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Important note regarding the copying of programmes
Aims / Objectives :
Kef. ‘Nuf said.
Trigger :
What is Quest?
Quest is a turn based role-playing strategy war game, loosely based on top-trumps and risk, set in the magical land of Dunsinane. This land will consist of the following six realms:
- The Realm of Dwarves
- The Realm of Elves
- The Realm of Environmental Biologists
- The Realm of Ents
- The Realm of Fairies
- The Realm of Giants
Pre Trigger
At breakfast/lunch before the pe’ulah a ‘quest’ionnaire will be handed out giving the chanichim the choice of which group they would like to be in. In reality this will be fudged, but it will give them the illusion that they are choosing their own groups. The group splits will then be read out after the trigger.
Trigger
The first part is on video (well computer video- need to make sure we have suitable equipment to play it). The second part will be live and will consist of the six group leaders sitting around a table, discussing who will replace Maynard II which eventually leads to the consensus that they will fight for the land and the right to rule.
Main part of the programme :
The channies will be divided into the six different denizens of Rhododendron by the answers they gave in the QUESTionnaires at breakfast. Each group or “realm” will have their own hat to symbolise their chosen race. Each group will have a maddie overseeing but they will all be in the same room, but the groups will be spread out. In the middle will be a huge map of Rhododendron. At the start of the game they will have 5 minutes to design and make a flag for their realm.
The above map is just a sketch and the real one will look cooler. (NB - map doesn't show up on screen) Each of the six realms is divided into 5 lands. Each land has a name and a card that will look similar to this:
Land: Monor Strength
1: Military *****
2: Economy ***
3: Natural Resources **
4: Population **
Each land will have 12 “asterisks”, which will be “ibble-dibble stickers”. When they gain strength in one area more stickers will be added, if they lose strength an opposite coloured sticker will be adhered on top. At the start of the game they will be given 6 additional stickers to put wherever they like on their lands to give them some control on their starting strengths.
In one corner of the room is the “Dunsinane Bazaar”. At the start of each turn (including the first) a representative from each group can go to the bazaar and swap strength points for building/painting materials (or falafel). They then can use their go time to make either a war machine, a house, a tree or a treasure chest etc. They can then return these to the bazaar when they’re done and sell them in exchange for more strength points on anyone of their lands. Thus they have the ability to move and amplify strength points around by making things. The amount they get for their construction (or painting/sketch) will be decided by the bazaar owner by how good they are. If they choose to buy falafel they get no advantages except the joys of eating falafel.
The only way strength points can be gained is through the bazaar system. There will be no trading across other realms or between their own lands.
Invasions: If they wish to, a land can choose to invade a neighbouring land (either geographically or through sea lanes drawn on the map) from a different realm. This will proceed as follows:
At the beginning of each turn the maddie in overall charge will call up, in a different order each time, a representative of each realm and ask them if they want to invade someone. The representative will then take the card of the invading land to the map table where a representative of the invadee, also carrying the card of the land they are defending, will join him. The attacker will then role a dice. If it lands on a 1-4 then that will be the aspect they fight over (see example card, e.g. “1” means they compare military strengths). If they role a 5 then the attacker get to choose what they attack with (almost certainly their strongest aspect, or the one they suspect the opponent is weak in) and if 6 the defender chooses.
Example:
Attacker: Defender:
Land: Monor Strength
1: Military *****
2: Economy ***
3: Natural Resources **
4: Population **
Let us say that the attacker roles a 1. His military strength is higher than the defenders so he wins the land and it becomes part of his or her realm. The winning realm’s flag will now fly over it on the map. If he rolls a 6 the defender will get to choose, and he will probably choose population and thus win by 5 points to 2, and so gain the attacker’s land. If he rolls a 2 they draw and nothing happens.
Each realm can only invade one other land per turn. Each turn will last between 5 and 10 minutes and the end of each will be signified by a bell.
Winning the game:
At the end of the game (i.e. When we run out of time) the realm with the most lands will win. If there’s a tiebreak individual strength points will be added up.
Conclusion :
Sikkum:
The winner will be announced and there a small skit in which their leader will be crowned king/queen and will re-establish peace and goodwill among the nations. The winning team will get a chocolate-based prize.
Programme type: |
Just for fun |
Age group: |
Over 10 |
Location: |
Indoor |
Number of participants: |
30 to 40 |
Number of leaders: |
6+ |
Time required:
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1-2 hours |
Resources:
Resources:
Madrichim roles and responsibilities:
2 Overseers: announces invasions and is referee
12 Group leaders: In costume as their allotted denizen
4people on the map: moving things around and as back up maddies if overseers role get to busy. Also manage time keeping and ring bell at end of turn.
4 people on the bazaar: one selling, one buying. They’ll be dressed up too as your typical comic stallholders.
Overall: 22 maddies required
Resources Required: (this is very basic – the proper resources form will go to Simon and Mish, but this is just a rough idea of what we require and how resource intensive it actually is).
- Plain party hats in 6 different colours, 16 in each colour.
- Ibble Dibble stickers preferably in black and white but if this is not possible then any other two directly opposite colours will suffice. Roughly 300 individual stickers.
- 32 sheets of green sugar paper, as big as possible.
- Cardboard boxes: 24 large, 36 small (basically as many as possible)
- 800 straws (the channies will be building with them)
- Any other random building materials that can be found.
- Plastic Bottles as many as possible (to build with)
- Pens, paint, sugar paper, glue, scissors, sellotape, glitter (anything to decorate and build with) – enough for 6 groups.
- Sequins lots and lots (to build with)
- Toothpicks – at least 100
- Blue tack – enough for 100 toothpicks
- Little flags in 6 different colours (preferably to match the hats) that can be stuck on the ends of toothpicks (if you can’t find these then we can make them, but it would save us a lot of effort )
- Tissue paper in all the colours of the rainbow and more – enough to decorate 6 large flags especially in pink, purple and brown
- Bamboo sticks – 6, one for each flag.
- 6 large sheets of sugar paper (one must be black, but the rest can be different)
- Shiny stickers with numbers on them (if you can’t get these, don’t worry)
- 12 dice if possible can be as large as possible (the ones numbered 1-6)
- a bell (something that will be loud enough to signal a change between turns)
A computer with CD ROM Drive that is able to play .WMV files and a projector.
Notes:
Thanks to Simon who wrote this with me, and Robbie who helped come up with the original concept.
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this is only a question if this is nicola as in simon and nicola and seans sister:
can you put other quests you and simon have written up becasue they are always so great !!!!!!!!!! war of the worlds on shemesh was brill!!!!!!!!!! |
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by saz on 14/08/2006 20:49:49
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