ChessRPG Rules

ChessRPG – Desmond Rossignoli

Materials Included:
Standard 8×8 chess board
2 sets of 16 chess pieces with draw-erase bases
12 Ability cards (2 sets of 6)
Draw-erase marker w/ eraser

Set-up
The game is set up like a standard chess game.
Row 1 (Player 1): Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook
Row 2 (Player 1): Pawn, Pawn, Pawn, Pawn, Pawn, Pawn, Pawn, Pawn
Row 7 (Player 2): Pawn, Pawn, Pawn, Pawn, Pawn, Pawn, Pawn, Pawn
Row 8 (Player 2): Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook
Set all of the pieces to maximum health by filling in the numerator on the bottom of each chess piece (for example, the bottom of the queen should show 2/2).
The younger player goes first.

New Rules for Attacking:
– When attacking a piece, check your attack value and subtract that from the opponent’s piece.
– If you do not completely kill a piece, you do not move your piece to replace it.
– If you successfully kill a piece, you MUST move your piece to replace it.

New Abilities:
King: Enemy pieces adjacent to your king cannot move or attack.
Queen: When your queen has line-of-sight to the enemy king, the enemy king’s ability is canceled.
Bishop: As your action, you may swap a bishop for one of your dead pieces.  The piece is brought back onto the board at full health.
Knight: When one of your pieces is adjacent to one of your knights, that piece may move and attack as a knight would.
Rook: Any of your pieces next to one of your rooks cannot be attacked.
Pawn: If a piece of yours is attacked and a pawn of yours is adjacent to it, the pawn may take the damage instead.

Stats:
King: 5 attack, 1 health
Queen: 4 attack, 2 health
Bishop: 3 attack, 3 health
Knight: 2 attack, 4 health
Rook: 1 attack, 5 health
Pawn: 1 attack, 1 health

*Stats and abilities are displayed on ability cards

End of Game:
The game ends – as any chess game does – when a king is removed from the board.

5 Building Game Ideas

Desmond Rossignoli

  1. Warped Space – I am not sure how this game is to be played, but I envision players placing new tiles and expanding the board.  Tiles would come in shapes that tesselate (such as triangles, diamonds, and rectangles), and would have grids on them which the player could move along.  The grid squares would be varied in size, and proportioned 1:4:16.  This would allow players to move quickly on some areas of the board, and quite slow in other areas.
  2. Obstacle Source – Players will increase their stats (jumping, running, climbing, dodging, etcetera) while collecting obstacles.  Players may play obstacles in front of each other, ideally building up an obstacle course in front of each player.  At the end of the game, the players run their courses simultaneously, and the first to the end is the winner.
  3. Demonlords – A new layer of hell is being developed, and God has appointed some new Demon Lords to take charge.  As the new layer of hell begins to expand, players will take over swathes of land, build up various torture rooms within their territory, and populate their rooms with sinners as they begin to flow in.
  4. I Want to be the Dungeon Master – Ever play a round of Dungeons & Dragons where everyone wants to be the Dungeon Master?  I know your pain, which is why in this game, each player plays as a dungeon master, competing for various tiles to add to their dungeon, placing treasure and monsters as they go.  In phase 2, each player randomly gets assigned a dungeon other than their own, which they must survive and loot.
  5. Sanitation Frustration – A cooperative game where pollution gets placed on an ever-growing map, and players must work together to fix the environment.

Week 4 Board Game Reflection

Desmond Rossignoli

Of the two games brought in today, my group only had the opportunity to play Nano-bots (because of interviews).  Fortunately, RMU’s Tabletop Club will be purchasing Carcassone and its expansions soon, which will give me the opportunity to experience it in the future.

Nano-bots was frustrating to play but in a good way.  Not only were moves extremely strategic, but they also provoked loud debates between players, advising alternate moves (which might be more advantageous).  I enjoyed this atmosphere a lot, as it introduced a cooperative element into an otherwise competitive game.

