All,
Last night was a play-test of the game, "The Great Canoe Race". The course was laid out into five legs that ran through four water hazardous (identified by rocks, down trees and brush), passing through hostile territories.
Each player had 10 figures assigned to them; Indians, Rangers,British Lt. Inf., Courier Du Bois, Canadian Militia and Highlanders. Five figures was the max load in the canoe and the rest were positioned at their random selected outpost on the course. The goal was to cross the finish line first with five figures in the canoe
that concept didn't float well, no pun intended, due to the large
casualty loss rate. Each canoe crew can fire or melee each other down the river, once they have cleared the first hazard.
The game started out with all players lined-up at the starting line. Each player rolled for initiative to move their canoe first. The first leg current was – no current. So, all players were using max figures to row. Hostilities were not allowed until all canoes passed their first water hazard. The unique thing about the hazards on the course was its luck/unlucky D10 die roll as to what happened to your canoe. The first canoe to take a dive in the drink was Scott's canoe of British Lt. Infantry. He had to make his way to his outpost to be outfitted with another canoe. Fortunately for him, his outpost was close to where his canoe sank.
Dillon, my youngest son, was blood-thirsty to melee anyone who came with reach. He positioned his canoe to hit everything going by – especial me, dad, as I lost three Rangers out of the canoe.
Steve, manning the canoe with the Courier du Bois, jetted through the first hazard and took an early lead. So, of course everyone was trying gun him down. Some of the out posts were manned with a swivel-gun with one shot. Out of the four swivel guns, only one sank a canoe, that unfortunate soul was John's canoe with the Highlanders.
They swan to their outpost and were outfitted with a new canoe.
My oldest son, Dan, manning the canoe with the Indians, did well until he hit the third water hazard, which spun his canoe around twice in the opposite direction – what appeared to be a major set-back, turned out to be minor in the end.
The fourth leg on the course, the current was rolled for very fast/rapids which shot each canoe 12" plus what they were paddling with; two rowers = 3" and five rowers = 7". While everyone was making a run through the fourth leg, I, manning the canoe with the Rangers. While trying to overcome the second water hazard, I had my canoe destroyed not once, not twice, but four times. If this was an Arofan game, I would had been highly fatigued and would have drowned in the river.
On the final leg, their was no current, so that required total man power to out paddle your opponent to the finish line. Another set of Indians manned the final outpost overlooking the final leg – taking bow shots at all the players going by. No terrible deadly, but everyone lost a figure or two – thus impacting how fast their crew can paddle to the finish line.
Dillon with his taste for more blood battled his brother through several turns – Dan was left with one Indian in the canoe and one at his outpost. The Indians on the last outpost shot out the Indians and Courier du Bois in their canoes – leaving them empty on the river.
Scott crossed the finish line first, followed by John, then
Dillon. I fell to the same fate as Dan, and got shot back in the opposite direction at the third hazard
twice!
From the group discussion a few suggestions came up; action cards for canoe & outpost actions – this was from the initial play that caused some confusion as what can be done and when. The cards will alleviate this and drawn randomly. Second, make the outpost fortified. The figures stationed in the outposts are for re-manning their canoe – not to wage land battles. Third, add portage movement,and include it to bypass one hazed at a time. It will play out to either take your chances through the water hazard, or waste time going to shore; unloading, traveling on land, loading and taking off again. It takes an action to unload/load. If I missed anything from our discussions, please post.
As far as modeling for the game, I'll have to build crashed and capsized canoes, a few portage crews and model the canoe crews as if they were wading/swimming in the water – yup cut them up in half. There was a lot of swimming going on. That will serve two purposes; figures will fit/look better in the canoes and of course wading/swimming in the water.
By far this was most fun game I have played in years. My checks are still sore from all the laughing, cutting-up and cheering from last night's game.
link
Greg P.