As this game is under development, this is version 2r4 (Feb 2020) of the rules.
Earlier versions of the rules:
Loot Fiend is a game of balancing exploration, the collection of loot, and the unlocking of more space for loot while preventing other players from doing the same.
There are a variety of pieces to familiarize yourself with in Loot Fiend, illustrated and listed below.
Not (yet) illustrated are:
Follow the instructions below to set up a game of Loot Fiend:
For a 2-player game, make 6 stacks of 3 tiles each.
For a 3-player game, make 6 stacks of 4 tiles each.
For a 4-player game, make 6 stacks of 6 tiles each.
Each player takes turns completing actions to try and collect the most loot, after which play passes to the player to the right. The number of actions a player can perform depends on how much of their backpack they have unlocked:
Actions remaining on a given turn are tracked using the action counter. The 'A' token can be used to keep track of the current actions remaining, while the 'X' tokens can be placed to indicate a reduced number of actions per turn.
There are five actions a player can perform on their turn. Actions can be performed multiple times up to the limit of actions per turn.
For a road leading from the player's current tile that has an adjacent empty space the player declares which space they will place a tile, flips the top tile from the stack of map tiles and places it in the space. Rotate the tile to connect the roads as logically as possible.
If a store is flipped, stop play immediately and see 'When a Store is Flipped' for instructions.
If a regular tile is flipped, place face-down one small (white) loot on the tile, and one medium (green) or one large (blue) loot on the tile.
At the end of the player's turn, any face-down loot should be flipped face-up.
The player takes their character and moves them one space to an adjacent tile connected by road. The player can move onto the same tile as another player, but may not pass them.
The player collects one face-up loot of any size that fits in their backpack when they are on a tile with no other players present.
Loot in the player’s backpack can be rotated however necessary but it cannot be flipped over (placed face-down).
The player reorganizes their backpack. Loot in the player’s backpack can be rotated however necessary but it cannot be flipped over (placed face-down).
While on a store tile the player pays in loot to remove one or multiple locks. Each lock costs five loot and loot used to unlock should be removed from the game. No change is provided for purchases.
Remove the lock from your backpack and place an 'X' token in your action counter to adjust your total number of turn actions.
If unlocking backpack space as part of a turn with actions, finish your turn with the original number of actions.
When a store has been flipped, regular gameplay actions stop. All players are required to head to the store as follows:
The player who flipped the store (the store finder) heads to the store immediately and can take no further actions. Their turn ends, so flip any loot discovered on their turn face up.
Continuing in turn order all other players take the shortest path to the store and may pass other players (if needed). Players are permitted to collect any additional loot they can accommodate along the way not including the tile on which their character started and following regular 'Collect Loot' rules.
In case of disputes on shortest routes – for example, two routes of matching length – the store finder decides which of the shortest routes each player takes.
Make note of who has the least loot.
All players starting with the store finder and continuing in turn order can spend loot to unlock the backpack space (follow 'Unlock Backpack' rules) and may reorganize their backpacks as needed (follow 'Reorganize Backpack' rules). Each loot indicates its value with the number on the loot.
There is no requirement to unlock backpack space, but it allows a player to accommodate more loot. Once all players have finished with the store, regular gameplay continues with the player who had the least loot when arriving at the store. In case of a tie, the store finder decides who continues first.
When the third store is flipped, have everyone head to the store (follow 'When a Store is Flipped' rules). The game has ended and it is time to tally your loot. Count up the value of the loot you have and whoever has the most is declared the LOOT FIEND.
The game is extended by one more store, making the fourth store the final one. Complete regular 'At the Store' activities, and then set up the game extension:
Gameplay continues with the player who arrived at the last store with the least loot.
There is no LOOT FIEND (womp womp).