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My Daughter Gives Me the Ultimate Present - The Long and Short of It
Jon Enns
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Herbert
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This Christmas my 18 year old daughter,
Lindy Enns
Canada

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, gave me a rather awesome present. How do I know if it is not yet Christmas you ask? Well, it's like this....

I was taken to the Christmas tree in the late afternoon of December 14th. Under the tree was an envelope with "Merry Christmas Daddy! Open me first" on it. Inside it were instructions for a sort of real life adventure game that was to be a story in itself complete with puzzles, role playing and playing games as part of the process. Basically I was assigned a role and was told that others in the house would at times play several other roles over a 12 day process. As I proceeded through my directives new instruction would be given to me. It soon became evident that each set of instructions would lead to the playing of a board game. I also received 3 large brown envelopes. One was entitled, "Jon's Spy Portfolio", which was used to keep a file on separate scores from the actual game score on some of the games played. Another was entitled, "Belongings", and the third "Completed" in which I could put the completed manuscripts. Also included was a journal on which I could record things as they transpired. She also told me I could take pictures and make a geek list as we went. At the time of this posting the list is incomplete and will have new items added several times from now until Christmas. I will add them for my own records and to keep anyone who follows this up-to-date.

One last thing. There are 2 versions of this list. For those who are curious and want to see but don't want to spend much time, there is the quick list version. Just look at the entries and read at most only the black print. The items that show a board game cover are actual games we played during this event. Those that do not have a board game cover indicate a step in the unfolding story.

However, for those that would like to see a more in depth look at my daughter's creative mind and follow the complete story, I have included the actual scripts she wrote. These are the parts in blue.

Either way, I hope you enjoy this even a fraction as much as I have been.
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1. Board Game: Clue [Average Rating:5.60 Overall Rank:5783]
Jon Enns
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Herbert
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Tuesday, December 14th
16:00
Here was my very first instructions coded as 0001:

Mr. Boddy has been murdered! There has been trouble at the mansion before, but this time, it’s not over the usual trinkets and treasures he has around the house. Even Mr. Boddy’s guests would not go to such extremes over anything so trivial. You suspect there is more behind this murder than the police are letting on... And CID (Canadian Investigation Division) shares your opinion... they are sending you to investigate the situation and find out who was behind the murder, and, more importantly, what they were after.
Pull out your detective notebook and put on your thinking cap! You’ve got a murder to solve!
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2. Board Game: Clue Master Detective [Average Rating:6.59 Overall Rank:1254]
Jon Enns
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16:13 I was led into my game room along with another daughter, Stacey, in which the game Clue Master Detective was on the table. I was handed a brown envelope with "Clue Master Detective - File 0010" on it. Inside where 3 envelopes, all with "TOP SECRET" on them and one labelled "Detective Enns" (that was me), one labelled "Detective Opley" (that was Lindy), one labelled "Detective Sherdan" (that was Stacey). Inside each was our pre-dealt cards for the game. A fourth envelope held the pre-picked suspect, weapon and room that we would try to solve.

I was then handed the instructions to go with the brown envelope, Instruction File 0010. On it was written:

Clue Master Detective:

You hurry to the Boddy mansion. Unfortunately, the police have very little help to offer you; they know that Boddy had twelve of his favourite guests over, including his maid Mrs. White, and that they were the only ones present the day of the murder. You are given access to the mansion, and any resources you require to unravel the mystery will be provided, along with two accomplices. These detectives are brilliant and have proved to have excellent powers of deduction; they will no doubt be valuable allies. All the same, it would be better if you were the first to identify and interrogate the murderer... And of course, the money reward for solving the crime wouldn’t hurt.

The Objective:

You are trying to earn as high a score as you can. The best way is to be the first one to discover the murderer, the weapon, and the room. Winning the game is not crucial to succeed your mission, but there are benefits to being the first, so you will be competing against your fellow agents.

There is a blank space by each of the three items: suspects, weapons, and rooms. When you believe you know any one of the answers, fill in the space (even if it is just a guess). This is for your own benefit. You can change these answers whenever you deem necessary, but only at the BEGINNING of any person’s turn. Once they have moved, you forfeit your right to change your answers until the next players turn is about to begin. If you need a moment to change your answers, just tell the player to pause before moving until your answer is changed.

If you win the game: You have earned the most points possible, which will no doubt come in handy later on with your investigation. Write a five beside your suspect answer, and a three beside both weapon and room. You also get plus a bonus five points for being the first to unravel the mystery. At the top right corner of the page, circle your total score; 16.

If you do NOT win the game: Award yourself points for any answer your have right. (five points for correct suspect, three points for correct weapon, and three points for correct room) Add one point if you had all three areas correct, plus one point if you have the suspect correct, and then total your points and circle your score in the top right corner.
If you make an incorrect guess: Sadly, you are out of the game. However, one of the following two things will occur.

If you guessed the suspect correctly: Announce who the murderer is, but keep the other facts secret. You must pursue the fleeing convict immediately! Your fellow accomplices will deal with the remaining details, meaning they will continue to play the game to guess the remaining two facts. You however, will chase the convict and interrogate him/her before sending him/her to jail. At this point, Lindy will hand you the next adventure page for you to read once you have added your score (five points for the correct suspect, three points if either other area is correct) plus two points for being the first to deduct the murderer’s identity and circled the number at the top right corner.

If you guessed the suspect incorrectly: You are out of the game, and your accomplices continue without you. However, it is vital you discover who the murderer is, so you carefully tail their movements and answer their questions. You may make changes to your answers (following the same rules as before) but you may not make a second guess. One of the following three things will happen:

If they make a guess and win: You immediately pursue the fleeing convict (you will receive the next adventure page). Your score is totalled (as instructed earlier). Add one point if your suspect guess is correct.
If they lose but have correctly guessed the suspect: The remaining player has won by default. He/she is obviously the only capable detective on the mission and will easily be able to solve whatever remains a mystery in a day or so. You however, immediately pursue the fleeing convict. You will receive the next adventure page after totalling your score, adding one point if your suspect guess is correct, and circling the number at the top right corner.

If they lose but have incorrectly guessed the suspect: the remaining detective plays until he/she is able to correctly guess the suspect, regardless of normal game rules. You may still change your answers following the same rules as before. The moment the have correctly identified the suspect, regardless of normal game play, you pursue the convict who flees upon being named. Total your score (adding one for correct suspect) and circle it in the top right corner. Immediately receive the next adventure page.

At the end of the game, before or after reading the adventure page, clean up the game. Your notebook page is put into your spy portfolio for later use. At this point, if you have not read your adventure page, read it and continue your adventure.


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3. Board Game: The Name of the Rose [Average Rating:6.67 Overall Rank:1019]
Jon Enns
Canada
Herbert
Saskatchewan
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17:35 I won the game just barely deducing that it was Madame Rose in the Trophy Room with the candlestick.
17:36 I was handed story sheet 0011, which went on to describe the actual suspect from our just played game. Apparently Lindy had asked a cousin who was over a few days ago to identify the 3 cards we just solved without telling Lindy and then change the names and the "he/she's" in her text on her computer and print it out and put it in an envelope and seal it so that she could still be playing the game fair and square. Here is what was on the story sheet:

You quickly pursue the fleeing Mme Rose, overtaking her as she runs down the hall towards the door. After a brief struggle, you are able to subdue her, pinning her to the floor to prevent further trouble. Regularly, you would wait for back up and investigate this murderer once in custody, but you feel a strange urgency and decide you cannot wait a moment longer.

“What were you after?” you demand, speaking loudly into her ear. Mme Rose struggles briefly, but to no avail. You try again.

“Why did you murder Mr. Boddy? What were you after?”

Still Mme Rose is silent.

“Speak!” You roar.

“Nothing,” she finally replies. “Just some of his stuff... you know, paintings, carvings, precious gems... they’re worth a fortune.”

“You’re lying,” you tell the criminal. “None of his valuables were reported missing. Who are you working for and what were you after?” you demand.

“Nothing... No one. I’m not working for anyone!”Mme Rose denies urgently, beads of sweat covering her brow.

You notice something in her purse.

“What’s this?” you ask as you pull it out. Her eyes bug as you reveal your find.

“It’s nothing!”

But you know it is not nothing. With one hand, you unfold it. You find a brief message scribbled on the page...




You gasp as you read the letter. You immediately recognize the handwriting and signature ‘X’ of your arch-nemesis, the only rival who has ever outsmarted you. He has posed as many characters of various names, however, you have come to know him simply as the devious ‘Mr. X’. This bodes ill... very ill. You turn once more to your captive.

“How long have you been working for Mr. X? What was he after? What are the documents he refers to?” you ask in a frenzy. “Speak! Or I’ll have you in jail for the rest of your miserable life! Speak!”

