Week 4

  • Rules must include:
    • Setup- Players create a deck that includes 10 fighter cards, 10 Mana cards, 10 items cards. (This may change)

Players will roll a die to determine what the map/playing ground will be.

Shuffle each of your decks and pick up 7 cards to start with

Each fighter has a different type of fighting style and abilities, which include, (Speedster, Brawler, Tank, Marksman)

The fighters will require a certain amount mana to either attack or use and ability.

Be careful who you choose because the map can negatively or positively affect them in the field of play.

  • Objective(s)

The player has to use the brawlers to defend themselves. The player has 20 health. Whenever the player’s health is gone, you win the match.

  • Actions players take

Draw a card whenever it’s your turn. Either choose to defend yourself or attack. Optional to use an item card to help you.

  • Ending the game (win, lose states)

Player runs out of health or runs out of fighters

  • Examples

I just attacked with my fighter and it defeated the opposing player’s final fighter, therefor I win, or I attack the player because there’s no fighters out there currently. I attacked the player and they ran out of health.

The opposing player used an item and got an ultimate from it. It knocked out my fighter and allowed him to use his second fighter to defeat me.

Week 4 – Engine Building

Tsuro Game review

  1. Was it fun?
    • Yes, the concept of the game was not only interesting, but competitive.
  2. What were the player interactions?
    • The objective of the game was to eliminate the other players. Furthermore, each player was not only making sure they were able to stay on the board, but also trying to eliminate the others.
  3. How long did it take to learn?
    • The game concept was super simple, which made the game very easy to learn. Learning the game took about 2 minutes before we got into the swing of things.
  4. Would you ever play it again?
    • I would most definitely play this game again.
  5. Analyze the game using the 3-act structure.
    • The game setup was super simple, which required everybody to choose their respected color piece and pick three cards to hold onto.
    • Once the game has started, everybody moved around the board, inching towards other players, while making sure they don’t get killed. The paths connect from other players which cause people to slide around the board.
    • Once there were a few players left, people started targeting each other, altering their own paths to move towards the rest of the players. Once the players faced each other, they used their path pieces to throw each other off of the board.
  6. What are the collaborative/competitive aspects of the game?
    • The entire game is competitive. Although I’m sure people could team up, everybody was striving to eliminate each other. The objective was to be the last person standing on the board, by pushing others off.
  7. What is the game’s metaphor and which of the game’s mechanics standout?
    • I’d say that a good metaphor for Tsuro is travel. The mechanic that sticks out most is when you run into another player, both you and the other person are out. I think this stands out the most due to the double-edged sword concept.

5 game ideas revolving around the same theme

Theme: Pirates

  1. Sharks n pirates – Players must make it around the board while a shark piece inches up behind them. The spaces that the shark piece moves depend on a wheel between 1-3. On the other hand, players get to roll some dice to get away from the shark, make it around the board and win.
  2. Treasure-seize – Players must take turns throwing a net onto plastic treasure scattered around the carpet. They must stand a reasonable distance from the chests, and rotate turns throwing the net. Once the pieces are out, the player with the most chests wins.
  3. Drunken Buccaneer – During a turn, the player must spin around a certain number of times (determined by a wheel) and throw their ball at a target. They must make sure they stand a reasonable distance from the target, while everybody rotates turns. (The target is not too small, so it the game isn’t too difficult)
  4. Ship builder – A fast paced game, that involves players shifting through scattered wooden pieces in order to build their ship. Players draw a small card with ship instructions on it, but they must race to shift through a pile of wood while other players do. The person that completes their instructions first yells “ahoy!” to signify they have won.
  5. Loot luck – Players wear two pirate eye-patches while they sift through a treasure chest, using their sense of touch to decipher the right loot (they must pick a card to determine what they have to find). Ex: A plastic fish must be found in the chest, so you must feel out the item in the chest blinded.

Rules for Baller Buddies

Setup Each player is given three small rubber/plastic balls and a ball launcher. There is a spinner, as well as three different heighted hoops on a board. (2-3 players)

Objective – Launch your ball into a chosen hoop which gathers points. There are three different hoops with different points.

Actions players take – During a turn, a player will place their ball into their launcher and aim for one of three hoops to score in. Each hoop is a different height. The higher the hoop, the more points the player will earn. After choosing a hoop to aim for, the player can shoot from anywhere in a region of the board, as long as it doesn’t pass the red lining. Each player determines how many attempts they get per ball by spinning a wheel from 1-3. If they don’t make the ball within the set number of attempts, then the player must forfeit the ball, move onto the next and let the next player make their move.

