Joshua Nuernberger DESMA 157A Eddo Stern Fall Marathon Running Game The Road Based on the Novel by Cormac McCarthy

Similar documents
DUNGEON THE ADVENTURE OF THE RINGS

Free Shipping for all USA orders!

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Battle. Table of Contents. James W. Gray Introduction

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

KUNG CHI. By Stone Mage Games RULES. Sample file

NIGHTMARE FOREST Dead Run

Notes about the Kickstarter Print and Play: Components List (Core Game)

This board game adaptation of Team Fortress 2 puts two players controlling 6 Team Fortress 2 class units from Team RED and Team BLU against each

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Steamalot: Epoch s Journey

Royal Battles. A Tactical Game using playing cards and chess pieces. by Jeff Moore

Adventures. New Kingdoms

The Sorcerer s Chamber

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

The Unofficial Friday the 13th Board Game

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

The counters. BULL RUN VaeVictis 89 The first battle of the Civil War

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

AD VICTORIAM INTRODUCTION BATTLEFIELD SET-UP FOWW SCP

TWO PLAYER RULES Introduction

Star Trek Fleet Captains FAQ version

UNITS Hidden Units Formed Units Fighter Commander

Explanation of terms. BRITANNIA II SOLITAIRE RULES by Moritz Eggert Version 1.1, March 15,

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game

BOLT ACTION COMBAT PATROL

Mage Tower Rulebook Ver 0.1

Aperitif Game for Gentlemen, By Pierre Laporte

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life

The Esoteric Order of Gamers

ALAMO Thirteen Days of Glory A GAME BY FRANCK YEGHICHEYAN Translation: Roger Kaplan

Dune Express Alliances Dune express variant Originally Designed by FNH Game

CONFEDERACY GAME OVERVIEW. Components 60 Troop tiles 20 double sided Order/Wound Tokens 2 player aids 6 dice This ruleset

Find the items on your list...but first find your list! Overview: Definitions: Setup:

Barbarossa: The War in the East, Second Edition "The Child's Game of Barbarossa" v 1.0

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

OFFICIAL RULEBOOK Version 7.2

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily

A Clash of Arguments

Frontier/Modern Wargames Rules

Dungeon Crawler Card Game

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

SUPPLIES. 10 Supply cards TURN SEQUENCE. Event Resolution Eating Declare Action Trade. Mutant Players FOLLOWERS ENCOUNTERS.

Sentinel tactics: skirmishes

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each)

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser


CONTENTS. 1. Number of Players. 2. General. 3. Ending the Game. FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017

CONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players

001 \ FORTRESS AMERICA

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

OFFICIAL RULEBOOK Version 8.0

1. INTRODUCTION TWERPS

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

Dragon Canyon. Solo / 2-player Variant with AI Revision

7:00PM 12:00AM

Another boardgame player aid by

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game.

THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL. HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY.

HORUS HERESY: BETRAYAL AT CALTH BOX BASH

In the event that rules differ in the app from those described here, follow the app rules.

Treasure Hunt. A Pirate Adventure. Get Swashbuckling! (C) 2015 Little Learning Labs & Andrew Frinkle

Castles of Burgundy Rules Summary. Game board: Player board: TERMS

Final Project Specification

The Stygian Society Rules v2.2

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

Dungeon Cards. The Catacombs by Jamie Woodhead

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9

Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis.

Tarot Combat. Table of Contents. James W. Gray Introduction

3rd Edition. Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...

Airship! Airship Creation

Alpha Hex is a game of tactical card placement and capture. The player who owns the most cards when the board is full wins.

WELCOME TO THE FUTURE OF STRATEGY BOARD GAMES

Preparing the Warband for Battle

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

WARHAMMER FANTASY IT s HOW YOU USE IT TOURNAMENT

not stopped, they will soon overwhelm us all! You must lead the fight or the world is surely doomed! - Walter P Matherson What is in the Expansion?