“Alright, alright,” Mme Rose moans. “I’ll tell you what I know.” she pauses for a moment before continuing. “It was two weeks ago. A letter signed only with an X appeared in my chambers. At first I thought it was a practical joke. The note said that if I wanted to be wealthy beyond my wildest dreams, he had a job for me. Naturally, I was interested. It isn’t like I haven’t pulled a job from time to time... He said if I wanted more details, to fold the letter in half and put a rock on it. I did so, and the next day, a new letter had taken its place. He said he needed some important documents owned by Mr. Boddy, and that he would pay me 30 million dollars for it. Over the course of the next two weeks, he fed me information I would need and laid out a plan. All I had to do was crack the safe, which he gave me the location of, and swipe the documents. Last night, I went to complete my mission, but Mr. Boddy appeared just as I had retrieved the documents. I was given strict orders to deal with any disturbances... which I did of course. Unfortunately, I was unaware he had already set off his alarm... the police were on their way, and I was unable to escape with the documents. I hired someone to take the documents to him and keep the money safe until I was let go... someone I could trust. And that’s all I know, honest,” she concludes.

“Who is your friend? Where does he live?” you ask thoughtfully, pondering all that has been said.

“I’ve only ever known him as Smith. Whether it’s his real name or not I couldn’t say. As for where he lives, I’m not sure. After I contacted him, he said he planned to leave for a safe place until things blew over, just in case.”

“Where?”

“Don’t know. He said he’d find me...”

“What were the documents about?”

Mme Rose pauses. “I... I’m not sure... I didn’t read them.”

“You must have seen something. You handled them... tell me what you know.” you demand persistently.

“I... I think I saw some maps... I’m not sure what of. And there were strange symbols... I just noticed a few on the first page... I don’t remember them, and I have no idea what they are.”

“Detective Enns!” a voice calls behind you, interrupting your interrogation. Irritated, you turn to the source.

Detective Opley comes up behind you.

“Back up’s coming Detective. We’ll have this woman behind bars in no time!” your overzealous colleague announces. But overzealous or not, Opley is no fool, and you cannot afford to keep secrets. Quickly you brief him on everything you know, and police action is taken immediately to search for any sign of Mr. X or Mme Rose’s accomplice Smith. You however, cannot see to the details, trusting Detectives Opley and Sherdan in your place. Instead, you turn your attention to the private computer of the deceased Mr. Boddy. You did well in computer studies in training, and now, more than ever, you are in need of those skills...
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4. Board Game: Computer Literacy [Average Rating:0.00 Unranked]
Jon Enns
Canada
Herbert
Saskatchewan
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17:41 Since we planned to continue I was handed another story sheet, 0012. I had just found Mr. Boddy's personal computer. Here is what happens as I delve for more clues as per story sheet 0012:

You stare at the dusty screen, trying to locate what you are searching for. You need the documents: unfortunately there is little chance of regaining them from Mr. X... as of yet, you have no information to go off of. But there is a slight chance that, somewhere on his computer, Mr. Boddy has a copy of the documents...


Hours go by before you get lucky. It is elaborately hid, but you are a master of uncovering and restoring, and you manage, if only for a few brief minutes, to open the documents.

What you see is confusing and seems to make little sense, but after five minutes of frantic reading and scribbling down the strange symbols on the page, the document quivers, then disappears completely. You try to restore it, but this time it is lost for good.

You sit back, rubbing your chin thoughtfully as you review what you have seen. The next fifteen minutes you spend writing down everything you can remember, and then, with a hurried explanation to your colleagues, you leave the premises.

You know little, but you know someone in the U.S. who might be able to help... somehow, you need to get to Pittsburgh without anyone being aware of your comings and goings... Mr. X is a resourceful opponent, and you don’t want him to know you are on his trail. There must be a discreet way to get past the borders... but what?

Then it hits you. There’s a train station on the ‘shady side of town’, and you know that business deals of questionable legality have taken place there... Perhaps, with the right amount of money, you can get yourself smuggled in a train among the cargo.

The real question is, how will you get through The Maze to the station?
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5. Board Game: Taxi Driver [Average Rating:5.36 Unranked]
Jon Enns
Canada
Herbert
Saskatchewan
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19:03 After returning from our evening meal we resume. I now need to get a taxi to get through the shady part of town to a train station there. I am handed story sheet 0013 and read this:

You approach the shady group of men lounging about their crude, makeshift taxis. Drivers who didn’t care how questionable your errand or destination... for a price that is. If anyone would brave The Maze, it would be them.

You see a potential driver, the only one with neither beer nor cigarette. He is roughly shaven and dirty, but his eyes are keen and you suspect he had more clarity of mind than the others.

“I need a ride,” you say approaching him.

The man’s face remains stoic. “You would’n be here if you didn’t,” he replies simply.

“Will you take me?”

He glances at you. “Depends.”

“On...?”

He shrugs. “How much green you got on ya.”

You pull out a sufficient sum of money and tilt your hand so he can see the bills.

“I reckon I could take ya,” he said, nodding in satisfaction. “Where exactly is it yer headed?”

“To Dawson Station,” you reply.

The man raises his eyebrows. “You mean through The Maze? Never mind it then. The Maze is a waste of my time and your money. Not even I’s know how to get through there. Like as not run out o’ gas afore I ever get us out again, and no guarantee we’ll end up at no station neither.”
“I’ll give directions,” you rush to assure him. “And I’ll pay you by district.”

He pauses, tempted by your offer. “How much by district?”

“Double your charge,” you answer readily. He looks at you shrewdly, teetering on indecision.

“Fine,” he says finally. “But you pay by every district, including the ones we get lost on. I’m charging you every time we end up headed the wrong way, understand?”

You nod, agreeing to the terms. What choice do you have?

Shorty after, you are in the back seat of his taxi. He drives it to the outskirts of The Maze, turns his head and asks.

“Where to?”
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6. Board Game: Turbo Taxi [Average Rating:6.07 Overall Rank:1974]
Jon Enns
Canada
Herbert
Saskatchewan
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19:14 As I suspected, this leads us to a play of Turbo Taxi. However, before the game I am given a new brown envelope with Turbo Taxi File 0020 on it. Inside are my own set of instructions for this game, instruction sheet 0020:

The Maze is a section of the city that, due to various construction attempts and poor planning has becoming a navigational nightmare. The streets crisscross and dead end, or are closed due to driving hazards. No one upkeeps it and the signs are inaccurate and misleading. No one lives there anymore, and only the best can navigate through there. You went there once on a mission, and though you have excellent sense of direction, you`re not sure how well you will be able to navigate... Hopefully this endeavour will not prove too costly... and hopefully not too much has changed since you were last there, or you may end up in trouble. I suggest caution, or you may end up broke, or worse, lost and left to wander the Maze alone...

The Objective:

There are ten districts you must manoeuvre through, so you must win ten tokens to successfully complete your mission. You will play until you have reached this goal, keeping track of how many rounds you play.

Once you have succeeded, write down in the blanks provided how many rounds you played. If 10-15 rounds, your score is five. If 16-20, your score is four. If 21-25, your score is two. Anything over 25 is a score of zero. On the chance that you are unable to complete your goal and give up, -1 is your score. Put the paper with your score in your spy portfolio. Put the game away, then continue your adventure.



20:33 I have succeeded and completed the mission getting 10 routes solved in 19 attempts. This earns me a score of 4 which goes into my Spy Portfolio.

20:35 I am handed story sheet 0021. I t reads as follows:

You heave a sigh of relief as you emerge on the far side, the train station in sight. The driver scratches his head and looks back at you.

“I guess you really did know what you were talking about,” he says. “We made it out.”

“Can you find your way back?” You ask politely, handing him the money as you speak.

“Sure thing. Finding your way around The Maze can be near impossible if you don’t know where you’re going or where it is, but I’ve got a good head for directions. Even with doubling back a few times, I can find the way back.”

“Good.”

With a nod of his head, the driver turns his taxi around and disappears. You watch him as he drives away, then turn to the more pressing matter... Dawson station.

You hope to get smuggled aboard a train, but it could be tricky if they knew you’re true identity. They don’t like cops and detectives and the like up here... they prefer the privacy The Maze offers them, and they won’t be too pleased to see your type around here. But what they don’t know can’t hurt them... if you can keep your detective title quiet and offer enough money, getting passage shouldn’t be a problem...
You hope.


20:37 At this point we conclude for the day. To be continued....
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7. Board Game: Ticket to Ride [Average Rating:7.49 Overall Rank:74]
Jon Enns
Canada
Herbert
Saskatchewan
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Thursday, December 16
17:32
Lindy took me into my office and sat me down at my gaming table handing me a brown envelope enscribed: File 0030 "Ticket to Ride". Inside was instructions sheet 0030, one sealed envelope with Ticket To Ride version 1910 ticket cards "Vancouver to Portland" and "Portland to Pittsburgh." I was told I needed to get there as soon as possible and I had to travel in order. 0030 reads as follows:

Ticket-To-Ride:

When you reach the Dawson Station, you are, at a price, able to procure safe passage to Pittsburgh. Eager to solve the mystery, you board the train, crouching among the cargo and holding your breath as slowly, the train begins to depart.

The Objective:

Your goal is to reach your friend in Pittsburgh. You will take the train, but you’ll have to be careful; while you are the only one aware of your mission, you are not the only one making use of the trains. Other people will be frequenting the trains, and their movement may block your attempts and get in your way.

You must build a train, in addition to your normal ticket goals, from Vancouver to Pittsburgh. You must build these trains in sequential order, starting at Vancouver. Other train tracks you may build normally. If you have already built (for other game goals or purposes) a train track in the path you are taking, you must pay half the cost (rounding up) that it originally cost you. ie. if you have a train in a five purple track and must or wish to take this track to complete your mission, you must pay another three purple cards (half of five rounded up) in order to have this track count towards your mission. You may keep track of this in whatever way seems appropriate to you. Hint: you may wish to build tracks to procure passage, even if you have to pay more, to ensure that other player(s) don’t steal the tracks you need.

