- Card Darts
- This game isn’t necessarily a card game, but it involves cards so not sure where to draw the line. This game involves using metal playing cards or trading cards, and throwing them at a block of styrofoam. It’s essentially darts but with cards. I plan on looking deeper into this one to see how you can spice it up, like involving a game of war and whoever wins each round gets to throw a card.
- 3 Card Poker Slots
- This game is a game in which revolves around luck mostly at the moment, but needs to be dug deeper into. The game involves a dealer giving you 3 cards at random, and if you hit a certain hand (2 of a Kind, 3 of a Kind, Straight, Straight Flush, Royal Flush) you get a payout depending on the rarity of the hand. It’s almost kind of like gambling… well it’s gambling
- Draw from the deck’s heart,
- Match pairs, discard with each turn—
- Count and claim your score.
- Match Maker
- The idea of this game is simple. You get a standard deck of cards and deal 5 cards to all 2-4 players. Your goal is to get matching cards and place them face up in front of you. The players will take turns drawing cards, and if you get a second number that you have (EX: you have a 2 and during your turn you draw a 2) you place it in from of you face up and say “Match”. At the end of each turn though, you must discard one of your cards in order to keep the game moving and to avoid people hoarding cards. The person with the most matches when the deck runs out is the winner.
- Low-Card Blackjack
- Ah, yet another way to gamble our points away. This game isn’t for the faint of heart. The idea of Low-Card Blackjack is pretty easy to understand. In this game, your goal is basically to be as close to 11 as possible, rather than 21. The uniqueness of this game is because it is designed to make people upset at their “points wagering” abilities. In a standard deck of cards, the most common card is a 10, whether it’s actually a 10 or a face card. So more than likely, you are going to bust when a hand is dealt to you. Instead of being dealt 2 cards, you are going to be dealt 1 card. That one card makes it interesting since if you happen to get a lowcard such as a 2 or 3, you basically have to hit since the dealer is most likely going to have a higher card than you, but at the same time you won’t want to hit since you are most likely going to go over 11. Just like Blackjack, if you get an ace and a 10, your payout is more. The game may seem complex in my description, but it is rather simple.
- Bobby Mo Go Fish
- First of all, who doesn’t enjoy a game of go fish. For this game, I would like to put a spin on go fish in some way but make the entire deck Robert Morris themed. I enjoyed designing cards last semester during my 4D Design class, so this would give me the chance to design more cards again. But alongside that I need to find a way to put a spin on Go Fish; a rather simple game.
haiku
hear the random sounds
chop and screw or mix it down
show the end result
questions week 2
- Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
Large jumps like a flee, being able to Cary things larger than you, being able to be picked up by the wind.
2. Who are you making games for?
People like me. people who want a layer back game with no overly complicated rule sets but really nice art and visuals to make the game fun to keep coming back to.
3. Who will be your play testers outside of class?
My friends and if i have time to go home my younger brother definitely.
- Question Set 2
- Can you think of a game you were able to play without referring to the rules?
uno, war, games like Minecraft and slime ranchers or other games where the rules aren’t written you just come acrost what you can and cant do.
- How do you define what a game is?
a game is an experience that has rules and a desired outcome/ way to win.
- Question Set 3
- What was your gateway game? What do you play to introduce others to gaming?
i really cant remember my gate way game, most likely it was one of the games on my leap frog but wears my water and a tinker bell game were some of the first mobile games i ever had/ remember. Mario cart is one game i feel like can be very helpful to start with, it can take time to understand all of the controls but their are ways to minimize what someone has to remember. that i one of the games my brother played to start onto video games, i feel like games similar to uno or go fish are good starting games for card games.
- What features do gateway games share?
simplicity in rules and straight forward gameplay.
- How does luck and strategy factor in to game play?
some card games are very luck based because you relay on what cards you end up pulling out of a deck, but they are also strategy because you have to understand how to use your cards in the most beneficial way. many games relay on strategy, if you don’t have some basic stratigay for how you want to even if its as simple as knowing the way to win. but their is also strategy in button mashing, cuse subconsciously you learn what buttons are most likely to get you where you need. you can also be so good at timing and still need.`
Brayden Bauer Game Design Week 2 HW
Some of these I may have mentioned last week. Just FWI
A bomb war.
It’s a game me and my friends made when we were in high school and never really finished making it. It’s similar to the card game “war” where the players draw from a deck and play a card. Higher card wins. The a bomb part is where an ace comes into play. The a bomb trumps every card other than other a bombs. Depending on the suit will determine if your a bomb is better or not.
