ARTSEDGE Games: Lord of the Flies "Two Camps"

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LORD OF THE FLIES ta Be Two Camps

GAMES


Lord of the Flies Two Camps MATERIALS You will need • The Island Map • The Game Master’s Resource Map (kept hidden from players.) • The Camp Resources Sheet • A handful of pennies — These represent the Resource Tokens. • At least one d20 • At least one d6 • Player pieces — These can be anything that represents each island survivor, either a slip of paper or a small token. • Damage Tokens — These are also any type of token on hand. • The Conch ­— If Jack or Ralph hold the conch, they have speaking rights.

OBJECTIVES, WINNING THE GAME After their plane crashes on a remote desert island, a group of schoolboys must struggle to manage resources and combat the apparent melevolent being known as “The Beast” in order to survive, one way or another. The game is played by two opposing “chiefs”: Ralph and Jack. Ralph represents reason, order and faith that the boys will be rescued by a passing ship. Jack represents the abandonment of society and man’s more natural, albiet effective, animal instincts to survive. Through their actions on the island each day (or game-turn), the two leaders can increase their chances to either: • •

Be rescued by a passing ship (Ralph’s victory), or... Bring about “the arrival of The Beast.” Or, in other words, a descent into animalism, rejecting the possibility of being rescued (Jack’s Victory).

Apart from Jack and Ralph, all other players are lost schoolboys, who side each day with either Ralph or Jack, giving them their ability to gather resources.

THE ISLAND (THE GAME BOARD) The game is played on a pre-drawn island, separated into a grid. Opposite from each other on the island is Ralph’s Camp, notated by the fire, and Jack’s Camp, noted by the “Lord of the Flies” impaled pig’s head. Each grid square between and around the camps is either a beach, forest or mountain. The beach has more fruit, the forest has more boar and wood, and the mountains, more beast sightings. These resources are all contained in the resource map, which is held hidden from the players and only seen by the GM.


THE RESOURCE SHEET This sheet tracks all resource usage during the game. Use pennies to mark the existence of each resource, and remove them when they are consumed or lost. Each camp starts with 0 wood. Ralph’s Camp has 10 fruit and Jack’s Camp has 2 Boar.

RESOURCES & BEAST SIGHTINGS There are 3 resources that are possibly contained in each grid of the island: • • • •

Wood — 1 harvested wood adds 1 Wood Token to the Resource Sheet. At least 1 Wood Token is expired at the end of each day. Both Camps have a Fire and have Wood Tokens. Fruit — 1 harvested fruit adds 2 Fruit Tokens to the Resource Sheet. Each player in Camp consumes 1 Fruit Token at the beginning of the day. Only Ralph’s Camp consumes Fruit. Boar — 1 successfully-hunted boar adds 1 Boar Token to the Resource Sheet. 1 Boar Token feeds all the players in that camp. Only Jack’s Camp consumes Boar. Beast Sighting — 1 beast sighting adds 1 Beast Token to the Resource Sheet. Each Beast Token increases the “Beast Score” by 5 points.

A DAY, OR GAME TURN Each game starts with a consumption of resources and ends with a chance roll to see if either a ship arrives to rescue the boys or The Beast arrives. Here is the progression: • Consumption of Resources • Meeting of the Camps • Chief’s Orders • Scouting • Collecting and Hunting • Results • Fire and Rain Chance • Winning Condition Checks • Beast Chance • Rescue Chance

RESOURCE CONSUMPTION At the beginning of the day, each player in Ralph’s Camp consumes 1 Fruit Token and if there are any players in Jack’s Camp, 1 Boar Token is removed. Ralph and Jack do not require food and do not remove tokens for themselves. If any player does not have a Food Token to consume, they take 1 Damage (represented by its own token). Any player with 2 Damage Tokens dies and leaves the game.


MEETING OF THE CAMPS Using the Conch to determine who speaks, Ralph and Jack can take a minute to state their case, their plans for getting off the island, and an analysis of their chances of survival. After the meeting, each player can choose to side with Ralph or Jack, giving their Player Token to their selected Chief. Any player can choose to side with either Chief on a day-by-day basis. There is no penalty for moving back and forth between Camps each day.

CHIEF’S ORDERS After the Player Tokens are collected, Jack starts first and places his tokens onto the squares around his camp. Each grid square is first scouted once in the game. These can be 1 Chebyshev distance away from any previously scouted grid square (this means up, down, left, right, and diagonally from the starting camp). On Day 1, there will be no information or resources written on the game board, so all tokens placed will be considered scouting at first.

SCOUTING Scouting a square is done automatically by the first player to have his or her token placed onto that square. Once a tile is scouted, the available resources (as noted in the GM’s Resource Map) are revealed on the square for all players (normally WRITTEN onto the Game Board itself by the GM). Also, if there is a Beast Sighting on the square, that Beast Token is imediately added to the Resource Sheet. All players that scout can also collect or hunt on that turn, regardless of a Beast Sighting occuring.

