My other board game idea is called "Prison Break". Each of the players is a prisoner trying to work together to break out of prison. But each prisoner also has a secret agenda card that they must complete in order to win. So you have to perform actions that help the group agenda and your own personal agenda. At the same time, you are trying to help the other players achieve the group agenda, but block what you think their hidden agenda might be. Additionally there was going to be:
- Characters: Each with a thematic backstory and different skills/abilities e.g.: the Creep, the Young Guy, the Mafioso, the Lifer.
- Action Cards: These would give players additional actions that they could use or trade.
- A Status System: Different actions will be harder/impossible if you don't have high enough status e.g. Bargaining, Intimidation. Status can be affected by failing/succeeding at different actions, or from different events.
- A Day/Night System: Different player actions would be harder/impossible at different times.
- Random Events: Power Outage, Food Poisoning, New Warden, Lucky Punch etc. These can help or hinder all players or individual players
- Items: There will be different ways to receive these, some will even have to be crafted e.g. Cigarettes, Shiv, Porn. They'll be used for certain actions or to satisfy conditions.
- A Commissary: A place where items can be bought.
- Rules for Guards: Guards will move around the board, attack or kill misbehaving prisoners, destroy contraband, and generally make everything harder.
- Other NPCs: These can be bribed, intimidated, or killed to help or hinder the game. E.g. Naughty Nurse, Corrupt Guard, Black Market Connection, Pastor
- Specialized Rooms: E.g. Library, Infirmary, Showers. Places where special actions can take place.
- Different Scenarios: E.g. Put on a Christmas Play, Prison Riot, Start a Fire. Each scenario will have its own requirements for escape.
- Hidden Agendas: The Snitch, the Serial Killer, the Team Player: As stated above, each player will try to surreptitiously accomplish a hidden goal.
I'm not sure if this would all make it in and work. The Hidden Agenda system would be especially hard to implement, but I have some ideas. Like players could each have a hand of cards that they keep to themselves. If the Snitch has the "Call Guard" and "I Heard a Rumor" card in their hand when the scenario conditions are met, they'd be the winner.