- Relic Chase is a game about archaeology where the objective is to collect as many relics as you can. The game will be played on a board, and players will roll a ten-sided, relic themed die to progress. Instead of spaces one and ten, there will be an ankh symbol and an omega symbol, respectively. If the die rolls on an ankh symbol, the player will draw from a pile of ankh cards, which can have blessings ranging from another relic to a a one time reroll, or curses that can subtract from die rolls or even cancel out the next turn entirely. If the die lands on an omega, then an omega card is drawn, which has a piece of trivia on it. The player who rolled the die reads the question, and if a player gets the question right, they receive the reward listed on the omega card. On the board, there are also omega spaces, ankh spaces, and relic spaces interspersed. If a player lands on a relic space, they have to answer a riddle, and if they succeed, they get one relic. The game ends when the first player reaches the final space, but the player with the most relics is the winner.
- Space Race is a game about beating your opponents to the moon. Players will need to collect parts for their rocket and fly it to the moon to complete the game. The game will involve going through each stage of production and choosing which versions of parts they want to research and build. Some will be better but will be harder to research. Finally, they will have a race to the moon based on their finished ship. The winner is the one to finally land and plant their flag on luna.
- Empire is a game about building an empire where your objective is to conquer your enemies. Each player will start with a small castle and two villagers, and each turn can choose construction, training, or exploring. Construction will allow them to build new fortifications such as walls, barracks, and buildings such as taverns. Training will allow them to get more soldiers or villagers. Exploring will give them more space for their kingdom to build on. The catch is that the game has a limited amount of space, and once explorers have reached this total, no more exploring can be done. In addition, each action requires money, which can be taxed from villagers. To train villagers, players need to build taverns for them to live in, and to train soldiers, players need to build barracks. Once the board is completely explored, players will need to conquer rival kingdoms with soldiers in order to expand. Any buildings on a space will be taken when that space is conquered, and any units that were assigned there will be captured if they were villagers and lost if they were soldiers. This makes the layout of a kingdom important. Walls will slow down soldiers, or can have soldiers assigned to them to fight against invaders. When soldiers meet, the player rolls one two-sided die for each in the group, or one twelve sided die for every five if applicable. The player with the higher total will win combat, and the loser’s soldiers will be cut by the difference of the two totals and they will be sent back two spaces. The game ends when one player has conquered all other players, meaning there is no real way for them to fight back.
- Reaper is a game about collecting lost souls where the objective is to take more to the afterlife than your rival reapers(players). The game will start with a board, with 5 lost souls for each player dispersed over it. There will also be 2 ancient lost souls, which are worth 5 lost souls each and are always in the center of the map. Each turn, a reaper will draw up to a maximum of 5 cards in their hand from the reaper’s toolbox, a deck of cards with powerups. They can play move cards, weapon cards, and enchantments. Move cards do exactly what they say. They allow a reaper to move that many spaces. If a player does not have any move cards, they can move by default one space in any direction. Weapon cards act as a reaper’s soul collector. Weapon cards are permanent until replaced, and a Reaper can only have one weapon card active at a time. Some weapon cards allow the player to carry more souls, and some allow them to collect souls from a longer reach. A reaper at the beginning of the game can carry two lost souls at a time, and can only collect souls within moving distance. Enchantment cards are temporary powerups to a Reaper’s scythe. They can boost reaping distance, soul capacity, or have other effects, but only last a limited number of turns. To collect the souls in a Reaper’s soul pouch, the reaper must take them back to one of the banks in the corners of the map. Once banked, those souls are permanently added to that Reaper’s stash. Reapers can steal souls from each other, but only if they can move more than one space past the other player’s position. In other words, after the move is done, there must be at least one space between the two reapers. The game ends when all the souls have been collected, and the winner is the one with the most.
- Crypt is a co-operative game about dungeon delving where the goal is to collect a treasure at the deepest part of an ancient ruin. A dnd-lite style game, each player will choose a hero at the beginning of the game, and the team will move through various randomly selected rooms. Each room will have a boss, and the team will need to work together to defeat them. They win if they reach the final room and collect the relic, but they lose if they are all defeated.
Game Ideas Week 4(Plus Game Rules)
- Lost In the Sauce is a game about spending as much money as possible and having less than every other opponent at the end of the game. Each player receives an equivalent amount of money at the start of the game, and from that point the rules are as follows:
-Each player may draw one card per turn. They do not have to play it, but can play up to two per turn.
– Each card played will contain a transaction. Some are purchases, some are trades. Purchase cards will spend some of the player’s money and will be turned over to represent an item of value. Trade cards will give money to other players in exchange for one of their items. The catch is that each item has a value, and that value will contribute to the total amount of money that a player has at the end of the game. The game ends when the deck has been completely exhausted.