Smash bros inspired game( still thinking of different characters to use)
The two players each have a deck filled with cards. Each turn the players draw two cards either being characters to put into the field of play or items that can negatively or positively affect the field of play or characters. There are different maps the players can collect that can again change how your cards are played.
Quickdash is a trivia based game with a few action cards. The trivia questions can be any topic but vary in points. During some of the cards the players may revive an action card that has to be played immediately. It can range from simple to more difficult tasks.
No name yet
I want to make a trouble in terrorist town card game. Role cards get handed out and the start of the game which tell the roles the players received. Sheriff, doctor, killer, bystander. Preferably played with a large group of players. Each round the players have to find out who the killer is. Each round the killer doesn’t get caught, the killer gets more progress until either he reaches the end or he kills everybody else. That can be avoided if the other roles vote him out.
Truth or dare like game.
The deck of cards contains cards with some sentences on there about the players. The player needs to fool the other players into thinking if it is real or not.
Week 3 Thoughts and Ideas (Munchkin)
Thoughts AND Ideas
Munchkin was fun as it went on but for a game that a supposed to be a shortened more straightforward version of D’n’D it has a lot of rules out of the box and its setup takes a while and a lot of reading just to get started. Also, some of the rules are not clear and need clarification to help the most basic players to understand. This is definitely a “Pick up and play game”. But I do like the option to either help a player or band together against other players or enemies feature. Which would either help the progression of the game or set everyone back to the start.
Week 2 – Gideon Gyamfi
GAME IDEAS
1. Shooting Stars: The Card Game
Overview: Over several rounds, players construct teams and employ strategies to outperform their rivals in this strategic soccer card game.•
Goal: Utilizing player, tactic, and action cards, score more goals than your rival
Play: Each player puts together a team of eleven cards, consisting of defenders, forwards, midfielders, and a goalie, each with a different set of talents and abilities (e.g., speed, strength, playmaking). Attack, midfield control, and defense are the phases of the match that each turn symbolizes. To make decisions, players select cards from a deck of tactic cards that represent attacking maneuvers, defensive arrangements, etc. Dice rolls and player stats are combined to determine the outcome of goal attempts; players can use cards to alter the result (such as “Power Shot” or “Perfect Save”).
Winning: Following a set of goals, the player with the most goals wins
2. ORION OPS: FPS Card Battle
Overview: A fast-paced card game inspired by FPS battles, where players must balance offense, defense, and resource management to outgun their opponent.
Objective: Reduce the opponent’s health to zero using weapon, equipment, and tactic cards.
Gameplay: Players build a deck that includes weapon cards (e.g., rifles, pistols, grenades), equipment cards (e.g., armor, shields), and tactic cards (e.g., “Flank,” “Headshot,” “Heal”). Each player starts with a set amount of health, and the goal is to use their cards to deal damage while avoiding or mitigating the opponent’s attacks. Weapon cards have varying damage and range, requiring players to think strategically about positioning and timing (e.g., a “Sniper Rifle” card might do high damage but take longer to play). Players can “reload” or use special “Power-Up” cards to enhance their strategy.
Winning: The player who reduces the opponent’s health to zero first wins the game.
3. Kingdom Tales
Overview: This game is based on the famous Ghanaian folklore, where players take on the roles of different characters attempting to outwit each other to gather the most wisdom.
Objective: Players compete to gather “wisdom points” by playing tricks, telling stories, and completing challenges inspired by Anansi’s cleverness.
Gameplay: Players begin by selecting a character from Ghanaian folklore, each with a unique ability that represents their skills in trickery (e.g., Anansi, the Spider, can steal points, Kwaku can charm others). The game is played in rounds, with each player drawing from a deck of “Story” and “Trick” cards. Players can use these cards to challenge each other, perform tricks, or avoid being tricked. Special “Wisdom” cards offer insight or solutions to avoid getting tricked, while “Obstacle” cards introduce challenges like the “Bola Bird” or “Tortoise’s Slowdown.” Storytelling is a key aspect, where players must narrate short tales based on the cards they play, adding a creative and cultural twist to the game.
Winning: The first player to collect a set number of wisdom points (e.g., 10) wins the game, symbolizing the accumulation of Anansi’s wisdom.
4. Anansi’s Web of Tricks
Overview: Anansi’s Web of Tricks is a fast-paced, trickster-themed card game where players take on the roles of characters from Ghanaian folklore, each with unique abilities.
