Sara Estus – Game setup (prototype 1)

Academic Integrity:

  • Set up: 400 Art Cards, 100 topic cards, 20 of each topic including, plants, animals, people, food, and objects. Card Key (it tells you if the cards are AI or not)
  • Players will set up by passing out 5 topic cards, and 5 art cards, then place both piles facedown in the middle of the playing space.
  • Objectives: One player, following a counterclockwise play, will choose one topic card for players to fulfill, matching the topic, The cards will specifically say something like “I am looking for something to eat for dinner, can you give me options?” and players are tasked with fulfilling the task by placing a card with food illustrated on it. However, these cards can be either AI-generated or created by a real artist via photography or drawing, it is the player who chooses the topic’s job to pick a card that they believe is not AI-generated. The goal to win is to have the most topic cards filled with non-AI-created illustrations, the player with the most non-AI-created cards wins (probably a max of 15 cards)
  • Actions: In the first round, players will be given 10 cards, the oldest player goes first, followed by a counterclockwise play after their turn. The player going first will choose a topic card from their pile, they can choose a new topic card, but they must discard an art card to do so. After picking a topic card, they will read it aloud and place it in the middle of the play area, then every other player is meant to best fulfill the topic ex “I am looking for something to eat for dinner, can you give me options?” the players will attempt to choose ONE card that fits this topic, thinking about if the art on the card is AI, or not. There can be a chance that no card fulfills the topic, so they can draw a new card, but must discard a topic card. After each player places their art card, FACE DOWN, the player who chose the topic will look at all the cards and choose which card they like the most or believe to not be AI.
  • Ending the game: Once at least one player gets 15 cards that fulfill their topics, each player will spread out their cards and one player will get a key that will tell the players if their cards were AI or not. The player with the most non-AI cards wins.

week 4

theme is
High Sabotage

The Saboteur’s Ball is a social deduction party game in which players are attendees at an elite gala, trying to identify who the secret saboteurs are while undermining each other’s efforts to influence key figures by spreading rumors, planting evidence, and setting traps.

Corporate Espionage is a strategy board game in which players act as rival executives in a high-stakes corporate world, collaborating with or sabotaging others to secure the most resources by using underhanded tactics, corporate spies, and bribes.

Heist is a real-time card game in which players compete as thieves on a heist, secretly sabotaging each other’s plans while trying to pull off the perfect crime by using bluffing, deception, and carefully timed traps.

Spy vs. Spy: High Sabotage is a team-based action game in which players, as elite spies, collaborate to complete missions while simultaneously sabotaging rival teams by planting false intel, hacking, and setting up ambushes.

High Sabotage: Space Station Showdown is a resource management and strategy game in which players, as astronauts on a space station, must work together to survive while secretly sabotaging each other’s life support systems, stealing supplies, and causing chaos.

Week 4 – Lauren Yunk

Tsuro Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down pathways and moving their character pieces along those pathways.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the pathways and making sure you were able to stay on the board. The end of the game was when everyone fell off the board and there was a last man standing and that person won the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the last person on the board.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor of the game is “The path of the dragon” and this demonstrates how you are supposed to choose the correct path of the dragon, which allows you to win the game.

Citadel Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were picking a character card and using their special ability, collecting coins, picking up cards with places or buildings on them, and purchasing the building cards.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by being the first one to collect 8 building cards. The end was when somone collected the 8 cards and we counred up all the points to see who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be sabotauge your teammates with your characters ability and be the first to collect the 8 buildiung cards.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is “Nobels, Intrigue, and Cities” which relates to the game because you collect nobels and secretley use their special ability as well as collecting cities along the way.

