- Full Tent- A game based on collecting character cards of circus performers (showman, lion, acrobats etc). The cards will vary in rarity. First to have a full house (or full tent) of characters wins.
- Circus Tycoon- Run a circus! Invest in materials, talent, and resources. Players gamble with the possibility of their investments not paying off or catastrophic events effecting them.
- Carnival Caper- Mechanics similar to Coup but *circus.* There are character cards with different abilities on them. Some cards have the ability to eliminate other players’ cards from the game. Each player starts with two cards and is eliminated when both cards have been disqualified. During their turn they can do an action on their card. Character cards might include ringmaster, acrobat, lion tamer etc. Last person standing wins.
- Balancing Act- All players start with a ringmaster piece (a small figurine). One at at a time, players take circus character piece (other small figurines) from the pile and balance it on existing pieces. The last balancing act wins! (reverse jenga mechanics)
- Ringmaster’s Gambit – Players move their pieces around the circus ring on the outside of a circular board. in the middle of the board is a spinner with many different outcomes. On the outside path (or circus ring), there are resources on the tiles. Once all players have moved once. The circus “begins” and the spinner is spun. Whoever it points to (or closest to) gets the prize or penalty that’s on the spinner outcome. Last one standing wins.
game ideas about slimes
slime war—-
the slimes are at war, and your a leader of one of the slime armies, pick up and place cards to build your army and start battles with the other waring armies. may the best slime win.
setup- 112 cads in total, max of 4 players
each player has a health pool, they start with 30 tokens in their pool. the remaining tokens can go back in the box.
each player gets a starting amount of 6 cards from the draw pile.
during your turn you can either place cards or attack( not both)
the last person with tokens left in their pool wins.
placing turn
during your turn you will be able to place cards Infront of you, you have 6 available spots to place these cards.
if you don’t like your hand you are allowed to swap a max of three of your cards, you will place each card in the discard pile and pick up one new card for each one you discard.
your cards are a mixture of different kinds of slimes : plant, fire, , poison, earth, water.
their are 3 tiers of slimes, the first tier costs nothing to place, the second tier requires 2 tier one cards of the same type to be sacrificed off the board to place, the third tier requires 2 second tier cards to be sacrificed off the board.
example of above description
when a card is sacrificed it goes into the discard pile ( optional advanced option for 2 players: when cards are sacrificed they are put into a graveyard pile and can not be used for the rest of the game.)
you can also only have one of each slime on the board, that means if you have a dragon slime on the board you cant put another one down.
attacking turn
each slime has an ability, that ability can either be attack, defense, or healing.
attack— each of these slimes will damage your opponent
when playing with more than 2 players you are able to choose who you attack during your attack turn
tier 1 (8) –2 point of damage
tier 2 (4) — 3 points of damage
tier 3 (2) — 5 points of damage
defense— each slime will defend agents damage being inflicted on you
tier 1 (4) — 1 point of damage
tier2 (2) — 2 points of damage
tier 3 (1) — 4 points of damage
some attacks and defenses will leave your opponent with an effect that lasts a few turns, the effect is described on the card that inflicts it.
tier 1 — docent have effects
tier 2 — effects last for the next 2 turns
tier 3 — effect lasts for the next 3 turns
healing— pretty self explanatory, gives you back some health points.
tier 1 (4) — 1 point of damage
tier 2 (2) — 2 points of damage
tier 3 (1) — 3 points of damage
health pool —
the health pool is full of 30 tokens at the beginning of the game. when ever you are attacked you take out the respective amount of tokens to damage taken, these are then put into the collective void.
during an attack turn you can only use your healing slimes if their are tokens in the void
the point of the health pool is have how much health your opponents have be a mystery( hopefully minimizing group targeting and allowing for a more suspenseful game with an unknown outcome.)
gooey grotto
you are an adventurer trying to get through this dungeon before the other adventurers can. each player has specific moves and abilities that can help them through the grotto, they roll dice to move through the grotto and can land on spaces that let them pick up cards to boost their abilities or give them extra abelites with a one time use. you can also set traps for other adventurers to stumble into and make them loose a turn. every turn you encounter a slime and have to roll your other die to see if you defeat that slime with your abilities, if you lose you can not roll to move and have to fight that slime every turn until you defeat it.
dungeon raid
you are a slime in the dungeons and have to defend your self from adventurers doing raids on your dungeon, this is also a cooperative game where all players work together to defeat the adventurers. each turn you pick up cards and use them to enhance your slime for battle. after each round an adventurer appears and you each take turns to deal damage to the adventurer. when the adventurer attacks you roll a dice to see if he hits or not and you all lose a point of health, with each of you being a slime you each only have 5 health points. you go until you defeat all the adventurers, their are only 7 adventurers each one harder than the last.
slime hop
slimes race to get to the end of the board by rolling dice and hopping that many spaces, some spaces have different events on them like teleporting, swapping places, going back spaces, or skipping a turn, or rolling again.
goo slime
its just go fish but with slimes, but you have to try and get a match of all 5 types of slimes.