Ending the Game – Once everybody has made all three attempts with all three basketballs, the points are tallied up. The person with the highest score wins.

Example – Jimmy takes his turn and misses the hoop. Jimmy is left with two more basketballs. Next it is Brent’s turn. Brent makes it in the tallest hoop and earns three points. Brent is left with two more basketballs. Now back to Jimmy, he makes it in the medium hoop and earns two points. Jimmy is now at 2 and Brent is at 3. This goes on until all balls are gone. Brent and Jimmy ran out of balls, so they track how many points they have made. Brent wins with 9 and Jimmy with 4.

Example #2 – At the start of Jimmy’s turn, he spins the wheel. The wheel lands on 3, so Jimmy has three attempts to make his first ball into a hoop. Jimmy has missed all three opportunities, so his first ball gains 0 points.

Tokaido Review Week 3

Was it fun? Yes! I really enjoyed this game, it was a calm game, and the art was beautiful.

What were the player interactions? One of the main interactions for players in the game was stopping at the inn, and everyone passing around the meal cards, so there was a limited pick as each player arrived at that portion

How long did it take to learn? Not very long at all, the concept was easy to understand and the gameplay was also easy to catch on to

Would you play it again? Yes I would, I even consider buying it myself

Analyze the game using the 3 act structure. The story was set right at the beginning as you select a character that is traveling across the land (board). The second act in this game shows us that on our journey, there are multiple places we can stop at to acquire more items, money, or points! As a result of how many points you gain through out the game, you end goal is to have more then all of the other travelers.

What are the collaborative and or competitive aspects of the game? The only collaborative portion I can think of is the dinner portion with handing around the meals.

What is the game’s metaphor and which of the game’s mechanics standout? Traveling would probably be a good metaphor, and one mechanic that really stood out to me was the collecting “friends” that give you benefits

Week 3 Game Ideas: Carson Bauer

 5 game ideas that involve collaboration use the following formate : [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

Socialism Monopoly is a cooperative board game in which the players work together in order to make a certain amount of money in a certain amount of years (turns). The catch is that any money made by anyone is divided up evenly among players. In order to make the game more difficult, there are more fines and taxes than normal monopoly.

Hide and Creep is a moving game that is similar to hide and seek in which the players have to take turns hiding each other, trying to keep their teammates hidden from the seeker in a room. In this game though, the seeker is blind folded so your goal is to put your teammate where it is very hard for them to be found without looking. Once you are placed in a spot by your teammate, you cannot move. After 5 minutes of the game, everyone must move 5 feet in any direction, no closer or farther. This indicates the creep aspect of the game. If the game goes to 10 minutes, the hiders win and the seekers lose.

AI Pictionary is a drawing game in which partners have to work together in order to find out what the teammate is drawing. It is much like normal pictionary, but rather you have to use an AI Image generator instead of drawing, and you are not allowed to use the word you are describing in the generation description. Your team wins if they guess it in the shortest amount of time compared to the other team, and first team to 5 wins.

Bomb Squad is a cooperative card game in which players have to work together in order to “diffuse the bomb”. In each round of the game, there is one teammate who reads you the instructions off a card, and the other teammate (diffuser) has to follow the instructions and make the specific pattern out of the cards. The diffuser is not allowed to look at the instructions. The cards that the diffuser has are different color wires that have to be organized in a certain way. I’m still scratching my brain in order to figure out a unique way for the instructor to tell the diffuser the instructions, but this concept has me interested so it is going in the list. Also, can’t forget a classic timer that has the clock ticking.

Maze Runner is a cooperative “maze” / puzzle game in which the team has to ask each other trivia questions in order to move through the maze. The maze will be complex enough to make mistakes, but not too hard as to make the game impossible. The teammates must use the honor system and play fair when asking questions from the stack of cards, each having an “Easy, Medium, and Hard” question. Depending on the difficulty of the question and if it is answered right, that’s how far you will move forward. But if you get a question wrong you will move backwards.

citadel review

Was it fun?

yes the game was very fun, and the instructions were very straight forward.

What were the players’ interactions?

their was a lot of sabotage, every decision you made about what character you picked limited the choices of others. the assassin, thief, and warlord cards made it really fun because we started to know who had what card so it was more fun to kill or steal.

