In my Game Design class this week, my friend Niara and I were tasked with using components of two separate board games (Betrayal at House on the Hill and Pass The Pigs)
to create a mashup resulting in an entirely new game. I'll have to
admit it was a bit of a challenge at first, especially considering the
huge difference between our games (one was a very complex horror game
and the other was a very simple, light-hearted game,) but once we got
past the initial hump and into the brainstorming phase, the ideas really
started to flow and the contrast between the games in complexity and
theme really turned into a fun advantage! We ended up having a lot of
fun, and I thought it was really neat that we were able to come up with a
pretty functional, entertaining game in such a short time and with such
strange constraints. Sometimes it takes limiting yourself to bring out
your best ideas. Written up below are the rules for our game Pig Hunt, in which you play as a pig trying to be the first to escape a huge mansion before you become someone's dinner!
MATERIALS:
6 Enemy Tokens
2-4 Player Tokens
23 Room Cards
1 Mystic Elevator Room Card
1 Operating Laboratory Room Card
1 rectangular Entrance Hall Card
20 Item/Event Cards (5 Item, 15 Event)
2 dice numbered 0-2
SETUP:
Find
and set aside the Mystic Elevator Room Card and the Operating
Laboratory Room Card. Shuffle the remaining Room Cards. Put the Elevator
Card back into the pile in an arbitrary place, then lay out the cards
face-down in a 5x5 grid, making sure to place the Laboratory Card in the
center. Place the Entrance Hall Card somewhere beside the main grid.
Place the Event and Item cards to the side in separate stacks, face
down. Place the player tokens (pig figurines) on the center card and
roll to determine who goes first (higher number wins.)
PLAY:
Player
One rolls two dice numbered 0-2 to determine how many rooms they can
move through. They can move in any cardinal direction they wish, and can
change direction in the middle of their turn. Any time a player moves
into an undiscovered room, flip over the Room Card and roll one die to
check for enemies before moving on. If the die lands on 0, place an
Enemy token on the Room Card. If you encounter an Enemy, it ends your
turn and any movement left over is denied. At the end of your turn, draw
either an Item or an Event card and keep it.
ENEMIES:
You
must deal with Enemies when confronted with them. You can do this in
one of two ways: by employing an Item or Event card to get rid of the
threat permanently, or by attempting to flee without aid.
If you
choose to flee, roll the dice as if you were taking a normal turn. You
can move in any direction you wish, but the Enemy chases after you,
always moving half of however many spaces you move (round down) until
they are either dealt with or they encounter another player. If you roll
a total of 0, you must stay in the room and it is considered an
attack-- put your pig on its side to signify that you've been attacked
once. If you remain in the same room as the Enemy for another turn, your
pig gets turned on its back and you die, signifying a loss.
Item
and Event cards will distract or harm the Enemy so you can get away for
good. Employ them before your movement roll to ensure that you are not
followed.
If you deal with an enemy through a Card, take the Enemy
token off the board to be put back into play again at a later time. If
there are no Enemy Tokens available to put into play, ignore the result
of your Enemy Check roll.
WINNING:
If you discover the Elevator Card, treat it as a normal room and roll
to check for Enemies as you enter. If you are on the Elevator Card, you can move in
any cardinal direction or choose to move into the Grand Staircase
Space of the Entrance Hall. Each Room in the Entrance Hall is treated
normally, with Enemies chasing you through the Elevator and down the
Hall. The only room that is treated differently is the last room in the
Entrance Hall. You must not have an Enemy in the room in order
to escape and win the game. If you roll an Enemy Check and discover an
Enemy, you must deal with them before being able to escape.
If you roll a number that takes you past the last space in the Entrance Hall, congratulations, you've escaped!
ITEMS & EVENTS:
Refer to the list below for Item and Event effects:
Pickpocket's Gloves: Steal a card at random from another player.
Medical Kit: Employ this to counter one Enemy attack, allowing you to survive for one turn longer.
Armor: Employ this to counter one Enemy attack, allowing you to survive for one turn longer.
Secret Passageway:
Choose another Room Card on the same floor to travel to. All Enemies
following you lose your trail, remove them from the board.
Secret Stairs:
Choose another Room Card on the floor above or below you to travel to.
All Enemies following you lose your trail, remove them from the board.
Revolving Wall: Choose another Room Card on the same floor to
travel to. All Enemies following you lose your trail, remove them from
the board.
Mystic Slide: The floor falls out from
under you; move down one space. All Enemies following you lose your
trail, remove them from the board.
Closet Door: You hide from the Enemy successfully; they get bored and leave. Remove them from the board.
Burning Man: The Enemy is distracted and you get away, remove them from the board.
Debris: The Enemy is distracted and you get away, remove them from the board.
Webs: The Enemy is distracted and you get away, remove them from the board.
Smoke: The Enemy is distracted and you get away, remove them from the board.Spider: The Enemy is distracted and you get away, remove them from the board.
Dynamite: The Enemy is distracted and you get away, remove them from the board.
Footsteps: Check if there is an enemy in an adjacent room before you choose to enter.
Night View: Check if there is an enemy in an adjacent room before you choose to enter.
Something Hidden: Draw an extra Item Card at the end of your turn.
Adrenaline Shot: Move an extra space in any direction.
A Moment of Hope: Sneak a peek at one of the cards on the table. Replace it face down.
It Is Meant To Be: Sneak a peek at one of the cards on the table. Replace it face down.
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