Module talk:Lifeguard escape

This is an effort to create a game that I can use in my Lifeguarding class. This is some ideas that I have on day one.

Lifeguard ESCPACE GAME T321 Be the first team to escape the water with the most survivors. Each team is made up of Lifeguards(no more than 4) and non swimmers(to make total boat capacity 8) who are on a life raft. Each boat will choose four(4) pieces of equipment: special abilities that give them bonuses for certain situations. These are divided equally among the guards.

Turns consist of:

1) movement roll(1d6), 1 player per boat per turn. This rotates each turn. They may use their special skill. *Note: you may choose to use your equipment(2) before you move.  6= move 4 squares and with one or two optional changes of direction.  5 = Move 3 squares and one optional change of direction.

4 = Move 2 squares and one optional change of direction or move 3 squares without direction change. 3 = Move 2 squares with one optional change of direction. 2 = Move one square and have one change in direction. 1 = Move one square OR change direction. 2) A) use your equipment (special ability.) Justify or clarify all results.

B) Lifeguard enters the water to make a rescue. LG may move 2 squares on their first turn(stride entry) and 1 each turn after.  3)Skip your special ability this turn to draw an instructor’s wisdom card. Play as drawn unless otherwise stated on the card.

4) Roll for “bad stuff” Scoring: +3) first team to reach safety. HEX with a symbol on it. +1) If a 3 plus team game, then the second team to reach safety gets plus one. +1) per non swimmer that you were able to arrive with at the safety hex. -4) per each LG that did not make it to safety. Once another team finishes, the other teams only have two(2) more turns to make it to safety.  If they don’t, they are lost at sea and can’t win the game.  Equipment:  Rowing oar: If you are the rower(control the movement roll that turn) you use your oar to gain a +1 movement and +1 change to direction.  PFD: If you have this equipment your boat has a 33% chance(1-2 on1d6) to  prevent each NS that is meant to fall in the water from falling into the water.  Ring buoy: Instead of entering the water to save a NS you may throw the ring buoy up to 4 hex to save one.  Roll 1d6  a 3-6 roll is a rescue.  A 1-2 roll is a non rescue and  you must wait until next turn  to try again.  If you make a successful save you can’t use your equipment next turn because you are using it to pull in the NS>   Rescue tube: Technically, you all (LG) have a rescue tube, but this is the equipment that gives a bonus to short saves and to all saves that you enter the water to make. If you enter the water to make a save you get a plus +1 to the die roll. If you use the Rescue tube you may do a reaching assist to a NS in the water that is within 2 hex of your raft. You roll a 1d6 and are successful if you roll a 2-6. A roll of 1(one) is a miss. You must reroll if you roll a one. If your second roll is a 2-5 nothing happens. If you roll a 6 the NS is saved, if you roll a 1 you forgot to take the shoulder strap from around your body and the NS pulls you into the water 1 Hex from the boat. Throw rope: LIke the ring bouy but you can make rescues up to 6 hex away. Roll 1d6 if 6 hex away you need a 6, if 5 hex away you need a 5-6, etc... If they are 1 hex away and you roll a 1 roll a second time if you roll 3-6 success, a 2 means you failed to save them and a 1 means you fall in 1 hex from the raft. Flippers: Give you a plus one to swimming rescue speed. So you move 2 hex per swim rescue instead of one. Back board: This equipment gives a few bonuses. A) A +1 bonus to 1 hex away rescues. B) Any time you would lose multiple NS overboard reduce the number lost by 1. C) This equipment gives a +3 to rescuing passive drowning victims or obvious spinal injury victims.   Reaching pole: You can save NS that are 2-3 hex away on a 2-6 of a 1d6 roll. If you roll a one roll a second 1 if you do, then you fall in 1 hex from the boat.   LIFE RAFT HEX CHIP: The direction of the chip is identified with an arrow.  Special hex feature:  EDDY’s: Hex chip with a large E on it.  There are 12  potential Eddy hexes on the board.  At the start of the game EDDY’S will go on 4 hexes using the 1d6 roll.  It doesn’t matter which of the two you place it on.  The die roller chooses. A player landing on a hex chip must roll 1d6 triggering the following affect.  6: 1d6 divided by 2 round down.   0 swivel one hex your choice.  1: swivel one hex your choice and one NS falls out of the raft; you choose the hex.   2: 1 NS falls out.  Swivel one hex, opponents raft closest to you will choose the swivel and then travel 1 hex forward. 3: 1d6 on a 1-4 two NS fall out opponent to your right chooses. 5-6 one NS and one LG fall out. To choose LG who fell out, assign numbers and roll 1d6. Swivel 2 hexes of your choice. UNEXPLAINED RIP CURRENTS: These are part of the bad stuff and are 3 hexes in length. If your raft crosses a rip current hex you lose any remaining moves and you are sucked into the rip current. Your raft stops on the first hex clear of the rip current. If you have not used your turn/swivel you can do so but all other movements stop. Bad stuff cards: A) drop your equipment: lose equipment for up to 3 turns.  On second and third turn you may roll a 1d6 (3 or 4) you may reclaim and use your equipment.  B) suntan lotion:  you equipment does not work your next turn. C) clumsy non swimmers: Roll 1d6 divide by two that many NS(non swimmer) falls from raft. One square away.  D) Attack of the EDDY’s : Add 2 eddys to the water 1d6, if an EDDY already covers the hex reroll. If no available Eddy hexes, then none are placed. E) EDDY’s on the move: Move any 3 EDDYs 1 hex. If that causes a life raft to be under an EDDY, immediately roll the EDDY affect.  