Evelyn: Review of Carcassonne
Was it fun? I thought so but I think it might be frustrating for some.
What were the player interactions? Your choice of tile placement may either help or hurt your teammates.
How long did it take to learn? For the original game, not long. It was relatively easy to learn (under 10 minutes)
Would you play it again? Yes I would.
Analyze the game using the 3 act structure. In the beginning of the game, players chose their color, learned the game and placed their first tile. During the middle of the game, players begin to expand their empire, learn strategies, and build alliances or enemies. The game ends when the tiles run out and players count their points based on the tiles they placed throughout the game.
What are the collaborative and or competitive aspects of the game? The goal of the game is competitive; however, there may be collaborative aspects depending on specific gameplay. Players may help each other out with tile placement.
What is the game’s metaphor and which of the game’s mechanics standout? The metaphor of the game is to be the ruler over as many building towns, roads, and farms as possible. A mechanic that makes the game interesting is the requirement to randomly pull then immediately play that tile; this often forces the hand of players.
5 Game ideas / start of Da Rules.
5 Food based Board Games:
- 1. Order’s Up is a team based word play game, similar to scrabble. However, every tile is an ingredient. Each player gets 7 random ingredients to start the match. There will also include a card deck. When drawn at the beginning of each round, each player must “spell” or “cook up” an order that would fit the cards description of how the food must be. If one cannot complete the order with their ingredients, they either loose that round, or they can choose to continue working for another franchise (another player). Once this is done the new 2 player teams can get 11 ingredients. Whoever makes the most orders (team or teamless) wins.
- 2. Restaurant Wars is a economic, strategy, and competitive game with elements of sabotage mixed throughout it. whoever is the oldest in the game is the Executive Chef. At the start of each round, each player (besides the Executive Chef) will pick a card at random from the characters Deck. when that player finds out who they are, they get that character’s abilities for that round. Characters include:
- Executive Chef: Abilities include plus 4 tokens each round, and this player can fire other chefs
- Sous Chef: Abilities include plus 3 tokens each round, this player has the ability to stab another employee
- Prep Cook: Abilities include plus 2 tokens each round, this player has the ability to poison another chef’s lunch
- Busser: Abilities include plus 2 tokens each round, this player has the ability to leave the restaurant a mess, which will scare customers, causing the manager who’s playing to give up one token to the busser.
- Server: Abilities include plus one token, however they have the ability to steal all the tokens from any player
- Manager: Abilities include plus 4 tokens each round, and this player can fire other front of the house or back of the house employees except for the executive chef
More Rules for Restaurant Wars:
- This restaurant runs like most restaurants; on power and greed. Each player can either choose to use their abilities, or gain plus 3 tokens instead. This game is similar to Dominion in that in order to win, one must buy out the cards from the specialty deck, which include things like new uniform, new shoes, new apron, new car, plus one wage increase, etc.
3. Tasty Travels is a scavenger like mind game in which players play as chefs competing in a high-stakes cooking tournament where they travel the world (on the board), gather ingredients, and cook signature dishes to impress the judge. The goal is to create the most impressive multi-course meal to win the prestigious “Chef of the Year” title.
Components of the game:
- Ingredient Pieces: Each ingredient piece represents a specific ingredient (e.g., truffles, saffron, fresh basil, shrimp) with different rarities and qualities. Each piece will be on a part of the board that corresponds with that piece’s region. Each tile landed on wins you ingredients from that region when landed on that you get to pick.
- Recipe Cards: These represent famous dishes (e.g., PB&J, Burgers, Home Fries, Beef Wellington, Sushi, Tiramisu, ratatouille). Players need specific ingredients to complete them. There will be a few rare recipe cards which incorporate fusion recipes. However, players can’t complete these harder card challenges until they have traveled to multiple regions on the board and collected needed ingredients. Categories: Appetizers, Entrees, Deserts.
