Difference between revisions of "Capetown"

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|image=Superhero.jpg
 
|image=Superhero.jpg
 
|players=6-12
 
|players=6-12
|stuff=Some slips of paper and pens; a sheet of paper for narrator's notes.
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|stuff=Some cards; a scoring sheet; some (optional) masks for costume.
 
|crew=One narrator.
 
|crew=One narrator.
 
|preparation=Five minutes.
 
|preparation=Five minutes.
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|place=Enough room for everyone to stand (or sit) in a circle.
 
|place=Enough room for everyone to stand (or sit) in a circle.
 
|activities=Bluffing, deduction.
 
|activities=Bluffing, deduction.
|status=tested
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|status=playable
 
}}
 
}}
  
 
A social game of secret superhero identities. Players choose to aid, disrupt or ignore a series of crimes and disasters that unfold in the bustling metropolis, unmasking one another's true identities in the process.
 
A social game of secret superhero identities. Players choose to aid, disrupt or ignore a series of crimes and disasters that unfold in the bustling metropolis, unmasking one another's true identities in the process.
  
''Note: The version that was played at the Hide&Seek Weekender was the card variant listed at the bottom. This will be written up in full, in the next few days.''
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==Setup==
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Before running the game, think up some superhero and supervillain names; one for each player, and an equal mix of heroes and villains. For each of them, make:-
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* Three '''Action''' cards saying "''Hero name'' saves the day!" (or "''Villain name'' wreaks havoc!")
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* Two '''Patrol''' cards saying "A masked figure is out on patrol..."
  
==Setup==
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(You could leave the names blank and ask players to make up identities; maybe add a number to the corner so you can resolve any confusion or cheating if someone tries to write more than one name across their cards. If players might recognise each other's handwriting, then redistribute them randomly before play starts.)
  
Prepare one slip of paper per player; write "GOOD" in small letters on half of them (rounding up) and "EVIL" on the others. Hand them out, telling players that this is their character's aim in life, which must remain secret.
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Arrange the cards into hands of five; three Action cards, and two Patrol cards. Give each hand to a player, making a private note of who gets which hand, and telling them not to reveal their cards to anyone.
  
Ask the players to come up with a superhero or supervillain name; preferably something original, to avoid the risk of duplicates. They should privately write this name on their slip, and pass it back to you. Keep track of the order these get passed back - you need to write a list of these names in the same order that they go around the table (also noting whether they're good or evil), so that you know who's who.
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If you've got some masks, hand them out at the start. It's up to you whether you get the players to wear them all the time, or have them change into their "costume" when they're standing up to hand a card in.
  
 
==Basic gameplay==
 
==Basic gameplay==
  
At the start of each round, the narrator announces that a crime or disaster is taking place, such as a bank heist, a prison break, an earthquake. Heroes and Villains can choose to rush to the scene, either to save the day, or to make things worse.
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Good and Evil are fighting for supremacy in Capetown.
[[Image:Capetownscores.jpg|thumb|One way to keep track of scoring, although this might be overcomplicating it.]]
 
The players close their eyes. The moderator asks for anyone who wants to attend the scene to raise their hand (or put their hand on the table, or step forward, or something like that); the super-identities of these players are noted down by the narrator (if you've written them as a list, then put ticks or crosses next to their names for each round, according to their hero/villain nature). The moderator then asks if anyone else is out on patrol today (but not at the scene of the crime or disaster), and for them to raise their hands. These attendees aren't noted.
 
  
Players are then told to open their eyes, keeping their hands in the air. The narrator announces the list of superheroes and supervillains who attended the event, and the end result - if there were more heroes than villains, then the day is saved (and the heroes gain 1 point); if it was tied or there were more villains than heroes, then the crime or disaster was unhindered (and the villains gain 1 point). (eg. ''"Mantisman and Plastiqueman rushed to the volcano edge, and fought off Doctor Cuttlefish to save the school bus. Heroes score a point!"'')
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At the start of each round, the narrator announces that something dramatic is happening in the city. This can be a Good Thing (a parade, a celebration, a concert) or an Evil Thing (a bank heist, a prison break, an earthquake), and these will alternate over the nine rounds of the game, starting with Evil.
  