Upon reaching Pittsburgh, you will be given your next adventure sheet, which will explain how you are to proceed from that point.

You will play this game (otherwise then specified above) by normal rules and can still compete. However, it is imperative to reach Pittsburgh, and it would be beneficial to get there sooner in the game than later... The track between Vancouver and Pittsburgh will serve as a 17 point ticket, unless you choose to use the actual ticket cards provided in your secret envelope, in which case you will receive the points on the cards. You may use these cards ONLY for your mission purpose... you may not use them as normal ticket cards building them in any order.


17:38 Game commenced.
18:02 Stopped for supper
18:36 Resumed game
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8. Board Game: Pittsburgh in a Box [Average Rating:2.67 Unranked]
Jon Enns
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"She told me it was imperative I reach Pittsburgh!"

18:02 Reached Pittsburgh. Was immediately handed story sheet 0031 followed by envelope 0032 and instruction sheet 0032 "Ticket to Ride, con't". 0031 reads thus:

When you reach Pittsburgh, you quickly leave the train, hiring a taxi and hurrying to an old colleague of yours, Dr. Richards.

From what you could tell from the document, this is his area of expertise, and he will be able to discern much more from the bits and pieces you have retained than you could ever hope to, even with months of research and study.

You open the door and a greying, observant man opens the door.

“Jon!” he exclaims. “I can’t believe it’s you!” he pats you on the back, and welcomes you inside. “Come in, come in,” he urges. “It’s been a long time.”

“It has indeed,” you reply.

Dr. Richards observes you keenly.

“You’re on an investigation, aren’t you?” he asks. “You’ve got that look on your face... I can always tell when you’re on a job. Please, make yourself comfortable,” he adds after leading you into his elaborate study. Comfortable couches await by a beckoning fire. You sit down, sinking into the soft cushions and sighing as your tired body relaxes.

Dr. Richards eyes you keenly.

“So what is it this time? You’ve come for help haven’t you? Of course you have. What have you got for me?” the man asks eagerly. He loves his work, and anything you bring him fascinates him. If you are obsessed and dedicated to your work, he is consumed by his.

You pull out the bits of information you have jotted down, quickly explaining what has transpired. Dr. Richards, who is well informed on your many adventures, recognizes at once the name of your arch-nemesis, and listens intently as you go over the details. He smiles as you explain your journey to him, but does not interrupt until you fall silent.

Once you do, he has many, many questions. He pulls out his small spectacles, perching them on his hawk nose and turning his intent eyes on the scribbles you have produced. He wants to know if you remember the line before this one, or if this word is spelt with an i as you have it, or should it be an ae? And is this or that symbol drawn thus so, or do you think perhaps it was meant to be this. And he has many questions concerning Mr. Boddy. What does he collect? Why is he so interested in artefacts and paintings? Has he ever mentioned this or that statue, or does he own any books about this? Does he travel and where? How does he procure his items? And about these maps, are you sure that nothing was highlighted? No ‘X marks the spot’ or dotted line? This line here, I think it out to be drawn like so... does that seem right? Question after question. Some are easy to answer, others you wrack your brain for many long minutes. Some you simply cannot answer. You try your best to answer, and you have excellent memorization skills. Unfortunately, it can be difficult to remember things you don’t understand, particularly when you don’t know which details are important and which are not. The seconds drag on, and minutes soon become hours.

Finally Dr. Richards pauses, peering at you keenly from above his spectacles.

“My dear friend. Pardon me. You look exhausted.” He sighs, removing his spectacles and cleaning them on his shirt while looking distractedly up at the ceiling as though the answers might be found there.

“I think we’ve done quite enough for one day. You should get some rest, and I think I will do a bit of research,” he says.

“You seem as though you still have many questions though,” you reply. “I can stay up longer. I know how important these details are for you.”

“Pah,” he says, waving a hand in the air. “I’ve heard quite enough for now. I’ll have more questions waiting for you tomorrow, rest assured, but for now, I have my work cut out for me.”

He stands, gesturing for you to follow as he leads you to a guest room, explaining where bathroom, kitchen (he insists you help yourself at any hour) and spare towels/blankets are kept and offering you anything you might need. As he turns to leave, you speak.

“Dr. Richards...”

The man turns back, his sharp eyes looking questioningly at you.
“Thanks... for everything. I really needed your help...”

A small smile tugs at Dr. Richards lips. “You’re most welcome my friend. You know it’s my pleasure.”

Then he leaves, and you crawl into your bed, sinking immediately into deep sleep.

When you awaken, you feel refreshed, but quite hungry. You help yourself to some breakfast, and half way through Dr. Richards strolls in, carrying a large stack of papers and books, his spectacles barely on his nose and his eyes so intent you know he has stayed awake the entire night on his research.

“You would not believe the trouble this document of yours has been giving me,” he says, sitting across from you and dumping his stack on the wooden table.

“Everything seems to lead to a dead end, and I get more questions than answers with every passing hour. But,” he adds, pushing up his spectacles, and eyeing you keenly, “I think I have found some things of interest. I believe the purpose of this document was not leading to an artefact in itself, rather, the map to the artefact. Unless I’m wrong (and he is never wrong), this document, among other things, describes the location of another, more important document. Whether a map or otherwise I couldn’t say. It was torn into four pieces and hidden among the greatest treasure troves in history... Together these pieces would lead to the treasure or what have you.”

“So,” you begin, “Mr. X is no doubt after this treasure or what have you.”

“Or what have you,” Dr. Richards agrees. “I’m not certain what we’re looking at here, but I believe it would lead to a power source of some kind... maybe a weapon.”

You grimace. “That doesn’t bode well. It’s exactly the kind of thing that Mr. X would hunt for. Weapons or power of any kind are ten times as bad in his hands.”

“You’ll just have to beat him to it,” Dr. Richards remarks.

“He has the documents. All we have are some scribbled scraps!”

Dr. Richards smiles, tilting his head down and peering above his spectacles.

“Ah, but you have the one thing he doesn’t have.”

“What?”

“Me,” he replies simply. “Now, I have the co-ordinates, at least, I believe I do, of the four locations. If you can beat him to the scraps of paper, than we stand a chance of beating him in the end. You’ll have to go on wings of eagles though. Fortunately, though he may be much more resourceful, no one is as good at what you do than you. I’m sure you can succeed,” he adds nodding.

“I have other documents here too, though I am somewhat baffled as to the origination of these symbols... it’s no language I’ve ever seen before,” he continues.

“Maybe it isn’t,” you suggest.

“That was my first thought as well,” he replies. “But the more I study it, the less likely that seems.” He pauses, rubbing his forehead. “I’ll give you what I can,” he says after a long pause, “but then you must go. Don’t get me wrong; this is a race. A battle of wits if you will. You’ll need all speed. I’ll continue to research this as best I can. We’ll stay connected, and I’ll inform you of my process.”

True to his word, Dr. Richards rushes to give you what he can, including money and a quick lunch before you set out. With words of luck and a wave, Dr. Richards sees you out the door.

The first step is down in Guatemala, past the U.S. border and down through Mexico...

You have no choice but to re-enter the train and make for El Paso!
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9. Board Game: El Paso [Average Rating:6.20 Overall Rank:2877]
Jon Enns
Canada
Herbert
Saskatchewan
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0032 read as follows:

Ticket-To-Ride (cont):

In the cramped train car again, you wait anxiously to arrive at your destination...

The Objective:

Following the same rules as before, you now seek to connect Pittsburgh to El Paso in order to cross into Mexico. Upon completing this mission, you are awarded 10 points, unless you use the cards provided, then you may receive the points on the cards. You continue the game, scoring it normally (don’t forget to add your mission goal points). If you succeed your mission, receive the next adventure page.

If you are unable to complete your mission, you will still complete the game, scoring the first half of your mission if it was completed. Once the game is completed, you will be informed of your next steps.
Note: Succeeding your mission is not vital... if you should fail, an alternative travel approach will be found.


19:01 Resumed game once more. I have to go from Pittsburgh to El Paso in sequential order. My opponent has warned me that se will make every effort to stop me from succeeding!

19:15 After making a round about route to Little Rock I was defeated and failed my mission. Lindy handed me story sheet 0033 fm and another brown envelope entitled "File 0030 fm Nacho Incident". The "fm" apparently stands for failed mission. 0033 fm said this:

Fool! You have been so obvious in your movements that the entire United States is aware of your presence! The government is more than a little displeased at your illegal entry of their country. CID has pulled every possible string just to get U.S. to release you back into Canada! CID is displeased with your actions... If you’re not careful, they’ll pull you off the job. What’s more, Mr. X is no doubt aware of your actions... you’ve given up the element of surprise, and lost more time than you can afford.

You’re treading on dangerous ground... the U.S. will arrest you on sight if you make any attempt at entering their country... You’ll have to try something a little more subtle.
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10. Board Game: The Nacho Incident [Average Rating:6.03 Overall Rank:3114]
Jon Enns
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Herbert
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19:31 Lindy gave me instruction sheet 0030a which read as follows:

Nacho Incident:

Due to your recent trouble in the states, there is only one option left... you’ll have to smuggle yourself into Mexico. And you know just the thing... For the past decade, Mexicans have been smuggling nachos back and forth from Mexico to Canada... they work mostly in Canada, but you know that they have to return for supplies. If you help them with their smuggling, they are sure to give you passage with them back into Mexico.