- Chef Avatar: Each player is represented by a chef with a unique ability (e.g., “Gardemanger or Farm-to-Table Pantry Chef” gets bonuses for vegetable-based dishes, Diner Chef/Quick service chef gets bonuses for greasy fried things, Chef de Partie/Fine Dining Chef gets bonuses for luxury fresh ingredients such as lobster, wagyu beef, or scallops and a Patissier/Pastry Chef). However, any chef can still use any ingredient, but if their final meal matches their avatar, they get an extra point. Each player before the game starts picks one of these avatars, but can choose to cook in any regien out of the 4.
- World Map Board: Divided into regions that represent culinary hotspots (e.g., Italian, American, Mexican, French). Each region specializes in certain ingredients and each player must travel to different regions of the map to get these said ingredients. Each player moves on the map by rolling a 8 sided die, and deciding which paths to take based on the number rolled. There will also be vender tiles, which give you any ingredient on the board, as well as warp tiles which teleport the player that lands on it somewhere else on the map entirely.
- Judge Cards: These determine what the judges are looking for (e.g., “Sweet, Spicy, Savory, Healthy, Vegetarian, Salty, Bland, Carnivorous”). Bonus points for matching dishes to preferences.
- Bonus Points are given to players who come up with their own recipes, or match recipes to their region.
4. Ingredient Gathering is a culinary card matching game that is a game of chance. The cards are all laid out on the grid upside down so that the players don’t see the ingredients on the cards. The players then must match two unseen cards. Every item has a duplicate. Their goal is to match the duplicate with the other duplicate. (ex. If there are 20 cards in a deck, then there will be ten total ingredients all with duplicates). The object of the game is to clear the board. Once a card is turned over, it is then put back if not matched, but still must be remembered by the players (game of memory).
5. Battle Shop is a strategy type guessing game for two players, in which each player gets the same grocery list, however, each store (each side of the boarder) is different, and has a different store layout. It is then up to each player (chef) to sabotage the other chefs groceries in order for their opponent to not complete their grocery list. whoever has the least amount of ingredients when leaving looses. How to call out a sabotage: One player will say aisle 8 row 3. for example. If they hit a desired ingredient, they loose that grocery item.
Week 4 Game Ideas and Review
Alana Tush
Game Ideas– animal themed
- Online game where you have to take care of animals in the zoo and there are time constraints so you have to be dedicated to the game to make sure all the animals are properly fed and cared for.
- card came where each player puts down an animal card and the strongest animal wins. The cards will have a number at the top signifying how many food tokens to collect. You can feed your animals this way.
- Board game of a zoo, you travel around and have to complete a task before your next turn.
Tsuro Game Review
- Was it fun? This game was fairly fun, it wasn’t the most entertaining, but I liked how your move can sabotage other players.
- Is it interactive? Yes this game is interactive because everyone is paying attention to each players move to decide what they want to do when its their next turn
- Was it easy to learn? Yes this was easy to learn, it was a little confusing at first to know what to do when we ran out of tiles to place but we eventually got the hang of it.
- Would you replay? Yes, I would replay this game because it takes less than 20 minutes to finish the game so it doesn’t get boring once you’re stuck in the middle of the game.
- What are the collaborative and or competitive aspects of the game? The collaborative aspect is that you have to pay attention to all players tile choice to see if you have to move your piece. The game is also slightly competitive because you can place a tile that will make another players piece go off the board and lose.
- Act 1- Reading the rules, understanding how to place tiles and move along the path of the tiles, understanding what the objective is (don’t fall off the game board)
- Act 2- starting to place tiles, moving your piece, and sabotaging others paths and plans through the game
- Act 3- Starting to use strategy to eliminate other players to make it easier for you to win.
Citadels Game Review
- Was it fun? I didn’t really like this game, I guess it was fun while it lasted.
- Is it interactive? Yes this game is very interactive, players are always switching character cards and each character has a special ability to sabotage another person.
- Was it easy to learn? This was complicated to learn, you really have to pay attention to what others are doing and read the character cards so you have the best chance of having fun.
- Would you replay? No I would not replay
- What are the collaborative and or competitive aspects of the game? The competitive aspects of t he game are to sabotage another player by stealing their buildings or gold coins.
- What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor was to build as many structures as possible, once you get to 8, you win. The mechanics include: placing cards, drawing cards, taking coins from the bank, paying coins to the bank, and picking cards from a communal set of character cards
- Act 1- reading rules, dealing 4 cards to each player, giving players 2 coins from the bank, separating white star cards to the side.