The third act came very late in the game, as it took a while for any of the players to get a firm lead.  If I had to guess, I would say that the mechanics of this game were developed (mostly) before a theme was concocted.

Death Sentence Rules

Death Sentence – Desmond Rossignoli

Materials Included:
6 Play Mats
120 Noun Cards + 5 Blank Nouns
120 Verb Cards + 5 Blank Verbs
48 Adverb Cards + 2 Blank Adverbs
48 Adjective Cards + 2 Blank Adjectives
48 Location Cards + 2 Blank Locations

Set-up:
1. Shuffle all of the cards into one deck
2. Each player starts with a play mat in front of them
3. Deal 5 cards to each player
4. The player who read a novel for leisure most recently begins, and play proceeds clockwise.

On Your Turn:
1. Draw 1 card
2. Place 1 card from your hand to the corresponding space on your mat
3. Trade 1 of your cards with a random card from one of your opponents

End of Game:
After the 10th round, the game is over, and points are tallied.
1. Earn 1 point for each card present in a complete sentence
2. Each player chooses their favorite sentence which they did not write, and awards 1 pt to that player (this step is skipped in a 2-player game)
3. The players vote together for their favorite sentence, and award it 2 points
4. In the event of a tie, the person with the most verbs/nouns in their hand is the winner.  If there is still a tie, the player who was last in the turn order (between the tied opponents) is the winner.

Prototype Play Mat Format:
[Verb] and [Verb][Adj] by [Noun]
[Adv][Verb] in [Location]
[Adv][Verb] by [Noun]
Killed by [Noun] in [Location]
Death by [Adj][Noun]
[Verb] by [Noun]

Week 4 Reflection & 5 Building Ideas

Review:

In week 4, we first played Nanobots. I got a very thorough understanding of this game and I really enjoyed it. It was fairly easy to learn and understand. Each turn was justified by the action card and the players strategy. I feel like this was a game of chance but also a game of strategy. Even if the player had a great strategy, the action cards picked by their opponents could easily kill them. As for the other game, we didn’t have time to thoroughly play the game, but from what we did get to do, it was very confusing. I was not a big fan of this game. There was a very long list of rules that didn’t really make sense.

5 Building Games:

  1. Train
    In this game, you will build a train to travel across the world. The cards you pick will gain you money, parts, or passengers. The bigger your train gets, the more protection and supplies you will need.
    If you do not have the required parts for the amount of passengers, your passengers will die. You have to save as many people as possible.
  2. Blocks
    There will be blocks of different sizes and colors. You will pick up a card telling you what block to pick up. You must strategically build your tower as high as possible without it falling. Once a block is placed it cannot be moved. Whoever has the highest tower wins.
  3. Duck Crossing
    Each player will have 4 ducks. Each duck has a character card that tells you their needs. You must gain money and supplies to build a river for the ducks to swim in. If you do not fulfill the needs of a duck, they die. Whoever saves the most ducks wins.
  4. Office Building
    Players will pick a card with a company on it and their requirements. Players will pick cards giving them supplies and/or money. Using these, they will have to build an office building for their company. You must fulfill all of the needs of your company to win.
  5. Color Match
    Each player will pick two colors (RGBY). They will have 30 tokens per each color. Players lay one token per turn. The goal is to get three of the same color in a row before the other player disrupts it. Once all of the tokens run out, the player with the most matches wins.

 

Week 5- Haley Bado

Review:

  • NanoBots was fun, however it ruined our friendships as we kept attacking each other. I liked the idea, but a board with a grid would have made it easier to tell who was adjacent to one another. Cascassonne we did not really understand very much. I liked building the board, the “kingdom,” and connecting the pieces, but we did not really figure out the point of the characters.

Building Game Ideas

  • Balloon Pop
  • Getting Promoted
  • Build a skyscraper
  • Make a meal?

Haley Bado- Reviews Week 1-4

Week 1:

  • Flux started out slow as we first started playing, but once we figured out the rules the game got more interesting and fun. Love letters was the same way, but we caught on more quickly because there were less cards and it was the same concept as the last game with the changing rules. Hanabi was difficult because we couldn’t look at our cards. It was confusing until we figured out how to play, but I did not enjoy it as much as the first 2 games.

Week 2:

  • I liked playing the character building games, or games with characters.  It was a was a depressing topic when having to kill all your characters, but it was still a fun game and a different concept than anything we’ve played before. I liked playing the medieval game when you had to buy each card and choose when to play it.  Once we got the hang of it, it was really fun and easier to play.

 

Week 3:

  • Takenoko and Pandemic were my favorite to play. The Italian game was hard to understand, even with the English directions. We also kind of made up our own rules because it was hard to understand what exactly we were supposed to do.  Takenoko was a lot of fun, and I also liked playing in teams. Once we all go the hang of them game, it was really fun and cute. Pandemic was my favorite. We needed to sure the world and the directions were easier to understand. We did not get to finish the game, but I wish we did.

 

Haley Bado- Game Ideas Weeks 1-4

Card Ideas:

  • Dominos
    • Have to play the card in hand
  • Special Card
    • Get the card and keep it until all cards are gone
    • Rules
  • Changing Rules
    • Bunch of cards with rules
    • Out if rules not followed
    • Last man standing wins

Chess Ideas:

  • Tetris
    • Stack pieces
    • Dice tells which pieces to play
    • Tower cannot fall
  • Play with all colored pieces
    • Memory Game
  • Hop Scotch
    • Dice tells how many jumps
    • Cant land on different colored space
    • Last player standing
    • checker piece out if land on an X space

Themes:

  • Spy Game
    • One person is a double-agent
    • Guess who it is
  • Building
    • has to build their “tower” first
  • Witchy
    • Collect ingredients for a spell
    • Be the first to cast a spell
    • Obstacles and Magic Cards
  • Fly a plane through a storm
  • Salem Witch Trials
    • Don’t get burned at the stake
  • Crystal Garden
    • Good vs Bad person/witch
    • Get the crystal before the other
    • Maze
  • Zodiac
  • 13 Ghosts
    • Save their souls

 

 

5 building ideas

1.Build you boat
-Objective: to shuttle as many people you can across the moat, passed the alligators and ogres living in
 the swamp.
-Concept: You acquire money/ and or supplies to build extensions on to your boat. The bigger the boat, the more people that you can safely get into the castle before the war breaks out. You can cross the moat as little or as many times as you’d like, but it is full of uncertainty and does not guarantee safe passage.
-Twister, the longer your boat gets, the bigger the moat gets/gets filled with unwanted creatures.
-Choose wisely-you cannot save everyone.
  1. Treasure hunt
-you have a starting point and an end point. You build the your pathways towards the finish spot (lets say treasure “x marks the spot” for example). You and your opponents are both trying to get to the treasure before the others so it is a matter of if you build upon your own path, or target your opponents. If your path intersects with another player’s on your turn you can choose to set them off course. These actions will include fight outbreaks, hurricanes/storms, raiding supplies, etc. Or the actions can take the form of rules such as only left turns, or other interactions within the game.
  1. Up a hill both ways
-You are an elderly man, reminiscing about your younger years. Where you worked your way through college and never took on any debt, never used a cell phone and knew what responsibility was all about . You are sitting with your grandchildren who are complaining about not being privileged enough and you are outraged. You begin telling them how hard your life was, specifically your walk to school, which took you 3 hours through a farm, in the snow, with holes in your shoes and…up a hill both ways. What if your trek to school really was this difficult?
In, “up a hill both ways” you are in charge of your journey and your destiny. You can build the board and your path with different tiles, horizontally along the board or even vertically. The harder the journey, the better the story-but remember you aren’t as nimble as your 10 year old self, so be weary and make it home on time for dinner.
  1. Wild Goose Chase
-Based off of/inspired by Bamboo. You have a goose figurine who continuously is on the move…by whoever’s turn it is not. Therefore this is a game of luck. The board will continuously grow and the goose will gain more and more land to run off too. You can prevent and direct his path by building fences or cutting down the trees so that you can see him better. You can also opt to ask the goose moover for a hint on which direction you can take—the catch is that they are allowed to lie to you a certain amount of times.
-Objective: to find the wild goose and land on the same space to “capture it”
  1. Egyptian themed
-Objective: building of the pyramids
-You have so many laborers and materials to show that your nation is superior.
-The building of a pyramid is a process, you must mine and get your materials and acquire each block of stone. This is a very process oriented game and you must build your pyramid before your opponent to show superiority.

