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Lobotomy» Forums » Variants

Subject: A more cinematic ending rss

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b p
Croatia
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My gaming group fell in love with the theme of the game, and have been asking for it to hit table on a regular basis.
So far we played about 10 or 11 scenarios, and although every game starts out great, it kind of drags out toward the end and leaves us feeling rather flat when we finish it.
We found that playing 1 scenario feels too short, and 2 scenarios feel too drawn out in a 4 or 5 player games.
Also, without a story or a campaign framework in which to place the scenarios to give them some context or purpose, the ending of those we played were just... well anticlimactic.
The game is this frantic fun running around the asylum gearing up and getting the objectives to face the "final" boss, but when you actually face it, it is usually over with a several lucky rolls in a single round as the normal bosses are not that hard for a somewhat prepared group to take down.
And as much as we like the build up, those win conditions we played just dont live up to the rest of the game.

So i have been tinkering with an idea on how to make the end objectives feel- well to put it bluntly- more epic and cinematic.


So how does that work?

Use a single scenario setup, add the elite group and a mini-boss on blue and red stars, and then play normally.
When the chosen scenario is resolved, players gain one new skill as per rules and move to the central tile, The Warden moves to the middle of the board (as per rules of warden track running out), his health is reduced by the number of spaces left on the warden track, rest of the board is cleared and the end fight begins.
The Warden can easily be replaced by Cthulhu for variety or even a combination of regular boss with an elite escort (Like Big Mama and the little girls, Orderly and his body snatchers or Baba Yaga and her witch coven)

Now this variant will make the game much more tense as you will have to balance between gearing up and finishing the mission as fast as you can. It will also discourage the group from going all out and guns blazing on the scenario objective knowing that there is a bigger, meaner enemy at the end.
If you manage to defeat that enemy(enemies), with at least one of you standing- you did it- you managed to avoid lobotomy... at least for now.












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Oliver Brettschneider
Germany
Mainz
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Sounds interesting. Will keep this in mind for our next game.

However, I sincerely hope for an official campaign mode to be published together with the app...
 
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Joe Cook
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There are some missions that fit naturally together. If you set yourself up with a story in the beginning as to how your characters arrived in the Asylum and why they're trying to get out, you can give yourself an end to the story if you finish the scenario.

That may satisfy your group more than randomly picking scenarios. You could always pick a movie like Terminator 2 and use the minis to re-enact Sarah Conner escaping the asylum as well. Lots of options if you can pass your own imagination test.
 
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