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.
Play is not strictly turn-based. Every team plays at the same time, at their own pace. Your team's loop is:
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 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.
| Power-up | What it does |
|---|---|
| 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. |
| Reroll scroll | Swap your current task for another of the same tier. |
| Escape crystal | Reroll from one tier easier. |
| Choose task | Draw a few tasks and pick one. |
| Skip token | Finish the current task instantly (no coins). |
| Coin chest | Triple the coins from your next completed task. |
| Gloves of Silence | Your next roll takes coins from every rival you pass. |
| 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. |
| Spirit shield | Absorb the next attack against you. |
| Ward scroll / Rat poison | Absorb specific kinds of attack. |
| Prayer potion | Clear a freeze and other effects off your team. |
| Dinh's Bulwark | Drop a roadblock on a tile. The next team to cross it is stopped. |
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).
Every board game plays the same turn loop; the board style changes the board and what tiles can do. Pick it at the top of the Board designer.
Race: the original winding track: land, complete, roll, repeat.
Chutes & Ladders: a numbered grid (one click generates it) where some tiles are linked to another tile. Land on a ladder and you climb to its top; land on a chute and you slide down to its bottom. Links show on the board as arrows, so every team can plan around them. A leader can also make a ladder something you earn: complete the task on the ladder's tile and only then climb. Chutes always fire the moment you land.
Two optional rules go with it: exact finish (an overshooting roll either loses the move or bounces back from the finish instead of landing on it) and coins/shop off by default for the classic feel. Both are just settings.
A leader can mark any tile as required. A team whose roll would carry it past a required tile stops on it instead and must complete that tile's task before rolling on, like a checkpoint. Teams that have already completed a required tile pass it freely afterwards, so a chute or a knockback past one doesn't cost you twice. Teleport tablets can't carry you off a required tile you haven't finished either.
The finish tile can be a requirement too: give it a difficulty or a pinned task and reaching it no longer wins. Completing its task does.
Everything is configurable per event from the Board and Board settings sections of your draft. The rest of the setup (schedule, teams, Discord) works like any event: see Running an event.
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 launch. The layout locks at activation; settings stay editable.