– There are items with negative value, and some with positive. A player’s total value at the end of the game is a sum of their remaining money and the value of all their items.
-Items may be pawned off to other players, but they cannot be thrown away. - Big Stonky is a game about being horrible at investing in the stock market. Players will start the game with one stock, drawn at random from a pile of stock cards. They also start with 100 stonks (money) to invest in stocks. Each turn, a player selected dealer will flip over two stock cards from the top for each player in the game. They will be able to choose to spend some money to invest in these stocks. Each turn, if another of those stocks is flipped over, and it is purchased by another player, it’s value goes up. Players need money to purchase these stocks, so selling them is the key to getting more, but players win the game by having lost the most money out of anyone else. Stocks will lose value if they are revealed and nobody else buys them, in which case they are sent to the lost pile. If a stock is flipped three times and never bought after the first, all other instances of that stock lose their value completely, so buying your opponent’s stocks is as important as making sure yours aren’t purchased, but you need money to purchase stocks, so you need to make sure some of your stocks ARE purchased.
-players may buy and sell only one stock each per turn.
-the game ends when one player has lost more money than they’ve earned. - Contraband is a game where the goal is to “lose” items so they can’t be discovered by the authorities.
- Lost Realm is a game where players compete to be the last survivor in a forgotten world.
- Unfounded is a game about finding your way back from a world where the laws of physics are very different from our own.
Nanobot Battle Arena Review
Nanobot Battle Arena is a game where the goal is to finish the game with more nanobots in play than any other player. This is done by playing nanobots, and by using a hand of cards that contain different abilities. These powers include things such as permanently destroying enemy nanobots and laying down one or more of your own, or replacing an opponent’s with one of yours. The game ends when one player has no more nanobots to put into play.
The game is relatively easy to play, but the rules can be somewhat difficult to decipher through the rather long-winded rulebook. Each player can play one nanobot per turn and use one card per turn. The nanobots also have an affinity which affects the cards they play. If you’re red and you play a red card, it gains +1 effectiveness, but if you aren’t and you try to play a red card on red, it gets -1 effectiveness. This was poorly described in particular in the rules, and we were initially under the impression that each color could use these abilities once per turn without a card. This led to an entire game of green placing down two bots per turn, which almost certainly contributed to their (surprisingly) narrow victory.
Overall, however, once we did figure out how play worked, it was a surprisingly strategic game. In the end, it came to a tie between red and green, and green won thanks to the tiebreaker rule.
Week 3 Game Ideas Frankie
1.A game where players take turns drawing cards and using their hands against each other in the first stage to build DND- like characters and sabotage their opponent, who will be trying to do the same. The second half of the game sees these characters face off in a simple rpg turn- based combat game to determine the winner.
2. A game where players draw cards with different quirks on them, like, “one legged,” or, “soft spoken” that require each player to do something like stand on one leg or only speak through whispers. The players must then complete tasks while slowly accumulating more quirks and the last person standing, so to speak, is the winner.
3. A game that’s played much like blackjack, but some cards have negative values. The first to 21 or the closer of the two when the deck is gone is the winner.
4. A card game for multiple players where each player starts with a recipe card. Their recipe card is their goal for the game, and the first person to cook their recipe wins. They take turns drawing a card and playing up to two cards. If they play all the cards needed for their recipe, they have cooked it. Other cards can change other players’ recipes and even their own, or can mess with players in another way.
5. A game played a lot like war, but the catch is that after each turn, players will pass their hand to the player to the left.
5 Game Ideas 1/28 Frankie
1: A super-condensed RPG type game where two or more people compete to build a kingdom first. Progress is achieved by completing “quests” that are on a deck of quest cards. These can be real world tasks, like doing jumping jacks with one leg, or little dice-oriented combat encounters in the game world where you face off against the enemies of the king. Each quest will grant some kind of progress, whether it be new structures for the kingdom or just upgrades for your character.
2: A game about making players do questionable things in the name of victory. Players will draw a task card that determines the objective of their game. The goal is to get another player to do that task, which will usually be some obscure or random innocuous task like scratch their face or do a push up, but the stipulation is that they are not allowed to directly reference the task in any way, trying instead to manipulate each other into doing so. Every turn, players will pick a card that allows them to make other players do specific things, and these cards can be held or played immediately. Additionally, more than one of these cards can be played at a time, but the player’s goal is to use cards and persuasive competence to get at least one other player to do one thing.
3: A sci fi game intended for 2 players where each player has a capital ship, and the game is set in a space battle. Each player will draw cards from a pile that they may play one of per turn, unless otherwise specified. These cards will let them do things like sabotage their opponent, but the goal is to destroy their reactor, which can only be done by exposing it through at least 5 different successful sabotages.
4:A card game where the goal is to reach a total of 21 points exactly. The catch is that your opponents can subtract or otherwise manipulate your score.