Players are then able to look around and see who may have been in attendance at the event; anyone with their hand in the air is either one of the heroes or villains who was just named, or just happened to have been on patrol elsewhere in the city today.
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Each player has three choices, each round. They can either:-
  
The game continues over a pre-determined number of events (nine?). Whichever team has the highest score at the end is the winner.
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* Rush to the scene (either to save the day, or to make things worse, depending on whether they're Good or Evil).
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* Head off to patrol a different part of the city (which helps conceal their identity).
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* Ignore the event and bide their time.
  
==Unmasking==
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If they want to rush to the scene or head out on patrol, the player should stand up, walk over to the narrator and hand them an Action or Patrol card respectively. Having done this, the player remains standing by the narrator. Players who are ignoring the event remain seated.
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When nobody else wants to attend the scene or head out on patrol, the narrator shuffles the received cards together, ignores the Patrol cards, and counts up Good versus Evil. If one side has more than the other, it wins and gets a point. If it's a tie (or if nobody attended), then the nature of the event prevails - if it was a crime or disaster, Evil gets a point; if it was a parade or celebration, Good gets a point.
  
If a player thinks they've worked out the secret identity of another hero or villain (perhaps they've noticed that whenever Mantisman saves the day, Bob has his hand up), they can make an accusation at the end of a round, by naming the player and their suspected identity. (Typically heroes will try to unmask villains, and vice versa.)
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The narrator reads the names off of the Action cards they've been given, and summarises the situation: ''"Mantisman and Plastiqueman rushed to the volcano edge, and fought off Doctor Cuttlefish to save the school bus. Heroes score a point!"''
  
If the narrator confirms that the accusation is correct, then the accused player is eliminated from the game and may no longer assist or hinder events. If the accusation is wrong, then the narrator reveals the ''accuser's'' team (although not the accuser's identity), and that team loses a point.
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All the players then get a few moments to look around and see who those heroes and villains might be. Anyone who's standing up by the narrator is either one the characters who's just been named, or someone who was "on patrol" that round. When everyone's had a moment to squint suspiciously at people, the players all sit back down, and the narrator keeps the cards used this round.
  
==Card variant==
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The game continues for nine rounds. When a player is out of cards, they can't take any more actions in the game. Whichever team has the highest score at the end is the winner.
  
This was a suggested variant that emerged from playtesting, and which may serve better as a final form for the game:-
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==Unmasking==
  
Pick names for heroes and villains in advance, and pre-prepare a number of cards for each player - three that say "[Name] saves the day!" (or "[Name] causes chaos!"), and three that say "[Name] is on patrol." (You could leave the names blank and ask players to write their names in; just make sure that the cards say whether the character is good or evil, and maybe add a number to the corner so you can resolve any confusion or cheating if someone tries to write more than one name across their cards.)
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If a player thinks they've worked out the secret identity of another hero or villain (perhaps they've noticed that whenever Mantisman saves the day, Bob is standing by the narrator), they can make an accusation at the end of a round, by naming the player and their suspected identity. (Typically heroes will try to unmask villains, and vice versa.)
  
At the start of the game, give each player a hand of six cards for their character and have them stand in a group on one side of the room. Whenever a disaster is announced, anyone who wants to fight, help or patrol elsewhere should don their mask, approach the moderator and hand them a card. After having done so, they go to stand in a separate area of the room, so that you have a clear group of involved or patrolling heroes, in masks. When nobody else wants to join that group, the moderator reads out the results of the handed-in cards, and - after a little discussion and suspicion - the masked group head back to join the others.
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If the narrator confirms that the accusation is correct, then the accused player is eliminated from the game and may no longer assist or hinder events. The accused player's team loses a point.
  
The main mechanical difference here is that ''players never close their eyes'' - this changes the decision about whether to attend the disaster (because you can see whether anyone else is bothering), and gives the "patrol" option significantly more power. Hopefully both of these will make for a more tactical and social game.
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If the accusation is wrong, then the narrator reveals the accuser's team (although not the accuser's identity), and that team loses a point.
  
