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Subject: Shuriken Scenarios rss

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Brian W
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One of the things I love about Shuriken and am most pleased with about the design is how flexible the mechanics and components are, making room for tons of expansion possibilities via scenarios.

We've already announced the first two scenarios will be included with Kickstarter-exclusive components (one using the Bag o' Ninja, and another king of the hill style scenario).

What kind of scenarios do you think the game should have? We can do tons of scenarios without requiring any additional components, just posting the rules.

Team play? Capture the flag-style games (and how do you think that would work with Shuriken?) Ninjas vs 100 zombies? (maybe the zombies can only be killed by sword ninja?)
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Could do a capture the flag style deal with sacred relics.

Star with the first peice roughly in thee middle, must be carried back for a point. After that use cards or dice to randomly place the items.

Some items could have higher values.

Or with cards make the placement random by deal a card to each place, untill picked up no one knows where it may be.



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Douglas Osterhoudt
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Maybe a simple assassinate the leader scenario.

Or an escape scenario, having to get a certain number of units to the other side and off the board.
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Brian W
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Oh yeah -- only instead of escape, it could be infiltrate. You get your ninja onto the enemies' base, then have to keep them alive for a turn, then infiltrate.

Would you give defenders a bonus when defending their home tile?
 
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A scenario where one player was OP and the others had to work together the kill them. Like white Ninja has gone to the darkside and gets +1-2 to each roll.

Remember cool ninja names for each play type.
Maybe, "War of the White Lotus" or some-such for the above.


 
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ZaxxonValdez wrote:
Could do a capture the flag style deal with sacred relics.

Star with the first peice roughly in thee middle, must be carried back for a point. After that use cards or dice to randomly place the items.

Some items could have higher values.

Or with cards make the placement random by deal a card to each place, untill picked up no one knows where it may be.





I think this would be a lot of fun, personally.

Another cool scenario could be if everyone was fighting for the same missions rather than their own hand of missions. You could lay out the missions as if it was one hand face up and just rotate in a new one as the missions are cleared. It could be to fulfill a pact with a demon or for their clan leaders, etc.
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Dan Keller
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Scenario: Ninja Master

Special Rules:

1) Master Ninja cannot be trained. Each player infiltrates a Master Ninja in Hour 3 onto the Zen Garden or Palace tile (player's choice). This is a Free Action and does not use up any of the players' actions that round. This is the only time a Master Ninja can enter play.

2) Master Ninja cannot enter the same tile occupied by an opponent's Master Ninja, except for the Ninja Council Hall tile, the Zen Garden tile, and the Palace tile.

3) If a Master Ninja is captured, all ninja of that same color currently on the board are captured by the capturing player, and that captured player is eliminated.

4) If two or more players are still in the game at the end of the night, move all Master Ninja to the Ninja Council Hall and remove all other Ninja from the board back to each player's pool. Players may only use the Initiate Combat Action in the Ninja Council Hall. Play continues until only one Master Ninja is in play, or all Master Ninja have been simutaneously eliminated.

5) Scoring - The player with the last remaining Master Ninja is declared the winner. If Simultaneous Elimination occurs, score Victory Points as follows:
- If a Master Ninja is captured before reaching the Ninja Council Hall, that player receives 0 points, regardless of the number of ninja already captured by that player. If the Master Ninja reaches the Ninja Council Hall, captures are scored normally.
- Captured Master Ninja are worth 5 victory points.

Setup:
2-3-4 player game - Use the standard 3X3 layout for a 3&4 player setup, with the following changes:
- Place the Zen Garden and Palace on the same side of the board instead of opposite corners, placing them at each corner on the same edge.
- Place the Ninja Council Hall at the opposite end of the board in the middle column.

X N X
X X X
G X P

5 player game - As above, but using the standard 3X4 layout for a 5 player setup.

X N X
X X X
X X X
G X P

This is an escort/duel scenario. Escort your Master Ninja champion to the Ninja Council, where they will then duel to the death for Ninja Clan Supremacy! Let me know what you think.
 