Would you play it again?

yes i would love to play, it is one of the few stratagem games that i really seem to enjoy. their were also a lot of cards that we didn’t end up using.

How long did it take to learn?

it was almost an immediate knowing of how to play after i read the rules, but over all i think the group took about 10 minutes.

Analyze the game using the 3-act structure.

their wasn’t much learning curve to the game to so the second act was most prevalent in this game, and the 3rd act was a very brief one because it may seem like one person was winning but then their can be so many curve balls thrown in with order of choice changed and with no clear circle of who plays next it was a very you don’t know until thieve already one type of feeling.

What is the collaborative and or competitive aspects of the game?

the competitive aspects of the game were very clear, with the king their was a competition for who gets to go first, and knowing that the game could change during every turn it made it even more a me against them than a bide your time type of game.

What is the game’s metaphor and which of the game’s mechanics standout?

very single card having its own mechanic made the game so fun, my 3 favorites were the warlord that can destroy anyone’s buildings, the architect because you can build up to 3 buildings instead of one, and the merchant because of all the mone you can get.

the tile game( i forget the name)

Was it fun?

it was very simple and fun.

What were the players’ interactions?

their weren’t direct interactions but any tile you could place could lead to someone getting eliminated.

Would you play it again?

yes but i don’t think it has the play multiple rounds at once because it is almost the exact same every time.

How long did it take to learn?

the wording was a little weird but it was a pretty straight forward game, about 10 15 minutes.

Analyze the game using the 3-act structure.

their was never really a third act to the game, because their were so many lines on the board it was hard to tell if someone would get eliminated by their play, most of the time was spent in the second act.

What is the collaborative and or competitive aspects of the game?

the competitive is the fact if your close to someone you can force them out if you play your tiles wright.

What is the game’s metaphor and which of the game’s mechanics standout?

none of the mechanics stand out to me, the only one that i think is cool is the fact you have to go to the end of a line and if someone else places them down you have to move too.

Week 3

 5 Game Ideas:

Castle Builders is a medieval strategy game in which the players collaborate to construct and defend a castle by using resources like stone, wood, and metal to build structures and fortifications. 

Sky Scrappers is a construction game in which the players collaborate to build floating cities in the sky by using various scrapped building materials and engineering tools. 

Nowhere Nomads is a survival game where players navigate through a vast desert, managing resources like water and food, and creating shelters to survive sandstorms and extreme heat.

In Search of the Light is a navigation game in which players attempt to find their way out of a pick-dark maze by communicating with other players, battling strange entities, and solving puzzles to illuminate their path. 

Dont believe me is a party game in which players compete to be deemed the “liar” of the group by recalling facts about their lives so obscure that another player would find it hard to be true. 

Hanabi


Was it fun?

Answer: Yes! This game proved to be enjoyable thanks to its heavy reliance on player communication. 

What were the player interactions?

Answer: Drawing cards, giving hints, placing cards, discarding cards, and moving around game pieces. 

How long did it take to learn?

Answer: It took me a couple of read-throughs of the rules to fully understand how it worked. 

Would you play it again?

Answer: Yes! I would love to play this again with a different group to see how the energy shifts. 

Analyze the game using the 3 act structure.

 Act Structure:

Act 1 – Players learn they must create a fireworks display by playing cards in sequence, but they can’t see their own cards.

Act 2 – Players give and receive clues to deduce their cards, managing limited clue tokens.

Act 3 – Final rounds where players aim to complete the fireworks display before making too many mistakes.

What are the collaborative and or competitive aspects of the game?

Answer: Collaborative: Players work together, giving and interpreting clues to achieve a common goal.

Competitive: Mainly collaborative, but players may compete for higher scores in subsequent games.

What is the game’s metaphor and which of the game’s mechanics standout?

Answer: Metaphor: Represents the challenge of communication and teamwork.

Standout Mechanics: Players can’t see their own cards, relying on clues from others; limited clue tokens add strategic depth.

Forbidden Island


Was it fun?

Answer: Yes, I liked the collaborative aspect of this game, kinda took a load of stress off.

What were the player interactions?

Answer: Slow to start but then everyone got into it as time went on.

How long did it take to learn?

Answer: After reading the rules, not very long.

Would you play it again?

Answer: Yes it was fun ngl

Analyze the game using the 3 act structure.