ASSAULT OBJECTIVES DEPLOYMENT HEXADOME SCORING ZONE END-GAME CONDITIONS. SCENARIOS v 1.3

Introduction. Index. 1. Introduction & Index 2. Core Rules 3. Ship Components 4. Advanced Ship Components 5. Special Fleets

OVERVIEW OBJECT OF THE GAME. Components:

Equipment for the basic dice game

OCTAGON 5 IN 1 GAME SET

Powers and Abilities

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens

BRONZE EAGLES Version II

IV. TROOPS FAQ SPECIALIZED UNITS 2

PROFILE. Jonathan Sherer 9/30/15 1

Player s Guides. Powers: Errata and Clarifications... 1 Abilities: Errata and Clarifications... 3 Powers: Reference... 4 Abilities: Reference...

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

Cliff Hoopin. N a t h a n a e l S m i t h

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers

The winner rules the Spanish Main until the next encounter!

CUBES. 12 Pistols E F D B

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK

Transcription:

Joshua Nuernberger DESMA 157A Eddo Stern Fall 2010 Marathon Running Game The Road Based on the Novel by Cormac McCarthy

THE ROAD GAME DESCRIPTION The near future -- gray skies, barren wastelands, and abandoned cities; no life in sight. A father and a son, wearing rags, tattered clothes, and worn-out shoes, leave their empty home with little supplies remaining. They must reach the one destination of hope, the ocean; opposing them lies the wilderness, the unknown, and whatever may lie in the wasteland. The Road is a board-game based on the concept of a post-apocalyptic world. One player controls the characters, Father, and Son. The second player controls the characters, Mercenaries. The objective of Player 1 (Father and Son) is to get the Son to the end of the Road, the Ocean. The objective of Player 2 (Mercenaries) is to kill the Son. GAME ITEMS Game Board Running Box 2 Shoe Tokens Roads: [20] Regular Roads [4] Supply Roads Cards: Shoes [8] (Ragged Shoes +1) [2] (Worn Shoes +2) [3] (Leather Shoes +3) [2] (Hiking Boots +4) [1] Weapons [6] (Pistol +1) [3] (Magnum +2) [2] (Hunting Rifle +3) [1] Supplies: [4] Lightning: [4] Tokens: Player 1: Father Son Player 2: Mercenary 1 Mercenary 2 Mercenary 3 Pieces: Briefcases [4] Outposts [4] Trees [4]

SETTING UP THE GAME BOARD The Road At the beginning of the game, the board is randomized to create a new ROAD from the starting point (SAFE HOUSE) to the goal, which is termed as THE OCEAN. The road is created by rolling ONE die from the starting point. If the number is ODD, continue the road to the left (upwards). If the number is EVEN, continue the road to the right (downwards). After each roll, continue the road towards the Ocean horizontally until the next fork. Repeat until the entire road is set. If the road hits an edge, go along the edge until you reach the ocean. Briefcases Place the four BRIEFCASES at the location of the TRIANGLE intersections on the edge of the game board. Outposts Place the four OUTPOSTS at the location of the SQUARE intersections on the edge of the game board. Trees Place the four TREES on the orange tiles between the CIRCLE intersections on the game board in the square brackets [ ]. Players Player 1: The Father and Son tokens start on the left edge of the game board on the first tile, the SAFE HOUSE. Player 2: Place the mercenaries on the three X intersections on the game board. Cards Deal 4 cards to each player at the beginning of the game. PLAYING THE GAME CHARACTERS FATHER - gets ONE Resource Card per outpost or briefcase; can attack and use weapons SON - gets TWO Resource Cards per outpost or briefcase; cannot attack or use weapons MERCENARY - gets ONE Resource Card per outpost or briefcase; can attack and use weapons MOVING Moving is calculated by by throwing the shoe tokens into the RUNNING BOX (Player 1 goes first). Throw in one shoe, and then throw in the second shoe. Whichever tile is under the TIP of the FOOT is the tile that the shoe lands in. Count the number of tiles between the shoes and multiply it by two. This becomes the number of spaces that the player can move. For example: a player may land in squares 2 and 7. Between those lie squares Three, Four, Five, and Six; i.e. 4 tiles x 2 = 8 movement points. If any shoe lands in the NULL ZONES (outside the tiles), then the player cannot move that turn. NOTE: If players occupy the same space as an opponent at the beginning of the turn, they can still attack on that turn.

