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Subject: Leaping Lemmings Discussion #1 - Theme Overview rss

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Rick Young
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Theme:

You’re one of six genetic scientists working at a lab 18.15 Miles from Waterloo, Montana. You’ve got a side bet involving the other five scientists as to which one of you can create the genetically engineered and cloned clan of lemmings that will most consistently win a race through a local canyon that culminates with your creations leaping over a cliff and performing trick dives as they plummet towards the ground far below (imagine the typical 6.3 second Wile E. Coyote plummet culminating in a small mushroom cloud).

Complications:

Trouble overhead – There are two eagles that flew over the race one day, and since discovering that the race is a daily event, they have become the race’s biggest fans. They circle overhead during every race hoping for several tasty lemming snacks. The lemmings must make the best use of covering terrain or hope that the other guy looks tastier than he does when the raptor swoops down.

Game effect – Each player alternates being the eagle player, meaning he rolls the eagle dice and determines whether the eagle will fly clockwise or counterclockwise for the current turn. One lemming of the eagle player’s choice will become eagle chow if it is in clear terrain within the eagle’s zone of control.

Driven to distraction – There are Lemming Chow pellet stations placed throughout the canyon, with food pellets randomly distributed by computer before (and during) each race. These pellets offer advantages to the clans that collect them. Trouble is, the stations are in clear terrain and the lemmings that try for them are more likely to become eagle chow while attempting to grab them.

Game effect – Some pellets will give you Victory Points (VPs) at the end of the game, while others may be accumulated and traded for either additional Special Actions or additional clones during the current race.

Nothing ever goes according to plan – Murphy’s Law, being what it is with any such endeavor, will mess with your best laid plans and your finely tuned lemming clans.

Game effect – Special Action cards are dealt to each player, offering either an advantage to your clan during the turn it is played, or a detriment to your opponents. Use them wisely. Any that are not used are worth a VP each at the end of the game.

Note: No actual lemmings are harmed either in the making or during the playing of this game.

Tune in next Sunday for discussion #2 – An After Action Report from CSW Expo in Tempe, AZ.
 
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marc lecours
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i saw this on the PS500 list of GMT earlier today. This is very very different from the usual war games you do. I am impressed.
 
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Rick Young
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Yes Marc, very different; but still tons of fun!

Hopefully you'll get a chance to play it or read some of the Session reports as it gets played on the convention circuit this year.
 
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