5 ideas centered around loss/lost

-board game where players travel across many spaces on the board. Each space they land on, the player draws a card, but that card is kept secret until the player reaches the end of the board. At this point, the player turns over each of the cards that they picked up and plays them in the order that they had originally picked up

– a card game where each player starts with and is supposed to remember a card. All of these cards are shuffled back into the original deck and the original deck is split into 5 different decks. Each players goal is to try to draw the initial card they had at the beginning.

-card game based around having a ludicrous amount of cards in each players hand. The hand that each person has must stay in the order it is (no rearranging the cards). Each round each player must play a card with is strict time limit that resembles the card in the middle. In addition there will be cards that shuffle other players hands.

– card game that revolves around ridding your hand of all your cards (similar to the premise of uno). However, there is a switch in the middle that players can activate with certain cards. The switch changes the rules between two modes: 1. whoever gets rid of all the cards in their hand wins. 2. whoever reaches 15 cards in their hand wins.

– Social deduction game that revolves around confusing one player. a word prompt is made known to all players except one. Half of the players who know what the word is must say out loud something similar to the prompt. The other half of the players must say something that is the opposite of the prompt. For example if there are 4 people who know what the prompt is and the prompt is banana two might say, monkey, healthy, while the other two might say unhealthy, purple (because yellow is the opposite of purple). 5 rounds go by and if the one person can’t guess the prompt the 4 people win. If the one player manages to guess the prompt then they win.

3 Replies to “5 ideas centered around loss/lost”

  1. I like your second idea a lot, but feel like I need more rules or objectives. Is the whole game just picking a deck and drawing a card in hopes of getting your original card? Are there rules for when you can pick a card?

  2. The first idea is interesting to me because I really like the idea of the player having a resource at their disposal that that they don’t know have until they use it. It would make strategy more difficult, which could be something more novice players enjoy for giving them more of a chance.

  3. Idea three is compelling as there are a number of games that involve holding too many cards. Explore Dominion as its a deck building game in which decks can get out of hand.

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