Moves on the road take up ONE point. Moves off the road take up TWO points. For example, if you roll shoes and get 8 movement points, you can only move 4 spaces off the road. Players cannot move through OPPOSING PLAYERS without battling them first. Players cannot move through FALLEN TREES (road blocks). Special Movements If players throw both shoes onto the SAME tile in the running box, they get a CARD and get to move the added number of spaces on the board (if both shoes land on 2, you get 4 movement points; if both land on 3, you get 6 movement points; etc). CARDS Shoe Cards Shoes act as a BONUS to the Shoe roll when moving at the beginning of a turn. They must be played right after a shoe roll and before a player moves. If a player throws both their Shoes and wishes to increase the maximum distance, they can play a shoe card and move the further shoes up that number of tiles. For example, a Worn Shoes of +2 Steps allows the player to move his or her game token up two tiles in the running box. If the tile number exceeds 8, cap the furthest shoes at tile 8. After playing, discard the card. Only one shoes card can be played per turn. Supply Cards Some roads (4) are SUPPLY ROADS and are RED; players must discard a SUPPLY CARD when they are next to the road in order to pass the road. After that, the road returns to normal (BLACK) and can be passed by anyone without using a supply card. Lightning Cards Lightning cards allow players to knock down a TREE to any adjacent point on that hexagonal tile. That single point becomes road blocked and no players can pass through it. You cannot block any point that a player is currently occupying. After playing, DISCARD the Lightning. Weapon Cards See Battling (point 3). BRIEFCASES & OUTPOSTS Briefcases If a player passes through or lands on a BRIEFCASE, they gain a resource, and no more resources may be gathered from that briefcase (Flip the BRIEFCASE upside down). Outposts Outposts act as BRIEFCASES by giving players resources but also serve as a shield for either player. If

a player reaches an outpost, the opponent cannot attack that player until the outpost is destroyed. If the attacking player wishes to destroy an outpost, they must attack it as in battle mode and defeat it in order to remove the outpost from play. Special Ability The SON has a special ability which allows him to gain 2 Resource Cards per briefcase or outpost. After gaining the resources, flip the BRIEFCASE or OUTPOST upside down and no more resources may be gathered from it. BATTLES Battling If Player 1 or Player 2 occupy an opponent s space, engage in battle. If either player occupies the same space as the other player at the beginning of a turn, the player may choose to battle after moving, but engaging in battle will end the turn. Battle Mode 1. Players THROW SHOES in the running box. a. Multiply the number of tiles in between the two shoes by two to reach the number of battle points. OR: If player lands on the same tile with both shoes, add the two numbers up to arrive at the number of battle points (player does not get extra resource cards in battle mode by landing on the same tile). b. If the SON is on the same game board space as the FATHER, the father gets +1 tile to his furthest boot on the shoe roll. c. Before the multiplier, players may choose to increase the tile distance between the shoes by playing a WEAPON CARDS in battle. Weapon Cards increase the distance of the furthest shoe based on + attribute of the Weapons Card. The furthest shoe is capped at tile 8. d. Weapon Cards must be played after the roll, but before the turn is over, and are DISCARDED after use. 2. The player with the HIGHEST DISTANCE wins; if there is a TIE, then the defender wins. a. If the attacker wins the battle, his turn is over, unless there is a second attacker on the same tile, and his opponent (or outpost) is destroyed. b. If the attacker loses the battle, the attacker survives, and his turn is over, unless there is a second attacker on the same tile. c. After all characters attack, end the attacking player s turn. 3. Opposing player can choose to attack next round, or flee in any direction. 4. Each game Token (Mercenary, Father) can only attack up to ONE opposing character (or outpost) per turn. NOTE: Son cannot attack and cannot use weapons to defend or attack. (i.e. He can only defend himself without any cards.) Special Ability Player 1 (Father & Son) has the option to DISCARD all of their cards after losing a battle against the Mercenaries (with Father or Son) in order to stay alive -- afterward, switch to Player 1 s turn. If Player 1 does not have any cards, then this option is invalid. This move does not apply to OUTPOST battles.

VICTORY CONDITIONS Player 1 (Father & Son) Reaches the OCEAN with the game token SON. OR: All Mercenaries are dead. Player 2 (Mercenaries) Eliminate game token SON.

GAME PHOTOS Prototype:

Final: