Nanobot Battle Arena Review

Nanobot Battle Arena is a game where the goal is to finish the game with more nanobots in play than any other player. This is done by playing nanobots, and by using a hand of cards that contain different abilities. These powers include things such as permanently destroying enemy nanobots and laying down one or more of your own, or replacing an opponent’s with one of yours. The game ends when one player has no more nanobots to put into play.

The game is relatively easy to play, but the rules can be somewhat difficult to decipher through the rather long-winded rulebook. Each player can play one nanobot per turn and use one card per turn. The nanobots also have an affinity which affects the cards they play. If you’re red and you play a red card, it gains +1 effectiveness, but if you aren’t and you try to play a red card on red, it gets -1 effectiveness. This was poorly described in particular in the rules, and we were initially under the impression that each color could use these abilities once per turn without a card. This led to an entire game of green placing down two bots per turn, which almost certainly contributed to their (surprisingly) narrow victory.

Overall, however, once we did figure out how play worked, it was a surprisingly strategic game. In the end, it came to a tie between red and green, and green won thanks to the tiebreaker rule.

Rules for 2 games

Trick Shot:

Description: Trickshot is a game where the players compete to master trick shots into solo cups with ping-pong balls. Using the Throw Booklet (which also has visuals on how to perform each throw), players can choose between preforming a beginner, intermediate, or advanced throw. They have 3 practice shots before the big performance. If performed correctly and accurately, the player is awarded with 1, 2, or 3 points respectively. The player at the end of the game with the most points wins.

Materials:

6 solo cups

3 ping pong balls

water

6 “throw” booklets

Rules:

  1. Players have 3 practice shots before shot that counts
  2. Once a level/throw are decided, it cannot be changed
  3. Elbows cannot go over the end of the table
  4. arrange the cups in a 3-2-1 formation, forming a triangle

How to play: First person to have turned 21 goes first. From here, rotate clockwise. Distribute throw booklets to players. First player chooses a throw to complete, and, if completed successfully, they receive the respective amount of points. To classify your throw as a success, the ball must go in, and stay in, the cup. The goal is to either successfully compete all throws, between the 3 levels, or have he highest amount of points by the end of the game. At the end of the players turn, they return the ball to the table and it is now the next persons turn.

Can You See It?:

Description: Can You See It is a game where players try and decipher color while the lighting around them changes. The text on the cards are written in colors that correspond to each color on the led light strip that is provided. This is a speed game where the first to successfully read their card and complete the task wins a point. The first to 10 points wins.

Materials:

task cards

1 led light strip

score card

Rules:

  1. Each player picks a different card and has to complete the specific task on their card.
  2. the first to complete the correct task accurately gets one point

How to play: Person with the worst eye sight goes first (discuss amongst yourselves) and goes clockwise from there. The player who is up picks a color from the led light strip, this is the coordinating card color that everyone picks up. Once the led light is on, everyone simultaneously looks at their card and tries to decipher what it says. The first person o read and complete their cards task gets a point.

Nanobot Battle Arena review

The goal of this game is to get the most nanobots and to sabotage your opponents nanobots. The card you pick at the beginning of the game dictates what “special power” you have throughout the game. The cards you play determine what move you can make. This is definitely a strategy game, although you can still play though using a “Safe way”. The goal is to cut off opponents chains to limit how many points they get. In this game, you don’t reach act 3 at the very end, but instead, you reach this act when you feel experienced and confident enough with the game and your strategy while playing.

5 games about loss

1) In this game, people start the game with 10 “virus” tokens, and gradually either get more or get rid of the tokens based on the prompt given on the card.
2) This D&D type game gives the players a chance to create their own reality leading up to them finding their way out of the enchanted forest.
3)Lost Dog is a problem solving game for children where they interpret clues to return a lost dog back to its owner.
4) Lose Yourself is an Eminem based trivia game with fact checks and questions about the rapper and his past.
5)Lost Cause is a game in which players compete to be the biggest pain in the butt, fighting over Misfit cards and trying to be the most destructive player.

5 Games about Loss

Eurydice is a board game in which players must be the first to bring Eurydice back to the world of the living by traveling across the board where they only know their progress from the hints of other players, and choosing to “look back” when they think they’ve come far enough (and looking too soon will cause a complete player restart).

Rest In Peace is a board game in which we players must put all the ghosts of a haunted area to rest by traveling to different spots and collecting the ghosts in those spots, all while new ghosts regularly appear on the board.

After the Battle is a card game in which disgraced political leaders who have just lost a war must maneuver themselves back into power by collecting cards and playing different political maneuver cards at the right times.

Clean Up Your Room is a board game in which children must find a lost item that is hidden within one of many slots in the game board by using hints from other players to determine which slot their item is in.

Lost in the Woods is a collaborative board game in which players must escape from the woods by answering riddles to clear away fog pieces covering the board, and clearing away a path out of the woods.

Rules for Two Games: Witchcraft and Garden Growth

Witchcraft:

Pieces:

            The Main Board:

                        Has seven spaces, each labeled with their name and with symbols:

                                    Swamp (with the Eye of Newt symbol)

                                    River (with the Toe of Frog symbol)

                                    Forest (with the Wool of Bat symbol)

                                    Road (with the Houndstongue symbol)

                                    Fields (with the Adder’s Fork symbol)

                                    Townhall (with the symbol of -D)

                                    Inn (with a star symbol)

            Power Meters (1 per player)

            Detection Counters (1 per player)

            Detection Sliders (1 per player)

            Power Slider (1 per player)

            Avatars (1 per player)

            Spell Cards

            Resource Cards: Come in five types, each labeled with their name and the symbol representing them:

                                    Eye of Newt

                                    Toe of Frog

                                    Wool of Bat

                                    Houndstongue

                                    Adder’s Fork

            Event Cards

            Six sided die

The Goal:

            Be the first to reach the top of your Power Meter to win. The game ends as soon as someone does this. A player loses if they are not the first to reach the top of their Power Meter, or if they reach the end of their Detection Counter.

Setup:

            Place the Main Board in the center of the players.  Next to each player, set up a Power Meter and Detection Counter.  Give each player a detection slider and power slider. The power slider should be on the first space of the Power Meter, and the detection slider should be on the first space of the Detection Counter.

            Shuffle the spell cards and put the deck face down near the Main Board. Separate the resource cards by resource and place them face up near the Main Board.  Shuffle the event cards and place the deck face down near the Main Board.

Turns:

            When it is a player’s turn, they will:

  1. Move to any space on the Main Board.  If it is still the first turn, players cannot move to the Inn space.
  2. Collect the resource indicated on that space. For example, collect an Eye-of-Newt card from the Swamp.  On the Townhall space, instead of a resource, the player moves their Detection Counter down one.  The Inn is different.  See Inn section.
  3. Choose either:
    1. Cast a spell using a spell card and the recipes it lists
    1. Pick up a new spell card from the deck
    1. Repeat steps 1 and 2

After all players have had their turn, one player draws an Event card from the deck. This card applies to all players.

The Inn:

By stopping at the inn, the player can collect one of every resource.  It will cost detection points.  To determine how many, the player must roll the die.

1 or 2: If the player’s Detection Counter is at seven or less, they go up 7. If the player’s Detection Counter goes up 8.

3 or 4: If the player’s Detection Counter is at seven or less, their Detection Counter goes up 5. If the player’s Detection Counter is at eight or higher, their Detection Counter goes up 6.

5 or 6: If the player’s Detection Counter is at seven or less, their Detection Counter goes up 3. If the player’s Detection Counter is at eight or higher, their Detection Counter goes up 4.

Spell Cards:

            A spell card will say three things: the resources the player must give up to cast the spell, the action that will occur as a result of casting the spell, and the spaces the player’s Detection Counter will move as a result of casting the spell.

            For example, a spell card might state that it costs 2 Eye of Newt and 1 Toe of Frog to cast, will make the player’s power go up 1, and will cost the player’s Detection Counter to go up 1 as well. A different spell card might state that it costs 4 Adder’s Fork and 2 Wool of Bat, will make the player’s Detection Counter go up 2, but will make the Detection Counter of an opposing player go up 5.

            In general, the spells with stronger effects will cost more, in either resources or Detection Counter spaces or both.

            A player can have up to 3 spell cards in their hand. In order to be able to collect a new spell card, they must either discard or cast one of the spells they have.

Resource Cards:

            There are five resources:

            Eye of Newt

            Toe of Frog

            Wool of Bat

            Houndstongue

            and Adder’s Fork

            Each card represents one resource, and states what it is on the card. The player will know what resource they are picking up when they pick up a resource card.

            There is no limit to how many resource cards a player can have in their hand.

Event Cards:

            The event cards will have their instructions written on the card, and will contain an action that will affect either all players, or all players that meet certain criteria.  They may be good or bad for the players affected.  They also may involve chance.

            For example, one event card may tell all players with a Detection Counter at less than 5 to move their Power Meter up 2. Another event card may ask each player to roll a die, and to add the number they roll to their Power Meter.  Another event might ask players to collect certain resources, or add or subtract from their Detection Counter. An event may even put a certain space off limits during the next round of turns. In that case, the effect of the card will wear off at the end of that round.

Garden Growth:

Goal:

In twelve turns, earn the most points by making the best garden possible.

Pieces:

            Garden Boards (1 per player)

Each garden board is split into four sections. Each section has three plant spaces.  Connected to each plant space are three weed spaces and three water spaces. (The weed and water spaces are designated by the faint image of the weed and water chips.)

            Plant chips

Each plant chip has a colored image of the plant on one side and blackened image of the plant on the other side.

            Water chips

            Weed chips

            Plant Reference Cards (1 per player)

These cards display all the information for each plant contained in the Plants section for easy reference during gameplay.

            Turn Reference Cards (1 per player)

                        These cards remind the player what actions can be taken during their turn.

Setup:

Each player should have a clear Garden Board, one Plant Reference Card, and one Turn Reference Card. The water, weed, and plant chips should be set out for players to pick up as needed.  The plant chips should be divided into their appropriate types.  (Carrot chips should be kept in a separate pile from the strawberry chips, and so on.) The player does not start out with any plant-they will have 1 action to plant either a strawberry or carrot plant on their first turn.

Turns:

At the start of each turn except the first, the player must:

Remove one water chip from all plants, unless a plant has a bonus exempting it.  (See Plants)

Add a weed chip to all plants, unless a plant has a bonus exempting it.

If there are no water chips left to remove, or there are no weed spaces left to put a weed chip, then the plant is dead.  Flip the plant chip over so the dead side is facing up. The plant is not dead until the start of the turn where the weed or water action cannot be taken.  If in this step the player removes the last water chip from a plant, that plant will not die until the turn where they are unable to remove another water chip.

After doing this, the player should count how many healthy plants they have left.  That number plus one is the number of actions they can take.  They can:

-Water plants.  Watering one plant uses up one action.  When you water a plant, you add one water chip to that plant.

-Kill the weeds.  Killing the weeds of one plant uses up one action.  When you kill the weeds, you remove one weed chip from that plant.

-Buy/plant new plants. Buying and planting one plant uses up different amounts of actions depending on the plant.  See Plants for specifics.  When you plant a new plant, you put a plant chip on a plant space and put the appropriate amount of water chips next to it. Players may choose to put a new plant in whichever available plant space in their garden that they wish.

When the player has used up all their actions, their turn is over.  Each player may take their turn simultaneously or in any order.  However, no player may take their second turn until all other players have taken their first, and so on for the rest of the game. There will be twelve turns in total.  After each player has completed their twelfth turn, calculate victory points.

Plants:

            Strawberries

                        Costs 1 action to purchase

                        Starts with 1 water chip

                        Bonus: Strawberries only lose water chips on even-numbered turns

            Carrots

                        Costs 1 action to purchase

                        Starts with 1 water chip

                        Bonus: Carrots only gain weed chips on odd-numbered turns

            Broccoli

Costs 2 actions to purchase

                        Starts with 1 water chip

Bonus: Broccoli gives the player 1 extra action each turn for every two broccolis in the player’s garden

            Plums

                        Costs 2 actions to purchase

                        Starts with 2 water chips

Bonus: Other plants within the same section as a plum only lose water chips on odd-numbered turns

            Blueberries

                        Costs 3 actions to purchase

                        Starts with 3 water chips

Bonus: Other plants within the same section as a blueberry only gain weed chips on odd-numbered turns

Lemon tree

                        Costs 5 actions to purchase

                        Starts with 1 water chip

Bonus: A lemon tree allows the player to revive a dead plant once per game per plant.

Plant bonuses can be combined.  For example, if a player places a strawberry (which only loses water chips on even numbered turns) in the same section as a plum (other plants in the same section only lose water chips on odd numbered turns), the strawberry would not lose any water chips.

If a plant dies, any plants in its section will no longer be affected by the dead plant’s bonus.

Determining Victory:

  1. Count up living plants. Each player gets 1 point for each living plant in their garden.
  2. Add bonus points for types of plants.  Each living lemon tree gives a player an extra 3 points, blueberries give an extra 2 points, and broccoli and plums each give an extra 1 point.
  3. Every player that has filled all twelve plant spaces of their garden gets an extra 5 points.  (If a player has filled their garden but some of the plants are dead, they still receive this bonus.)
  4. Add 1 point for every 4 water chips still in the garden.
  5. Subtract 1 point for every 2 weed chips still in the garden.
  6. Subtract 2 points for every dead plant.
  7. If a player has filled one section of their garden with all of one type of plant, they receive 1 bonus point.

The player with the most points wins.

5 ideas centered around loss/lost

-board game where players travel across many spaces on the board. Each space they land on, the player draws a card, but that card is kept secret until the player reaches the end of the board. At this point, the player turns over each of the cards that they picked up and plays them in the order that they had originally picked up

– a card game where each player starts with and is supposed to remember a card. All of these cards are shuffled back into the original deck and the original deck is split into 5 different decks. Each players goal is to try to draw the initial card they had at the beginning.

-card game based around having a ludicrous amount of cards in each players hand. The hand that each person has must stay in the order it is (no rearranging the cards). Each round each player must play a card with is strict time limit that resembles the card in the middle. In addition there will be cards that shuffle other players hands.

– card game that revolves around ridding your hand of all your cards (similar to the premise of uno). However, there is a switch in the middle that players can activate with certain cards. The switch changes the rules between two modes: 1. whoever gets rid of all the cards in their hand wins. 2. whoever reaches 15 cards in their hand wins.

– Social deduction game that revolves around confusing one player. a word prompt is made known to all players except one. Half of the players who know what the word is must say out loud something similar to the prompt. The other half of the players must say something that is the opposite of the prompt. For example if there are 4 people who know what the prompt is and the prompt is banana two might say, monkey, healthy, while the other two might say unhealthy, purple (because yellow is the opposite of purple). 5 rounds go by and if the one person can’t guess the prompt the 4 people win. If the one player manages to guess the prompt then they win.

Game Review: Carcassonne

Carcassonne is a tile-based German-style board game. Don’t ask me how to pronounce the game, lol. The goal of the game is to collect the most points by the number of cities and roads you own by the time the tiles run out. It look me awhile to get the hang of this game because the meaning of the pieces took time to remember. I enjoyed being able to place the tiles in mostly any way you wanted. Each time you play, the way the tiles are laid out will look different. There is a nice element of creativity to that. We played the easy version but it sounds like the longer version invites more of a story into it by using a dragon and a princess. I would revisit this game again even though I lost, lol.

Five Game Ideas: Mechanic or Metaphor

Flight

Flight is a board game where someone is killed on a plane and players need to find out who the killer is before the plane lands.

Brown Sugar

Brown Sugar is a board game where players try to make plans Monday through Sunday throughout the week without getting overbooked and burned out.

Trade Show

Trade Show is a board game where each player is told by their employers to collect three items from three different show booths. Each player is trying to impress their employer so be the first one to collect your items and leave the trade show.

Music Producer

Music Producer is a party game where one player in the group is the producer and the rest are artists. The artists get to pick their genre and are given a song. They must create a name and sales pitch to the producer. Whoever song gets chosen by the producer, wins.

Secret Admirer

Secret Admirer is a party game where each player is given a paper airplane with a note from a secret admirer. Before the note is delivered, each person is given a role for a student in class. There is one teacher. All of the airplanes are distributed through the teacher and given to the classmates. Goal of the game is to try and guess your secret admirer.

Game Review: Pandemic

For starters, this game is ironic because we are in a pandemic. The game has a board with a map of the world. Each player is given a role: Medic, Researcher, Scientist, Dispatcher, and Operational Expert. Each role had different skills and abilities. The goal of the game is to work with the other players to cure the pandemic. We were playing against the game itself. We lost. Different outbreaks of the disease would occur and once you get to 8 outbreaks, you lose the game.

I enjoyed this game because I do not remember the last time I played a game where you had to be collaborative with other players rather than competing against them. Another thing that helped me understand and play the game is, one player in our group knew how to play so he was able to explain the game in a more tangible way. Someone started reading the directions in our group. As different steps were read, other players began setting up the board. Also, the narrative/theme of the game was something that I could grasp. When games begin to become too abstract and something I cannot relate to, I begin to lose focus and understanding. I would play this game again.

Five Games Ideas: Cards

Character Matching

In a deck of cards, there are 10 characters divided up into different sections. For example, one of the cards might have a characters arm or leg. The objective of the game is to collect all of the pieces to your character before other players do. One of the challenges can be other players might be going for the same character. Each player receives 7 cards to start out with. The person to the left of the dealer goes first. They can either pick up a card from the deck or discard pile. Then they have to discard a card. You must only have 7 cards in your hand the whole time. The game keeps going until someone finds their character.