- Act 2- Game play- picking character cards, either taking 2 coins from the bank or picking up 2 building cards, paying the bank
- Act 3- Being competitive and sabotaging other players so they do not get 8 cards to win the game.
Game Rules PT2: Court of Champions
Objective: Compete to earn the most points by completing trivia questions and physical challenges related to basketball history and rules as you navigate the court.
Game Components:
- Game Board (Basketball court of some sort)
- Challege Cards (Trivia questions and physical challenge)
- Player Tokens (basketball themed players)
- Dice (six sided)
- Score sheet/ Pencils
- Timer (optional)
Setup:
- Place the Game Board: Lay out the game board in the center of the playing area.
- Distribute Player Tokens: Each player chooses a token and places it at the starting point on the board (e.g., “Tip-Off” space).
- Shuffle Challenge Cards: Mix the Challenge Cards and place them face down in a designated area on the board.
- Prepare the Score Sheet: Ensure each player has access to a score sheet to track points.
Game Play:
- Turn Order: Players decide the turn order by rolling a dice (Highest roll goes first)
Rolling the Dice:
- On their turn, a player rolls the die and moves their token forward the number of spaces rolled.
- If a player lands on a special space (indicated on the board), they must perform the associated action.
Challenge Spaces:
- Trivia Space: If a player lands on a Trivia Space, they draw a Trivia Challenge Card and read the trivia question aloud. If they answer correctly, they earn points (e.g., 1 point for basic questions, 2 points for advanced questions).
- Challenge Space: If a player lands on a Challenge Space, they draw a Challenge Card that may require them to perform a physical task (e.g., “Make a paper ball into a trash can” or “Dribble a ball five times”). If successful, they earn points as specified on the card.
Points System:
- Players earn points based on the type of challenge:
- Correct Trivia Answer: 1-2 points (varying difficulty)
- Completed Physical Challenge: 2 points (or as stated on the card)
- Keep track of points on the Score Sheet after each turn.
Team Challenges (Optional): If players land on a designated “Team Challenge” space, they can collaborate as a team to answer a trivia question or complete a physical challenge, with shared points awarded for success.
Winning The Game:
- The game ends when all Challenge Cards have been drawn or when players agree to finish (after a set number of rounds).
- The player with the most points at the end of the game is declared the “Champion of the Court.”
Additional Rules:
- Timer for Challenges: For added excitement, players can use a timer (e.g., 30 seconds) for physical challenges and trivia answers.
- Disputed Answers: If players disagree on an answer, they can consult a basketball rulebook or trusted source to resolve disputes.
- Penalty for Skipping: Players may choose to skip a challenge but will lose 1 point if they do so.
Tips for Players:
- Stay engaged and supportive during challenges and trivia.
- Use teamwork during Team Challenges to maximize points.
- Have fun and enjoy the mix of knowledge and skill!
Rules For “Can I Find My Way”
Objective: All players must work together to find their own path through the board. The game has no physical instructions so it is up to the players to figure out what the objective of the game by looking for the clues hidden within, whether it is on the board or on the box. Players don’t know the objective of the of the game. The goal is to successfully navigate to a designated end point (the “Finish Line”) before time runs out.
Game Components:
- A Board Game (with a narrow path and hidden clues)
- Clue Cards (hidden in various loctaions on the board)
- Timer
- Player Tokens (Game Pieces)
Set up:
- Place the Game Board: Unfold the game board and place it in the center of the playing area.
- Place the Game Board: Unfold the game board and place it in the center of the playing area.
- Distribute Player Tokens: Each player chooses a token and places it at the starting point on the board.
- Hide Clue Cards: Randomly hide Clue Cards around the board and within the game box. The number of clues can vary based on player preference (suggest 10-15 clues).
- Set the Timer (Optional): Decide on a time limit for the game (e.g., 30 minutes) to increase the challenge.
Gamplay:
Turn Order: Players take turns in a clockwise direction.
Movement: On their turn, a player may move their token along the path based on any discussions or strategies agreed upon by the group. The number of spaces moved can be determined by rolling a die (if included) or decided collectively.
Discovering Clues: If a player lands on a space that corresponds to a hidden Clue Card, they may take the card and read it aloud to the group. Clue Cards can include hints, or riddles that help players navigate the board or provide insights into the objective.
