Difference between revisions of "Lose the Tail"
(bit of a rewrite) |
|||
Line 14: | Line 14: | ||
[[Image:tailmap.png|thumb|An example play area, between London's Natural History Museum and Hyde Park. Valid entrances and exits are marked with circles.]] | [[Image:tailmap.png|thumb|An example play area, between London's Natural History Museum and Hyde Park. Valid entrances and exits are marked with circles.]] | ||
− | A two-player sneaking-and-tailing game that can be played in any urban | + | A two-player sneaking-and-tailing game that can be played in any urban environment. |
− | environment. | ||
==Two-player rules== | ==Two-player rules== | ||
− | All you need to play this game are two agreed "safe zones" - one to | + | All you need to play this game are two agreed "safe zones" - one to start in, and one to end in. These should both be a good couple of hundred metres in radius, have clearly defined edges, contain a lot of scenery to obscure players' views, be at least five hundred metres apart, and have two or three exit points. (If there are more than three possible exits, players should agree on three "legal" exits and declare the others out of bounds.) |
− | start in, and one to end in. These should both be a good couple of | ||
− | hundred metres in radius, have clearly defined edges, contain a lot of | ||
− | scenery to obscure players' views, be at least five hundred metres | ||
− | apart, and have two or three exit points. (If there are more than | ||
− | three possible exits, players should agree on three "legal" exits and | ||
− | declare the others out of bounds.) | ||
− | The start zone is usually best in a large, public building - the end zone | + | The start zone is usually best in a large, public building - the end zone can be another building, or any public area with a clear boundary. Museums, parks and shopping centres are all good. |
− | can be another building, or any public area with a clear boundary. | ||
− | |||
− | |||
− | |||
− | Pick one player to be the Quarry and one to be the Tail. Both players | + | Pick one player to be the Quarry and one to be the Tail. Both players start together somewhere in the start zone. The Quarry has to reach the end zone, within a certain time limit, and without the Tail tagging them. |
− | start | ||
− | Quarry has to reach the end zone, within a certain | ||
− | time limit, and without the Tail tagging them. | ||
− | The Tail can only tag the Quarry outside of the two safe zones | + | The Tail can only tag the Quarry outside of the two safe zones - while the Quarry is still inside the start zone, the Tail can only follow them around, waiting for them to leave. (A good Tail will try to avoid being seen, so that the Quarry mistakenly thinks they've shaken them off, and leaves the start zone.) |
− | Quarry is still inside the start zone, the Tail can only follow them | ||
− | around, waiting for them to leave. (A good Tail will try | ||
− | so that the Quarry | ||
− | |||
− | |||
− | If the Quarry makes it to the end zone before the time is up, then | + | If the Tail catches and tags the Quarry outside of the safe zones, the Tail wins the game. If the Quarry makes it to the end zone before the time is up, then the Quarry wins. (If the Quarry arrives before the Tail, they should proceed to a pre-agreed meeting point - a coffee shop might be a good idea here - and wait for the Tail to get there.) |
− | |||
− | they should proceed to a pre-agreed meeting point | ||
− | good idea here | ||
==Mobile phones== | ==Mobile phones== | ||
− | If both players have mobile phones, then the Quarry can announce their | + | If both players have mobile phones, then the Quarry can announce their victory as soon as they set foot in the end zone, so that the Tail isn't prowling around pointlessly for the rest of the game. |
− | victory as soon as they set foot in the end zone, so that the Tail isn't | ||
− | prowling around pointlessly for the rest of the game. | ||
− | Optionally, the Tail can be allowed a single "satellite trace" phonecall to | + | Optionally, the Tail can be allowed a single "satellite trace" phonecall to the Quarry, during the game, to ask them where they are. The Quarry should give their exact location, and must be honest. |
− | the Quarry, during the game, to ask them where they are. The Quarry | ||
− | should give their exact location, and must be honest. | ||
==Multi-player variant== | ==Multi-player variant== | ||
Line 64: | Line 38: | ||
:''(Note that this variant has not yet been tested.)'' | :''(Note that this variant has not yet been tested.)'' | ||
− | For a game with more than two players, split the players into two teams, | + | For a game with more than two players, split the players into two teams, a Quarry team and a Tail team. One of the Quarry team should carry a briefcase, a large manila folder, or some other prop. This prop can be passed between players or even left at a drop-off point, but it ''cannot'' be concealed inside a bag or coat - if it's being carried, then it should be clearly visible. |