F) unprofessional lifeguard:  2 LG on your raft and 1 on another raft(you choose) get a minus –2 on all rolls their next turn. G) It’s raining NS: roll at 1d6   1) place three NS randomly on the board. 2) Place the “SI” Spinal Injury token on any hex 2 squares from your raft. 3) Place the “PDV” passive drowning victim token on any hex 2 hex from your raft. 4) Place 2 NS on the starting point island. 5) Place a NS at the end of each rip current in play. 6) place an NS in your raft. Lucky you.  H) Pool Drain trap:  Put the pool drain trap under your raft hex. You are stuck in that hex until you roll a 6 on a 1d6. Each lg in the boat can roll oncer per turn. Rowing oar gives a bonus of +1. Rip currents placed over your raft don’t affect you. Any reaching piece of equipment can be extended to another raft and if willing they can pull you one hex off the TRAP towards them. (NS bribes are optional) You must complete a successful roll with the equipment. LG may not leave or reenter the boat when on the POOL DRAIN TRAP. This token remains the rest of the game. I) Karma strikes: An opponent with the lowest score may move you up to 4 hex in any direction. NO turns or swivels.  J) No Hip pack: All of your equipment rolls in your next turn get a –1. Also –1 to added movement or turns from equipment. Pick one LG in the next raft to play they also get these deductions. K) Sun in your eyes: Pivot your boat 1d6 turns clockwise. L) Is that a Kraken????? Roll the 1d6  1) nothing happens, sorry, there was glare on the water.    2) Lose 1 NS overboard   3) Lose one LG overboard  4) No equipment can be used your next turn. 5) Lose 1 piece of equipment overboard 1 hex away. It is like a NS overboard but you need to enter the water to rescue it.  6) YES it is a Kraken. It flips your raft. All NS are out of the raft 1 hex away. Your next turn you roll 1d6 to flip the raft over on a roll of 3-6. If unsuccessful lose that turn and get two attempts on your next turn to flip the raft. If successful each LG may do a basic reaching assist to pull in up to 2 NS that are 1 hex from the boat. M) Alcohol and swimming don’t mix: one NS falls 2 hex from your raft.  If any other raft is within their eligible reach with equipment they may, Immediately, attempt a reaching or throwing assist; only one try per boat and the closest boat goes first.  Roll to resolve, if the same distance away.  How to Save a non swimmer(NS)   Reaching assists one hex from raft are a simple 1d6 with success on a 3-6 and 1-2 is unsuccessful.  If successful move the NS token back into the raft.   Swimming assists: normal NS rescues.  You get 2 hex for the stride entry and 1 hex swim from there on the first turn. If that puts your lg hex on the NS hex then you roll 1d6 to make the save.  3-6 success, you may begin to toe the victim to safety one hex per turn.  When your hex is beside the raft you automatically put your lg back in the raft and immediately do a Reaching assist to determine the fate of the NS still in the water. If you roll a 1-2 you may make a second attempt immediately. The second attempt is successful on a roll of 4-5-6. If you roll a one(1) the NS attacks you and you need to retreat to your raft. You may attempt another rescue on your next turn. NOTE: if your stride entry lands you on the NS and the rescue is successful you may use your remaining movement to move back to the boat and if able enter the boat. Spinal Injury and Passive Drowning Victims: Are done the same as NS swimming assists with these changes. If SI you must use an ease in entry and enter the water beside the boat. Double Drownings: If 2 or 3 NS occupy the same hex you may attempt a multiple victim rescue. Note you can not rescue more that 3 swimmers from any one hex and once you are completing a rescue you can’t pick up extra NS along the way. If two You make a successful save on a roll of 4-6. You may attempt a second rescue in the same turn with success on a roll of 5-6. Instructor’s Wisdom Card: A) Mr. MeYagi izum: Use common sense to make the area safe! Optional +1 to all rolls your boat makes on the next turn.  B) Commodore William E. Longfellow, founder of ARC lifeguard program. Save until used. +1 to all reaching and throwing type rescues. C) What is an Oleynik?  First Lifeguarding instructor at Uniontown High School.   save until used.  +1 to all in water swimming rescues that turn.  D)What is a Hotchkis? Aquatics professor at Slippery Rock University 1980-90s. He was a jokester. Save until used. -2 to any single opponent’s die roll. E) Paul Johnson: YMCA Lifeguard instructor 1980s.  Save until used.  This counteracts any one Bad Thing card.  F) What is a Cully? My high school lifeguard instructor. Pick a piece of equipment you don’t have in your boat. You may use it as if you did have it for the next two turns. G) Unfounded reason: Tuff luck you picked the fortune cookie with no fortune.  This card has no affects.  H) What is a GUY? the first Female aquatic instructor at UHS. Save until used. Plus +2 to a personal die roll of your choosing and plus +1 to the die roll of another lifeguard in your raft. I) How special hexs and other tokens are placed randomly on the board.  Eddy’s are explained above.   When a NS falls overboard roll a 1d6.  1 is the hex the boat is pointing.  Continue clockwise to determine placement.  If a 6 is rolled; reroll.   IF a token could fall anywhere on the map roll ¾*6d that is the vertical number and again 3/4D6 to get the horizontal number.  Place the token there.
 * At the end of each round a bad stuff card is drawn and played. **