Collaborative Discussion: Players must discuss the clues they find. Encourage brainstorming and collaboration to interpret clues and decide the next moves. Players can take notes to help keep track of clues and potential paths.
Reaching the Finish Line: The group wins by collaboratively identifying the correct path to the Finish Line, using the clues they’ve discovered. Players must ensure that everyone agrees on the final route taken to the Finish Line.
Winning The Game:
- The game ends successfully when the players reach the Finish Line together before the timer runs out.
- If time runs out and the players have not reached the Finish Line, they must reflect on their journey and discuss what they learned about teamwork and problem-solving.
Additional Rules:
- Hints: Players can agree to give each other hints based on the clues, but this must be a collective decision.
- Revisiting Clues: Players may revisit spaces they’ve previously landed on if they feel additional context is needed.
- Penalty for Disagreement: If players cannot agree on the next move, they must skip their turn.
Game Modes:
- Timed Mode: Use the timer for added pressure; players must reach the Finish Line before time runs out.
- Exploration Mode: Remove the timer and take a more open approach, allowing for deeper exploration of clues and discussions.
Game Ideas: Theme – Basketball
NBA Monoply – It would be the same as a typical Monoply game with a few twist. Instead of properties it would be the courts. The pieces would be some of the top players and the hotels and houses would be championship trophies. Each time you would typically “Pass go” in regualr monoply, here it is a little different. Each time you “Pass go”, you go to playoffs. This means you must pick your best to battle for the championship and if you win you get the pot. The pot gets contibuted through “Hoop Cards”, Utility Fees, etc.
Time-Traveling Dunkers – Players would travel from different generations of basketball, facing some of the top teams in history. Each era has it’s own rules, syle, and callenges catered to that generation. Players don’t have limited resources, they may unlock unique moves, and past techniques and combine them to win.
Basketball Dynasty- Players build their own basketball franchise. Players draft players, manage finances, and make strategic decisions to lead their team to championships. Each turn involves player actions like training, trades, and game simulations based on dice rolls or cards. Events can influence team dynamics, like injuries or hot streaks.
Court of Champions – A competitive board game where players navigate a basketball court, aiming to score points by completing challenges and trivia related to basketball history and rules. Players move around the board based on dice rolls, landing on spaces that require them to answer questions or perform physical challenges (like making a paper ball into a trash can) to earn points.
Dunk or Die – Players must compete in various mini-games focused on basketball skills, creativity, and teamwork. The goal is to earn points through dunks and trick shots. Players draw challenge cards that dictate tasks, such as “Create a trick shot using two household items” or “Perform a basketball-related charade.” Others vote on the best performance for points.
Tsuro Game Review
Was it fun?
Yes, Tsuro was an interesting yet simple game that I enjoyed since it was a game that relied on knocking other players out of the game by making their piece go off the edge.
How long did it take to learn?
This was the quickest game for me to learn, only taking about 5 minutes to figure it out by reading the instructions.
What were the player interactions?
The player interactions consisted of us yelling at each other when we make a good piece placement because it knocks the other player off of the board.
Would you play it again?
Yes, 100%
Analyze the game using the 3 act structure.
In the beginning, it starts of slow with pieces moving little by little. In the middle, the game starts to pick up and pieces start moving more and more and someone gets the dragon card. In the end, it only takes one or two turns for the game to end by everyone knocking each other off the board quickly once the board fills up.
What are the collaborative and or competitive aspects of the game?
This is a very competitive game, since everyone is playing against each other. But there are also collaborative aspects by seeing what pieces other players are putting down, and placing your piece according to that.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor “The path of the dragon” shows that you are supposed to choose the correct path of the dragon, and there is only one correct path in the game; the winning path.
Garden Sabotage! Rules Draft 1
(some of the formatting got messed up from moving it from google docs!)
Game Objective
Compete to have the best garden by planting plants and sabotaging other players with bugs.
Contents
- 50 Garden Objective Cards
- 50 Plant Cards
- 25 Bug Cards
- 4 Garden Boards
- Instructions
Setup
- Every player selects a Garden Board.
- Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards to form three draw piles, face down.
- Turn over the top 4 Plant Cards and place them in a face-up row next to the deck.
- Turn over the top 2 Bug Cards and place them in a face-up row next to the deck.
- Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players.
The player who owns the most house plants goes first. Play proceeds in a clockwise manner.

Gameplay
Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game.
