Welcome to New London
Everything in this city seems to be in decay. The industrial smog is choking the city to death but there is nothing its citizens can do about it. The Royal Company controls what comes in, what goes out, and all the people that live within. What's strange is that nobody seems to remember when they came to power or how they stay in power, for that matter.
However, a few key citizens with extraordinary talents in the art of lock picking have just received a series of strange lock boxes inviting them to a mysterious location near The Station. This group of individuals come from all walks of life and social tiers, drawn together for some unknown purpose by a masked stranger.
This is Triplock, the latest game from acclaimed designers Josh and Adam Carlson and Chip Theory Games. This heavily themed abstract game will have you wracking your brain to solve locks faster than your opponent. Play 1 vs 1 against another lock breaker, or take on The Station in a series of 4 solo challenges as you begin to unravel the mysteries of New London. Play vanilla rules for a completely level playing field, or take on the role of one of four unique personas to add new strategic depth and theme to each game.
Here is a web optimized version of the Triplock Rulebook 1.0.
Triplock can be learned in minutes. Players compete to solve the Master Lock first or before time runs out! In competitive play, solving the Master Lock means being first to complete 5 Diagrams or acquire 10 pts.
When going Solo, you must select which characters you will be bringing into the depths of The Station and with each Room you encounter, you will need to select the best lock breaker for the job. Every Room is different, some are on timers, while others have Station opponents! Solve all the Rooms before running out of characters to win.
In Triplock, your turn gives you the chance to use your Skill and roll your Action dice. That's the easy part. What you do with those dice is where it gets interesting as you have two options: Take the two Actions you rolled and perform one or both of them. Or, forgo both results to choose any 1 Action.
Remember, your objective is to manipulate the Master Lock to complete Diagrams by discovering and matching specific Mechanisms per your Diagram's instructions/orientation. Solving your Diagrams can award you points, further Actions, even new Diagrams.
There are many lines of play a person can take - but your opponent is doing the same and is manipulating the Master Lock as well! You will want to use Traps and Counter Measures to stall and befuddle your opponent while you make the necessary adjustments needed to reach your goal (10 pts or 5 Diagrams) to solve the Master Lock!
Check out this quick overview of the components and how they all fit together:
When Diagrams are drawn, an orientation must be selected. It is then placed face down in front of you. Each player is allowed 3 Diagrams at one time and cannot see what the other has chosen unless they use an Action to Reveal the Diagram.
Each player starts with one Diagram and may draw more throughout the game by using a specific Action to do so, or by completing a Diagram that tells you to draw a new Diagram. Each Diagram has 4 orientations you may choose from, each with a variety of symbols showing and also the method required to solve it (Trip, Combo, Collect). By manipulating the Master Lock using your Skills and Actions, you’ll attempt to identify and line up Mechanisms in various patterns to match your Diagram. Bigger groups of Mechanisms will earn you more points. Be careful though, going for aggressive Diagram orientations will take longer to complete!
Traps and Counter Measures
Traps and Counter Measures are also Diagrams, but are used specifically against your opponent. Traps stay hidden just like a normal Diagram and are revealed when they are Triggered. Counter Measures always stay face up and can be an ongoing source of Points, however, you cannot "Complete" a Counter Measure. It's always there, taking up one of your 3 spots. You will need to use them wisely!
Triplock is designed, out of the box, with a strong solo component. This is not something tacked on after the fact to add artificial value. The game comes with 4 solo challenges and a storyline to follow right out of the gate. Once you’ve completed the entire location (The Station), revisit it with our Challenge Mode to increase difficulty. Still too easy? Become a Master Lock Breaker and attempt to complete the game without failing a lock! Quick to setup and tear down, Triplock makes for a great travel solo experience. Also, as you will soon see...this is just the very first location of many.
The story follows a group of people from New London who, whether they realize it or not, have managed to become the best lock breakers in the city. They all hail from a different walk of life, but their paths are criss-cross in important ways. Solo play in Triplock will have you assembling a specific team and taking on The Station one room at a time.
If you've followed Chip Theory Games for any other campaigns, you already know what to expect. For those that are new here, let us explain how we operate. We believe many game companies don't spend enough money investing in, or time thinking about how components affect their games. We see components as more than just the tokens used to play a game. Premium components add immersion, top-level enjoyment, and durability to any game. Each of these are imperative, in our opinion. Combined with innovative mechanics and solid game play, it can change your entire experience for the better.
Every CTG game is designed with this in mind. We eschew traditional cardboard whenever possible and use neoprene mats, 11.5g premium custom-foiled chips, waterproof PVC cards, and HD print/heat-impressed dice. Our components, box inserts, and box itself have their own development timelines alongside the actual game. In our minds: "Everything says something." The best game in a shoddy box = less than "the best game". Obviously, this attention to detail tends to come with a price tag. But, we are trying to buck that trend a bit with Triplock by offering amazing value and a very aggressive price savings for the game on Kickstarter.
We want you to feel great about your game the first time you crack it open, before you play it, while you play it, and after you've put it away. But achieving this goes beyond the game itself. Over the course of our previous four campaigns we've developed an industry-best reputation for communication with our backers and fans. We treat you how we'd want to be treated, period. This means sending out regular, timely, informative, and often entertaining Kickstarter updates to our backers. It also means staying OUT of the unreachable "ivory tower" and making ourselves contactable directly on social media, etc.
In addition to all of this, we're very active in the comments, BGG, facebook, Twitter, Discord, and anywhere else you might find us. We don't take a single one of your entertainment dollars for granted and want to make sure you're feeling excited, comfortable, and confident about your purchase every single step of the way. That's the Chip Theory Games experience.
Risks and challenges
Every new Kickstarter is an opportunity to improve on the last. We have now run four successful KS campaigns and delivered on every one. Our challenges have always stemmed from the fact that we are still a fairly small company. We continue to mitigate this with new relationships with partners around the globe.
This being the “smallest” game we’ve made in terms of scope, the risks are low. Talk to anyone who owns one of our games, we are quite certain they will tell you to pledge with confidence that you will receive a high quality product that is well worth the price.Learn about accountability on Kickstarter
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