I am thinking of running a game at a convention that is put on at a high school. So a good number of the players will be teenagers plus experienced adult gamers. I am thinking about running a 12 player game. 6 people on each side. I was going to start each player with what I am callling a generation 1 fighter- either a Morane-Saulnier or a Fokker E III. When they are shot down, they get a gen II- either a Airco DH.2 or a Halberstadt D. III. If they get shot down again they get a gen III- allies will get either a SPAD XII or Sopwith Camel, while the Central powers will get either a DR I. or a Albatros D.V. I know there should be another whole gen in between with Albertross D. II or IIIs and SPAD VIIs and Sopwith Pups etc.
I was going to do both player scoring and team scoring. Each player will get 2 points for shooting down an enemy plane, with the following additions, if the plane you shoot down is a gen lower you only get 1 point, while if it is a gen higher you get 3 points. I was also going to mark out a square area in the center of the table with white string that is about 2' x 2'. This would represent an area of the front where a major offense is going on. ON every 4th turn everyone who has a plane in this square at the end of the turn, gets a point. The team with the most planes get 10 points for the team, a tie means each team gets 5 points. Hopefully this will encourage dog fights in the center of the table. The individual winner would be the person with the most points. While the team score will be all the players scores plus the front bonus gained every 4th turn. So it is possible for the high scorer to be on the losing team.
How big an area do I need for twelve players?
I have 3 decks of A damage cards, but only 1 of B damage. How many do I need for this many players?
How much time would this game take, I am wanting to do about 3 hours. Would they go through 3 different planes in that time frame?
Should I stick with just the basic game with no elevation changes?
Who gets credit when 2 or more players shot at an enemy plan and it goes down? Thinking of having them roll dice and just do damage in that order. High roller does damage first, then the second highest and so on until the enemy is shot down.
Any other ideas on running a con game?
Doug
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