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Brian W
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Mmmm.... under those rules, I think I would just leave my Master Ninja in the Palace or Zen Garden so no-one could fight him, and spend the game trying to get Techniques to buff my master for the final showdown.

If everyone else did the same, the winner would be determined largely my luck of the roll.
 
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Dan Keller
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Brian_W wrote:
Mmmm.... under those rules, I think I would just leave my Master Ninja in the Palace or Zen Garden so no-one could fight him, and spend the game trying to get Techniques to buff my master for the final showdown.

If everyone else did the same, the winner would be determined largely my luck of the roll.


Hmmm, yeah that would break the scenario. And the Ninja Council Hall special can counteract just sitting in there until the endgame when they can just move immediately to the tile. How about adding:

- Any player who ends their turn with their Master Ninja in the Zen Gardens or Palace forfeits their claim and is eliminated.

This may need to be tweaked to "voluntarily ends their turn" depending on techniques that may be able to move other players' ninja.
 
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Brian W
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lazepoo wrote:
Another cool scenario could be if everyone was fighting for the same missions rather than their own hand of missions. You could lay out the missions as if it was one hand face up and just rotate in a new one as the missions are cleared. It could be to fulfill a pact with a demon or for their clan leaders, etc.


Ha -- that would be awesome actually. Then you're not only competing for missions, but players can play defensively to prevent others from completing missions with particularly good Techniques.

Perhaps the Mission Card hand size should be increased to 5 face-up missions, and then they all reveal at the beginning of each Hour of Night?
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Douglas Osterhoudt
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Not having played the game, I don't know if I would give defenders a bonus when defending their home tile.

It does seem that being able to summon units (infiltrate) into that spot there is the possibility of higher numbers for the defenders which would already make it hard for the attackers to survive.

I'd want to play it both ways before I made that decision.
 
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Brian_W wrote:
lazepoo wrote:
Another cool scenario could be if everyone was fighting for the same missions rather than their own hand of missions. You could lay out the missions as if it was one hand face up and just rotate in a new one as the missions are cleared. It could be to fulfill a pact with a demon or for their clan leaders, etc.


Ha -- that would be awesome actually. Then you're not only competing for missions, but players can play defensively to prevent others from completing missions with particularly good Techniques.

Perhaps the Mission Card hand size should be increased to 5 face-up missions, and then they all reveal at the beginning of each Hour of Night?


I think that would work well, too. Anything to stimulate even further ninja ass kicking.
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Brian W
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nyrdug wrote:
I'd want to play it both ways before I made that decision.


If the Kickstarter is funded we're going to have some time between funding and going to press when the art is being finished. Perhaps we could start a big Shuriken Scenario contest, where users write up their scenarios and vote on the ones they like the best.

All the scenarios chosen to go in the game (or on the site) get some kind of prizes. Only, what would make good prizes? Perhaps additional copies of the game? Those should be worth something significant now that the game won't be sold in stores. Or something more unique?
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Joe Ibershoff
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I would love for there to be a team-play scenario.

I'd also love to see a full coop scenario. I'm assuming that the Temple of the Oni scenario is 1 player against the other 4, so that's not quite what I mean -- I mean something where it is all players against a single enemy that doesn't need a human controller. Perhaps the ninjas vs zombies scenario Brian mentioned could fulfill this, if the zombies obey some very simple rules to determine their actions (which is fitting for zombies).

Having a full coop scenario might help get more backers too, as there are some groups that really like coop games.
 
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Brian W
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A full coop is a lot more than a scenario -- balancing coop games is hard, and would basically require the amount of playtesting and rules changes/tweaks/refinements that the entire game up until now has had.

I'm not saying we can't do it, just that there's no way we can do this in time for the Kickstarter. Well, not and have it be good.
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Joe Ibershoff
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Good call, Brian. The last thing I'd want is for you to do it and have it be bad.
 
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