lost treasures (party game)

by benjamin hollon on

I recently designed a game for my youngest brother’s birthday party. It successfully kept twelve thirteen-year-old boys occupied and gleeful for nearly two hours, which is a difficult enough feat that I thought it could be worth writing up here for anyone else in need of such a solution.

Enjoy!

the concept

Have you ever played Mafia? Well, I took some beginning inspiration from it, but with the goal to avoid having anyone who were just generic players without specific roles.

In the game, the main two teams are the Robbers and the Heroes; the Robbers are trying to steal five “Treasures” spread through the house, while the Heroes are trying to discover who the robbers are. There are a number of other roles as well, with a total of six separately-scored teams.

Since it was near Christmas, I selected a five-piece wooden nativity set we had in the living room as the treasures and called them “The Lost Treasures of Nativité” (which got a couple giggles). Just about any five items will work, though.

To “win” the game, your team needed to reach 25 points. To get a perfect score, the team needs 50 points.

Something worth noting: this game is pretty complex, as is the strategy, when looking at it from a high level. That said, I designed it to make it easy for each kid to focus on their own role and goals, in which case it’s pretty simple.

the roles

I had twelve boys to design the game for, and this is how I distributed the roles:

2 Robbers

2 Minions

3 Heroes

1 Informant

1 Corrupt Informant

1 Saboteur

2 Shopkeepers

stealing and arrests

Whoof, that’s a lot of info. Let’s look at a few small details that were mentioned but not explained.

stealing

To steal an object, a Robber needs to grab it, then take it to one of the people who were organizing the game—in this case, those were me, my two parents, and my middle brother (not the Birthday Boy), four in all. Something to note—there needs to be one more organizer than there are Heroes, otherwise the Heroes could just guard all the organizers to see the Robbers hand off the treasures and discover who they are. If you only have three organizers, for example, you’d have to have one fewer Hero.

Organizers should be sure to wait ten or so seconds before declaring to everyone that something has been stolen, to give the culprit a chance to get out of range.

arrests

After each Treasure is stolen, the Heroes have an opportunity to make arrests. All Heroes must agree on someone to arrest; that person is then put in our “jail” area for the rest of the game. We only revealed the identity of the arrested person if they were a Robber or a Minion; otherwise, the Heroes did not get to learn which role they had mistakenly arrested.

If the arrest was incorrect (ie, not a Robber or a Minion), the Heroes receive the option to arrest a second person. They must arrest at least one person, to keep the game moving forward.

Since Heroes cannot arrest on the spot, but have to wait until after the Treasure has been stolen (or organizers call a meeting, see below) stealing an object is not difficult; what’s difficult is not being seen in the act and arrested right after.

A note about the “jail”—we put it in the center of the house so they could still watch the action, as well as providing a few games and books so they wouldn’t just be bored. Still, if you think one of the players might be particularly bored in jail, it could be worth assigning them as a Hero. (I assigned my brother, the birthday boy, as a Hero, so he wouldn’t have any chance to feel left out at his own party.)

If no treasure is stolen for a long period of time, the organizers may call a meeting and require the Heroes to make an arrest. I did this once, near the beginning of the game, to try and thin the crowd a bit (the Robbers were never having a chance alone with a treasure, I guess) and spur the Robbers into taking more risks to move the game forward.

I also threatened to do this at the end of the game, but a treasure was stolen right as I declared a thirty-second warning.

A note: players can still win from jail. For example, our first arrest was the corrupt informant, but since both Minions were arrested, he ended up scoring 35 points anyway. Similarly, a Shopkeeper was mistakenly arrested, and though he was no longer able to guard his treasures, one remained unstolen so he still received 25 points. Minions, particularly, actually want to be arrested, since it scores points for their team.

our results

Here were the scores for our teams:

To summarize, the arrests made were, in order:

some notes on numbering

This game was designed with a specific number of players in mind that I knew beforehand. If you’re considering trying this, you may need to tweak the numbers. Here are some notes to help.

If you find yourself in this situation and aren’t sure you’ve got the balance right, I’d also be happy to help you design a way around your problem. Just contact me and we can come up with something.

instructors for organizers

Okay, so you’ve read the basic idea behind the game, but there’s some vital details missing: how to actually put it on. Here are the steps you should take.

  1. Procure all of the items you need.
    • Five treasures
    • Print out sheets to hand each player with a basic summary of their role—I consider this essential. See “resources” below for a copy of what I used and an explanation of why it’s so essential.
  2. Hand out the role sheets before explaining the rules, so they know who they are when you explain their role—tell everyone who the heroes are.
  3. Explain the rules
  4. Have the other organizers put the treasures in position while you continue. Ideally, the treasures are in plain sight, but within separate rooms so that it’s impossible to see any two treasures at once. If you have multiple stories, even better. Try to put each shopkeeper’s treasures as far as possible from each other; for example, when I ran this each shopkeeper had one treasure on the top floor and one on the bottom, forcing them to run back and forth between them to guard both.
  5. Have everyone close their eyes.
  6. Have the robbers and minions open their eyes so they know who each other are.
  7. Have robbers close their eyes and the corrupt informant open theirs, so they know who the minions are.
  8. Everyone can now reopen their eyes.
  9. Designate one organizer people can go to privately if they have questions.
    10. Announce the start of the game. They’ll likely all take off running to find all the treasures.
    11. Organizers should stay relatively apart from each other so the Heroes can’t just guard all of the hand-off people. It’s fine to move around some, but it shouldn’t be difficult for a robber to hand something to you.
    12. When handed a stolen treasure, give them time to get out of range before you announce that it has been stolen, so they’re not implicated by their proximity to you. When you announce the stolen object, gather everyone in the main room for a meeting.
    • If nothing gets stolen for a while, you can call a meeting anyway to try and pick up the pace and thin the crowd.
    1. The meeting and arrests proceed as described above in the “arrests” section.
    • We had a “jail” area prepared in a location that could see what was going on with games, puzzles, and books, so people who were arrested wouldn’t be totally bored.
    1. When the game is over (due to one of the win conditions mentioned in the role summaries), tally up the points for each team. 25 points is a win, 50 points is a perfect score.

resources

role summary sheets

I’ve put together a template for role summary sheets, adjusted to match the scoring change I proposed earlier:

Download (ODT)

You’ll want to make sure the number of roles matches the number of players and fill in the names of your organizers to replace [Organizer Names].

more

If you feel like any more resources would be helpful, let me know (my email is below) and I’ll try to make something for you and add it here.


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