The Objective:

Play the game. Regardless of the outcome, you end up in Mexico and will receive the next adventure page.
Hopefully you’ve learnt your lesson... Try not to be so careless again!

If you get below 40 points write -1 on the blank sheet.
If you get between 40 and 55 points write +1
If you get between 56 and 65 points write +3
If you get between 66 and 85 points write +1
Anything above 85 is worht 5 points
Put results in your spy portfolio.


19:32 Started playing Nacho Incident

19:58 Lindy won with 73. However I had 69 which gives me 4 points for my spy portfolio.
20:02 Was handed story sheet 0033.

You’ve made it into Mexico! With all possible haste, you travel down through Mexico and into Guatemala where an archaeology site is underway... there are many treasures there, and among them, the piece of your map.
There are some there who know you, and some who may help you. But be careful; not all are friends, and you will have rivals, maybe even direct agents of Mr. X contesting for the prize...



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11. Board Game: Tikal [Average Rating:7.40 Overall Rank:110]
Jon Enns
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Herbert
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Monday, December 20
16:32
Lindy handed me a brown envelope with "File 0040 Tikal" on it. In side was a sealed white envelope addressed to me. Inside was a letter that was actually story sheet 0034. It read:

Dear Mr. Enns.

Greetings.

My sources have told me that you come seeking a long lost chest, the existence of which belongs only in rumours and legends. It is because of this that I have chosen to contact you... to warn you. You are not the only one come seeking the chest. A strange man has also been about the jungle of late, and he has been asking peculiar questions concerning a chest... I do not like the look about this man, and I am worried that he may mean some ill will. I have personally heard of your adventures, and thought perhaps I would give you a warning, and some advice.

The chest that you seek was rumoured to have been hidden craftily in the centre of the jungle, in a clearing impassable on all sides except one; marked with three stones. This is common knowledge, and I have no doubt you, and the strange gentleman, know this. But what perhaps you do not know, is the craftsmanship of this chest. It is said to be made of unusual materials, with unusual qualities. Legend has it, it cannot be broken nor the lock picked, nor in anyway opened, except by unlocking, with a special key, each of the three locks. These keys are made of a special metal and cannot be recreated or faked. Whether this is truth or not, I do not know, but if it is, you must find the three keys... They are said to be hidden in wooden statues, near the chest’s vicinity, but where exactly has never been told.

You will not be able to do this on your own, so I will help you. The gentleman is resourceful and rich; you however have come from a long journey with little to aid you. I will lend you my men and my tools for foraging the jungle and digging up treasure. In return, you can also direct my men to construct and guard the pyramids which have been our number one focus.

I wish you the best of luck, Mr. Enns. Be careful.

Signed: Obveraeyo Austecknin


16:35 Also included in the brown envelope was instruction sheet 0040 which read as follows:

Tikal:

Obveraeyo Austecknin has been most generous! He oversees all the work in Tikal, and was in fact the one to both discover and begin excavation work here. He has offered you men, supplies, and advice; truly a stroke of luck. With a sincere thank-you message you express your gratitude, then get to work.

The jungle here is deep and treacherous, and thus far only a small area has been cleared away. This will serve as your base, though you are not the only one working here... the strange gentleman Mr. Austecknin mentioned has a base and men of this own... whether this man works for Mr. X or not you cannot be certain, but he knows about the chest... you must beat him to it.

Obveraeyo mentioned three keys... you have never heard of them, but the information he sent you is the best you have. Between a brief sketch he included in his letter and the symbols Dr. Richards has copied for you, you are sure to recognize them when you see them... if you are able to find them that is.

You must collect all three keys and bring them to the chest, before it’s too late.

Objective:

Place the clearing tile you received face up five spaces up from the base and then four to the left. This is where the chest is hidden; you may set the chest token in the centre of this tile. The ‘keys’ are substituted by the wooden statue treasures. Your goal is to collect all three of the keys and then take them to the ‘clearing tile’ with the ‘chest’. This does not determine who wins the game (the game is scored normally, plus a bonus 5 points for whoever has control over the chest tile). When your mission is completed, continue gameplay. You do not need to win the game to succeed in your mission, however, the more points you earn, the more you are repaying your debt to Obveraeyo Austecknin.

To help you complete your goal, you will be given the option of a ‘special’ turn option. For 4 actions, you may ‘safe’ your key treasures, making it so no other player can steal them. This is permitted only for the key treasures and cannot be used by your opponent.

If the game ends before all three keys are found, continue game play. The game will then end one full turn after the last key has been found (allowing both players to have one full turn after the key has been found).

If you fail to gather all three keys by the end of the game, one of the following will happen, depending on how many keys you have.

If you have no keys: You are forced to give up all your treasures in exchange for the keys, and you retreat into the jungle in shame as you are unable to pay off your debt to Obveraeyo. (Basically, you are able to obtain the keys but your forfeit the game.

If you have one key: You must trade a full set of treasure to the other player for the two keys, or, if he/she prefers, two single treasures that complete his/her sets (if possible and if desired by your opponent).
If you have two keys: You and your opponent agree on two treasures to exchange for the remaining key treasure.

Once you have ended the game (and done any trading needed to ensure you have all three keys), you receive the next adventure page. This, however, is only if you have at least one person present on the chest tile.

NOTE: Ensure at the beginning of the game you have at least one person on the chest tile, even if you do not have the majority. You may play a camp there if you so choose, however, your opponent does not have this option.
It is advisable to obtain as many keys as you can earlier on in the game to save yourself penalties later. The ‘key safe’ option is probably a good idea to prevent the other player from stealing them.



The special treasure chest piece Lindy and Stacey made


18:13 I won Tikal 136 to 126 and was immediately handed story sheet 0041 and a paper scrap. 0041 went like this:

You carefully take the wooden statues to a secluded area. With the use of some of the tools Mr. Austecknin has lent you, you begin to chip away at the wood. Although you feel regret for destroying the beautiful carvings, it’s your only hope to unlock the chest.

Slowly, the wood peels away and you catch a glimmer of gold. The first key emerges. It is made of an excellent and skilled craft, and eagerly you recover the next two.

Pocketing the keys, you return to the clearing. The chest is buried, just as you were told, its place marked by three stones in a line pointing straight for its hiding place. You make quick work digging it up, and just as expected, there are three locks. Matching symbols on lock and key make it easy to match them up properly, and, fingers tingling with excitement, you unlock the chest, one lock at a time.

Locks removed, you carefully lift up the lid...


Inside is a torn piece of paper. On it are more of the symbols you saw on Mr. Boddy’s documents... You scan the image and send it to Dr. Richards to see what he can make of it. Without further information, you can do nothing more at the time. Perhaps he will have learnt something more to help him decode the message...


The paper scrap:
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12. Board Game: Round the Coast [Average Rating:0.00 Unranked]
Jon Enns
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Herbert
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18:19 I was then given story sheet 0042:

You have been wandering the coast looking for a boat or plane to take you across the ocean for over a day, which is more time than you can afford. You’re trying to steer clear of anything requiring legal identification... CID made it very clear to you that you are on a short leash, and you know it would cause trouble if they knew what you were up to.

Tired and out of sorts from your long day, you sit in a cafe, sipping a hot cup of coffee and looking out the open walls at the world beyond.

A man approaches you, bowing as he addresses you.

“Mr. Enns?” he asks.

“Yes, that’s me. What do you want?” you reply, wondering suspiciously how he knows your name.

“My master, the renowned Mr. Blackrod, single owner of the Blackrod Shipping Company, would like to invite you to his humble abode... if you please sir.”

You look at him, thinking quickly before replying. You have heard the name Blackrod before, but never met the man nor associated with his company. How did he know you name, and what could he possible want with a meeting? Your brain flying, you ask the man, “what business does your master have with me?”

“I do not know sir.” he replies.

“Hmm...”

There is a moment’s pause as you consider his words.

“Very well,” you say finally, deciding that no harm can come from a meeting. “I will meet with him.”

“Very good sir. When is your earliest convenient moment?”

“Any time,” you reply. “I’m ready now.”

The man smiles. “Good. Come with me,” he says, hurrying to lead you away.

You did not expect the man to take you so literally, but it is just as well; you can find out what he wants and get on with your business of finding passage across the ocean.

Mr. Blackrod’s home turns out to be large and well furnished, and it is obvious he is wealthy. The man quickly leads you down the halls to Mr. Blackrod’s office, leaving you there and closing the door.

At the far end a man sits at a desk. He has dark hair and beady black eyes. He scrutinizes you with a sharp, but amused expression.

Then, to your surprise, the man rises, spreading his arms towards you.

“Detective Enns! It is an honour to meet you in person! I have heard a great deal of your adventures. Quite taken with them I was. When my sources alerted me to your presence in Guatemala, I simply could not resist a meeting! And, what is more, I hear you are seeking discreet passage to Europe...” he looks at you for confirmation, and you nod in affirmation.

“Good. Perhaps I can give you some help...”