Ennegram Personality

The Ennegram is a personality test. The personalities are explained by numbers 1 – 9. Each number explains a different personality. This game will test the knowledge of the different personality types. Each player is given 9 cards with the descriptions of each personality on the back to get a good understanding of each one (1 – 9). For example, a type 8 personality is called a challenger, therefore, they do not hesitate when an argument comes their way. Once everyone has a good understanding of the personalities, someone starts with picking up a scenario card. After the scenario is read out loud, each player must pick the number (personality) they think matches it. Whoever get it right, gets a point. The goal of the game is to have the most points at the end of 9 rounds.

Story-Telling

Some people are great at story-telling and some not so great. This game will challenge you to get creative in the way you tell stories because you are given different scenarios and items that you have to work together to tell your story. There is a deck of cards number 1 – 12. That deck is shuffled and everyone goes around the table and picks one of those cards. Depending on the number you picked, is the amount of cards you pick from the “Item” deck. The Item deck consists of different objects, places, people, etc. Your goal is to create a story with those items. Each player takes time to create their own story from their items. Then, one by one, each person tells their story. Each person votes on which story was the best.

Create Your Own Coffee

Each person drinks their coffee differently. There are a bunch of different beans, syrups, creamer, sugar, and toppings to choose from. In this game, you create your coffee drink and try to sell your invention to the other players. There are four decks of cards: Bean, Syrup, Toppings and Milk. Each player picks up one card from each pile. From the items on the cards, each player must come up with a name and business pitch to try and sell their coffee drink to the other players. Once everyone shares their business pitch with one another, there is a majority vote over which coffee drink wins.

Bridal Party

Sometimes being a part of a bridal party can be exciting, exhausting, fun, and stressful. In this game, everyone is given a role: Bridesmaid, Maid of Honor and the Bride. The goal of the game is to make sure the bride gets to her wedding day with everything she wants and needs. This card game will go through three phases: bridesmaid dresses, bridal shower and bachelorette party. Each phase will have different challenges with scenarios to encounter. If the bridesmaids and maid of honor fail to complete one of the phases , you risk putting the bride into a bad mood. If you fail all three phases, you lose the game. Different cards explain different tasks and abilities you are to take for the scenarios.

Nanobot

Nanobot is a card game in which scientists fight to make the strongest chain of nanobots by building up nanobots into a chain and using cards to strengthen their chain or sabotage their opponent’s.

5 Game Ideas – One Sentence

Jewel Thief

Jewel Thief is a competitive board game in which world renown thieves must steal the most jewels from the museum by sabotaging other thieves and navigating through tight security.

Toy War

Toy War is a competitive card game in which kids must gather their strongest warriors of stuffed bears and be the last one standing by launching stuffing attacks and stitching up patches over wounds.

Hooky

Hooky is a collaborative board game in which a group of friends must enjoy their day off from school by avoiding adults and having fun at the arcade.

Insomnia

Insomnia is a competitive card game in which a group of teens are competing to be the last one to fall asleep by drinking energy drinks or trying to lull each other to sleep.

Tower

Tower is a collaborative board game in which a group of warriors must reach the top of the tower to claim their treasure by fighting off monsters and navigating deadly traps.

Pandemic Review

Pandemic is a collaborative board game in which scientists and personnel of the CDC work together to combat a deadly virus by curing parts of the globe and collecting research for the vaccine.

Week 3 Game Ideas Frankie

1.A game where players take turns drawing cards and using their hands against each other in the first stage to build DND- like characters and sabotage their opponent, who will be trying to do the same. The second half of the game sees these characters face off in a simple rpg turn- based combat game to determine the winner.

2. A game where players draw cards with different quirks on them, like, “one legged,” or, “soft spoken” that require each player to do something like stand on one leg or only speak through whispers. The players must then complete tasks while slowly accumulating more quirks and the last person standing, so to speak, is the winner.

3. A game that’s played much like blackjack, but some cards have negative values. The first to 21 or the closer of the two when the deck is gone is the winner.

4. A card game for multiple players where each player starts with a recipe card. Their recipe card is their goal for the game, and the first person to cook their recipe wins. They take turns drawing a card and playing up to two cards. If they play all the cards needed for their recipe, they have cooked it. Other cards can change other players’ recipes and even their own, or can mess with players in another way.

5. A game played a lot like war, but the catch is that after each turn, players will pass their hand to the player to the left.