5:A game where players battle to be the last one standing. Each player has seven cards that include attacks, defenses, and redirects. Each attack and defense will do different things as described on that card, and redirects will allow a player to redirect some damage to another player of their choosing.
5 Game Ideas: 1/21
1: A game that’s a hybrid of risk and chess. Different units can move through the map differently, but they have power levels that allow them to capture or deal damage to other units. The objective is to either take over the map or capture the enemies’ leaders.
2:A game played with dominoes that is more of a head to head experience. Each player will gain points for matching numbers, but will also be able to subtract points from their opponent based on the difference between non-matching dominoes that are connected.
3:A head to head card game with one deck of cards between two players. Each player’s goal is to reduce the health of the other to 0. Each player starts with 5 cards, and takes turns drawing one and playing one from the deck. Cards may include weapons, attacks, armor, or other means of interrupting or otherwise defeating your foe.
4: Similar to battleship, but designed around the idea of ground units. Pieces can only attack in a range in front of them, or they may move a certain number of spaces in a turn, but not both. The game ends when one side has no units left.
5:Doodle war: A fight game using drawings. Players will draw(ha ha) cards that tell them what kind of weapon to doodle for their characters, and then they have to prove that their weapon is better than their opponent’s to deal damage. The winner is the one who hits the enemy a certain number of times first.
Jackbox Review:Frankie
The Jackbox game titled “Patently Stupid” is in a few ways just that, but it is an overall entertaining game and I would say that it is fun. In this short review, I’ll discuss some of the positive and negative aspects of this game, and try to delve into how it succeeds, and where it doesn’t.
The game is relatively easy to play. One person acts as a host, and other players connect with either mobile devices or internet enabled computers. The benefit to this format is that most people have a cellular device, and if not, they probably do have a computer that they can use to fulfill the same purpose. The game is explained by a pair of narrators straight out the gate in very simple terms, yet the explanations themselves are very in depth and make sure to touch on the object of the game thoroughly. That being said, I did notice some slight confusion on my classmates’ faces at some points throughout the game. A disadvantage to this game specifically is that you are simply thrust straight in, and there is a surprisingly large amount to this game. It comes in 4 distinct steps, and each one is slightly different. The long and short of it is the creation of an invention to solve a nonsensical problem that is chosen by other players. Once you have finished your invention, the players convene and vote for their favorite. Only inventions that get a certain number of points are allowed to progress, or succeed, as the game puts it.
The game’s positive aspects outweigh the negatives in a lot of regards. It’s simple, the narrators employ comedy to keep it lighthearted and make sure nobody is getting too bored, the UI is clean and it matches the theme of the game, and there are two rounds, so even if you lose the first, you have a second chance. One of the advantages to this second round is that it’s slightly different than the first, and this means that everyone is competing more directly to see who can solve the problem most effectively, or in the funniest way.
Overall, I think that this game is a lot of fun, but the major downside to this particular format is that it can get repetitive during the second round. Hearing the narrator introduce the same prompt eight times is a bit much, and even though the inventions were funny and they kept interest high, this takes away a little bit from the overall experience.
Additionally, interaction with the game is done solely through a device. Though this allows for people to play remotely, as in our case, it may limit the amount of interaction that players have with each other throughout gameplay. Perhaps it was just our case, but playing over a video call made it impossible to gauge the reactions that other players had to the inventions displayed. In a more personal setting, discussion may be had about why they were good or bad, and a player could use this to their advantage during the second round. This is less a criticism of the game itself and more one of the manner in which we played it.
To conclude, I think Jackbox’s “Patently Stupid,” was an entertaining game and is fun for what it is.
The Story of Star Fluxx
The game starts pretty innocuously. There are five of us, each with a hand of three cards. There’s a draw pile in the middle, and the rules are simple. Draw a card, then play a card. With the first draw, we begin act one of our tale.
There’s not a lot of difficulty to playing Fluxx. It’s got one main rule: that the rules change depending on the cards at play. The goal of the game is also changed by the cards played. Each player takes a turn laying down cards, changing the game, changing the rules, and as we continue into act 2, things begin to heat up. Cards are exchanging hands, people get ever closer to completing the goal, only to have it ripped away as the goal changes, and still nobody knows when the game will end.
Act three comes almost before anyone even knows it. The end of the game, as eloquently put by Professor Ames, is only really visible to the one who sees victory in sight. At the end of our game, the goal was to get two of three different cards in play. One of those cards was slowly being rotated around the table, and I had the other in my hand. As the turn passed to me, I set the rule that would allow me to win, then played the card that would give me the victory, and after multiple rule changes like draw 4 cards or play 3, the game finally ended.
Star Fluxx is an interesting game where the rules are defined by the players, but even this game can be divided into a beginning, middle, and end, it’s just difficult to see where you are until it’s too late.