I had this idea that is your basic "race & chase" style, but with a twist. Below is the overview:
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"Take a Hike!"
Take a hike on the trail to adventure!
Ages 8 & up
2-6 Players
Object:
Be the first Player to hike the trail from one forest lodge to the other...
and back again if you're up to it!
Components:
Six 10 x10" interchangable Trail Mats
Six Hiker Pawns
One 6-sided Die
Set-up:
Everyone agrees on how far of a hike to take.
Each Trail Mat represents 10 miles. Both Lodge Mats must be used,
so the shortest hike possible is 20 miles, the longest is 60 miles.
Once the distance/number and type of Trail Mats have been decided, begin to
layout the trail by placing down one of the Lodge Mats. Save the other
one until you are ready to finish the layout. Add the other Trail Mats
by lining up the trail connections (red dots) with each other. The completed
trail can be layed out in a wide variety of configurations, allowing for a totally
different route each time the game is played. In addition the trail can be hiked
from either end and in both directions. Starting at one Lodge creates a radically
different hike than starting from the opposite Lodge.
Game Play:
Each Hiker starts out from the same Lodge at one end of the trail. Youngest
Hiker goes first. Roll the die to determine how many spaces to move. If you
land directly on a marked space, follow the directions. No two Hikers can
occupy the same space. If you land on an occupied space on the trail, you must
stop at the space behind them. First Hiker to reach the second Lodge wins!
For an extended game with a new view, once you reach the second Lodge,
hike the trail in reverse back to the first Lodge.
Trail Spaces:
• Trail Sign - Go ahead 4 Spaces
• Map and Compass – Go ahead 6 spaces.
• Snake on trail - Go back 2 spaces.
• Chased by bear - Go back 3 spaces.
• Gather firewood - Wait 1 turn.
• Lunch - Wait 1 turn, double next roll.
• Camp - Wait 2 turns, double next roll.
• Energy Bar - Roll Again.
Special Spaces:
• Shortcut - You must land directly on the shortcut in order to take it.
As with all spaces on the trail, a short cut can work both ways. It can either
send you forward or backward.
• Rocks - Rocky trail slows your progress. Move only 1 space per turn until you
have left the rocks.
• Bridge – Rickety old footbridge slows your progress. Move only 1 space per
turn until you have left the bridge.
• Canoeing - Crossing the lake in a leaky canoe slows your progress. Move only
2 spaces per turn until you have left the water.
• Meadow - Soft marshy grass slows your progress until you have left the meadow.
• Ladder - A rope ladder must be climbed up or down with care. When you come
to a ladder, you must stop there and end your turn. On your next turn, follow the
directions of that ladder space.
• Lost - You and another Hiker have managed to become lost. Trade spaces with the
Hiker who’s turn is next in order.
• Rainstorm / Snowstorm - Bad weather suddenly moves in and you are forced to
go directly to the next campspot. Wait 2 turns, double next roll.
• Mystic Ruins - You venture into an ancient dwelling and are magically transported
to another space on the trail. Go directly to the Mystic Symbol space on that same
Trail Mat.
• Mystic Symbol - Landing next to an old enchanted marking, you are magically
transported to another space on the trail. Go directly to the Mystic Ruins space
on that same Trail Mat.
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I would appreciate any feedback, as there always seems to be lots of great advice here.
I have prepared a low-resolution Print & Play version for download:
http://flyingeyegames.weebly.com/in-development-take-a-hike.html
Mark,
I really appreciate your time and input on "Take a Hike!". It is a rough concept in the first stage of development, as I just came up with the idea this past weekend, but as you know, once the seed of an idea takes root, it starts to grow. I had fun a lot of fun designing the various trail mats, harkening back to my days in the Boy Scouts trekking the entire John Muir Trail in 50 mile bites over the course of six years.
But, I digress. To address the "slow down" spaces, perhaps I just eliminate or decrease the amount of those type of spaces. I wanted to keep the game fairly simple, as far as game play and components needed, plus I wanted to make it accessible for downloading as a print & play, thus the d6. Most folks don't have a d4, unless they play RPGs or similar type of games involving various dice. Plus the d4 would require completely reconfiguring the layout of the spaces and cause problems when encountering the lake, rocks and bridge. As they are all four spaces in distance, a roll of a 5 or 6 can give you the opportunity to skip over those areas. The trail diversion idea is there, only opposite in the form of Shortcuts. Hikers are diverted to the long way around unless they land on a Shortcut. I can't figure out how to divert other Hikers to take a turn any other way, particularly if they are on a different section of trail.
I love, love, love and I mean really LOVE the idea of using "Trail Mix" tokens! I have been thinking about this all morning. I had originally labeled the "Energy Bar" space as "Trail Mix". I thought that "Energy Bar" was more contemporary with the times, but real backpackers know trail mix (or GORP). So, if you don't mind, I want to incorporate your suggestion verbatim into the game. I agree that it would allow players to make decisions at critical points in the game and feel like they have some control over their destiny, other than leaving it totally to chance.
What are your thoughts here:
Each Hiker begins at the Lodge with two Trail Mix tokens per 10 mile mat (ex. three mats would be six tokens, five mats would be ten tokens).
"Normally, players roll a single die to move, but they can expend up to 3 "servings" of trail mix (1 token / serving) to roll additional dice (1 / serving). Players can choose the best result from the dice they've rolled and move that far. Scatter spaces along the track where players can replenish some of their tokens (e.g., "blueberry bush," or "pecan tree")."
This would increase the number of game components and cost, but still quite doable. I figure about 50-60 tokens would be needed. In addition to the replenishing spaces, there could be a "Give one Trail Mix to next Hiker" and a "Get one Trail Mix from next Hiker". I don't want to use "Steal" or "Take", as they are not too PC and if younger kids, who would be a big target audience are playing, I don't want to encourage stealing or taking. Giving and getting is a little tame, but it serves the same purpose.
Now we have what made Las Vegas famous... A game of chance with adventure, highs and lows, some gambling, a little strategy and the opportunity to trip up your opponent! I can see that I'm going to be up most of the night:)
Mark, thank you so very much for your outstanding suggestions and the thought that went into them. I knew I came to the right place for rock solid advice. BGDF has been very, very good to me!!!
-Dirk "Voodoodog" Murset