Jailbreaker! One-Player Board Game
Takes a little Luck and a lot of Courage.
You are a prisoner who has managed to break out of his cell and are attempting to escape from the prison. The guards are searching for you. It is very dark in the prison and both you and the guards can only move one space at a time. However, if you turn off your flashlight, you are able to move more spaces in secret (two to four), but the first one or two spaces will be at random. Moving more quickly through the prison may increase your chance of escape, but also increases your risk for getting caught.
To move the “prisoner” (white pawn) from the base row to the green area at the top of the board (“freedom”) without being caught by the prison guards. By rolling colored dice, the corresponding guards move throughout the prison, searching for the escaped inmate. You chose to move either 1, 2, or 4 spaces, but each of these movements have different rules (described below). If you reach the green area before the guards reach you, you WIN. If a guard lands on the same hexagon where your prisoner is located, you LOSE.
No Friends Required
Jailbreaker! is designed as a one-player game, however, gameplay may be modified for 2 players, if desired.
This game was inspired by John Kohn's Shark Hunt! solo game, also launched on Kickstarter. I was intrigued by the solo player action and the use of a six-side die to move pieces across hexagons. This format allows for "autonomous" movement by the prison guards at random, adding an element of suspense to the game.
For Gamers and Non-Gamers Alike
I've been intimidated by many strategy and role-playing board games. This game is designed to be easy to play, yet the degree of "luck" involved can make it interesting to gamers who like the thrill of risk-taking. Moving across the board more quickly toward "freedom" increases the risk of being captured, but so does moving too slowly.
In my day job as an addiction psychiatrist, I often come across individuals with different levels of risk aversion or risk-seeking. Jailbreaker! is a study in some of these concepts, which I have explored through my own trial and error when designing the game. This game in no way provides a treatment for impulsive decision-making or any condition, it is just for entertainment. At least, I have found it entertaining. I hope you do too :)
For $7, backers will be given the Jailbreaker! game as a printable PDF. A copy of the rules will also be provided in PDF format. Backers provide their own dice and pawns. Gameplay requires four dice and pawn pairs of different colors along with a single pawn of another color.
Jailbreaker! Board Game
Backers at the $40 level will receive a physical copy of the board game. The game includes the following:
- 8 x 8 inch Game Board, plus the PDF version.
- Four dice (Red, blue, green, yellow)
- Five Pawns (Red, blue, green, yellow, white)
- Booklet with Rules for Gameplay
Draft Rules of Gameplay
1. The red, green, blue, and yellow pawns represent the prison guards and are place on the blue squares in the middle row.
2. One die (any die) is rolled to determine the starting position of the “prisoner” (white pawn) on the hexagon corresponding to that number in the gray area at the bottom of the board. This is your starting point.
3. All four dice are then rolled. Each die determines the movement of the pawn of the same color (blue die determines the movement of the blue pawn, etc.).
4. The colored “guard” pawns move one space in the direction of the number on the hexagon.
5. Two guards may not occupy a single hexagon at the end of the guards’ movements (but they may temporarily occupy the same hexagon while all four movements are made). At the end of the guards’ “turn,” if there are two guards occupying the same space, one of them will require another die roll to move them to the next available space. If the next space is occupied, then the die is rolled again. This process continues until either the guard lands on a free hexagon or on the space of the escaped inmate (in which case, you LOSE).
6. If a guard’s movement takes them outside the area of play (“out of bounds”), the guard will then move to the hexagon at the top of the board corresponding to the number rolled.
7. After the guards have finished their “turn,” it is your turn (“the prisoner”).
8. On the prisoner’s turn you may either:
- Move one space in the direction of your choice (total of 1 space), or
- Roll the die once, with a corresponding movement in the direction rolled, then one additional space of the player’s choosing (total of 2 spaces), or
- Roll the die twice, with two corresponding movements in the directions rolled, in the order rolled. The prisoner may then move two additional spaces of the player’s choosing (total of 4 spaces)
9. The prisoner may not move out of bounds, only to an available hexagon. The prisoner may not move to occupy a guard’s space.
10.The guards and the prisoner take turns until either the prisoner has reached “freedom” or is caught.
11.If the guard lands on the prisoner’s space, he is caught, and you LOSE. This includes the guard moving onto the prisoner’s space on the top row, where a guard may be placed after moving “out of bounds.” (If this happens, sorry, you are unlucky)
12.If the prisoner is at the top row and is not caught by the guards, then next movement is to “freedom” and you WIN.
Feel free to share your thoughts on modifications to improve the game.
Risks and challenges
The risks associated with this project are minimal. The board game design is complete. Rewards can easily be sent to backers via PDF. Meeting the funding goal will allow physical board games to be produced and sent to backers. Prototypes have already been created and the final production product will be finalized shortly.Learn about accountability on Kickstarter
- (60 days)