“You will let me buy passage aboard one of your vessels?” you ask hopefully.

“No, not exactly,” Mr. Blackrod says smiling. “I have something else in mind... a challenge if you will.”

“A challenge?” you ask in surprise, wondering what he is getting at.

“Yes. I hear you are quite the mastermind. Well I have a game here with me, one that requires a good deal of thinking. So here is my wager. Play a game with me, and if you win, or impress me in the playing, I will provide free passage; and not in one of my boats, but rather, in my very own personal jet.”

You cannot believe your good luck! A chance at free passage, and in a jet which would be ten times faster than by boat. But... if you lose, you may end up worse than before.

“And if I lose?” you ask.

“Then nothing. You depart the way you came and we leave off on the best of terms. Are we in agreement?” he says, holding out his hand and grinning.

You sigh, then extend your own hand. What do you have to lose?
You shake his hand.

“It’s a deal.”

“Excellent!” the man says, clapping his hands. Instantly a servant brings in a game and sets it up on the desk. A chair is pulled up for you and you sit across Mr. Blackrod.

The game is set, and you quickly glance at it.

The pieces are covered in strange symbols, and the board is the like of which you have never seen. You did not know what kind of game to expect, but now you realize you will be pitted against a tried and tested strategic opponent on a game you have never played. He is familiar with the rules and strategies, giving him an obvious advantage.

You’ll do your best to pick up on the rules and tactics, but against a man as clever as this, what hope do you have?
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13. Board Game: Ingenious [Average Rating:7.32 Overall Rank:137]
Jon Enns
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Herbert
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18:27 A brown envelope was handed to me labelled "File 0050 Ingenious." Inside was instruction sheet 0050:

Ingenious:

You must do your best to win this game in order to gain Mr. Blackrod’s respect... you have no more time to look for a passage to Europe!

Objective:

Set out the game and play as normal.

If you win: Mr. Blackrod is impressed and amazed! You have far exceeded his expectations. He would be more than glad to offer you assistance in any way possible. Besides giving you passage in his jet, he is providing you with the numbers of his many contacts around the world to give you any assistance you may need, and giving you a substantial sum of money to help in your endeavours. Also; you receive 7 points on the blank page provided to go into your spy portfolio. Circle your score at the top right corner.

If you are within two points: He is impressed that you have come so close. You have fought a hard battle against him, and in all truth, he had not expected you to win, or even to get close. He will give you passage in his jet, and provides you with the phone numbers of many of his agents around the globe. Also; you receive 5 points for your spy portfolio.

If you are within five points: While he still offers his jet and gives you the numbers of a few agents in the area you are headed, it is more out of charity and respect for your past deeds. He is not as enthusiastic as he might have been had you done better, but really, he didn’t expect anything more, and he still regards you highly. Also; you receive 2 points for your spy portfolio.

If you lost by more than five points: You have done worse than he might have expected from one of your renown, but then again, you did look tired, and he’s sure you are not up to the challenge as well as you might have been on other occasions. He offers a compromise: you can pay him for passage, but he will not charge much, and will still offer up a plane over boat. Whether out of pity, respect, or simply a passing whim, he gives you contact information for one agent posted near your destination that you may call if you need any assistance. Unfortunately, you do not get a score for you spy portfolio.

Mr. Blackrod leaves you with an invitation to come again and have a rematch, and then you are whisked away to begin your flight to Europe. Put the game away and receive your next adventure page.



Playing against my opponent, "Mr. Blackrod."
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Edwin Nealley
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Ardmore
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You haven't told us how Detective Enns fared against Mr. Blackrod yet...
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  • Posted Thu Dec 23, 2010 3:04 am
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Jon Enns
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herendil66 wrote:
You haven't told us how Detective Enns fared against Mr. Blackrod yet...


Oops,....

19:54 I won against Mr. Blackrod, my one lowest color being on 8 and while he(she) had 4 colors on 10.
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  • Posted Thu Dec 23, 2010 4:02 am
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14. Board Game: Thebes [Average Rating:7.26 Overall Rank:169]
Jon Enns
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19:55 I the received yet another brown envelope. This one was File 0060 and had Thebes on it. Inside were instructions 0060 and a Crete map playing piece:

Thebes:

You arrive in Europe where you decide not to waste another moment... having rested on the plane and grabbing a bite to eat as you go, you begin your adventure... You’ll no doubt run into the many treasure-hunters and archaeologists that frequent these places, so you must be careful not to arouse their suspicion. The best way will be to collect as much treasure from all the sites instead of collecting only the map from Crete. While this will provide excellent cover for you, you should still be careful; these men and women are zealous about their work and will not take kindly to your intrusion. What’s more, if they deem the piece of the map of any value, they may wish to claim it for themselves, and if they do, you may have to barter some of your own treasure to reclaim it.

Objective:

Collect the second piece of the map. The token included in the file will represent the map for this game. Place the token in the Crete bag. You play by normal rules and you attempt to win the game. Winning the game is not vital to completing your mission, however, you must have at least ten treasures and you must have gotten them from a minimum of three of the sites. If you get the map piece and succeed in getting your other 10 treasures, you will receive the next adventure page.

If another player digs the map piece, you have the option of trading him/her a three value treasure for the map piece.

If the game ends and no player has dug the map piece, an extra round of game is played (or more, until the map has been dug). Once the map piece has been dug, whoever is behind on the time track can catch up to the space in which the other player ended the game. Score before this extra round(s), and then again after. It will be up to the discretion of you and the other players of the game to decide ahead of time which score will count.

After putting the game away, receive the next adventure page.



Beginning our Game

The special "Crete" piece LIndy made for me
21:12 Lindy secured the Ctrete map from that site forcing me to trade a value "3" treasure with her for it. It's value is only "1".
21:15 Lindy went on to finish the game and she trounced me badly, 122 to 82!
21:16 Since I secured the Crete map piece I am given the map piece which it represents:
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15. Board Game: Clue: The Great Museum Caper [Average Rating:6.66 Overall Rank:977]
Jon Enns
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21:18 I received story sheet 0061:

The second piece of the map looks almost identical to the first... and it would appear they fit together! You quickly scan the new information and send it to Dr. Richards to analyze.

In the meantime, you have work to do! The third piece of the treasure is in one of the Assyrian Palaces in Iraq. You are about to prepare for the next lag of the journey when you decide to take a little precaution... you have heard a great deal about archaeology sites in that area, and you feel worried the artefact may have already been taken. A little research reveals that the Assyrian Palace was found nearly a decade ago and cleaned out. A trip there would be a waste! You can see the pictures on google and other internet sites yourself; the place has been completely cleaned out. Where the map piece has ended up you cannot say...

Perhaps Dr. Richards will know... Immediately, you e-mail him what you have learnt. The map has probably ended up in a museum of some sort, or maybe a private collector. You’ve already searched the internet, but without knowing exactly what the artefact might be called, it is not easy to research. In under an hour, a reply e-mail is received. Hurriedly, you open the e-mail and read what he has sent you...


You quickly read the e-mail, then take Dr. Richards up on his advice. It is a slow, painstaking process to contact the museum and gain the information you need, but after long waits and irritatingly useless phone conversations, you are finally able to talk to someone with whom you can negotiate the terms of a trade...


“Mr. Enns, is it?” the director of the museum says after a moment.

“Yes,” you say, trying to wait patiently for him to get down to business.

“I understand you are quite the treasure hunter...” he says slowly.

“You could say that I suppose,” you reply, wondering what he is getting at.

“I see.”

There is a pause as you wait to see if he will continue. When he does not continue, you bring up the matter at hand.

“About the artefact-” you begin, but are cut off.

“Yes, yes, I have heard. You want it. It seems a trivial enough thing to me; just a torn scrap of paper with numbers on it. We don’t even put it on exhibit, unless we’re doing a special show on Assyria... just a fill in if you will. Not even words on it. Just numbers. What interest could you possibly have in it?” he asks.

“That hardly matters. What matters is that to you it is trivial, and to me it is worth enough to pay good money for it. Name your price; you stand to gain a lot from a useless scrap of paper.” You reply.

“Yes, it would seem so. Though, if you want it so badly, then perhaps I am wrong. Perhaps it is not worthless... if fact, it may be of great value, so why would I relinquish it?” the man says slyly. Trying to be patient and not let your irritation show, you reply slowly.

“Whether it is of value or no, you don’t know of what importance it is, so it still remains useless to you. I am offering you a good sum of money-”

Once again you are cut off.

“I am not interested in your money Mr. Enns. But, perhaps you can offer me a somewhat different service in exchange for the artefact...” the man says shrewdly.

“What services are you referring too...” you ask slowly.

“Simple. Your services as a treasure hunter. In the southern areas of Egypt a recent archaeology site has been found; greater than any yet.”
“I was in Egypt recently,” you mention. “There was nothing there of particular value, not over the others at least.”

“Yes I heard of your activities there. But that is not the site I was referring to. It is much further south, jungle and desert on all sides. It is a treacherous place, full of booby traps and dead ends, but within are some great artefacts, ones I have greatly wanted for a long length of time. Specifically the Pharaoh’s Mask. If you can bring me the Pharaoh’s Mask, I will give you what you want.”

Shortly after, you contact Dr. Richards to tell him of what transpired. He listens quietly as you review your conversation with the director of the museum.

