Difference between revisions of "Bomb The Lantern"

From Ludocity
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Put the lantern and box in the center of the play space, and mark a boundary around it at a radius of perhaps 10m.
 
Put the lantern and box in the center of the play space, and mark a boundary around it at a radius of perhaps 10m.
  
Put a bomb stash at the edge of the play space.
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Put a bomb stash at the edge of the play space and mark a boundary around it.
  
 
Split the players into 'attackers' and 'defenders', and brief them.
 
Split the players into 'attackers' and 'defenders', and brief them.
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A defender can 'tag' an attacker. The attacker must hand over the bomb if they are carrying one (taking it out of play), and return to the start point before attacking again.
 
A defender can 'tag' an attacker. The attacker must hand over the bomb if they are carrying one (taking it out of play), and return to the start point before attacking again.
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==Scoring==
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One point per bomb in the box. Presumably you'll then switch the teams around and play again, for comparison purposes.
  
 
==Tricky Bits==
 
==Tricky Bits==

Revision as of 10:33, 2 October 2009

Bomb The Lantern
Fire hazard logo.png
Designer: Gwyn Morfey
Year: unknown
Players: 10-25
Stuff required: A torch for each player. Boundary markers. A lantern and a box. "Bombs", which can be almost anything.
Crew required: Two Safety Officers.
Preparation: 10-30 minutes.
Time required: 10-20 minutes.
Place required: A large dark area with plenty of cover.
Activities: Running, shouting, acting, sneaking, teamwork.
Exclamation.png
This is an untested game. Its rules are written, but it hasn't been tested out yet.
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This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)

Setup

Put the lantern and box in the center of the play space, and mark a boundary around it at a radius of perhaps 10m.

Put a bomb stash at the edge of the play space and mark a boundary around it.

Split the players into 'attackers' and 'defenders', and brief them.

Start the timer and sound the air horn to start the game. When the timer expires, end the game.

Play

Attackers: Attackers aim to get their 'bombs' into the lantern box. Each player can carry only one bomb at a time, in their hands (not hidden in pockets). They can move freely.

Defenders: Defenders cannot enter the marked boundaries, so they can't get too close to either the lantern or the bomb stash.

A defender can 'tag' an attacker. The attacker must hand over the bomb if they are carrying one (taking it out of play), and return to the start point before attacking again.

Scoring

One point per bomb in the box. Presumably you'll then switch the teams around and play again, for comparison purposes.

Tricky Bits

Teams are not marked, may not know each other, and it's dark. Pretending to be on the other team ("don't worry - I've got this area covered" or "hey, I'm nearly there, give me the bomb!") is entirely legitimate.

Rationale

This is a variant of Storm The Lantern. It attempts to avoid either a positive feedback loop reinforcing the winning team (by having caught attackers become defenders), or player elimination (which is boring). By working to a fixed time/ammo count, it also attempts to avoid the possibility of very short games.

Work To Do

How wide do the exclusion areas need to be? Do attackers really need to return to the start, or may they hang around (but now dis-armed)?

Given that this has the 'running away' mechanic, how do we stop people getting hurt?