POROUS PRISON
GamesGame One Guard Wins
Game 2 Now Playing.
REPLACEMENT GUARD NEEDEDThis is an asymmetrical game with two teams: the 4 prisoners, and the 1 guard. The goal of the prisoners is to get
ONE prisoner to escape. The goal of the guard is to escort the prisoners to one location (either the: showers, mess hall, or the recreation room) and back without any prisoner escaping (If the guard kills all of the prisoners, the guard wins as well.)
Here is the map of the prison:
These are the starting locations of the players. The blue numbered squares are the prisoners and the purple square is the guard
Game mechanicsTurns: The guard gets the first turn, followed by all 4 prisoners. The order the prisoners move doesn't matter.
Movement: I will roll 2 6-sided dice for each player. The player will then decide how to use their movement points. The players may not move diagonally, only left, right, up, and down. A player does not have to use all of their movement points. If they chose to sit still, that is fine too. Black walls on the map are impassible. The red walls outside the prisoner's cells can be opened if any player stands right next to the door (on the outside) and all the other red doors around the prison require a special key (more details later). The yellow-brown colored squared on the bottom-right side of both floors are stairs. They are the only way to transition floors. The different shades of yellow correspond to the other floor. Prisoners may go through eachother, but the guard and the prisoners can't.
The guard's gun: The guard carries a gun that can shoot the prisoners if necessary. One hit will immediately kill a prisoner. The chance that the gun hits depend on if the guard had moved previously in his turn, and the distance the guard is from his target. To determine if the guard hits, a 16-sided die will be rolled. refer to the chart to determine the chances.
The guard may only shoot a prisoner that is escaping. A prisoner is considered escaping if they disobey a guard's command. The guard may use their own discretion to determine if a prisoner is escaping.
Keys and doors: The light green squares around the map are keys. Each one corresponds to a certain locked (red) door on the map. A prisoner must go to a green square to "pick up" the key, then stand next to (not diagonally) the corresponding door to unlock it. Once a door has been unlocked, everybody may go past it. If a prisoner dies while holding a key, the key drops where they were just standing. Another prisoner may then pick up the key again. If the guard walks on the fallen key, the key goes back to its original starting location.
The green square labeled "gun" is a separate gun that a prisoner may pick up. That prisoner can use it to try and kill the guard. A killed guard will also result in a victory for the prisoners. The mechanics for this gun is the same as the guard's gun.
Starting the gameTo start the game, I will roll for the guards movement. The guard will decide to take the prisoners to either: the recreation room, the mess hall, or the showers. Then the guard will use his or her movement points to unlock the prisoner's cells and escort them to the room. After the guard has finished his or her turn, I will roll for all 4 prisoners movement. The prisoners will then either follow the guard's instructions, or try to escape. This repeats until somebody wins.
Ending the gameThe game ends on four conditions.
1.
One prisoner escapes the prison.
2. The Guard kills all of the prisoners.
3. The Guard successfully escorts all living prisoners to the designated room and back.
4. A prisoner kills the guard.
Player queue
1. Available
2. Available
3. Available
4. Available
5. Available