“I’m not surprised I suppose,” he replies as you finish. “I seem to recall I once had some business with the man, a good many years ago.”
This does not surprise you; Dr. Richards interests and ‘hobbies’, if you will, have led him to make many such business visits.

“He’s a wily one,” he continues, “and devious to a fault. He usually has something up his sleeve. And don’t kid yourself my friend, he’s getting the upper hand in more than one way. He wouldn’t strike a monetary bargain with you, but that mask is priceless! More than you and I combined could have offered him. He’ll make a fortune off of it, and save himself the trouble of sending men to get it. Can’t be helped I suppose. He wouldn’t have given it to you for anything less, even if it is worthless to him.”

“I’ll leave immediately,” you reply.

“Yes, yes, I suppose you’ll have to. But do be careful Jon! The journey there will not be easy. The terrain is treacherous... And don’t forget Mr. X! Even he would not dare to rob the British Museum, not unless he wants all of Scotland Yard after him. No, if he can strike a bargain, he’ll do that first. The Director of the British Museum will have no scruples as to who he makes the deal with, as long as they offer enough... if Mr. X catches wind of this endeavour, he’ll try to beat you to the prize. So be careful! And hurry... I fear we don’t have much time left...”
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16. Board Game: Quicksand [Average Rating:6.13 Overall Rank:1775]
Jon Enns
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Tuesday, December 21
11:55
I was handed a sealed brown envelope labeled "File 0070 Quicksand." Inside was a custom score sheet and instruction sheet 0070 It read like this:

Quicksand:

As Dr. Richards warned you, the terrain is dangerous... even more so alone. You join a small caravan in hopes that there is safety in numbers.

You are gravely mistaken; everyone wants to be the first to the archaeology site so as to get the best digs, and they will have no scruples about leaving you behind or stuck in quicksand... You will have to take extreme care, and it would be best if you could beat these eager treasure hunters so as to be sure to recover the mask. You are under a false identity and well disguised, for you fear that an agent of Mr. X may be among you... If only you could identify him...

Objective:

Try to be the first to win; this ensures that you are first to the site. It is not crucial, but if you are first you will gain an advantage in the next step of your adventure.

An agent of Mr. X is among your caravan; if you can correctly identify him/her, you gain six points. You also have the option of narrowing the list of suspects... for every person (not including yourself) that you can deduct is NOT the agent, give yourself one point. These points only count if you are unable to identify the agent. If you incorrectly guess the agent, you receive minus three points. If you incorrectly deduct the list of suspects, you receive minus one. When the first person lands four spaces away from the finish line, you have one last chance to make any guesses you wish to. After that, you can make no more guesses. Circle your score on the sheet provided and put it in your spy portfolio.

Once you cross the finish line, you breathe in deeply relieved to have escaped the peril of the journey almost completely unscathed. You have little time to admire the sights however; you have work to do.




12:25 I won but only got -1 on my custom score sheet.
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17. Board Game: Archaeology: The Card Game [Average Rating:6.78 Overall Rank:622]
Jon Enns
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12:28 I was handed another brown envelope, this one entitled "File 0080 Archaeology." Inside on instruction sheet 0080 I read:

Archaeology:

Although you travelled here as quickly as you could, there are still many people here, and they are all frantically trying to garner as many of the artefacts as they can... hopefully the mask is still there, and hopefully you will succeed in finding it first...

Objective:

There are four Pharaoh Masks; the Director wants all four. If you are unable to complete the set, he will demand some of your other finds. For every mask you are missing, you must supply a talisman, however, you must have at least ONE mask.

In this game, trading will be an option. You may attempt to trade with the other player(s), and if you can strike an agreeable bargain to all parties involved, the trade may take place. If at the end you do not have enough Pharaoh Masks or Talismans, then you and another player must reach a trade agreement, unless there is a pyramid section still undiscovered. If that is the case, spread the cards face up. You and the other player(s) will divide the cards; you chose first, then the next player, and back and forth until all the cards are gone. If you are still unable to reach your goal, then trading is still a necessity.

Because of the unique nature of the game, you may wish to ‘sell’ the masks to the museum one by one to ensure they are not lost or stolen. Put them in a separate pile. For single sets they are sold as 6 points instead of four, and if sold in double sets they are worth 15 instead of 12. For a triple or full set, the points remain the same as they are on the card.

If you won the previous game, you get three consecutive turns at the beginning before the other player(s) may begin.

Once you have completed the game, receive the next adventure page.



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Edwin Nealley
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Ardmore
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How did 'Saskatchewan Enns' do in Archeology against his ingenious opponent?
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  • Posted Thu Dec 23, 2010 3:43 am
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Jon Enns
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Herbert
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herendil66 wrote:
How did 'Saskatchewan Enns' do in Archeology against his ingenious opponent?


Guess I didn't proof read quite enough....

13:25 I was able to obtain all 4 Pharaohs Masks without any trouble. I traded 2 off in one set and the other 2 I sold individually. I won 97 to 92.
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  • Edited Thu Dec 23, 2010 3:24 pm
  • Posted Thu Dec 23, 2010 4:05 am
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18. Board Game: MapTangle [Average Rating:7.50 Unranked]
Jon Enns
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Herbert
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13:27 Story sheet 0081 was handed to me and after reading that, I was also handed another map piece.

Thank goodness you have got what you need to strike a bargain! You phone the Director of the British Museum, ready to make the arrangements of your trade. When you get through to him, he sounds pleased, and you are well aware that he has manipulated the trade by far in his favour. But you do not complain or try to renegotiate; the map it too important.

“Mr. Enns. I’m pleased to hear from you. How have things gone? Do you have my Mask collection?”

You quickly tell him of your recoveries, and he is happy enough with your work.

“Very well. It would appear we can make a trade.”

“Should I meet you at the British Museum?” You ask.

“No, that will not be necessary Mr. Enns. I’m coming to you; I’ll be there before evening.”

You conclude the conversation, and true to his words, the Director arrives before the sun has set. After you are both satisfied that the other has what you want, you make the trade. You sell the other things you have found to him, earning yourself some money to help you continue your journey.

After all the trading is concluded, you peer curiously at the third piece of the map. Holding it up to the other two, you see that, as with the first ones, it will fit together perfectly...


You send this new information to Dr. Richards. Now, judging by the size of the pieces you have, there is only one piece left... located on a remote island off the coast of Africa.

You take the contact information Mr. Blackrod gave you and study the numbers... there is an agent near you, in Greece. You pick up the phone, dialling the corresponding number.

A man with a thick accent answers.

“Yes?”

“Hello,” you say, “this is Jon Enns... Mr. Blackrod told me I could call you if I needed any assistance.”

“Yes,” he replies. “I am Vladim Ivanov, at your service. Master Blackrod told me you would be calling. What can I do for you?”

“I’m in Egypt right now, but I need to get to the Canary Islands...”
“What business have you there?” he asks.

“I’m looking for an island... I don’t think it’s on the maps. I was thinking of getting a plane-”

“No,” the man says. “No good for finding your island. You take old Vladim’s advice; go by boat. The locals at Cabo Bojador will give you passage; I have worked with them before. They know the waterways better than any... they will help you find your missing island.”

“What price will they charge?” You ask.

“Not money. They have more use for other things... supplies, for example. Give me three hours, Mr. Enns, and I will find you passage to Cabo Bojador, and supplies to trade for passage.”

“You really don’t have to go out of your way... I can pay for both passage and supplies,” you offer, wondering at the generosity of Mr. Blackrod.

“Nonsense Mr. Enns. You are under the favour of Mr. Blackrod himself; such expenses are but pennies to him. It would be his pleasure.” Vladim Ivanov replies. You end the conversation, then wait to be contacted.

True to his word, Vladim provides both passage and supplies... Now it is up to you to safely deliver them...


The map piece:
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19. Board Game: Timbuktu [Average Rating:6.75 Overall Rank:695]
Jon Enns
Canada
Herbert
Saskatchewan
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13:30 Lindy handed me brown envelope file # 0090 - Timbuktu with instruction sheet 0090 inside. It reads:

Timbuktu:

The city you are delivering to, Cabo Bojador, is in Western Africa, right alongside the ocean. Unfortunately, you will have to bring your supplies to Timbuktu to first; it is a little out of your way, but while crossing the desert you must stay with the caravan for protection against thieves and the treacherous land itself, and the caravan is going to Timbuktu.

Upon reaching Timbuktu a guide, also under the employment of Mr. Blackrod, will take you to Cabo Bojador where you should be able to strike a bargain. Be careful though; if the thieves take too many of your supplies you may be unable to barter with the locals there... There may be safety in numbers, but don`t expect assistance from the other merchants; they would be more than happy to see your wares stolen, increasing the value of their own, and they all have the mentality `better you than me`. It will be up to you to protect your supplies... But with a bit of your detective deduction, you may be able to figure out ahead of time where the thieves will be hiding, and hopefully avoid them altogether.

Objective:

Try to get as many supplies to Timbuktu as you can; you need a total of 160+ points in the game to successfully negotiate passage to the Canary Islands...