COLLECTING & HUNTING Once all scouting and beast sightings are concluded, it is up to each player (not the Chief) to decide what they actually harvest. Moving in turn at the GM’s request, each player collects 1 resource for their respective camp (already decided during the Meeting of the Camps). If this resource is wood or fruit, those resource tokens are added immediately into the Resource Sheet (with fruit only going to Ralph’s Camp). If this resource is a boar, the a hunt ensues. SCHOOLBOY SKILL LEVEL BRW 3 RFX 3 RSN 5 WIL 3 CHM 5 WILD BOAR SKILL LEVEL BRW 6 RFX 8 RSN 1 WIL 3 CHM 1

During hunting, a player, as the “Schoolboy,” attempts to hunt and subdue a Wild Boar. Going off the encounter rules of The ArtsEdge RPG Rulebook, a player declares intent and then the opposing attribute are rolled against each other. Normally, this will be a d20+BRW against d20+BRW. Multiple players can attempt, one after another, to hunt the boar. If, after all the hunting attempts have finished, the boar remains alive, then 1 Damage Token is given out to the player in the hunting party that rolls the lowest d6. Once a boar is successfully hunted, it is immediately and automatically cooked and added to the Resource Sheet for Jack’s Camp. If there were no fires burning at the beginning of the day in Jack’s Camp (see Campfires & Rain), then it is impossible to hunt that day.


RESULTS CAMPFIRE ROLL (d6) 1 -1 wood 2 -1 wood 3 -1 wood 4 -2 wood 5 -3 wood 6 -4 wood

After collecting and hunting has been completed, the Chiefs gather back their Player Tokens and count both resources and bonus scores, clearing the board of all tokens and adjusting the counts of each grid’s resources, either by erasing a count or removing that token.

CAMPFIRES & RAIN After the results are completed, the GM rolls a d6 and subtracts wood resources from each camp accordingly. This represents incelement weather, rain or wind.

ATTENDED FIRE BONUS Once per turn, Ralph can decide to remove an extra Wood Token during the Campfire Roll. If he or she does so, the Rescue Bonus is increased by +1. If at any time, the Wood Tokens hit 0 for Ralph’s Camp, the Rescue Bonus falls back to 0. This means there needs to be 1 wood remaining AFTER the “Campfire Roll” in order to maintain the bonus. This goes the same for Jack’s Camp and the ability to Hunt the next turn.

WINNING CONDITIONS THE ARRIVAL OF THE BEAST After the rain has been completed, the GM rolls for the Arrival of the Beast. This score is the sum of 4 d20 rolls, one after another, and the Beast Bonus from the Resource Sheet (+5 for each Beast Sighting). This number must be equal to or above 90. If so, the Beast indeed ARRIVES, and the boys’ last shreds of humanity degenerate into animal instinct. All players in Jack’s Camp win. Example: If there are 6 Beast Tokens, the Beast Bonus is 30. On the first 3 d20 rolls, the GM gets a 13, 14, and 19, totaling 76 with the Beast Bonus. A final roll of 14 is required for a score of 90 and the Arrival of the Beast.

RESCUE BY SHIP If there is no Beast Arrival, then the GM takes the sum of 4 d20 and adds the Rescue Bonus TO EACH roll. This number must be equal to or above 80. If so, a navy ship arrives and the players in Ralph’s Camp are rescued. All players in Ralph’s Camp win. Example: If there is a Rescue Bonus of +4, and the GM rolls a 13, 14, and 19, 4 is added to each number, (17+18+23 = 58). Since 58 is 22 shy of the goal of 80, a final roll of 18 (18+4 bonus) is required to be rescued by the ship.


RALPH

JACK JACK

WOOD

WOOD

FRUIT

BOAR

BEAST BONUS (+5) RESCUE BONUS +1

+2

+3

+4

+5

+6

+7

+8

+9


MAP / CHARACTER INFO / TURNS

A

B

C

D

E

F

G

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I

J

1 2

B

B

B

B

B

B

3

B

B

F

F

B

B

4

B

B

F

F

F

F

F

F

B

5

B

B

F

F

F

M

M

M

F

B

6

B

F

F

F

M

M

F

B

7

B

B

B

F

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M

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F

B

B

B

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9

B

B

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10

B

B

B

8

SCHOOLBOY BRW RFX RSN WIL CHM

6 8 1 3 1

VS

BOAR BRW RFX RSN WIL CHM

3 3 5 3 5

A DAY, OR GAME TURN

Each game starts with a consumption of resources and ends with a chance roll to see if either a ship rescues the schoolboys or if The Beast arrives. Here is the progression: 1

4

Consumption of Resources

Scouting

2

5

7

Meeting of the Camps

Collecting and Hunting

Winning Condition Checks (Beast Chance / Rescue Chance)

3

6

Chief’s Orders

Results

K


GAME MASTER’S MAP

A

B

C

D

E

F

G

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I

J

1 2

B

3

B

B

4 5

B _

6

B

7 8

f3 w1 B

B

B

w3 B

f1 w2 f5

w1 f1 f4

B

f4 w1 f3 w1 f1 w2

B

B

F

f2 w1 BEAST

w1 b2

F w2 f1 b3 BEAST F F f2 f2 BEAST w2 BEAST F B f1 w4 w3 f3 BEAST B B f4 f2 BEAST F

f1 w1 b1

B

F

F

F

F

F

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f4 BEAST b1

w1 f4 b1 w1 f4 w1 f4 b1 _

w1

B

F

F

M

M

M

F

9

B

10

B

f5

w3 f4 BEAST f2 b3 w1 b2 BEAST b2 w1 f2 BEAST w1 b2 f1

f3

B

B

F

M

M

M

M

B

B

_

f3

f2 BEAST w1

B

B

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M

f2 w2 f2 w1 w2 b3 b2 w2

f2 b1 f3

f1

F

F

_

f3 b2

F

F

F

B

B

f3 b2 w4 f3 b1 f4 BEAST w1 f1

F

B

f3 w3 BEAST f1 w3 w2 f3 b1 w2 b3 BEAST f4 w1

B f3 B

B

B

f1

_

f3

K


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