On Your Turn
- Perform Actions
Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. The 7 Actions include:
- Draw a Plant Card
- Plant a Plant in your Garden
- Draw a Bug Card
- Sabotage Another Player’s Garden
- Play a Good Bug Card on your Garden
- Sweep the Plant Cards
- Use Pesticide
- Draw a Garden Objective Card
Draw a Plant Card
Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.
Plant a Plant in your Garden
Place a Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2.
Draw a Bug Card
Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.
Sabotage Another Player’s Garden
Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time.
Play a Good Bug on your Garden
Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time.
Sweep the Plant Cards
If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards.
Use Pesticide
To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. Remove the Bad Bug from your affected Garden Board Plot and place it in the discard pile.
Draw a Garden Objective Card
Draw a Garden Objective Card from the top of the deck OR exchange a Garden Objective Card by discarding a Garden Objective Card from your hand and drawing a new one from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time.
Completing Objectives
When you have met all of the requirements on a Garden Objective Card, you may lay this card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards on the plot that fulfill this requirement are discarded. You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn.
- If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you.
- Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first.
Types of Cards
There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards.
Plant Cards
Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game.

Bug Cards
There are two types of Bug Cards: Good Bug Cards and Bad Bug Cards.
Good Bug Cards
Good Bug Cards are green and feature bugs that will benefit your Garden.
- Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
- At the end of the game, you receive 2 additional points for every Garden Objective Card completed with a Good Bug on it.
- You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards
Bad Bug Cards are red and feature bugs that will harm other player’s Gardens.
- When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded.
- A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated.
- Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
- You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed.
- You CANNOT place a Bad Bug Card on your own Garden Board.

Garden Objective Cards
Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card.

Garden Boards

End of Game
The player who reaches 7 objective cards first triggers the final round. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins.
- Tally the points from only the COMPLETED objective cards
- Add an extra 2 points for every Good Bug that you completed a Garden Objective with
Takenoko Game Review
Was it fun?
Yes it was fun, wasn’t the most fun I’ve had playing a game but it was pretty
What were the player interactions?
One of the player interactions was when we were using tokens to make sure we remembered the last move we made.
How long did it take to learn?
In all honesty it took a really long time for us to realize that we were playing the game wrong, which is totally okay but the directions weren’t very clear.
Would you play it again?
No personally, it wasn’t my favorite
Analyze the game using the 3 act structure.
The first structure was very nicely laid out with a fun little comic explaining the games storyline and setting
The second structure was us continuously learning about what certain weather options did to continue the game and build onto it.
The ending was when one person won the Emperor card with the most points
What are the collaborative and or competitive aspects of the game?
It honestly didn’t feel like either, until it came down to taking other peoples chances to finish their objectives so you could finish yours
What is the game’s metaphor and which of the game’s mechanics standout?
I believe the games metaphor would be about the Panda eating a lot of bamboo, which would be us “eating” points and building up our scores
Cat Card Game Rule Ideas
- Setup
- Everyone gets one character card with certain abilities, then everyone gets 5 action cards out of the pile, one chance card out of the pile face down, and one cat tower model, one cat icon, Everyone can only have 5 cards, and must play an action card
- Objective(s)
- Climb the cat beds on the cat tower to reach the top, gain as many points as you can, and make sure no one else can win
- Actions players take
- Regular Action cards you keep in your pile:
- Spray Bottle Card- Skips Others Turn
- Catnip Card- Skips your turn(stay where you’re at)
- Chance cards actions that you are forced to play,
- Treat Cards- One extra point
- Mouse/Toy Cards- Extra Points/Bonus Card
- Build onto your cat tower
- Risky Jump card- Roll a dice, if you get a number below 4, you miss the jump and stay where you are, above 4 and you go up a tower.
- Rare advantage card- Zoomiez card, you get to jump up one layer no consequences
- Ending the game (win, lose states)
- You reach the top of the cat tower, you win, and whoever gains the most points wins as well or is in second place (working that one out, need more ideas)
- Examples
- In all honesty, my sister said it sounds like Chutes and Ladders which I have never played before so no clue.
Week 4 – 5 game ideas, 1 Theme
My theme is BUGS. I did not see the idea formatting rule at first, so feel free to ignore the other stuff unless you want to see the idea elaborated on.
- Sting! (not sold on the name) is a card game in which players compete to be the last one remaining by stinging and biting players with bugs.