You will also be trying to gain points for your detective portfolio. If you can deduce any information about any of the cards you have not seen, you may write it in the blanks provided on the sheet 0091 (included in your envelope). You must guess both the symbol and the placement correctly... every time you are able to do this (once it is confirmed by the cards) you will gain +2 points. If you can also guess the supplies the thief is stealing, that will be worth another +0.5 point per supply guessed. You may do this for any set of cards you have NOT seen, keeping track of your guesses as you go. You may not change a guess, but you may submit a new guess. (ie. if you suddenly realize one of your guesses is wrong, you must keep the incorrect guess, but you may then submit what you believe to be the correct guess in a new blank)

You will also receive negative points for incorrect guesses... incorrect guesses on the symbol and placement will result in -1 points. Incorrect guesses concerning supplies will be a -0.5 points per supply.

Also, if you think you can guess one, but not both places in any symbol line where there is a thief, you may write only the one number. If this is correct, you will gain +1 point vs. the regular +2 points. If this guess is incorrect, it counts as a -0.5.

Add the points for each stage of the game. At the end, add up all the scores and (rounding down if there is a decimal number) circle the result at the top corner of the sheet and put it in your Spy Portfolio.

At the end of the game, one of two things will happen.

If you have enough supply points: congratulations, you have enough points to barter passage to the islands. You then receive the next adventure page.

If you do not have enough supply points: unfortunately, no deal will be struck with such poor supplies... you do not have enough supplies, or else the supplies you have are not in demand and they can be easily procured without your help. You have no choice but to go back and try to bring a second load... take away five points from your spy score before putting it in your spy portfolio, and then play the game again.


Are you up for the challenge, Daddy?


15:28 Lindy won 210 to my 182
15:30 Clean up and discussion. What will happen Next? To be continued...
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Hector Fudus
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Tampa
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very cool, creative, and awesome!!!!!....my daughter got me socks
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  • Posted Thu Dec 23, 2010 12:19 am
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20. Board Game: Tongiaki [Average Rating:6.28 Overall Rank:1240]
Jon Enns
Canada
Herbert
Saskatchewan
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Wednesday, December 16
11:16
Lindy got me back in the game room and handed me story sheet 0092. It read:
Your guide leads you to Cabo Bojador, and the people there regard you strangely. The guide indicates a group of fishermen, saying they can offer you passage. He proceeds to speak to the men in a strange language you do not know. Many long minutes pass as they speak back and forth, their voices rising and falling as they negotiate terms.
After some time the guide turns to you.

"He wishes to know where in Canary Islands you will travel."

I'm not sure of the exact location... I have heard it called Island of Shadows. though what it's real name is I do not know.It is said to be lost in mist among the other islands," you explain.

One of the fishermen gasps, seeming to recognize the name you spoke.

"Toebay Goh..." he mutters, and his words are echoed among the others.

The guide's eyes widen. "Island of Shadows? Are you certain?"

You shift your gaze between him and the other men. "Yes. Why? What is Tobe ah Goooh?"

"Toebay Goh. It is the locals name for the island which you speak of. It is a dangerous place.... there are many rumours and legends concerning it.... It is said to be shrouded in mist and mystery, and any who travel there become lost and are never found again."

One of the fishermen began speaking rapidly, fear dancing in his eyes. He spoke fervently for many long moments without pause before falling silent.

"What did he say?" you ask your guide.

"He says that no one will travel there... that it would be crazy to go there, even for good supplies. He says you should quit your foolish venture and find other pursuits..."

"Will none of them take me?" you ask, glancing at each of the fearful faces one by one. The guide seems unsure, but turns to the fishermen and speaks long and persuasively in their language, trying to convince them.
Finally one man standing near the back steps forward.

"I take," he says in a gruff unrefined voice, flaunting his small knowledge of English. "I take strange man." He continues to speak in the comfort of his own language, deciding on the terms of your agreement.

The guide repeats his offer, and you accept, handing over the supplies you have brought across the desert in return for passage.

The man speaks some more, and the guide translates.

"we are to meet him at the docks at five tomorrow morning... he says not to be late; we will be leaving immediately."

You nod, and your guide helps you to find a place to stay the night. You toss and turn in your bed, unable to sleep. It is only after many wakeful hours that you fall into a fitful, restless sleep, plagued with dreams of mysterious dark islands, surrounded in mist.


The next morning, you rise early, and make your way to the dock. The fisherman and your guide are already waiting; when they see you approaching, they board the small, crude ship. You glance at the makeshift craft, then step in, facing the stretch of islands far in the distance...


11:20 She then handed me a brown envelope inscribed with "File 00100 - Tongiaki." Inside, instruction sheet 00100 read as follows:

Tongiaki:

You have been in the boat many hours now, but slowly, the islands appear in the distance, and you know that you are getting close.

Both the fisherman and the guide spoke of the island you seek with doom; they called it Toebay Goh, a strange name, though it strikes you somehow familiar. But no matter its name, you must find it, before Mr. X beats you to the prize!

Objective:

Chose one island in Tongiaki to replace Toebay Goh (it must be a five point island). This island may not be made into a royal island, nor surrounded in any way that it becomes inaccessible.

Your objective is to have at least one person on Toebay Goh at game end; but you may not be the only one in search of the lost island... the fisherman warns you that someone else has been asking after Toebay Goh... to the best of his knowledge, the woman in question has not found passage thus far. Whether she is a direct agent of Mr. X, or just another treasure hunter after the riches of the legendary Island of Shadows you cannot say, and the fisherman has no further light to shed on the matter. Either way, you must beat her there, and do your best to gain the advantage over her! One of the following things will happen, depending on the outcome of the game.

If you are the only one on Toebay Goh: Congratulations! You have beat your rival to the island and thus gained a head start! But I wouldn’t get careless now... She is sure to be close behind...

You have the same amount of people on Toebay Goh: Your rival is neck in neck with you! You have lost any advantage you might have gained, and now it is truly a race to see who will find the entrance first!

If you both have people on Toebay Goh, but are not tied: You have both found the island, however, one person (the person with the most people) has the advantage over the other.

You are not present on Toebay Goh: Oh no! Your rival has beaten you and is already well under way of her search. You will reach Toebay Goh shortly, but she has already made much progress in your absence! You will have to be twice as quick and twice as smart to beat her now...

In the rare instance that no one is on Toebay Goh, continue play until the first player has a presence on the island.

Once you have put the game away, receive the next adventure page.


11:23 Decided on Fidschi as the island to represent Toebah Goh.


12:18 I won 43 to 35. We had amazingly gotten to Toebah Goh in the 3rd turn but played the game out to completion.
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21. Board Game: Forbidden Island [Average Rating:7.04 Overall Rank:264]
Jon Enns
Canada
Herbert
Saskatchewan
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13:26 Lindy gave me story sheet 00101:

The fisherman, silent with apprehension and fear, pulls the boat as near the island as he will go. You’ll have to wade to shore from here...
You prepare yourself for the task, noticing that your guide is following your actions.

“You’re coming with me?” you ask surprised.

The guide turns serious eyes to the island, as if still making the final decision, than nods.

“You don’t have to. Mr. Blackrod has shown more than enough generosity; you need not continue to serve me,” you say, suspecting the he feels he must accompany you out of duty, but the young man shakes his head.

“I do not go for Master Blackrod, Mr. Enns sir. I go for myself...” he replies solemnly.

“Are you certain? What of the legends?” you ask.

He keeps a straight, still face. “I am not afraid,” he says, but you notice he trembles as he speaks.

The guide turns to the fisherman, speaking to him in his native tongue.
They exchange words for a few minutes, then your guide turns to you.

“He has agreed to come back tomorrow at the same time... will that be enough time for you?” The guide asks.

“It is enough. Can he find his way back?” you ask, gesturing to the fisherman.”

The guide simply nods, hoisting his pack above his head to keep it from getting wet. There seems to be no swaying him, so together, you plunge into the ocean and wade from the chest deep water to the shore.

You step out of the water, clothes dripping as you make your way onto the beach.

You and your new companion stare up at the forbidden jungle creeping out onto the white sanded beach. It’s oppressive presence seems to muffle all life into a strange, still silence. It is foreboding, and a shiver runs down your spine.

“So this is Tobago...” you say in half-fearful awe.

“Not Tobago. Toebay Goh,” your guide corrects you.

“That’s what I said. To-ba-go,” you reply.

“No, no, no. It’s not one word... there is a pause between bay and goh. Toe-bay, pause, Goh.”

“Yeah. Tobago.”

“Sir, that’s an island in the Caribbean. We’re in the Canary Islands. It’s pronounced, Toebay Goh,” he replies.

“Isn’t that what I’ve been saying this whole time?”

Your guide simply shakes his head to himself, then makes for the jungle.

“Hey, what did I say?” You call after him. But he doesn’t stop, or turn around, but simply keeps walking forward. Shouldering your pack, you hurry after him, and together you head to the roughly hewn trail in the vegetation...

Now, it is up to the two of you to find the entrance and get out with the last piece of the map... before it’s too late!
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22. Board Game: Tobago [Average Rating:7.20 Overall Rank:215]
Jon Enns
Canada
Herbert
Saskatchewan
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13:29 Next I am handed a brown envelope. It is titled "File 00200 - Tobago." Inside is instruction sheet 00200...


Tobago:

The island of Tobago... uh, I mean, Toebay Goh, is surrounded by terrible rumours and legends. It is said that beneath the surface is a labyrinth, inside of which you will find the last piece of the map. The labyrinth, or tomb if you will, can only be accessed through a secret entrance, marked by one of the great stone statues on the island.