5 game ideas revolving around the same theme

Theme: Animals

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest that must be completed in order to move on. First one to make it to the jungle wins.
  2. Zoo Escape – Be the first person to ecsape the zoo without being caught. Players will role a dice to see how far they get to move. Some spots will send them back the their cage. First to escape wins.
  3. Soaring Seals – See how far your seal can soar after sliding down a hill of ice. Players will pick up a card with a power number to see how much power the seal will have to slide down the hill. After they all made it down the hill they will pick up numbered cards to see how far they will swim. First to the iceberg wins.
  4. Penguin Party – Players start with 5 pieces of fish and 5 cards with items. Fish are used to buy items for the party. To play, you need to buy items for the party. Each item costs a certian amount of fish. First person to get 10 items wins.
  5. Dancing Dolphins – You are doing tricks in order to impress the judge. You will begin with 5 trick cards. Each player places down their card and shuffles them so the judge doesnt see (there will be a new judge every round). The judge will then pick their favorite trick and that person recieves their trick card back and the rest go in the discard pile. The first person to win 10 trick cards wins.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back that many spaces. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn. Other spots will be an action spot where their horse has to role specific numbers to be able to contuine on. If they cannot role one of the numbers in two tries, they have to move back 3 spaces.

Ending the Game – First person to reach the finish line wins.

Sara Estus – 5 Games, one theme: ART

Game Theme: Art

Academic Integrity: This game is inspired by a thread of comments between Amber and me on last week’s game ideas, for this game, players are given a handful of 5 cards that have a multitude of different topics illustrated on them, such as animals, food, people, plants, and objects.  One player, following a counterclockwise play, will choose one topic card for players to fulfill, matching the topics mentioned before. The cards will specifically say something like “I am looking for something to eat for dinner, can you give me options?” and players are tasked with fulfilling the task by placing a card with food illustrated on it. However, these cards can be either AI-generated or created by a real artist via photography or drawing, it is the player who chooses the topic’s job to pick a card that they believe is not AI-generated. The goal to win is to have the most topic cards filled with non-AI-created illustrations.

Art School (Bringing this back from week 3) 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. **Further explanation: As this is a super quick game, I think changing it up a little and implementing a level to the categories, like some that are very specific, like “Snail” or “Pancake Stack” would be fun to make it have more playability for those who aren’t confident in drawing, but it would be cool for it to also have a different point value when compared to broader categories.

“Art Noted” a scavenger game (Bringing this back from week 1) Students are given a small photo of a close-up image taken of an art piece on campus, they are given one hint on its location in the style of a riddle and then they must try to find the piece based on knowledge of the area and the riddle.  Students can work in teams for time’s sake. If they find the piece, they win a point. The first to get 5 points wins! **This is meant to drive students to become more aware of campus art** I received the AMC Experience Design scholarship, and this goes similarly with my plan for the scholarship, so I want to note that there are hundreds of pieces of public art on campus! Including the rules stated above, along with the understanding of the vast variety of art, I think sticking to only faculty and student-made art would be a priority, and creating cards that show more information on the art would encourage more awareness of the art on campus!

“I promise we are artists” is a Pictionary game, but we suck at drawing! (Bringing this back from week 1) One student is given a card with an object, animal, or thing and is tasked with drawing it on a piece of paper without lifting the pencil, and they can’t look when they are drawing it. They have 30 seconds to complete their new portfolio-worthy masterpiece, and the other players must guess what the thing is without hints. **I want to add an even more fun factor to it, and it’s that we must critique in front of the class when we present the art, I think having students also re-drawing the piece with needed time to compare would be super fun as well

Gallery Guess Who: A twist on the classic “Guess Who” game, players will ask questions to figure out the artist or artwork. Include facts about styles, including a list to assist players (with examples) periods with a timeline, and techniques used by the artist. It may be easier for artistic students but can be playable for anyone as it will include as much information reasonably way, while still including the style of the original Guess Who.

Evelyn: GoViral Game Rules 1

Game Objective: To win the most “aura points” and go viral by making the funniest combinations.

Required Materials: Picture Cards, Caption Cards, Good Humor

Game Setup: Cards are shuffled. Players are dealt 5 cards each to start. The rest of the cards are placed face down in a draw pile. Gameplay begins when one card from the draw pile is placed face up.

Players Turns: Depending on whether it was a caption or photo card placed, everybody must then choose the funniest pair to the card (each pair consists of 1 photo card and 1 caption card). Players then vote on their favorite combination and whoever placed the card keeps it and gets aura points. The other unfunny combinations are discarded. Players may take one more card. The next round of gameplay begins when a card from the draw pile is faced up. The game can continue as long as it’s a good time. Whoever has the most cards/ aura points at the end of the game wins.