Gameplay: Initial Hand: Players are dealt 5 cards each (from the Trick, Action, and Number card decks). The remaining deck is placed face-down as a draw pile, and the top card is flipped over to form a discard pile. Character Abilities: During their turn, a player can choose to use their character’s unique ability once per round to help discard cards or sabotage opponents.
Winning: The player who successfully discards all of their cards wins the round. If multiple rounds are played, keep track of scores, and the first player to win three rounds is the overall winner.
5. Temple Path
Overview: Be the first player to reach the center of the temple by strategically placing path pieces that guide your character toward the go
Gameplay: The board starts completely empty, with a temple center marked as the destination. Players must build their own paths to reach the center. Players must connect their starting point to the center by placing path pieces, one at a time, according to the cards they play. Paths can overlap or intersect, and players can attempt to block or reroute opponents
Winning: The first player to create a continuous path that leads to the center of the temple wins the game.
Week 1 Questions Gideon
List the games you have played or currently Play.
Anywhere from EAFC24 to Delta Force Hawk down to Black Ops 6, black Myth Wukong.
In Your Opinion what should every game have?
Every game, in my opinion: Engaging gameplay where the mechanics should be intuitive yet challenging, keeping players invested and pushing them to improve. A compelling story and and imaginative driving story and a great user interface. As for why I enjoy soccer and FPS games, it’s because they offer a perfect blend of skill, strategy, and adrenaline. Soccer games capture the excitement and unpredictability of real-life matches, allowing for creative plays and teamwork. FPS games, on the other hand, provide intense, fast-paced action that requires quick reflexes and strategic thinking. Both genres offer a competitive edge and a sense of accomplishment when you master the mechanics.
Can you apply the three-act structure to your favorite game? What is its pacing and how long do you find yourself in each act?
Applying the three-act structure to a favorite game, especially in genres like soccer or FPS, can be a bit unconventional since these games often prioritize gameplay over narrative. But if you were to apply the 3-act structures: 1. Setup (Pacing And Gameplay) Setting up a match, choosing teams, picking strategies, etc. And starting to get a feel for the gameplay of your opponent and adjusting accordingly. 2. Confrontation: This spans the majority of the game time where players go back and forth trying to score goals and defend against their attacks the momentum and pacing vary. 3.Resolution: The final moments of the match are often the most frantic. This act is fast-paced, typically lasting a few minutes at most. It is either a last-ditch effort to win, a desperate attempt to catch up, or a struggle to maintain a lead. The act ends with either a victory, defeat, or draw, depending on how well you and your team performed.
When coming up with ideas where do you find you start, with the metaphor or the mechanic?
The mechanic leads me into the metaphor I sometimes like to work backward into idea .
Over the course of this semester, who would you like to collaborate with and why?
I have not decided yet and would keep an eye out for other classmates and see if we have anything we can work on together.
Question Set Week 2- Colin Kenny
- Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
- Who are you making games for?
- Who will be your play testers outside of class?
- Question Set 2
- Can you think of a game you were able to play without referring to the rules?
- How do you define what a game is?
- What features can make your games more intuitive?
- Question Set 3
- What was your gateway game? What do you play to introduce others to gaming?
- What features do gateway games share?
- What are the 10 beautiful mechanics and what should you aim for with your own?
- How does luck and strategy factor in to game play?
Set 1
1. Being able to change objects’ sizes, limited movement, etc.
2. I guess my goal would be to make games that have a wide range of audience so that people across age groups, like families, can play together and have fun.
3. I could either go home and play with wonderful mom, or I could have so fun with it by asking my friends from RMU theater.
Set 2
1. Most of the games I have watched people play online are easy for me to get the gist of if I ever purchase the game for myself. For example the card game Anomia is a fast thinking card game with simple-ish rules that I was able to understand the pattern and quick turns of easily.
2. I would say a game is a competitive experience where one or more players tries to reach a goal to “win.”
3.I would try to implement simple graphics and simple action phrases so the rules are easy to pick up in an efficient manner.
Set 3
1. The earliest games I can recall playing are those Wii games I mentioned in my last question set post. If I were to introduce some to a simple gameplay experience, I would probably boot up one of those games because the motion controls and buttons are easy to understand.
2. Quick rounds/turns, simples rules and actions, attractive designs
3. Pass
4. A good balance of luck and strategy should be involved in any good game so that the players still feel the experience is fair and that they could still win at any point.