Week 4 – Game Design

Building Game Ideas

  1. Royal Garden – Tile building game
    Compete with other players to build the most beautifully structured and floral garden for the King and Queen.
  2. Animal House- Tile building game
    Work cooperatively with players to build a suitable home for your adopted pets.
  3. Bulk Up – Deck building game
    You’re a squirrel preparing for winter by bulking up and stashing food. In this game, you do not play nice. The squirrel with the most nuts wins.
  4. Career Builder – Deck building game
    Everyone has to start somewhere. Gain experience cards to level up your character. Trade experience cards, resources, and education cards for job cards worth more points. The player with the most points wins.
  5. Burrowing Fox – Tile building game
    You play a Papa or Mama fox burrowing your new home for your family. Add tiles to extend your burrow and add much-needed resources for more points. Protect your fox from pretenders with repellent cards.

Game Reviews

NanoBot is a tile building science fiction game set in a petri dish. Each player has a bot with its own special skill that must be used to form the longest chain of NanoBots. Although the theme is unique, I did not feel like it was as immersive as Pandemic or other story filled games. The rulebook was slightly cluttered and could have been simplified. I did enjoy the reaction cards which spiced up the gameplay and made it more competitive.

Carcassonne is another tile-placing game but players are adding tile to build out a Medevil territory. The different tiles must connect with cities, roads, or grasslands, and players must decide to put down a corresponding knight, a robber,  monk, or a farmer. When an area is complete, it scores points for that player. The rulebook was rather confusing and our group sought further instructions online. The basic principles seemed easy, set down tiles and try to get the most points. I believe our group might have been a bit hasty with our few wooden characters so the game got pretty boring when we were just laying down tiles at the end. I think the puzzle-like form was the most intriguing part of the game.

 

 

Reflection week4

This past week we played Nanobots. Due to time restrictions, we weren’t able to play the second game offered in class. However, after playing Nanobots, I got a very thorough understanding of the game and its components. Of all the games previously played in class and on my own time, I would definitely say that this game ranks easier to learn than than the majority. I was curious as to why this was, so I began to section and compare different aspects to the other games I have played. I think the ease of learning is tied to the simple structure.
For instance, each turn you have a set of instructions. You lay down a piece in a certain direction, play or discard an action card, perform said action, then draw another card. While every game played will not be the same, it will not greatly alter. The only changing components of this game are the individual strategies by each player and the board itself. I do like this aspect and would consider incorporating it into a game of my own.

Week 3 Ideas

1. Long Live the King – Players are part of the royal court and work to expose one player as an assassin hellbent on the King’s life. The King is stubborn and dull, so proof plays a large part in this deduction game.

2. Taste Tester – Players are high ranking government officials, and must hire taste-testers and chefs to enjoy their meals without fear of poisoning. At the same time, they try to plant phony chefs and testers in the kitchens of the other players.

3. Hypnosis – Players are competing street performers all specializing in psychic abilities. Competition has gotten fierce, and the players are now all trying to hypnotize each other to do each other’s bidding.

4. Cookbook – Players are novice alchemists working together to craft the right potions for their customers and keep their fledgling business alive.

5. Personal Space – Players are all socially terrified freshmen trying to maintain a minimum distance of 5 feet from any other human being.

Week 4 games with building

5 game ideas around the theme of building

 

  1. Trailer park – the board game is a “map” of wealthy neighborhoods. It is your job to ruin the neighborhoods by building up a trailer park. Person with the most trailer parks at the end wins.
  2. Junk yard art. Play until the junk yard runs out of junk. Every player is dealt a card stating what they have to make. There are cards that make you miss your turn when you “have to go to work that day”. Person who has the closest looking junk art to their image card, wins.
  3. Western game. Back in the old western time when no one knew anything outside of their own town. Each player on their turn gets to pick to either expand the board, build a new town, trade, or use a good to better their score. Score is tallied by who has the most towns and the most / best goods. A player could automatically loose if they ‘get shot’ for trying to steal or cheat their way into getting a better good, or even if they step foot into a bad town.
  4. Make-up artist. Have to give the dummy a make-over while blind folded.
  5. Steel city. Beginning of the Pittsburgh era and everyone has to work together helping build up the city, but this time trying not to pollute the air.

Week 3 Game Themes

5 Theme Ideas

  1. Time Machine – go back to the land of the dinosaurs and have to try and save different species of dinosaurs. They cannot ride in the time machine, but you can ride the time machine back to the future to get supplies when needed. Work individually or as one big team to save as many as you can. You can only save one species at a time. To qualify as saving the dinosaur it must make it past the big bang. Once one species is saved, you can start your strategy over to save another species.
  2. Tip the ice berg. Play as penguins and the goal is to be the one who tips the ice berg. The board plays against you, and doesn’t want to tip. Whose ever penguin eats a ____ number of fish first, tips the ice berg and wins.
  3. Football checkers – line starts in the middle of the game board. Take turns moving your players trying to block and protect your end zones. First “team” to 5 touchdowns wins.
  4. A ship of goods for trading is sinking, you must throw things over board to stay afloat. But the ship is taking on water and a storm is brewing. You must save cargo, or throw things over board. You are in control of your own hand of cards and must help save the ship with everyone else. You are pretty far from the coast and it will take the rescue team some time to get to your ship. If you and your crew can save more than $____ worth of goods, you win. The more expensive goods are the heavier they are. The cheaper, the lighter.
  5. College themed game. Must pass college with the disadvantages of cheating on tests, forgetting homework, but bonus points for going to a party the night before a test and passing the test. The board is against you and you must over-come it and pass. First one to graduation wins.

Week 3 Reflection

Tokaido probably had the most definitive phases out of any of the games thus far. I’m not sure if it’s because I’ve become more apt to noticing the phases, or if it was the game itself, but I could definitely tell when I had a definitive gameplan, and when I felt like our team was going to win. The game itself was really unique, and I found the theme to fit really well. I enjoyed trying to deduce the objectives of the other players, and think of how they interact with my objectives.

Pandemic could have been more fun if we hadn’t encountered an outbreak on both the first and second turn of the game. If I remember correctly, 3 cities started at level 3 infection, and the outbreaks both occurred in one of these cities. I looked up how many cities there were after the game and found it to be 48. Given a deck of 48 cities, there was a 3/48 * 2/47 = 0.27% chance of that happening. Frustration aside, I was able to enjoy the game for a short time. The theme and mechanics were both fairly unique, and I felt as if I was useful to the team until we inevitably lost. Dealing with 2 outbreaks in the first 2 turns is hard.

8 Minute Empire was difficult, but only because of the rules. The English translation didn’t quite specify where the starting region was, so we had to infer it as the center region (the other playgroup inferred it as the 4 corners and each player began in a separate one – I don’t know which one was correct). I also had trouble determining whether having n of a card counted for x points per card or x points total, and I never figured out why there were resource tokens (which we never took out of the box). Once I had a general idea of how the game worked, I became engaged and concerned with other player’s expansion, but I was so concerned with how to play the game that the theme didn’t even cross my mind.