Board game events
A board game event turns your task list into a race across a tile board. Every
team has a game piece; completing the task on your current tile earns coins and
lets you roll the dice to move forward. First team to reach the finish tile
wins. Along the way you spend coins in a power-up shop to speed yourself up — or
to sabotage your rivals.
Board game is a newer event type. If you don't see it when creating an event, ask
a DropTracker admin to enable it for your group.
How a turn works
Play is not strictly turn-based — every team plays at the same time, at their
own pace. Your team's loop is:
- Land on a tile. Each tile has a difficulty (Air ▸ Water ▸ Earth ▸ Fire, easy
→ elite). Landing rolls a random task of that difficulty from the event's task
pool, so different teams get different tasks.
- Complete the task. Progress is tracked automatically from your drops / KC /
collection log, exactly like any other event task.
- Earn coins. Harder tiles pay more (Air 10 → Fire 50 by default).
- Roll the dice and move that many tiles forward.
- Repeat until someone reaches the finish.
Auto vs. manual roll. Your group leader chooses whether the dice roll
automatically the moment you finish a task, or whether a team member has to press
Roll each turn. Either way, if you ever get stuck the game keeps itself moving —
rest tiles and stalls are handled for you.
Stuck on an impossible task? The optional mercy rule auto-completes a task
that's been open too long (for no coins) so bad luck can't freeze your team.
Coins & the shop
Coins are a per-event currency — they are not real GP and don't affect the
prize pot. You earn them by completing tasks and spend them in the shop on
power-ups. Buy an item and it goes into your bag; use it whenever you like.
- Cooldowns. Each item has a type (movement, offensive, defensive, economy,
utility). Using one item of a type briefly locks the other items of that type —
the shop shows when each becomes usable again.
- Restocking. Some events limit an item's stock. If your leader set a restock
cadence, the shop refills bought-out items every so many turns/hours/days (at a
fixed or random time).
- Refunds. If a leader disables an item after you bought it, its coins are
refunded automatically the next time you try to use it.
Power-up glossary
Move faster
- Teleport tablet — jump forward without doing a task.
- Extra dice / Chosen roll — add a die to your next roll, or pick its value.
- Reroll move — undo your last move and roll again.
Change your task
- Reroll scroll — swap your current task for another of the same tier.
- Escape crystal — reroll drawing from one tier easier.
- Choose task — draw a few candidates and pick one.
- Skip token — finish the current task instantly (no coins).
Economy
- Coin chest — triple the coins from your next completed task.
- Gloves of Silence — your next roll tolls coins from every rival you pass.
Attack a rival (pick a target team)
- Ice barrage — freeze a team: their next rolls move 0 tiles.
- Bandos godsword — knock a team back several tiles.
- Mischievous Rat — steal a random item from a team's bag.
- Intricate pouch — reroll a rival's current task.
Defend yourself
- Spirit shield — absorbs the next attack against you.
- Ward scroll / Rat poison — absorbs specific kinds of attack.
- Prayer potion (cleanse) — clears a freeze and other debuffs off your team.
- Dinh's Bulwark — drop a roadblock on a tile; the next team to cross it is
stopped (and may lose a turn).
When you're attacked — frozen, knocked back, robbed — you'll see it on the board and
in your team's Discord channel, and a badge shows any effect currently on you
(❄️ frozen, 🛡 shielded, ✨ boosted, and so on).
For group leaders
Everything is configurable per event from the Board and Board settings
sections of your draft:
- Movement — dice count/sides or a fixed step; auto or manual roll; who may
roll.
- Board — upload art or generate a board in one click; set each tile's
difficulty (or pin a specific task); choose how tiles render (rune icon / outline
/ invisible).
- Economy — coins on/off, per-difficulty rewards, starting coins.
- Shop — turn the shop on/off, enable/disable individual items, set prices,
stock and per-team caps, and the restock cadence.
- Mercy & win — the anti-stall timer, and the win rule (first to the finish,
ties broken by task score).
Set a board's difficulties so every tier you use has tasks in the pool, add at least
a start and a finish tile, and give each team a piece — then activate. The layout
locks at activation; settings stay editable.