Evelyn: Week 2
- Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? I would make a tiny building game. The pieces included in the game would be cards and little building orbs (that stick together like a puzzle). You could collect different atoms or molecules (that are on cards) to create elements and collect points. Maybe you could even build a disease to sabotage your opponents.
- Who are you making games for? I agree with the author of the book that I am making games for myself. I wouldn’t have the motivation to make a game that I wouldn’t like enough to buy.
- Who will be your play testers outside of class? Family and friends
- Question Set 2
- Can you think of a game you were able to play without referring to the rules? Scrabble.
- How do you define what a game is? a game must have a goal that can be reached. Traditionally, reaching the goal must be entertaining to players.
- What features can make your games more intuitive? From a logistic perspective, adding clues to the rules outside of the instruction sheet. Game overview cards help with this. Simplifying gameplay makes games more intuitive as well!
- Question Set 3
- What was your gateway game? What do you play to introduce others to gaming? Ticket to Ride was my first gateway game. I’m not a huge gamer so I feel like I’m the one being introduced to these games. I would introduce others to Ticket to Ride because it is easy enough to catch on while also having a beautiful board.
- What features do gateway games share? Characteristics of gateway games include: ease of learning, good theming, a lack of complexity, interaction between players, luck, originality, replayability, and a length between 45-90 minutes.
- What are the 10 beautiful mechanics and what should you aim for with your own? According to the author, the 10 beautiful mechanicals include the Kingmaker’s Noblesse Oblige, BattleTech’s Heat, Set’s Set-Making, Magic’s Card Tapping, Battle Cattle’s cow tipping rule, xXxenophile’s popping, Bohnanza’s Hand Order rule, Mississippi Queen’s Paddlewheels, Time’s Up!’s Communication Breakdown, and Dominion’s Constant Shuffling. These items are considered genius-level mechanics in the eyes of the author. Finding good mechanics (even slight tweaks) can move your game to the next level
- How does luck and strategy factor in to game play? Luck gives everybody hope of winning and perhaps even provides small victories. Strategy takes gameplay to a deeper level and gives players a sense that they could have some control.
5 Card Game Ideas
Apples to apples college addition– basically the green cards would still be the same but the red cards would be things or events that would relate to a college kid.
Who does it best, so you think– each player draws a card from the deck, reads it out, whever the cars applies to the best they give the card to that person. However, another player can challege it by trying to do whatever it is better.
Luck of the draw– Each player draws a card from the deck, each card has a task for the player. You never know what the task may be or what problems it my cause, Goal of the game is to have to most prize cards at the end of the game.
Who am I?– There are 2 seperate decks or card, one being: People and the other: style/personality. Each player when it is there turn will draw a card from the people deck. The card will have 5. Different people’s names/ personalities. The other players have to use thier style/personality cards to describe the person they choose without knowing who it is. The person who’s turn it is then has to decide whose card best matches.
Is this the truth or a lie? – Each player when it’s their turn has to draw a card from the “prompts” pile. The prompt will say something to share with the group, the player can either choose to say a truth or a lie. The other players will then have to decide whether they are telling the truth or a lie. Wrong answers have consequence. Each wrong answer results in picking up a card from the “lie” pile and following the instructions on that card.
Bang
Was it Fun?
Bang was more fun than Flux. I liked not only it’s aesthetic, but the playability was intense, fast paced, and interesting. I think I also liked it though because my player, the Sherif, was OP.
What was the interaction?
I didn’t know who was on my side or who wanted me dead, which gave me sort of a sense like the game mafia. Which I enjoyed heavily. I also liked that everyone was involved this time.
How long did it take to learn?
Not long to be honest.
Would you play again?
Yeah, I thought it was a total vibe.
Act 1-
Although we were randomly committing blood shed blindly for no reason, we knew the objective but didn’t know enough info on the players abilities (besides me)
Act 2-
At this point we learned more about who was who and the game progressed how it was intended to be played
Act 3-
Me and Amber duked it out as we were the last two left. I thought I was clearly gonna win but then she just came out of nowhere and came back and beat me.
Questions / Game ideas
- My 5 Game ideas:
- 1. Sample Scrabble: Everyone must use the given samples (at random) to create their own songs from scratch
- 2. Edit if you said it: A game which consists of each player coming up with a 30 second long story to tell about anything they want. The next goal is to give every other player try and recreate the story through editing images in a video like format.over top of the audio clip of the story that was told. At the end there is a vote for who made the best edit, and then they are gifted with the ability to tell the next story.
