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Subject: 
BrikWars III - Treasure Hunt
Newsgroups: 
lugnet.events.brickfest
Date: 
Fri, 22 Jun 2001 20:55:38 GMT
Viewed: 
900 times
  
Another scenario we plan to run at BrickFest. Share and Enjoy!



Treasure Hunt

Game Length: 2-4 hours
Players:     3-6
Tech Level:  Player¹s Choice (2-6)
CP Limits:   TL2-3: 180, no limit per vehicle
             TL4-6: 220, no more than 50 per vehicle

Scenario:
  Players must capture and collect treasures hidden throughout the
playing field. Points will be scored for each treasure transported back
to the player¹s starting location. The winner will be the player with
the most points in their possession at the end of the game.
  At the start of the game, players will randomly choose from a
selection of nine distinct treasures held by the gamemaster. This
special treasure, known as their DINGUS, will be the main object of
their quest during the game. The game will end immediately when a
player captures a treasure matching their dingus and transports it
safely back to their starting location.
  The nine special treasures will be comprised of three different
colors in three different shapes. A treasure is aligned to others
sharing its color or shape (eg, a trans-red square would be aligned to
a trans-red dot or a trans-blue square, but not to a trans-green gem).
  Players will set up their squads at evenly spaced starting locations
while the gamemaster distributes treasure chests containing duplicates
of the special treasures or gold coins. At least twice as many treasure
chests as players will be hidden throughout the playing field. Each
player will receive a flagpole to which they will attach their dingus.
All treasures collected must be placed within 2" of this flagpole in
order to be scored at the end of the game.
  Players will advance into the central playing area and begin
searching for the treasure chests. Some will be in plain sight, and
others will be hidden and must be detected by the troops during play.
The gamemaster will determine when a hidden treasure chest has been
successfully detected. Once found, a hidden treasure chest will remain
in plain sight for all players to see.
  A treasure chest may be opened and examined by any player whose
troops can come into physical contact with the chest. The exact nature
of the treasure contained within should not be revealed to other
players until the chest has been safely transported back to the
player¹s starting location where the contents must be displayed for all
to see.
  A player may only move gold coins or those treasures that are aligned
to that player¹s dingus. Non-aligned treasures may not be moved, but
may be guarded and defended against other players trying to capture the
treasure.
  Treasure chests in transit and treasure deposited at a flag are fair
game for raiding by other players. Treasure captured in this way is
still subject to the non-aligned treasure rule.
  All players must announce their current score whenever asked. Each
treasure may have varying value for each player, and will be scored as
follows:
      Gold Coins:           face value, 10-40 points each
      Same Color as Dingus: 50 points
      Same Shape as Dingus: 70 points
      Dingus:               100 points, ends game

Scenario Notes:
  This game was designed to encourage a strategic style of play while
adding some possibilities for bluffing and misdirection. The convoluted
scoring system evolved while envisioning climactic battles as treasures
are taken and retaken in last-ditch attempts to gain a few points
before bringing in the dingus.
  Any resemblance to Quidditch scoring was originally unintentional.

--
AFOL and his money are soon parted.



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