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Caravan: Co-op Version

See Caravan: Logs for list of wastelands / dungeons encountered by League players.

The co-op version of Caravan adds an “encounter” deck as a sort of third “player” to the game.

After the players have started their caravans and completed one hand, the Encounter Deck begins to be drawn from.

It is recommended that a brand new deck be used for each session. The deck is “consumed” in the form of the cards being added to the player’s own decks throughout play. Alternatively, the Encounter deck may be assembled as a standard 52-card deck or a variant (e.g. higher number of hearts for a radiation heavy desert for example). Encounter decks should always contain 52 cards.

Setup

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Fig 1. Co-op Caravan Layout Diagram (click to enlarge)

A new 52 card deck of cards plus jokers is used for each wasteland / dungeon to be explored. Decide on the theme of the dungeon and write this down, to be recorded in the Caravan logs.

To setup the Encounter deck:

Caravan Management

Encounter System

After each player completes their turn, draw one card from the Encounter Deck.

The card's suit determines the threat type:

SuiteThreat TypeTargets
♥ HeartsRadiation zonesAll caravans
♦ DiamondsBanditsHighest value caravan
♣ ClubsMutated creaturesRandom caravan*
♠ SpadesHarsh weatherAll lead player’s caravans

* To determine the random caravan encountered, count from the non-lead player’s no. 1 caravan up to the value of the last discarded Encounter card.

The card's value determines the severity. Ace and number cards (2-10) apply damage effect equal to the card's value (Ace=1).

Placement

All encounters are placed horizontally in one of three places:

Face cards have special devastating effects:

A K King can only stack with a single Q Queen and vice-versa. If a K King or Q Queen is drawn from the Encounter deck when one is already laid, it is immediately discarded.

Encounter Examples

8♥: Radiation affects all caravans of all all players, reducing all caravans’ value by 8 3♣: A mutated creature attacks a random caravan, destroying cards totaling 3 points Q♠: Harsh weather forces all caravans to reverse direction K♦: Bandits ambush, doubling the effect of the next encounter

Surviving Encounters

Players must collectively decide how to respond to encounters:

Treasure System

When players successfully sell a caravan (reach 21-26):

Number cards: Add that value to the party's "scrap" resource pool Face cards: Provide special one-time abilities:

J Jack: Cancel one encounter Q Queen: Change the direction of any encounter effect K King: Double the value of any one card in a caravan J Joker: Allow any player to draw 3 cards or retrieve any single card from their discard pile

Spending Scrap (Treasure Number Cards)

Players can spend accumulated scrap to:

Victory Conditions

Players win when:

Difficulty Scaling

Easy: Remove Kings and Queens from Encounter Deck Normal: Use full Encounter Deck Hard: Add a second Joker to Encounter Deck that triggers two simultaneous encounters

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