- 3. Draw or die: A player must draw how they got out of a random dangerous situation which is given to them through a set of cards. everyone else then must guess what sparked this drawing, whether he/she got his/her limbs chopped off, or he/she got into a pool full of sharks, etc. but they get to guess before the player is done drawing. Every 15 seconds players get a guess. The first player gets a full minute to draw the image before they win or not. The goal is to guess right. Both the drawer and the guesser win a point if this is done correctly.
- 4. Sculptor’s Sherrades: Each player is given a chunck of clay, and a card out of the deck. Each player must take 2 minutes or less to sculpt what their card is, such as a dog or a sword, or a set of headphones, etc. Whoever guesses or makes the right thing first wins a point.
- 5: Build it: A game that consists of giving every player a random set of legos, all shoken up beforehand and poured evenly into a cup. Each player then must build something based on the universal prompt given each round. After the 5 minute timer goes off, there will be a third party judge who decides who earns the point. Whoever has the best depiction or metaphor for what the prompt was gets a point, and is then the next round’s judge.
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
- For this game, I would love to possibly do a twist on a realm similar to the universe created in the animated film, Fantastic Planet, where the humans are the size of insects, and the aliens, or Drakes, are huge. This could possibly be a game that would consist of a player viewing a open world realm, only through the viewpoint of a tiny dude. Or I could do a physical game similar to the concept of Magic School bus, where you learn about different parts of the body on the cards you read as one ventures through the human anatomy shaped board with lil school bus pieces.
- Who are you making games for?
- The first game idea would definitely be for people who geek out about obscure films like fantastic planet, whereas the other one would be a fun game for kids.
- Who will be your play testers outside of class?
- My friends and family
- Question Set 2
- Can you think of a game you were able to play without referring to the rules?
- Jenga is an easy one for this question. This game is just fun to play, especially when its huge. But it’s never complicating and doesn’t need a whole lot of instructions.
- How do you define what a game is?
- You define what a game is by being able to have some sense of playability, as well as mechanics.
- What features can make your games more intuitive?
- Possibly I could find ways to make the process go by faster, as with all my games, time is a big factor, and could be seen as a constraint if one doesn’t have enough of it and wishes to play one of my games.
- Question Set 3
- What was your gateway game? What do you play to introduce others to gaming?
- To be honest, my Gateway Game was probably Ice Age the meltdown, where you mainly played as Scrat, and you explored the world of Ice Age and solved puzzles in an open world like realm.
- What features do gateway games share?
- Nostalgia for sure.
- What are the 10 beautiful mechanics and what should you aim for with your own?
- Dexterity mechanics: I will keep in mind that the objects must be pleasing to touch, that the game pieces arent rigid or rusted.
- Core Mechanics: I will make sure all my games involve a rulebook to come with each game.
- Movement controls: I will be involving a lot of hands on and creative work from each player into my games
- Combat systems: I will have a point system to cause more eagerness to win
- Resource management: I will fund or find funds for all my games
- Puzzle-solving mechanics: I will give every game an aspect of an issue that must be fixed.
- Player objectives and rewards: I will want every player to wish to win
- Character interactions: I want all the players to enjoy their time with each other, and regardless of how anything turns out, still be respectful and admirative of other’s work.
- Level design: I will make sure the set up of the physical atributes of the game looks sleek.
- How does luck and strategy factor in to game play?
- It all depends on the cards you’re dealt, as well as how one chooses to use his cards.
- 5: Build it: A game that consists of giving every player a random set of legos, all shoken up beforehand and poured evenly into a cup. Each player then must build something based on the universal prompt given each round. After the 5 minute timer goes off, there will be a third party judge who decides who earns the point. Whoever has the best depiction or metaphor for what the prompt was gets a point, and is then the next round’s judge.
Evelyn: 5 Card Game Ideas
- GoViral. Inspired by the card game “New Phone. Who Dis?” There are picture cards and caption cards. There could be potential for music cards (scan to get music) but that might overcomplicate the game. The logistics of the game could be flushed out but basically funniest post (as voted on) wins that round.
2. A game based off Uno. The goal of the game is to not win or lose. The winner and loser must do a challenge or dare decided upon by the rest of the group. The cards could be changed to reflect this twist.
3. FLUXX: harry potter edition. Completion of the spell to win
4. Based off of GoFish but all of the cards are a type of ingredient. There are recipe cards as well. Players must collect ingredients to make recipes. The recipes are worth different point amounts.
5. Investigator – A detective game. All players are dealt profile cards with different abilities. There is one Traitor. Everybody must else must figure out who the traitor is depending on the actions played in game.
