Don't Just Sit In
The Tent
Camp Safely!
Team 1-2
Choose the right equipment and route to take photos of different scenic spots and get back to camp the fastest!
Players: 3-5 players
Length: 20-30 mins
Age: 6+
Top Level Game Idea
Don't Just Sit In The Tent is a camping adventure game. A group of campers decided to take on a challenge before dark to see who could finish shooting three different landscapes and get back to camp the fastest before dark. The game requires a certain amount of camping knowledge to cope with unexpected situations during camping. Players need to choose the right equipment and the correct route to go and return to different locations.
Introduction
The game is oriented to people older than 6 years old, and needs 3-5 players. Before the game starts, all players are asked to choose three items in order to solve the events they may encounter later. The game has three places: seaside, forest, and cave, and each place has different events. Therefore, players need to choose their item carefully depending on the place they want to go, then players roll the dice to move steps to trigger events or rewards. There are three routes to each place, one of them is shorter but more dangerous(has more red grids), the other two is longer but safer. Players are free to choose which route they want to go. If the player triggers an event, he/she needs to use the corresponding item to solve it, otherwise there will be a punishment; if the player triggers a reward, they can move more steps depending on the situation. Once they arrive at one place, they need to go back to the camp and change the item they want to bring in order to go to the next place. Players are allowed to help each other to earn medals that are used to exchange for more items. The overall goal of the players is to be the first to reach all three places and go back to the camp. The core gameplay is to roll the dice to move steps to trigger events or rewards, and use items they chose to solve the events they may encounter. What’s unique about this game is that there are three different places, and each of them has different events and rewards. This is also the reason players need to change their items each time they return to the camp, which could provide players with some basic knowledge while they play.
Narrative/Story
Several camping enthusiasts gathered together and decided to take pictures of the surrounding scenery separately. They agreed to take photos of three locations first and return to the camp to win.
Game Mechanics
Core mechanics: Choose items before going to one of the places, and roll the dice (4 sided) and move steps to draw event or reward cards. Using the items players have to solve the events.
Secondary mechanics: Helping other players to earn medals that can exchange for more items.
Number of players: 3-5
Target audience: all people older than six, especially camping enthusiasts.
Game setup: The triangle board has three places: seaside, forest, and cave. Each place has its own events and rewards, and there are three routes to each place. One of them is shorter but has more danger; the other two is longer but safer.
Gameplay procedures: Each player chooses three items depending on the place they want to go first, and starts with the youngest player and goes clockwise, each player rolls the dice to move steps.
Basic idea of the rules: The deck of cards you draw from depend on which area you want to explore. Players are allowed to store two rewards cards and they can use the two rewards cards anytime. The event card is effective immediately. When the players reach one place, they need to go back to the camp to change items in order to go to the next place.
Play Matrix
The skill and chance are balanced in our game as players need to use their skill to determine which items they would like to bring to solve the possible problems they may encounter later, but the game is not all based on skills since the events and rewards they may trigger depends on the number of steps they roll the dice, which is based on chance.
Players need to do some mental calculations since they can save the rewards and use it later. For example, when the player triggers a reward that asks he/her to move one more step, but the next grid is red (triggers an event), he/she can save the reward to avoid triggering an event. Besides, they need to carefully think about their choices about which items to bring and when to save others.