Saturday, March 31, 2012

Night Guard



Night Guard






Plot: You're a spy. As night falls, you sneak into the office of a known international arms dealer. A mole has informed you that there is a list of the dealer's contacts in the safe which is hidden in the floor under his desk. You have the combination to the safe and the office door, but the door also requires a key, unless you want to set off the alarm. Only the most trusted guards are left on night duty in the office building, for they are left with all the keys...



Number of Players: 3+

You'll Need:

-12 sets of at least 2 keys each (make sure they'll jingle when picked up, or you can substitute with something else that will jingle)

-A clear area at least 7' x 7' -A blindfold

Instructions:

-Choose who will be the night guard first.

-Blindfold that player and place him in the middle of the playing area.

-Place the key sets around him in a 3' radius circle at 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, and 12 o'clock (in reference to the night guard).

-The other players spread out and, in random order, take turns being the spy and trying to take a set of keys without being caught.

-When the night guard hears someone taking keys (either the rustle of the spy moving or the jingling of the keys), he has to shout out what “time” the spy is at (for example, if the spy is directly behind the night guard, then the guard must shout out “6 o'clock”).

-The most successful spy gets to be the next night guard. Every time the night guard catches a spy, he gets the set of keys the spy was going for. The night guard is not allowed to move around, but may turn his head. Only one spy is allowed to go at a time. If the guard ends up with more than half the keys, he gets to choose who will be the next night guard. The guard has 36 guesses each game. Once these are used, the game stops. The remaining keys are subtracted from the guard's keys.






{

No comments:

Post a Comment