5 Game Ideas Week 2 – Colin Kenny
- Guess the Card: Subjective- One player draws a card without looking at it and shows it to all other players. The others players give clues to the card drawer in a subjective way as if this playing card was a character with a specific vibe. Everyone wins if the card drawer guesses correctly.
- Fast Flip- Two players lay out half of a standard deck of card in a grid in front of them. Using only one hand, players race to flip all of their cards before their opponent.
- High/Low Solitaire- The player draws seven cards into their hand and puts seven cards in a pile to the side. Two more cards are put face up in front of them. You can play any card from your hand on either of the two face up cards if they are one higher or one lower in value. Redraw up to seven once you have no moves. If you have seven cards and no moves, take one of the side pile cards and place them on top of one of the piles of your choice. You win if you can play the entire deck. If not, play for the lowest number of cards left. Once the side pile is used up and you have no moves, you lose.
- Card Tossing- Players take turn throwing a card as far as possible from behind a mark. Whoever tosses their card the farthest wins.
- Each card has a word, players take turns playing cards and trying to match words as closely as possible.
Tori Rojas Week 2
Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? One could play around with a mechanic like scaling, where players can either shrink or grow to interact with varying environments.
- Who are you making games for?
- I am making games for audiences to enjoy and provide feedback on.
- Who will be your playtesters outside of class?
- My friends and brother will aid me in playtesting.
Question Set 2
- Can you think of a game you were able to play without referring to the rules?
- Rock paper scissors, uno, scategories.
- How do you define what a game is?
- Mechanics, rules, interaction, challenges, theme, and story.
- What features can make your games more intuitive?
- Having clear objectives, consistent rules, and intuitive design are all features that would aid.
Question Set 3
- What was your gateway game? What do you play to introduce others to gaming?
- My gateway game was Ticket to Ride. To introduce others to gaming, I often have a group play Catan.
- What features do gateway games share?
- Gateway games are easy to play and also learn. They often have straightforward rules and engaging gameplay that can potentially hook players and lead them to explore other games.
- What are the 10 beautiful mechanics and what should you aim for with your own?
- Kingmakers noblesse oblige, battletech’s heat, set’s set-making, magic’s card tapping, battle cattle’s cow tipping rule, xxxenophile’s popping, bohnanza’s hand order rule, mississipppi queen’s paddle wheels, communication breakdown, constant shuffling.
- How does luck and strategy factor in to game play?
- Luck adds an element of unpredictability, and can level the playing field. Strategy involves planning, decision-making, and rewards skill.
Game Ideas thats can be played using cards
- A card game about bees collecting pollen to create honey. Maybe each player has their hive and is competing to build a super hive the fastest? More pollen= more cells=more space. Different plants you go to can be worth different amounts of pollen.
- Story Builder. Players take turns drawing different cards that have different prompts or themes on them. Each player adds to a collaborative story based on the card they draw, creating a wacky narrative.
- Players draw cards that give them clues or obstacles in a quest to find hidden treasure. each turn, they can follow a clue or get information. the first person to find the treasure wins.
- Animal Kingdom? Each card could represent a different animal with unique abilities. Players use their cards to build a thriving ecosystem, balancing predators and prey. Perhaps you could be able to have your animals attack your opponents at the risk of losing their own. The player with the most balanced ecosystem at the end wins.
- Kid-friendly war! instead of competing for higher numbers, one could make it kid-friendly by making the cards picnic-themed, in which ants beat out picnic foods. cards could be playfully illustrated.
Bohnanza Review
- Was it fun? Absolutely! The game was enjoyable heavily thanks to its trading mechanism.
- Is it interactive? This game was very interactive as players were able to draw, place, and trade cards.
- Was it easy to learn? This game was fairly easy to learn. a good read through of the rules and a few rounds in the group got the hang of it.
- Would you replay the game? Yes! I plan on purchasing this game to add to my collection.
- Applying the three-act structure-
- * Act 1: Read the game’s rules and set up the mechanics (deal 5 bean cards to each person, place the field cards on the correct side). Playing a practice round to get acclimated to the game’s premise.
- * Act 2: The competition begins. Trading the bean cards is where all of the competition takes place. People in need of specific bean cards provide something that the active player requires in order to advance in the game and win.
* Act 3: At the end of the bean game, everyone looks at how many coins each player has and attempts to disrupt the other players by refusing to trade with them. If you decide not to trade, they may not receive enough coins to beat you in the game. Everyone harvests their beans to earn the most coins at the conclusion of the round.