In the first act things would flood but it wasn’t the end of the world.

In the second act we started to gain avatars and things flooding was a bad thing

In the third act, we made it to the helicopter lift and all won.

What are the collaborative and or competitive aspects of the game?

Answer: The competitive aspect WAS the colaborative nature of the game. It really brought every player into a team member state of mind.

What is the game’s metaphor and which of the game’s mechanics standout?

]Answer: I think the games metaphor was to always do what’s right for the group. The game mechanic that I enjoyed was when a certain number of cards deemed a player a certain avatar.

5 Collaborative Game Ideas

Rees Edwards

  1. Blind Help is a Strategy Game in which One player is blindfolded. This player then draws a card from the deck, and on the card is a detailed picture of something. He or she then must show this card to the rest of the non-blindfolded players in the match. They then will shout out one word descriptors of what is on the card. The blindfolded player then must use these hints to come up with the correct answer in three tries. Whoever gave the winning hint gets a point as well as the blindfolded player if they get it correct too.
  2. Kill the Boss is a team based fantasy fighting game, in which a group of players each pick an avatar based on the player pieces they choose. Each player piece has their own abilities. In the center of the board there is the boss. All the players must team up to defeat the boss, but there could still be some betrayal. The boss has a deck of cards as well as the players (2 decks). The players can pull specialty moves or choose to take the loot associated with that power if that said power doesn’t retain to their player’s abilities. There are 4 different abilities: Fire, Water, Earth, and Air. If one gains enough loot, They can buy power enhancements, which are unlock-able on most cards of the deck for those with enough loot. If someone gets enough enhanced abilities, they can then strike at other players and choose whether or not to kill or join the boss.
  3. Start Up is a team based economic game, in which a group of players start their own start up brand based on the cards that they pull. Each person gets fake money, and pulls a card with details about a storefront. It is then up to the players to come up with different ways that they can invest their fake money to keep the store afloat. There will be another deck of cards that determines what they spend their money on or not, however at the end of the day, it is the player’s decisions if they want to make a purchase for their store or not. However, taxes and monthly sales also comes into play with the other deck, and this can cause everyone to either lose and go bankrupt, or win the game by becoming a monopoly
  4. 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.
  5. Memory ice burg. This is a memory game in which every player collaborates with their minds to remember what “tools” they left on their ship that has crashed into an ice burg, but still hasn’t sunk. Each tool is a card, but the cards are faced down after being shown in the beginning. If everyone remembers where and what each of the 30 cards is, that was placed down, they are able to repair the ship and sail away. If not, they are stuck on the Ice burg forever and loose. Collectively, each team of players will have 10 tries total until they are stuck on the Ice Burgh.

WEEK 4 Ideas + review

Pandemic review

Was it fun

Somewhat but yes

What were the players’ interactions?

it was a 100% collaborative game we were definitely working together to win the game

Would you play it again?
yes and I would go in a strategy this time.

How long did it take to learn?
it took us a fair bit of time give or take 20-30 minutes and even then we got stumped while playing and had to refer to the rules and prof. Ames for help

What is the collaborative and or competitive aspects of the game?

the game is all collaborative and there isn’t any competitive aspect because all players need to work together to win.

What is the game’s metaphor and which of the game’s mechanics standout?

the game’s mechanic of roles and different attributes each character possesses was important as it helped us progress through the game. Pandemic teaches us that teamwork makes the dream work at the end of the day.

HOMEWORK :

  1. Anansi’s Web of Tricks is a trickster strategy game in which players collaborate and compete to discard their hands by using character abilities and trick cards to outwit and manipulate each other.
  2. Temple Path is a tile-laying adventure game in which players collaborate to build paths toward the center of the temple while using action cards to assist each other or overcome obstacles.
  3. Gold Coast Empire is a resource management and diplomacy game in which players collaborate as leaders of ancient Ghanaian empires by trading goods, forming alliances, and negotiating peace to expand their influence.
  4. Tactical Football: The Card Game is a strategic soccer game in which players collaborate as teammates to outmaneuver their opponents by using player and tactic cards to score goals and defend.
  5. First-Person Tactics: FPS Card Battle is a team-based FPS card game in which players collaborate as a squad to defeat opponents by using weapon, equipment, and tactic cards to outgun and outthink the opposing team.

thoughts on the fire work game

Was it fun?

yes

What were the players’ interactions?

it was very interaction involve because the whole game relied on us giving hint to each other about our cards.

