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Neanderthal Emergency Rescue Patrol

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jspence
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Joined: 09/11/2011

Hi,

I'm working on a fast paced over the top board game called Neanderthal Emergency Rescue Patrols or N.E.R.P.s. The game is 3-5 players with one player playing as the dinosaur team trying to KO the neanderthals and prevent their escape, while the rest of the players control their own group of units trying to escape the impending doom of the oncoming asteroid. The first player to get 4 units across the board safely is the winner. If no player has 4 units safely across after 4 years then the dinosaur player wins.

Map
The map is a modular board made up of 3 x 3 map tiles. Each map tile has 6 x 6 spaces on it. The map tiles are modular because world events can cause them to be separated, rotated, or moved. Map tiles will have terrain on them. Trees & Rocks. A tree is climbable meaning you can move to the top of it. Rocks are not climbable but you can move across the top of them if you are already up from climbing up a tree. Dinosaurs can not climb trees (Pterodactyl can land on them) so this is mostly a safe zone for units. Trees & rocks are placed randomly across the map never connecting a straight path from one side to the other. Players can make their own map designs or use predetermined ones.

Round
The game consists of 4 years with 4 seasons so 16 total turns for each player. At the end of each year a world event happens.

Dinosaur Player.
Deck of 20 cards.
8 World Events.
Dinosaurs - T-Rex, Pterodactyl, Raptor, Mammoth, Sabre-Tooth

World Events
A world event can only be used at the end of the year. A dinosaur player has a choice of 8 to use on the players. Example: Volcano, a volcano erupts making 1 map tile uninhabitable for 1 year.

Dice
Movement Dice
Equipment Dice - 1,1,1,2,2,3 (Numbers on dice)
Action Dice - 1,1,1,2,2,3 (Numbers on dice)

Equipment / Action Cards
There are 2 types of cards in game. Action cards which make up your hand with a max of 5. They can be played anytime on anyone. Equipment cards are placed on your board under whichever unit you wish to equipment that item with. The unit can only have 2 items, but can drop 1 at any time to add a new one. Equipment cards can be used at any time as well but must be recharged before reusing them. A non dinosaur player starts the game with 3 cards in their hand from the Action deck.

Equipment Cards examples:
Rock-It Launcher - Fires 2-4 spaces, 3d6 damage.
Parachute - Fall off terrain no fall damage.

Action Cards examples:
Movement Card - +1 Movement Dice
Demolition - Destroy 1 Terrain. Unit must be adjacent.
Terra-form - Place 1 Terrain. Unit must be adjacent.
Landscaping - Move 1 Terrain. Unit must be adjacent.

Store
4 equipment and 4 actions cards are placed in the store for players to buy on their turn. Prices range from 1-4.

Start / Finish
The starting line are 3 1x6 boards placed on one side of the map. You place each 1x6 board next to the starting side of the map. Then the Finish line is placed on the opposite side the same way.

Player's Turn
Players start 4 dice then 1 extra dice for each unit they spawn. On their turn they can choose from the 3 dice types (Movement, Action, Equipment). Spawning a new unit costs 1 dice, and can only be done once per turn. A unit can only use 1 dice for it's movement unless modified by equipment.

Attacking / Defending
Units can attack other units, dinosaurs can attack and be attacked by other units. If a unit is attack up into the terrain then the defending units get 1 extra dice to defend, vice versa if a unit is attack down from a terrain then the attacking unit gets 1 extra dice to attack.
Attack Dice - 3 hits, 2 blocks, 1 blank

Units
Every unit has 1 hit point. I wanted to make the game more about running up and over terrain and avoid dinosaurs then straight up attacking them. You can if you want but its not the goal of the game. A unit can climb any available side of the tree up or down. Jumping off/pushed off a rock causes fall damage killing your unit.

Notes
The dinosaurs / terrain / units would all be miniatures.

I'm in the middle of play testing the game, and was just looking for any feedback, ideas, thoughts, etc. people may have.

silasmolino
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Joined: 02/01/2013
I love the sound of it

I like the idea. I think cavemen should be the new zombie (in terms of pop-culture phenomena).

I love modular boards and I think having dinosaurse chasing the humans around would be fun.

But: Victory conditions- "safely accross the board" but safely accross what? The continent? The dinousar breeding ground, or their feeding ground? Perhaps they must make it to safety before the next ice age (ala forbiden island, but instead of flooding it would be freezing).

I think your victory condition should be changed, or clarified.

randomuser
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Joined: 07/12/2013
It sounds like it has

It sounds like it has potential but thematically I don't understand the store (mechanically it's fine).

Maybe instead it could be like "inventions" and the cost be "effort" or something like that?

jspence
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Joined: 09/11/2011
Dice Movement

Currently, I'm using dice to move where you can only use a single dice per unit after a handful is rolled based on the number of units you have on the board. I allow the dinosaur player to combine multiple dice together on the dinosaur and then set the max movement of each dinosaur between 6-10. So a pterodactyl max is 10 so you can use any combination of dice as long as you dont go over. Is there a better way to do this?

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