Difference between revisions of "The Lucerna Incident"
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==Rules== | ==Rules== | ||
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[[Image:RulecardTheLucernaIncidentSide1.jpg|thumb|300px|left|Side 1 Rulecard and escape map for the Lucerna Incident (hand out to players)]] | [[Image:RulecardTheLucernaIncidentSide1.jpg|thumb|300px|left|Side 1 Rulecard and escape map for the Lucerna Incident (hand out to players)]] |
Revision as of 13:55, 23 November 2011
The Lucerna Incident | |
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Designer: | Invisible Playground |
Year: | unknown |
Players: | 5-40. In teams of ca. 5 |
Stuff required: | headlights, keychains, maps, mp3 players with audiotrack. |
Crew required: | 4. |
Preparation: | 30 minutes. |
Time required: | 25 minutes. |
Place required: | Lucerna Passage Prague 1. |
Activities: | being a time traveller, hiding, escaping, searching for clues, being aware. |
This is an unfinished game. It is still in the design stage, and is not playable. | |
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?) |
Welcome to the Heart of Europe Museum Resort! We are in the year 2089. Players submerge in a preserved world of the early 21st. century, taking a tour through objects and daily routines of past times. The Resort is a high tech theme park that is even furnished with humanoid robots resembling and behaving like real people of the early 21st. century. The tour is completely save ... unless ... where was the escape tunnel again?
Preparation
Download the track for the museum audio guide system and pull it on mp3 players so that every player gets one. Print out the escape instructions with the map that you can hand out one for each player at a certain moment in the game. Prepare a package with the map and pens for every player which the security instructor will hand out in the moment of the incident. Assign two non player characters to be the museum guard robots and equip them with one headlight and one key chain (with a lot of keys) each. These guides will walk around the passage rattling with theirs keys and causing reflections on the shop windows and the mirrors of the passage.