Grand Canyon Adventure - Rescue

I did try to make a set of Rescue Mission rules for Grand Canyon Adventures.  It seemed like it would be simple: start at a space on the right side of the board, put four token (missing hikers) far away on the left side of the board, and go rescue them and bring them home.  Start with three Gear Cards, all Locations are sticky, and landing on any location gives you one Gear Card.  Helipads are non-functional, as they would make it too easy to hop across the map.

I figured we should ignore Spins so it's not constantly blocked by random moves.  Unfortunately, I picked the location closest to the head of the river, so I could cruise the river across the map.  So I figure you both have to start at the same location to make it fair.  I think the Helipad at middle right is probably the best place to start.  That way, you bring the rescued person back to the helipad and imagine a trip to a hospital as your winning move.

It was actually too easy without the Spins.  Hmm.  The last balancing move in my mind is to ignore Spins on the way to the missing hikers, but enable all Spins on the trip back.  The logic was that dragging a half-conscious person with you makes the trip much more difficult.  We hope to try that version soon.

Also, I figure you should flip a coin when you reach one of those missing hikers.  Tails means it was a false alarm or the wrong position was reported.  Heads means you found a lost hiker and can try to bring them home.  For extra difficulty, you might require using a First Aid card to actually start the rescue.  Obviously, if there is only one lost hiker token left (for a two player game) that last token must be a real rescue.

Comments

Popular posts from this blog

Idle Planet Miner: Selling Your Galaxy

Ancient Games Book

My Only Scrabble Tournament