Given that this variant weakens unmasking (if a player can only attend three disasters, it'll probably take two before they're suspected), a successful unmasking earns the unmasker's team (or, more accurately, ''the team the target doesn't belong to'') a point.
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==Flickr photos==
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{{flickr|capetown|size=t}}

Latest revision as of 14:11, 16 August 2009

Capetown
Superhero.jpg
Designer: Holly Gramazio and Kevan Davis
Year: unknown
Players: 6-12
Stuff required: Some cards; a scoring sheet; some (optional) masks for costume.
Crew required: One narrator.
Preparation: Five minutes.
Time required: Twenty minutes upward.
Place required: Enough room for everyone to stand (or sit) in a circle.
Activities: Bluffing, deduction.
This is a playable game - it's finished, tested and ready to play.
Cc-by-nc.png
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)

A social game of secret superhero identities. Players choose to aid, disrupt or ignore a series of crimes and disasters that unfold in the bustling metropolis, unmasking one another's true identities in the process.

Setup

Before running the game, think up some superhero and supervillain names; one for each player, and an equal mix of heroes and villains. For each of them, make:-

  • Three Action cards saying "Hero name saves the day!" (or "Villain name wreaks havoc!")
  • Two Patrol cards saying "A masked figure is out on patrol..."

(You could leave the names blank and ask players to make up identities; maybe add a number to the corner so you can resolve any confusion or cheating if someone tries to write more than one name across their cards. If players might recognise each other's handwriting, then redistribute them randomly before play starts.)

Arrange the cards into hands of five; three Action cards, and two Patrol cards. Give each hand to a player, making a private note of who gets which hand, and telling them not to reveal their cards to anyone.

If you've got some masks, hand them out at the start. It's up to you whether you get the players to wear them all the time, or have them change into their "costume" when they're standing up to hand a card in.

Basic gameplay

Good and Evil are fighting for supremacy in Capetown.

At the start of each round, the narrator announces that something dramatic is happening in the city. This can be a Good Thing (a parade, a celebration, a concert) or an Evil Thing (a bank heist, a prison break, an earthquake), and these will alternate over the nine rounds of the game, starting with Evil.

Each player has three choices, each round. They can either:-

  • Rush to the scene (either to save the day, or to make things worse, depending on whether they're Good or Evil).
  • Head off to patrol a different part of the city (which helps conceal their identity).
  • Ignore the event and bide their time.

If they want to rush to the scene or head out on patrol, the player should stand up, walk over to the narrator and hand them an Action or Patrol card respectively. Having done this, the player remains standing by the narrator. Players who are ignoring the event remain seated.

When nobody else wants to attend the scene or head out on patrol, the narrator shuffles the received cards together, ignores the Patrol cards, and counts up Good versus Evil. If one side has more than the other, it wins and gets a point. If it's a tie (or if nobody attended), then the nature of the event prevails - if it was a crime or disaster, Evil gets a point; if it was a parade or celebration, Good gets a point.

The narrator reads the names off of the Action cards they've been given, and summarises the situation: "Mantisman and Plastiqueman rushed to the volcano edge, and fought off Doctor Cuttlefish to save the school bus. Heroes score a point!"

All the players then get a few moments to look around and see who those heroes and villains might be. Anyone who's standing up by the narrator is either one the characters who's just been named, or someone who was "on patrol" that round. When everyone's had a moment to squint suspiciously at people, the players all sit back down, and the narrator keeps the cards used this round.

The game continues for nine rounds. When a player is out of cards, they can't take any more actions in the game. Whichever team has the highest score at the end is the winner.

Unmasking

If a player thinks they've worked out the secret identity of another hero or villain (perhaps they've noticed that whenever Mantisman saves the day, Bob is standing by the narrator), they can make an accusation at the end of a round, by naming the player and their suspected identity. (Typically heroes will try to unmask villains, and vice versa.)

If the narrator confirms that the accusation is correct, then the accused player is eliminated from the game and may no longer assist or hinder events. The accused player's team loses a point.

If the accusation is wrong, then the narrator reveals the accuser's team (although not the accuser's identity), and that team loses a point.

Flickr photos

<flickr size="t">ludocity%3Agame%3Dcapetown</flickr>

(These are the ten most recent Flickr photos of Capetown. To add your own, just add the "ludocity:game=capetown" tag to your Flickr photos.)