No matter how you got here, you're in prison. The system is never fair, but its up to you what you make of it. The decisions you make, along with a bit of luck, will dictate the quality and length of your stay here in prison. The first person to make it out of the ruthless system wins!
About the game.
Locked up is a simulation table top game for 2-4 players that mimics the experience of being in prison. Like prison, the game has aspects of both chance and choice; inmates behind bars lack the freewill they would have outside of them. However, while in prison, you can still control certain aspects of your fate. Your good behavior can be noticed, and allow you to shorten the length of your stay. But, the system, corrupt as its known to be, also allows for some less-than-legal tactics to actually help cons out during their stay. Thus we give the players the option to choose how they behave in the path they select, and the option to “play their cards right” to get out before their fellow inmates.
About the board.
-The “good behavior” path, while longer, involves less risk. As they say, good things take time. But will your good behavior be noticed? Will you ultimately serve less time than the shorter, riskier lifestyles your fellow inmates may choose?
-The standard behavior path is just that. You're not exactly a model inmate, but you're not really caught up in any of the risky business inside either. It’s not the kindest path or the ‘shortest’, but it’s not the riskiest either.
-The bad behavior path involves risk, but if you play your cards right, it may pay off. Perhaps your less-than-ethical dealings on the inside will find you a quicker way out? It’s not the safest choice, but it may get you out from behind bars while your fellow inmates stay locked up behind you.
Before placing your pawn, shuffle the “Choice” deck (the purple one) and deal each player 3 cards from it. These cards can be played to each player's benefit at any point in the game. Once a player plays a choice card, they must discard it from the game.
Once each player receives their choice cards, the players select a pawn and place it before the path they chose. Multiple players can chose the same path.
Setting up the game space.
Separate remaining decks by color and shuffle. You then roll the die to determine who goes first (highest roll goes first).
To determine how many spaces each player moves during their turn, they spin the spinner. You may move 1, 2, or 3 spaces.
Spin the spinner. If you land on an instance space (star) you draw an instance card with the color coordinating to the path you are on. You then read and act out the instance card before the next player goes. RETURN EVERY CARD TO THE BOTTOM OF THE DECK AFTER READING.
The next player then spins until all players have had ONE turn!!
At the end of each round
After each player has had a turn, the round is over. At the end of each round, an event (blue) card is then drawn.
Event cards are where the die comes in. Each player may roll, or one roll may affect every player, dependent on the specific event card.
Dependent on which path you are on, the roll affects you differently. The event card applies to all players on the board, they all read it, and act accordingly; this involves both luck and decision making.
Additionally, players react to the event cards in the order in which their turns are.
If an event card lands a player on an instance space, they MUST draw and abide by the instance card in addition to the event card.
After the event card is over, the first player spins again, and so on.
There are intersections on the board that you may switch paths when you reach, YOU DO NOT HAVE TO LAND ON THE SPACE TO SWITCH, THIS CAN BE DONE IN PASSING.
If a player is on an intersection space when an event card is drawn, the player is still subject to the consequence of the side of the line their pawn is on.
If your instance card lands you on another instance space, you do NOT draw another card.
The first player to reach the end wins!