The rules for the game were not really expanded upon because it wasn't necessary for the contest, but what I initially envisioned was using dice rolls to solve conflicts. I need to get my hands on those Lego dice, but in the mean time, I use 2 dice from the Adventurers game, you know the ones with the "hook" in place of the # 6. What the plan was is the the player roll 2 dice and count the "hook" as a 0. So you could move between 1 and 10 spaces at a time. The "hook" roll would mean that every time a "hook" is rolled, the treasure box in spun one direction either way (players choice) and 1 other event (either a trap door being released or a villain of the players choice rotating in the direction of the players choice.) A hook roll always means that the treasure box is rotated. Unfortunately, if you try to spin it too fast, the centrifugal force will make the doors open and hit the villains. Rolling the "hook" while being on a trap door means that player's own trap door is released. I think falling in the trap door could mean a variety of things (loss of turn, loss of items, character death). The cool thing is, there is room for me to make spaces under the board to continue the adventure down there. A "double hook" is bad too, I just haven't ironed out the details

As for how you actually defeat the villains, I think the items you collect would give bonuses to the roll and the higher roll wins. You collect different items on the white spaces (armor, shield, sword, potions, etc). On 3 of the four corners are "Companion" pieces. Each time you land on that corner, you get one part to build a companion. I had it set up so that it could be either a Dwarf, a Wizard, or some kind of rogue or archer. So essentially, a 4 player game could turn into a 16 player game if you felt the need to carry it out that long. The remaining corner is a "Prison" space, which would mean you lose whatever items you currently carry and lose your turn for 3 rolls. One of the other things I wanted to implement into the game is using the large inner 4 corner pieces (Black, Tan, Sand Green, Very Light Purple) as player based and have pieces you could collect around the board to make micro castles on top of them. A lot of room to customize the game as you can see, but with the basics I have put thus far, it is still a very playable version of the game. Hope that explains it a little.