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During the Dragul Invasion of Nalos, King Taron’s loyal soldiers throw captured minions into Kulbak Prison, where enchanted gates and Construct guards make escape all but impossible. Once each year, Taron releases the toughest gang of war prisoners into the royal Colosseum.
You command a squadron of these captured Dragul. Gather goons and craft contraband to raise your reputation. Keep your suspicion with the guards low while establishing yourself as the most powerful crew in Kulbak. In six short days, Taron may offer you the chance to fight for your freedom.
Lockup: A Roll Player Tale is a competitive worker-allocation game for one to five players. In the game, players manage groups of minions — gnolls, kobolds, bugbears, goblins, or insectoids — locked up in Kulbak Prison.
Each round, players try to keep their suspicion from the guards under control while allocating their crew to different locations within Kulbak. The player with the strongest crew in each location at the end of each round gains the most resources, hires the most powerful crew, and builds the most powerful items, increases their reputation. The player with the highest reputation at the end of six rounds, wins the game.
Lockup is a worker placement game set in the Roll Player universe.
Play takes place over three phases in each round:
Roll Call – Players take turns placing their minions in different parts of the prison, some face up showing a unit’s strength and some face down, hiding the strength from the other players.
Lights Out – Each area with minions is scored based on the strength of each player’s crew. Players receive resources and have the opportunity to recruit goons and build items.
Patrol Phase – New resources are placed on the gameboard, and the guards patrol the dungeon. Players with high suspicion are raided, and their chambers are searched.
—description from the publisher
Ages | 10+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players, 5 Players |
Play Time | 45m – 90m |
Designer | Stan Kordonskiy |
Mechanics | Area Majority / Influence, Multiple-Lot Auction, Secret Unit Deployment, Set Collection |
Theme | Fantasy |
Publisher | Intrafin Games, Thunderworks Games |
Crocosniff
Probably one of my favorite games currently. The worker placement with 2 hidden identities is very enjoyable, and I love the way the resources are gathered, spent, etc. in relation to how strong of a team is at each location. The catch-up mechanic implemented is quite effective, as it leads to some "take-that" action. I always set up with advanced set up because it adds a decent bit of asymmetry to the game.
Dark Herald
STATUS: To Play Designer: Stan Kordonskiy Publisher: Thunderworks Games Player Count: 3-4 Best Notes:
agilmor
I really like the main mechanic of the game: placing your worker tiles to compete with spots with the enforcer and lookout+suspicion+raids twists, plus the library consolation/catch-up mechanics. It's really great! I also like the implementation of the solo variant that simulates a 2-3 players game surprisingly well! But... But those mechanics doesn't match well with the theme because they are not providing funny moments/stories that you may expect from a so silly theme... why not? Is it a serious game or a silly one? And most important: the way winning points works is leading the game too down for me. It seems ok: either fulfilling contracts or hire/buy in a market, just like so many games. But you can only do them once per round so you better do it always and whatever you can... or lose? Without the game telling fun stories and without any other path to victory, the very-very-good base mechanics of the game feel too pointless for me.