- In this card game, players use bugs to bite or sting other players. ___ # of stings and you die. Bites would have different effects than stings, so stings are more lethal. Think of this game as the Bang of bugs. Like Bang, I think that it would be fun to have a card that means certain death that gets passed around, like a black widow card. Some other cards could involve players developing allergic reactions that makes them less resistant to be able to take medicine to combat stings. Some roles or characters could include an entomologist, bug collector, exterminator, and a curious child. This would all have different advantages and effects, but unlike Bang, players don’t need to figure out each other’s roles and base their strategies upon that.
- The Lamp is a board game in which moths (the players) compete to earn the most points by landing on spaces and collecting cards, being careful not to advance too far and touch the lamp.
- In this game, players play as moths trying to get as close to the lamp as possible, without ever actually reaching it or they will be eliminated from the game. This board game has a board that is similar to your standard follow-the-path-to-the-end board game like Candyland, but you don’t actually want to reach the end. Players accumulate points based on the different spaces that they land on on the board and a winner is determined by whoever has the highest number of points at the end of the game (think Game of Life). Players choose themselves when they want to stop playing. For instance, if they feel like they don’t want to risk rolling the dice and potentially reaching the lamp, they can choose to end the game for themselves right there, but they won’t earn any more points. What makes it a little more challenging is that there is two dice—one normal 1-6 die and one with different actions on them. These different actions will indicate a number of things, some of which will force the players to move more or less than what is indicated on the number die. The player who gets the closest to the lamp without touching it will be awarded special bonus points at the end of the game.
- Kitchen Antarchy is a card game in which chefs (the players) compete to earn the most points by cooking dishes and containmating other players’ dishes with bugs.
- Kitchen Antarchy is a card game where players must try to cook dishes while trying to stop other players from cooking dishes by contaminating their ingredients with bugs. One of the components of this game are ingredient cards. Both sides of the card show the food ingredients. However one side is contaminated and the other is uncontaminated. To cook a dish, players must slowly add ingredients to a pot, only allowed to place 1 each turn. This gives the other players plenty of time to contaminate their dish. Depending on the specific dish being cooked, the dish can be completed despite an ingredient or two being contaminated, however those dishes are worth less points at the end of the game. The game ends when one player has cooked 7 dishes, but the winner is points-based.
- Bug Collector is a card game in which players compete to complete their bug collection first by collecting bugs that fit certain requirements for their collection.
- This is a card game where players race to complete their bug specimen collection first. There are certain requirements to their bug collection like they most have one arachnid, one moth, etc. These requirements are player specific and are determined by randomly dealing requirement cards to players. When players collect an insect, they can play it by placing it on their own board. I’m open for suggestions about how player can possibly obtain these cards in a unique way to make it a little more interesting and challenging. I see this more as a “cozy” game, if that makes sense.
- The Game of Lice (pun on Game of Life) is a board game in which lice (the players) compete to reproduce the most by navigating through the life of a louse.
- The Game of Lice involves playing as a louse, with your goal to be to reproduce as much as possible to terrorize the heads of unsuspecting humans. Playing off the Game of Life, the houses would be the heads of humans. You need a head before you can start reproducing. Also like the Game of Life, there would be so many “egg” squares where you get lice children. Whoever has the most lice at the end of the game wins. Some spaces and cards may set your lice population back such as a failed lice treatment.
- Mothopoly is an economic board game in which players compete to have a monopoly on their collection of bugs] by collecting sets of bugs.
- Obviously a play on Monopoly, instead of collecting properties, you would collect different bugs or moths. I’m not entirely sure what the other spaces like “Free Parking” or “Jail” would be called at the moment.
- Invading Insects (repost w/ some elaboration) is a legacy board game in which the players collaborate to stop the invasive bug species from taking over by killing bugs in strange but effective ways. Some of these weird methods could include blasting them with music, spraying them with hairspray, using a hydraulic press, a Saw trap for bugs, etc.
- Garden Sabotage! (repost) is a card game in which gardeners (aka the players) compete to have the best garden by planting plants and sabotaging others with bugs.
Takenoko Review – Amber Holt
- Was it fun? Yes, this game was fun. I enjoyed the mechanics of this game, it reminded me a little bit of Catan, which I haven’t played in YEARS. The bamboo pieces and the art was super cute too. I love these Japan themed games!!!
- What were the player interactions? The player interactions were influenced by the actions that players made on their turns. For instance, if someone placed a certain color plot in a certain area, that may mess up other players’ cards for earning points for the layouts. Also if the players moved the panda to eat certain colors of bamboo, it would also mess up other players for completing certain objectives. Since this was an entirely new game for all of us, we also tried to help each other out a little bit, helping to guide each other’s moves for their turns.
