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Escape from Ruin

Page history last edited by Ian Wyman 9 years, 7 months ago

Escape from Ruin

 

Story:

 

     Civilization has been all but wiped out.  A cult of destruction is busy dismantling whatever is left.  You are the last person left in the ruin of a city that has become overrun by cultist thugs.  You must escape them and head into the jungle, where a helicopter awaits to take you to a safe haven.  Beware, however:  the jungle holds many perils, and surviving the journey will be no easy task.

 

 

Materials:

  • Humanoid figure - red
  • Humanoid figure - black
  • Tiger miniature
  • Map One
  • Map Two

 

Rules:

  1. One turn for any character consists of rolling a D-4 die and moving up to the number of spaces rolled.
  2. The player uses the red humanoid token.
  3. The player starts at the square marked S on map 1.
  4. The player's objective is to reach the square marked H on map 2.  The player wins if this happens.
  5. If the player lands on the square marked J on map 1, he automatically moves to the square marked C on map 2. The reverse is not true.
  6. Upon transferring to map 2, the player's remaining movement is cancelled, but he may have another turn immediately.
  7. The player goes first.
  8. The player does not need to use all (or any) of his potential movement in one turn.
  9. The objective of both NPCs is to reach the player's current square.  The player loses if this happens.
  10. The humanoid NPC starts in either corner of map 1 along the same side of the map as the square marked J.
  11. The tiger NPC starts in either corner of map 2 along the same side of the map as the square marked H.
  12. Only the NPC on the same map as the player is active at any given time.
  13. NPCs cannot transfer between maps.
  14. An NPC needs to move only as far as is necessary to bring itself as close to the player as possible, and does not need to expend all of its available movement before landing on the player's square.
  15. The NPCs move along whatever path brings them within the smallest number of moves of the player as possible.  If there is more than one such path, a choice is made at random.
  16. Human characters (players and NPCs) can move between spaces in eight directions, while the tiger can only move in the four cardinal directions.
  17. Walls, cliffs, and trees cannot be traversed.
  18. Squares marked with the skull and crossbones result in loss of the game if the player lands on them.  These squares are also forbidden to NPCs.
  19. Squares with sides marked as cliff edges cannot be traversed through the side with the edge, or by any diagonal that would intersect a corner touching that side. 
  20. Squares marked as passages can only be traversed by the cardinal directions indicated by the arrows on their sides.  No diagonal travel is permitted into or out of them.
  21. Water squares not otherwise marked cause characters to be swept one square downstream before the character can move again.  (See the map for the direction of the stream.)  This movement does not consume any of the character's potential movement for that turn.
  22. No character can move from one water square to another.
  23. Water squares marked as passages don't sweep the player downstream.
  24. No character may end a turn while positioned on a water square.  The player loses the game if he does this.
  25. All characters can end turns on any square marked as a passage.

 

Special Spaces:

 

        Walls                    Trees                 Cliffs                    Skull and Crossbones     Side Cliffs               Water                  Passage 

                  

 

Map 1:

 

Map 2:


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