Your rival is near at hand, so you must be careful... perhaps she is just an eager treasure hunter, but her face seems familiar, and you believe it is far too likely that she is indeed an agent of Mr. X. Fortunately, you have your guide to assist you, but she has men of her own... You must do your best to beat her to the last piece of the map!

Objective:

Whoever had the most boats on Toebay Goh in Tongiaki starts. Play the game normally, with two exceptions. One: start your jeeps on a beach. Two: making sure that one statue is set on a jungle space near the centre of the board. This statue will emit two amulets instead of one. Once the last treasure has been dug, an extension of the game is activated. A last treasure is found on the space with the ‘special’ statue. How many treasures dug will be decided on by your amulets... each player will be awarded one treasure per amulet they own. The first player there will set out their first amulet with one of their colour cubes on top of it. They will continue to do so until the next player reaches the site, then the two will take turns placing out their amulets until all have been played. Shuffle any remaining treasure cards (not including the curses) and deal them out according to a normal treasure dig. Start on the side where the first token was played (the first one to the site will get the first say in treasure), and play by the normal rules until all the treasures have been dug.

You MUST receive at least one treasure from this dig. To ensure this, keep one amulet aside for the game ending. Your opponent has the same goal as you, so you will be fighting for amulets as well as treasure.

Once the extension of the game is begun, you and your opponent both have a minimum of four turns to get to the treasure site. Only four amulets may be collected in this time, even if there are more within your movement spaces.

Once the last treasure has been dug, count up your points, put the game away, then receive the next adventure page...

If you were the FIRST one to the treasure: receive adventure page 00201a

If your opponent was the FIRST one to the treasure: receive adventure page 00201b


13:35 We began the game.



13:35 Lindy arrived at the 'special' statue first, therefore having first dibs. She also had 3 more amulets than me giving her more treasure. We shuffled all the remaining treasure cards minus the cursed ones - 14 - exactly what we needed to cover our amulets. I, however, won the game, 75 to 64.
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23. Board Game: The Adventurers: The Temple of Chac [Average Rating:6.68 Overall Rank:620]
Jon Enns
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Herbert
Saskatchewan
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15:13 Lindy handed me story sheet 00201b.

You and your guide hurry through the jungle trail, just in time to see your rival slip into a black entrance at the base of the statue.

You cry out, putting on speed as you try to follow her, but the slab of rock slides back into place moments before you arrive.

You remember seeing an amulet in her hand, and you hurry to retrieve your own. Your new colleague sees your actions and follows suit. Without really knowing what you are trying to accomplish, you hold up your amulet against the rock.

The symbols, unnoticed before, begin to light up, and you realize they are nearly identical to the ones on your map! Soon, all the symbols and the tell-tale crack of the secret door light up, and the slab of rock rolls back loudly, retreating into the darkness.

Without even waiting for it to stop, you hurry down the stairs it reveals, your guide hurrying to follow you.

Moments later, you are plunged into darkness, unaware of the perils that await you at the bottom of the staircase...


15:15 Next I am handed another sealed brown envelope with "File 00300 - Adventurers" on it. Naturally, inside I find instruction sheet 00300. Also inside are two sealed white envelopes, one with "Jon" on it and one with "Mr X's Agent - Lindy."

Adventurers:

The stone stair way leads down into the darkness. At the bottom, you light a torch, revealing the treasures ahead... but you know that there are booby traps, or worse, and if you are not careful, this may be the last thing you see. In the dim light of your torch, you glance around... you’re not the only one here... The mysterious woman who has been right on your tail is here with an assistant of her own.

She makes towards you, and you suspect she will soon reveal a concealed weapon. You prepare to defend yourself, but both you and your rival suddenly freeze as you hear a deep rumbling echo through the room... The walls shudder, then begin to close in. The secret door behind you is shut tight. There is no going back...

There is no time to fight; there is only time to run!

Objective:

Get out of there alive! Neither you OR your assistant can die. If you do, loose all you treasures and start up from the space you died (this rule also applies to your opponent). Your character cards are in the envelope labelled ‘Jon’. Your cover identity is Martin Fletcher, and your guide is Vincent Gerondaux. You have been pitted against none other than Tatiana Bregovic and her assistant, Mustafa Ibrahin. There is now no doubt that Tatiana is an agent of Mr. X. You will need all your wiles and detective skills to beat her!

You may choose to collect treasure, but the only artefact you are truly interested in is the map piece... It is hidden in a chamber with a complicated lock, hidden in a turn of the boulder corridor... the treasure (provided in the envelope) will be worth 12 points for this game, versus the usual 6 points. You MUST collect this yourself. Your guide, Vincent, may go a different route. Your sprint option may be used once a turn, however, all other characters in the game will follow normal rules for their skills.

Upon reaching the chamber treasure, you will receive further instructions on how to proceed. Your opponent has her own objective, unknown to you, but have no doubt she is after the map and will do anything to take it from you if you give her a chance.

If you get out of the cavern alive and with both your characters, you will receive Adventure Page 00301a.

If you and/or your colleague are stuck in the cave, or if you fail to retrieve the treasure, receive Adventure Page 00301b
.

15:28 Game begins.
15:55 Martin Fletcher (me) reaches the 6 point alcove with 3 treasures in hand but well ahead of the boulder. At this point Lindy stops the game and hands me a brown envelope: Mastermind - File 00310.

Mastermind:

You approach the treasure chamber at the bend of the boulder’s corridor. Hurriedly, you inspect the treasure chamber. A slab of stone serves as a solid door... beneath it is a row of glowing circles like buttons. You touch one, and it changes colour! You soon discover that there is a total of eight colours available... a combination of these colours must open the lock...

You’ve played a game similar to this once, and you know it is only a matter of deduction to discover the right combination. Luckily, you are a mastermind, and this sort of thing is right down your alley. But with the present tension, will you be able to concentrate and open the lock in time?

Objective:

Your opponent will create the combination. Playing by normal rules, you try to guess the combination. For each guess you make, it will cost you one of your characters (Martin Fletchers) action points. You cannot use these actions as movement until you are able to open the lock. You will receive points for your spy portfolio based on how quickly you can guess the correct combination.

If you guess it in 1 guess, receive 10 points. (actually, if you get it in one, it was a TOTAL fluke)
If you guess it in 2 guesses, receive 9 points.
If you guess it in 3 guesses, receive 8 points.
If you guess it in 4 guesses, receive 7 points.
If you guess it in 5 guesses, receive 6 points.
If you guess it in 6 guesses, receive 5 points.
If you guess it in 7 guesses, receive 4 points.
If you guess it in 8 guesses, receive 2 points.
If you guess it in 9 guesses, receive 0 points.
If you guess it in 10 guesses, receive -2 points.
If you guess it in 11 guesses, receive -4 points.
If you guess it in 12 guesses, receive -6 points.

If you fail to guess correctly... what a waste of time! You cannot afford to be so careless! Turn order continues, and you must try again on your character’s next turn.

Once you have succeeded in winning, receive the six point treasure (now worth 12 points) and the next map piece.


16:38 After much brain wracking I solve the code on the seventh try. Lindy hands me the map piece.

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24. Board Game: Ultimate Mastermind [Average Rating:5.82 Overall Rank:3889]
Jon Enns
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Herbert
Saskatchewan
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That wonderful moment of victory when I solved the riddle.
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25. Board Game: The Great Escape [Average Rating:5.86 Unranked]
Jon Enns
Canada
Herbert
Saskatchewan
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17:00 Lindy gives me story sheet 00301a.

You and your colleague burst from the shadows, map clutched in your hand. You cannot believe that you have made it out alive! But you are almost certain that Tatiana is close on your heels... you cannot wait even a moment!

You and your guide rush down the crude jungle trail and back onto the beach. You will be just in time for the fisherman’s arrival... if he has come back.

To your extreme relief, the fisherman’s boat is just out the bay. You and your guide wade out to meet him, climbing into the boat and leaving the island far behind.

You now have all four pieces of the map... but without a way to translate them, what hope do you have?

You must contact Dr. Richards immediately! Perhaps he will have some light to shed on the matter...


17:01 to be continued....
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\m/ Stoner Rock \m/ (Joe)
United States
Atlanta
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Wow, your daughter must be extremely thoughtful to come up with such an elaborate gift/experience to share with you. What an awesome family!
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  • Posted Wed Dec 22, 2010 3:50 pm
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Wind Lane
United States
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This was just such an awesome idea and magnificent execution of said idea. It's almost unfair how cool this is since the rest of us only get to read about it instead of joining in.

You've got a truly blessed family.
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  • Posted Thu Dec 30, 2010 7:54 pm
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Linda Baldwin
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White Plains
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Beyond awesome! Lindy, ever consider a career in game design?
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  • Posted Thu Jan 6, 2011 7:21 pm
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Whitney S
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Wow, this is fantastic! I love it!
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  • Posted Fri Jan 7, 2011 3:44 pm
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Dario Ludens
Italy

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Great, amazing, wonderful, magic idea!

Thank you, Lindy and Jon, for sharing with us this epic family adventure!

I tribute you, Lindy, a warm and truly deserved standing ovation! meeple
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  • Posted Mon May 14, 2012 2:00 am
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