Cult of 11. Card game idea.
Example Chase Phase Hand
If the example Escape Phase had gone badly for the players and the threat tracker had reached 6 the phase ends and a “Chase Phase” begins.
Rules that didn’t play out on the play through…
The standard playing card order of things, (Ace, King, Queen, Jack descending) applies.
When attempting to go lower than a chase card, you need to go lower (not equal to.) e.g. If you want to go higher than an Ace you have to have another Ace or a Joker, but if you want to go lower than a 2 you can only play a Joker.
If a Joker is one of the three chaser cards the players can play any card and count that as passing that chase card.
In the example played out above, If player 1 had no cards higher than a 7 then he simply doesn’t play a card and moves to the second chase card and sees if they can play lower than an ace.
If one player lays one card higher and lower for all three chase cards but their opponent doesn’t the successful player goes up one lare level, but the unsuccessful player remains on the level they went into the phase on.
At the end of the phase if neither player has successfully beaten the chase cards then the henchmen have been able to delay the players exit to the next level and the clocks chime for the next hour.
The players remain on the same escape level, the Ritual clock level goes up by one hour. (starting on 9pm with no marker and then a marker is placed on 10pm, 11pm and finally midnight.)
I was going to allow the players to play an Escape Phase at Midnight and another Chase Phase at midnight, but i found that the likelihood of the game beating the players is too low already. I decided that once at midnight the game ends, but if any of the players are at level 4 the game can go to one last chase phase. If the player wins they escape, if they fail the game ends and the Cult (the game) has won.
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