Similar Game Mechanics: “New Phone, Who Dis?”

Other thoughts: Room for expansion with comment or music cards

Sara Estus – Takenoko Review

  1. Was it fun?  Yes, I felt like the game was entertaining and enjoyable! I have a soft spot for playing plant-based games, and the unique pieces and art made the experience more enjoyable! The game included an adorable comic about the story behind the characters in the game (A panda and a bamboo farmer) so the added lore to the game was a nice touch.
  2. What were the players’ interactions? Like most games, diving into a game with quite a few pieces and a very specific rule and guideline book is always a little intimidating, but I’m super biased at this point and will always agree that Amber does a fantastic job of explaining the rules and assuring the game is played. Although there was one rule, we didn’t realize was incorrect until the game was a fair way through irrigation channels, we eventually agreed to play the game (still incorrect) but as we were before.  The most difficult part of the game was completing the tasks we needed to get points, but it was super fun once we got the hang of taking turns and fulfilling task cards.
  3. How long did it take to learn? I would say about 10-15 minutes, Amber was super concise with the rules, so questions were asked, and as far as the basic understanding we started the game quickly, learning a bit on the way and getting the hang of it by the mid-game.
  4. Would you play it again? Absolutely, this game is so so fun and cute and I was actually trying to find it over the weekend to buy it!
  5. Analyze the game using the 3-act structure: Act 1: Establishing the game, the pieces, and the idea of task cards. This beginning was not as rough as some beginnings of games can be that I have experienced. It was all about placing tiles and getting tasks at this point. Act 2: At this point, we all started to focus on completing tasks, the difficult part is deciding which task to do, as some are more complicated than others. Act 3: This is where it was sort of obvious who was winning and who was behind. I had focused a lot of time on one task, which I believe was my downfall. Collin ended up winning with lots of points, as he focused on getting as many tasks as possible completed.
  6. What are the collaborative and or competitive aspects of the game? The game is highly competitive, with players trying to get the most points from task cards, but it is also collaborative in a way, as certain moves you can do, such as placing tiles, or choosing where to move the panda can help other complete their tasks, on purpose or not!
  7. What is the game’s metaphor, and which mechanics stand out? In researching the meaning of Takenoko, which means “Bamboo child” – referring to the strong bamboo sprout that can grow 1.5 inches in an hour. Takenoko is about growing and spreading regardless of barriers that might attempt to prevent one’s growth. Throughout the gameplay, we never ran out of bamboo, even though we removed a lot of it from the board by “eating it” as the panda. I think the mechanic of never losing a feature of the game, no matter how much is going on, really brings not only the metaphor to life but also an aspect of never being done with the game.

Evelyn: Game Ideas – Circus Themed

  1. 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.
  2. 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.
  3. 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.
  4. 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)
  5. 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:

  1. 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.
  2. 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.
  3. 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.
  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.
  5. 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.
  6. 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

  1. 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.
  2. 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.
  3. Board game of a zoo, you travel around and have to complete a task before your next turn.

Tsuro Game Review

  1. Was it fun? This game was fairly fun, it wasn’t the most entertaining, but I liked how your move can sabotage other players.
  2. 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
  3. 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.
  4. 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.
  5. 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

  1. Was it fun? I didn’t really like this game, I guess it was fun while it lasted.
  2. 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.
  3. 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.
  4. Would you replay? No I would not replay
  5. 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.
  6. 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:

  1. Place the Game Board: Lay out the game board in the center of the playing area.
  2. Distribute Player Tokens: Each player chooses a token and places it at the starting point on the board (e.g., “Tip-Off” space).
  3. Shuffle Challenge Cards: Mix the Challenge Cards and place them face down in a designated area on the board.
  4. 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:

  1. Place the Game Board: Unfold the game board and place it in the center of the playing area.
  2. Place the Game Board: Unfold the game board and place it in the center of the playing area.
  3. Distribute Player Tokens: Each player chooses a token and places it at the starting point on the board.
  4. 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).
  5. 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.