Here I go again,
charging off into the wilderness to pursue a spontaneous game-design
fancy while leaving behind several far more substantive projects that
really deserve my attention. My latest impulse emerged from an
experience the Little Guy and I had at Historicon and my urge to
transition his free-form play activities into something slightly more
structured yet still entertaining (and maybe get a convention event
out of it). I’m tentatively calling it Valley of the Ape.
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I immediately
began compiling a short list of essential components: figures,
terrain, and, of course, some rules framework and associated
accessories to facilitate gameplay with a younger audience (a subject
of a recent Hobby Games Recce missive).
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But I do not own
many elements essential for such a showcase game. I need several
bases covered in lush foliage made from aquarium plants and other
fake greenery. A few marshy terrain sections would help, too. I’m
not sure my Egyptian-style temple would work well in its non-ruined
state as the centerpiece and repository for the key treasure. Luckily
the local pet store carries a relatively inexpensive line of plastic
aquarium plants and, if I want to spring for it, some adequate
jungle-ruin pieces.
But, of course,
the biggest challenge remains crafting a rules framework for defining
the various groups exploring the Valley of the Ape and its numerous
hazards, including the eponymous ape; much of this I intend to
summarize on cards for each faction or foe.
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Without going
into the details of game mechanics, I’m focusing on a few elements
central to the experience of playing a danger-filled treasure hunt in
deepest, darkest Africa:
Explorers:
Each group of explorers has some pretty basic wargaming traits –
movement rates, ranges and chances to hit targets – with some
variations in those and a few special advantages, all with a decent
degree of balance. Some can move through otherwise impassible jungle
terrain and can take cover from other groups in that terrain,
potentially negating successful hits. Others have increased ranges
and chances to hit. I’ve done my best to balance these advantages,
though I expect I’ll note some disparities during actual play.
Although they can attack each other at long range or in close combat,
they can only attack the giant ape at long range.
Giant Ape: I
found a large plastic ape figure which, while not to really monstrous
scale, will suffice as “Mungo” (a slight change lest my use of
“King Kong” in any capacity rouse the ire of the copyright
infringement trolls). The referee – or I expect my Little Guy –
will end up controlling his actions, with a basic, programmed urge to
move to and attack the nearest party, or the one which last attacked
at a distance. He can only attack a group after moving into contact
with it, not a huge difficulty given a 12-inch move allowance, twice
as much as the explorers. He inflicts 1d6 hits (not sure if I’ll
allow the better of two die rolls to give him a slightly more lethal
advantage), eliminating one explorer figure for each hit (with the
exception of the big game hunter, who can take three hits) before
sending the survivors fleeing six inches toward the nearest table
edge (giving them some help in retreating further from Mungo if they
want). I’ve decided he can take up to 30 hits before he’s
defeated, meaning I can use a recently acquired, large d30 to track
hits.
Hazards and
Treasures: I initially decided
that the explorers who delivered the fatal attack defeating
Mungo win the game. This might make games extremely focused and thus
quite short, discouraging players from maneuvering around the
terrain. I’ve devised a mechanic to encourage players to send their
explorers across the board seeking treasure and inadvertently
uncovering additional hazards. I’m using a “blind” system of
cards, each with an “X marks the spot” graphic on the back, but
containing either treasure or a hazard on the other side. Treasures
give players victory points while hazards cause their forces to take
damage or lose a turn; in some cases hazards might introduce smaller
monsters (like a T-rex or giant octopus, depending on any extra toys
I acquire) to roam the table like Mungo. Defeating the giant ape, of
course, would bring in the most points, with all other treasures and
defeated monsters granting smaller rewards that might add up and
enable someone to win the game without vanquishing Mungo.
We’ll see how
this develops; perhaps some previews or in-progress work might find
its way to Hobby Games Recce. If it all comes together, I’ll
compile the rules and player handouts into a small booklet for
general distribution; but first I need rules on paper, more terrain,
those hazard cards, and a few games with the Little Guy to see how
things work out.
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