- How long did it take to learn? It didn’t take very long at all to learn. The mechanics aren’t super complicated, and they are similar to other games. Although we realized about halfway through the game that we had misunderstood a part of the directions and were technically playing incorrectly so learning the rules wasn’t totally smooth lol.
- Would you play it again? Yes, I would play this game again, especially since now I know how to properly place the irrigation channels as the game intended.
- Analyze the game using the 3 act structure: The first act would have been the initial rounds of the game where we were still learning the rules and mechanics. This would also include the building of the game board itself because tiles were only placed during people’s turns. The second act would have been when we had a better grasp on the game. This is when we started being able to complete some objective cards and figured out how we could maybe affect other players by placing certain tiles or eating certain colors of bamboo. The third act would have been around when Colin got 6 cards. We knew that once he completed the last card that the final round would begin and he would get special points for that. It was pretty evident that no one else was going to reach 7 cards before him, but we were still a little uncertain about who would actually win, although Colin was very likely to. We then counted all of the points on our objective cards and sure enough, Colin won.
- What are the collaborative and or competitive aspects of the game? This was a competitive game. Players competed against each other to complete 7 objective cards and whoever collected all 7 triggered the final round of play where players had the chance to complete as many remaining objectives as possible. The winner was based on whoever had the most points according to their completed objective cards.
- What is the game’s metaphor and which of the game’s mechanics standout? The game’s metaphor is a panda who is essentially taking over and eating a bunch of bamboo and a gardener is sort of trying to stop him. They included a comic to tell this story which was super cool!! One of the game’s mechanics that standout to me the most is having to roll a die to determine the weather conditions for your turn. Different weather conditions mean different things and all give you a different advantage for your turn.
Takenoko Response & Game Ideas – Colin Kenny
Was it fun? It was long but it was fun strategizing.
What were the player interactions? There weren’t really any direct player interactions because everyone was only capable of controlling their own actions. Some effects caused some players strategies to fall through but that’s about it.
How long did it take to learn? It took about 20 or so minutes to learn.
Would you play it again? I think I would consider trying it again if there weren’t many options. but to me it wasn’t that compelling.
Analyze the game using the 3 act structure. Act one I would say would be us starting to build the bamboo garden and trying to understand how to achieve the goal cards. Act 2 we started to achieve the goal cards and set up ways to get and achieve more goal cards. The game still felt close as Amber and I were each at 3 or 4 goals met. Then Act 3 I made a push to meet a couple more goals and although everyone got one more round of actions, it was kinda clear I was going to win.
What are the collaborative and or competitive aspects of the game? Weirdly, although this was a competitive game, we ended up helping each other at times to follow the rules and make the best possible moves. The overall experience was very casual and though we had some disagreements about the rules at times, we still remained respectful and tried to enjoy the experience for what it was.
What is the game’s metaphor and which of the game’s mechanics standout? I think one of the game’s main metaphors was that forces outside of our control and other people can mess with our plans, but we just have to redirect and not get distraught by our downfalls. One mechanic I found really fun was the giant panda running around the garden to eat pieces of bamboo, and when a storm came the panda would run away scared and you could move the panda to any space on the board.
Game Theme: Art
- Art Heist: At a party, players set up paintings around the room like an art gallery. One player must switch the paintings out for “fakes” without getting caught. Play can last as long as the party goes on or until the thief switches out all the paintings.
- Pictionary Art Gallery: Played in rounds, a prompt is given to some players. They must draw or paint this prompt in the allotted time. All other players then vote on who’s “painting” is the best. First place gets 3 points, second 2, third 1. After everyone has had an equal number of turns to draw, the player with the most points wins.
- Abstractism: Players compete to build the best abstract painting by drawing and playing cards and filling their canvas proportionally with shapes and colors.
- Color Bomb: Using some kind of catapult of other small plastic apparatus, players take turn launching small balls covered in paint or filled with paint at a wall or canvas. Whichever player has the most area of the board covered by the end of the game wins.
- Drippy Crayons: Players compete to answer questions to get their crayons to drip further down a canvas. But one player HATES art and is preventing this project from being finished at all costs. They must sway the others in the wrong direction so they answer their trivia questions wrong. If the project gets finished in time, the artists win. If not, the hater, or critic, wins.