− | a Quarry team and a Tail team. One of the Quarry team should carry a | ||
− | briefcase, a large manila folder, or some other prop. This prop can be | ||
− | passed between players or even left at a drop-off point, but it ''cannot'' | ||
− | be concealed inside a bag or coat - if it's being carried, then it should | ||
− | be clearly visible. | ||
− | The rules are the same as the two-player version, except that the | + | The rules are the same as the two-player version, except that the ''briefcase'' is the thing that needs to get to the end zone. If a Tail player tags a Quarry player who is carrying the briefcase (or manages to pick the briefcase up from a drop-off point), then the Tail team wins. |
− | ''briefcase'' is the thing that needs to get to the end zone. If a Tail | ||
− | player tags a Quarry player who is carrying the briefcase (or manages | ||
− | to pick the briefcase up from a drop-off point), then the Tail team wins. | ||
− | You'll probably also need an end zone that has more entrances than Tail | + | You'll probably also need an end zone that has more entrances than Tail players, to avoid a stalemated "one guard per exit" endgame. |
− | players, to avoid |
Revision as of 14:14, 20 January 2009
Lose the Tail | |
---|---|
Designer: | Kevan Davis |
Year: | unknown |
Players: | 2+ |
Stuff required: | If playing with more than two players; a briefcase or similarly large object. |
Crew required: | None. |
Preparation: | None. |
Time required: | Twenty minutes upwards. |
Place required: | Ideally: two large, public buildings within walking distance. |
Activities: | Chasing, sneaking, bluffing. |
This is a playable game - it's finished, tested and ready to play. | |
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?) |
A two-player sneaking-and-tailing game that can be played in any urban environment.
Two-player rules
All you need to play this game are two agreed "safe zones" - one to start in, and one to end in. These should both be a good couple of hundred metres in radius, have clearly defined edges, contain a lot of scenery to obscure players' views, be at least five hundred metres apart, and have two or three exit points. (If there are more than three possible exits, players should agree on three "legal" exits and declare the others out of bounds.)
The start zone is usually best in a large, public building - the end zone can be another building, or any public area with a clear boundary. Museums, parks and shopping centres are all good.
Pick one player to be the Quarry and one to be the Tail. Both players start together somewhere in the start zone. The Quarry has to reach the end zone, within a certain time limit, and without the Tail tagging them.
The Tail can only tag the Quarry outside of the two safe zones - while the Quarry is still inside the start zone, the Tail can only follow them around, waiting for them to leave. (A good Tail will try to avoid being seen, so that the Quarry mistakenly thinks they've shaken them off, and leaves the start zone.)
If the Tail catches and tags the Quarry outside of the safe zones, the Tail wins the game. If the Quarry makes it to the end zone before the time is up, then the Quarry wins. (If the Quarry arrives before the Tail, they should proceed to a pre-agreed meeting point - a coffee shop might be a good idea here - and wait for the Tail to get there.)
Mobile phones
If both players have mobile phones, then the Quarry can announce their victory as soon as they set foot in the end zone, so that the Tail isn't prowling around pointlessly for the rest of the game.
Optionally, the Tail can be allowed a single "satellite trace" phonecall to the Quarry, during the game, to ask them where they are. The Quarry should give their exact location, and must be honest.
Multi-player variant
- (Note that this variant has not yet been tested.)
For a game with more than two players, split the players into two teams, a Quarry team and a Tail team. One of the Quarry team should carry a briefcase, a large manila folder, or some other prop. This prop can be passed between players or even left at a drop-off point, but it cannot be concealed inside a bag or coat - if it's being carried, then it should be clearly visible.
The rules are the same as the two-player version, except that the briefcase is the thing that needs to get to the end zone. If a Tail player tags a Quarry player who is carrying the briefcase (or manages to pick the briefcase up from a drop-off point), then the Tail team wins.
You'll probably also need an end zone that has more entrances than Tail players, to avoid a stalemated "one guard per exit" endgame.