Would you play it again?

i would play it again

How long did it take to learn?

it only took about 20 maybe less to learn.

What is the collaborative and or competitive aspects of the game?

the collaborative aspect is working together to make the free works, if someone were to sabotage someone by telling them different cards then it would just hurt everyone including themselves from winning.

What is the game’s metaphor and which of the game’s mechanics standout?

the mechanics of the rainbow cards being able to be used as either a whole other fire work to build or being able to be used as wild cards is a very fun and unique mechanic. i also loved the fact that you cant see your own cards, forcing you to trust the other players.

game ideas week 3

  1. Harmony Quest is a cooperative puzzle game in which players work together to solve complex puzzles by combining their unique abilities and using the game’s interactive environment.

2. Galactic Rescue is a space exploration game in which players collaborate to repair and upgrade their spaceship by gathering resources, solving engineering challenges, and coordinating their actions to ensure a successful mission.

3. Mystic Guardians is a fantasy adventure game in which players team up to protect their realm from dark forces by using magic spells, strategic planning, and character skills provided by the game.

4. Survival Syndicate is a cooperative survival game in which players collaborate to build and maintain a shelter, gather resources, and fend off environmental threats by utilizing tools and crafting systems within the game.

5. City Builders United is a city-building simulation game in which players work together to design, construct, and manage a thriving metropolis by sharing resources, planning infrastructure, and tackling challenges collaboratively.

Collaborative Game Ideas.

Game 1: This game involves two people trying to escape a maze. each player has to do certain things to help the other player advance, so you need to work together and communicate to reach the end of the maze 

Game 2: This game intails two players that are up against the two best basketball players of all time. Michel Jordan and LeBron James. they have to try and beat them in a two v two. this could also just be a side game mode to 2k25. 

Game 3: This game involves two players that have to work together to keep a really busy restaurant running. As the night progresses it gets faster and faster. players get bonus points for doing certain tasks quicker. 

Game 4: This game is where two players have to go down a ski hill doing tricks and could possibly invent some new collaborative moves. your points add together so you both have to be at the top of your game.

Game 5:  Two players assume the roles of time-traveling agents trying to repair a broken timeline. Each player has different information and abilities depending on the era they’re in, and they must work together to solve puzzles.

Sara Estus – Pandemic Game Review

Was it fun?

I do think Pandemic was fun, although the aspect of reading a lot of rules and conditions in a game is often pretty daunting, it was interesting to see the different aspects of how we can win and lose in the game. I think what would make it more fun would be to win the game

What were the players’ interactions?

We spent a lot of time trying to plan out our moves before we decided to follow through with them. Collin made a lot of good choices throughout leading the team, but I think our flaw was just not fulfilled playing the game with confidence

Would you play it again?

Yes, though the irony of the Covid Pandemic was a little goofy, it is an interesting game to play and collaborate on

How long did it take to learn?

We spent about 15 minutes trying to figure it all out but got the hang of it in the first 10 minutes of genuine playtime.

Analyze the game using the 3-act structure.

Act one was primarily about us getting our roles and firsthand of cards, we went around and figured out what our roles allowed us to do Act two was when the game got into the spreading of the disease cubes, and we were losing a lot of confidence in winning. By Act Three we were succumbing to losing, which we did.

What is the collaborative and or competitive aspects of the game?

The pandemic is very collaborative! The only way to win is to team up and take out the disease cubes.

What is the game’s metaphor and which of the game’s mechanics standout?

“Can you save humanity?”  The biggest mechanic that stood out to me was only certain player roles could travel the board in specific ways, I have not seen that mechanic used in board games before.

Week 2 Question Sets (Carson Bauer)

