one.
I also liked how you made the different attributes and abilities that you made to go along with this as well!!
I agree that this game sounds super interesting. It seems like you put a lot thought into the different mechanics of the game. I would love to see what pieces of art and what museums you chose to include for this game.
This game was very and has a ton of potential. I think it would be good to add some sort of point system to the art pieces making players want to battle to get certain pieces.