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The Guardian
Introduction
Mayday!!! Mayday!!! Two teams of U.S. Coastguard helicopter pilots, spotters, and rescue swimmers are racing aginst time as a large storm wreaks havoc across the high seas. Each team is attempting to rescue as many victims as possible.
Victory
The team with the most rescues after 52 turns wins.
Requirements
- 8×8 board (the sea)
- 8-sided die
- 6-sided die
- 2 standard decks of cards (”search & rescue” and “operations” decks)
- 25 Coast Guard event cards
- 2 Coast Guard team tokens
- 6 Disaster tokens (numbered 1-6)
Setup
- Place 2 rescue team tokens, one representing each team on opposite corners of the 8×8 board.
- Remove jokers from the operations deck.
- Remove and set aside all jokers & aces from search deck. These will be vessel in distress cards.
Disaster Setup
Setup 6 disasters on the game board (the sea):
- Roll 2d8 to determine location of each disaster on the 8×8 board.
- Place disaster tokens numbered 1 through 6 at each location. More than one disaster can be located in the same square.
Setup 6 piles of cards below the game board:
- Add 1 vessel in distress card to each pile.
- Roll 2d6-1 to determine the number of search cards to add for each pile. Ignore the excess result if you run out of search cards.
- Roll 1d6 for each pile and indicate the result on the top of the pile. This is the number of victims to be rescued.
Turn Sequence
- Disaster Phase
- Operations Phase
- Event Phase
- Search & Rescue Phase
Disaster Phase
Return any disasters back to the sea (see “Disaster Setup” above).
Operations Phase
- One player draws a card from the operations deck (players alternate each turn). When the deck runs out the game is over.
- If the suit is a club then roll 1d6 and remove the corresponding disaster token from the board and remove the cards from the corresponding search pile. The search cards & vessel cards will be recycled.
- If the card is a face card then draw one event card.
- If the card is a number 2 then you must refuel immediately (return to any corner of the board to refuel).
Search & Rescue Phase
- The player who drew the operation card moves first.
- Move up to one space in any direction.
- If on a disaster token and if not required to refuel the player may attempt a rescue.
- To attempt a rescue the opposing player shuffles the search pile corresponding to the number on the disaster token.
- The player then picks a card at random.
- If the selected card is not the vessel card then the card is removed from play to be recycled later.
- The player may play an aid card at any time to retry.
- If the player picks the vessel card the opposing player may decide to play a hazard card. In this case the vessel card is returned to the pile and reshuffled, the hazard card is discarded and the player must try again.
- If there is only one card in the search pile and the opposing player plays a hazard card the rescue attempt automatically fails. The player however may still play an aid card to try again.
- If the player sucessfully selects the vessel card without any hazards then the number of victims rescued is recorded on the score sheet and the disaster token & search pile are removed from play to be recycled.
Coast Guard Event Deck
| Description | Type |
|---|---|
| Rescue Swimmer: Speed | Aid |
| Rescue Swimmer: Endurance | Aid |
| Rescue Swimmer: Courage | Aid |
| Rescue Swimmer: Experience | Aid |
| Spotter: Night Goggles | Aid |
| Spotter: Experience | Aid |
| Pilot: Experience | Aid |
| Life Boat | Aid |
| Basket | Aid |
| Victim Panics | Hazard |
| Squall | Hazard |
| Large Swells | Hazard |
| Choppy Water | Hazard |
| Riptide | Hazard |
| Rocks | Hazard |
| Chunks of Ice | Hazard |
| Sharks | Hazard |
| Hypothermia | Hazard |
| Exhaustion | Hazard |
| Thunderstorm | Hazard |
| High Winds | Hazard |
| Fog: Low Visibility | Hazard |
| Fire | Hazard |
| Explosion | Hazard |
| Helicopter: Too High for Jump | Hazard |
| Helicopter: Mechanical Failure | Refuel |
Tips
- Lots of dice helps this game move along. When setting up disasters I roll 2d8 & 2d6 all at once. The 2d8 are different colors. With one roll I can then determine location and the number of search cards.
- To determine the number of victims I just roll a d6 and leave it on top of the search pile showing the result (one die per search pile).
