I think the keymaster can choose but is forbidden from destroying a bridge that would seperate an island or group of islands from the rest. maybe give him a die roll to see how many bridges go down, but that has to be playtested.
Oh and the keymaster should naybe not need bridges to move so he can intercept players more easily.
actually if a boardgame is what you aim for, you could use bridges and destroy those each turn, trapping players into certain moves. That way they have to play fast and take risks or face doom.
I don't think that solves it. It makes the players survive longer, but ince they start digging keys it becomes win a duel and win or lose all duels and lose.
I still think destroying the islands that have no more chest or key or player on them is the cleanest solution.
depending on how that plays out, you might have to destroy it as soon as it's looted and randomly warp the player to another island.
maybe give the keymaster a random power each turn?
6-sided die example:
1-2-3: auto-engage 1 player this turn when you move to his island
4: move an unlocked chest to an island of your choice
5: target player drops all keys he holds
6: destroy target island that has no unlocked chests or players on it
Oh and the keymaster should naybe not need bridges to move so he can intercept players more easily.
I still think destroying the islands that have no more chest or key or player on them is the cleanest solution.
depending on how that plays out, you might have to destroy it as soon as it's looted and randomly warp the player to another island.
6-sided die example:
1-2-3: auto-engage 1 player this turn when you move to his island
4: move an unlocked chest to an island of your choice
5: target player drops all keys he holds
6: destroy target island that has no unlocked chests or players on it
I move to 2
Otherwise you'll just attack one player each move and that sounds boring.
Also, Iso, it's your turn?