  • Question Set 1
    1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
  • If I had to design a game that revolves around being the size of one nanometer (roughly), I would make a game about being a piece of bacteria. In the game, you would have to basically infect and try to multiply and spread bacteria to everywhere you can before you are stopped in some way. It would basically be a big role playing game. Your movement mechanics would be just as you are a piece of bacteria, moving ever so slowly.
    1. Who are you making games for?
      • I would like to make games for people like me who hate reading instructions. I want to be able to design games that are so simple that you do not even need instructions (even though they would still be provided).
    2. Who will be your play testers outside of class?
      • My play testers will be my fraternity brothers that live inside my 10 person suite.
      • Question Set 2
    3. Can you think of a game you were able to play without referring to the rules?
      • The only game I have ever been able to play without reading the rules was Uno. Obviously I didn’t understand the game fully at first, but I figured it out very fast just by watching other people play the game.
    4. How do you define what a game is?
      • My definition of a game is some sort of exercise that influences your brain in the way that you want. For example, if you want to challenge your brain you will play a puzzle game. If you want to get your creativity going, you will play a game with a creative aspect. Another example is a game that makes you mad on purpose, so you play Overwatch.
    5. That features can make your games more intuitive?
      • Simple rules, Simple features, wide player-base, open to all ages, little amount of pieces.
    6. Question Set 3
      • What was your gateway game? What do you play to introduce others to gaming?
      • My go to gateway game is Minecraft, who doesn’t love it? For shooter games, I’ll point people to Call of Duty black ops 2, and for action sport games I’ll point people to Skate 3.
      • What features do gateway games share?
      • I believe that all gateway games have to be simple, but also a very good game in their category. For creative players, Minecraft has kept us entertained for over a decade and the player-base is still getting bigger. Even Call of Duty Bo2 still has online servers going all the time. These gateway games have to be truly legendary games to keep players hooked.
      • How does luck and strategy factor in to game play?
      • Luck and strategy have a huge factor in gameplay in certain games. I’m personally going to use Minecraft as an example. In Minecraft, you have to get lucky in order to find biomes and resources you need, but strategy comes into play for Villager trading, attacking, etc.

Sara Estus – Game Ideas Week 3

Art School is a card game where players must collaborate to create a piece of art that fulfills a specific category. However, the difficult part is that only one player knows the category, for example, “Mythical Beast” and the player who knows the category can only give one-word hints. The drawing must be done in a quick passing style, with the player who knows the category only getting 10 seconds to draw, as the round progresses, each player gets 10 more seconds added until 3 minutes is up. After the time is up, players must write on a separate paper what they think the category was, and the closet gets a point.

The Journey is a tile-placing game in which the players will randomly select a role in which they must work together to escape an area (the tiles) think escape room, but it is super small, and each player has a different skill and ability, like players who pull a ‘water’ role card can move things on the tile that are blue. The tiles are around 1’x1’ and have a multitude of random obstacles that limit players from passing through and only certain players can move certain things. This game is meant to go off the saying “It’s not about the journey, it’s about the friends we made along the way”

Convince Me! Is a card game where players must collaborate to convince the “Founder” player to fund their creation. The players who are the “Makers” are given a spread of 10 cards face down that all have bizarre pictures of creations on them, the creations are machines or products that aren’t real, and the cards contain 3 things that the creation can do, players who are “makers” must pick ONE card and ONE of the purposes of their creation and convince the “Founder” The players who are the “Makers” must agree on one of the cards to pick, and can ‘reselect’ their creation based on voting in the group. The collaborative part begins when players must agree to the different prospects of their creation, and they must agree on when the price for their creation is fair.

Stow Away is a fast-paced card game where players are split into two teams, the stowaway and the security. The game is set up with one side sitting across from each other. The setup begins with one side taking a ‘place card’ for each player and that will be where they are hiding. The place cards have a picture of the hiding location, a visibility score of 1-5 (1 being out of sight and 5 being practically out in the open) and they have a perk written on them that explains the abilities positive and negative of the spot. The security players’ setup begins with receiving their specific security roles as well as their ‘location cards’ that will give them a general location that they are securing. The idea of the game is for the stowaways to remain hidden without causing suspicion and for the security to find the stowaways before the cargo is delivered. Through the gameplay, stowaways will attempt to help each other hide by giving up their hiding spots, creating diversions and distractions, and staying completely silent! For security, they will team up to search larger areas, use perks like flashlights and search dogs to find clues and find the stowaways, all while openly communicating the whole game!

Trial by Combat is a board game with four corners where players must compete in a rock-paper-scissors style fight to cover the most spaces on the board with their color, the winner will not only need to have the most color on the board but also be able to beat at least 2 other players in combat to win the game. The rock-paper-scissors comes into play as each player will have a draw pile and discard pile where they will pick up three cards with random items, food, tools, and animals that they can use to win a battle, an example being, drawing a lion card, and being able to beat sheep, pig, and deer cards, versus picking a pig card, and beating a stew card, versus picking a stew card and being a freezing cold card. The list goes on!