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Subject: Co-op Scenario: Four Point Rescue rss

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Andy Pickard
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Kansas City
Missouri
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Here's a co-op game scenario called "Four Point Rescue."

For this scenario, do not use the standard game victory conditions. Players will work together in their effort to win the game.

1. Story: Four technical experts with advanced gear have been parachuted into the area by the provisional government. Due to bad weather, they have landed widely separated from each other. All of the experts have been injured due to accident or animal attacks and cannot move independently. Raiders noticed the 'chutes descending and are closing in on the experts. The technicians must be rescued and escorted to Center City before time runs out.

2. Additional play requirements: Four cubes, disks, coins, or other markers to represent the experts.

3. Set up: Normal set up, except that destination disks are not drawn. Additionally, an "Expert" marker is placed on each of the four outermost survivor icons on the board. All spaces with an expert marker are considered Raider controlled.

4. Time limit: Use the time limit rules from the Basic Solo game, except only 15 disks are used. A disk is turned after each round of player turns. Once the last disk is turned, the game ends.

5. Goal: Collect as many experts as possible and escort them to Center City before time runs out. The escorting player must succeed against Raider Attack in Center City (without losing the expert) for the expert to count as a victory point. Each expert successfully brought into Center City gains the players one victory point. Players may continue playing after successfully escorting an Expert to Center City.

6. Medical requirements: Due to their injuries, no expert can be collected by a player without a medkit.

7. Collecting and Losing Experts: To collect an expert, use the normal rules for gaining board assets in Raider-controlled spaces. Once successful, spend a medkit and place the expert marker on your player board. Adjust the Survivor track marker as normal. If the Survivor track subsequently goes to zero, the expert is considered dead and is removed from the game.

8. Working together: The Team rules are not used in this variant. Players may trade resources, Bonus cards, and Medkits, BUT they must both be in the same space to make the trade. Experts may be handed from one player to another so long as both players are in the same space, but no player may escort more than one expert at a time. Adjust Survivor tracks accordingly. Handing off Experts is not considered a trade.

9. Game end: The game ends when all living experts have been successfully escorted to Center City, all experts have been lost, or time runs out. At that point, count the number of experts successfully escorted and consult the following list:

V Victory Level
0 Massive Fail
1 Better Than Nothing
2 It'll Have To Do
3 Good Enough
4 High Five! Er, Four.
 
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The War Chief
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BRING ME THE HEAD OF SETH NEMEC AND RIK FALCH!!!!!!
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In Memorial: Moose, my dog. B:? D:01/13/16. He died peacefully surrounded by those who loved him. You will be missed.
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I like this one. Really shows the versatility of this game. thumbsup
 
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Joseph Alton
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Wow!!

Joe and I have some more Playing to do!! Looks fun!

Thanks so much for your time!

Amy Alton
 
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Andy Pickard
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My pleasure, Amy. I wrote this during lunch today. One thing I am reconsidering is that the number of "experts" should be the same as the number of players. As written, it might work fine for a 4-player co-op. that would mean that the victory levels would have to be expressed differently:

0 Experts delivered: Massive Fail
1 or more but not all Experts delivered: It'll do.
All Experts delivered: High Five! Or whatever...

As far as setting up less than four experts, start in the upper left survivor space and go clockwise until all experts are placed.

The other thing playetest should tell is if the turn length of 15 is ok. It was just a wild guess.

Hope you have fun trying it.

Andy.
 
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