5 Resource Games

5 Resource Game Ideas

Mana Surge: Charge up spells by channeling/siphoning various forms of mana (arcane, elemental, etc), and use them to attack opponents and surpass obstacles.  Everyone is in different places in a randomly assembled dungeon, and the last mage alive is the winner.

Nimble in Nimbus: Each player runs a crime syndicate in the floating city of Nimbus.  Everything was going great until one of your lackeys accidentally stole the anti-grav core.  As chunks of the city falls from the sky, you must build up a network of thieves, which requires tools, people, and capital.

Booze Cruise: The apocalypse has happened, and you and your mates have discovered an abandoned cruise ship full of alcohol.  Search, drink, trade, and destroy in a competition for who can get drunk the fastest.  Each player can only drink a specified preferred beverage (beer, wine, vodka, whiskey, etc.).

Liquidators of Catan: Catan has been settled, but is no longer profitable.  Be the first to liquidate all of your assets and vacate the island.

Weary Wedges: You’re a simple person with a lot of money, and you cannot be bothered to open doors in your mansion anymore.  Race around the mansion searching for door stops and propping open doors.

Week 1 – Card Game Ideas

  1. Corporation – Players choose their type of business by selecting one of several occupation cards. Each player is handed a certain amount of money cards (or paper money) depending on the occupation chosen. Each round a player picks up three employee cards and chooses one to have for their business. Employees have personality ranks which can help or hinder the player’s business. Players can have up to ten employees, therefore if a player finds a better employee in the deck, they must choose one of their existing employees to “fire”. Then the player picks up an action card which can help or hurt the business or has the player make an executive decision. If a player runs out of money, they are declared bankrupt and exit the gameplay. The last player to have money or to have the most money after a month (30 rounds for 2-3 players or 15 for four players) wins.
  2. Lucky Kings – Using a regular deck of cards, two players are given eight cards face down and six cards are laid face up on the table. There can only be six spots for cards on the table unless a player picks up a king and they may place it on the table immediately. Players flip their cards one per turn and lay a low numbered card on a higher numbered card in the middle (ex. 7 of clubs placed on an 8 of clubs). Once the players have gone through their cards, they are given enough cards to have eight in their hand. Play continues until a player cannot add any of their cards to the table cards and still have eight in hand, and the other player wins. Or play goes until all of the cards have been used and the first to run out of cards wins.
  3. Atomic Dogs – Players pick up cards from a deck until one picks up an atomic dog card and is out of the game unless they have an inceptor card (tennis ball, dog therapy, bacon biscuits). Players may use various action cards to help themselves or hurt other players such as skip to pass picking a card, attack to skip you and make the next player pick two cards, favor to make someone give you a card of their choice, see the future to peek at the next three cards in the deck, and shuffle the deck. Each card would have something random on it like hot dogs, magical chicken butts, Indonesian Santa, and an all-seeing llama. Play continues until one player is left and is the doggone winner.
  4. Harvest 400 – Players deal out seven cards each and leave the deck in the middle. Players must lay down runs in sets of three or more (same fruit/vegetable cards and sequential numbers, or same numbers with different fruit/vegetables). Wild cards can be any number and any fruit/vegetable. Players must place 25 points on their first turn or they must pick up two cards and skip their turn. Players can place their cards on opponent’s runs. At the end of the turn, players pick up two cards from the deck. Play goes until one player has no cards in their hand and everyone adds up their points (wild cards are worth whatever point value it is used for on the run) and opponents subtract their total with the cards left in their hands. The first player to reach 400 or more points wins.
  5. Secret Sarge – Based on the recent game “Secret Hitler” and the Red vs. Blue web series, players are split to two sides: the Reds and the Blues. One player on the Reds is Sarge (the leader), less than half of the players are Red followers, and the other half are the Blues. In 5-6 players, Sarge and the Red followers identify each other, and in 7-10 players, only the Red followers know who each other is and who Sarge is; the other players have no idea who anyone is. Play starts with one of the players as General who decides who is Colonel for the round. If everyone agrees with the pairing, play continues, and if not, the player to the left of General is the new General and continues until there is an agreement. If there is no agreement after 3 tries, the first policy card on top is placed on the board and the marker for failed voting goes back to the start. General picks up three mission cards (Red or Blue) and hands two of them to the Colonel, who then decides which one to place down. Once 3 Red missions are placed, whoever is voted Colonel must honestly say if they are Sarge or not. Depending on the amount of players, a certain amount of red missions placed activates a certain action (General chooses who next General is, General investigates anyone, General sees the next three mission cards, or current General shoots anyone). If 5 Blue mission cards are placed, the Blues win. If 6 Red mission cards are placed and Sarge has not been killed or found by the current round’s General, the Reds win. If Sarge is voted Colonel after three Red missions are placed, the Reds win.

Week 2 – Chess Board Ideas

  1. Corner Chess – Chess pieces are placed in the corners of the board, with the King piece in the furthest corner and the rest around it. Pawns would move diagonally toward its opponent and would attack horizontally while the other major pieces keep their natural movements and attacks. For example, a pawn would move two spaces towards its opponent, but this allows the opponent to strike horizontally or vertically. Rooks would move horizontally and vertically as in a regular chess game. Checkmate the opponent’s King to win.
  2. Reality Chess – the rules of each piece are entirely different. Rooks become defensive barriers, knights can move pawns for reinforcements, bishops can convert opposing pieces for a certain amount of turns, and the king and queen have almost equal movement and attacks. Starting position is regular except the knight and bishop are switched and the rook and the pawn in front of it are switched. Castling is not used. The goal is to take an opponent’s king OR queen and then checkmate the other.
  3. Where’s My Rooks? – Rooks are removed from the board. Knights sit next to the king and queen, bishops sit in front of the king and queen, four pawns surround the bishops and the rest sit next to the knights. This adds a third row of pawns compared to regular chess. If pawns reach the opponent’s back row for queening, they MUST change to a rook until both are on the board or have been used on the board. Checkmate the opponent’s King to win.
  4. Transport! – Six colored portals, two of the same color each, are laid out prior to play. Placement is up to the players as long as it is not where a chess piece sits at the start. Regular chess ensues except if a piece lands on one of the portals, it must immediately move to the other same-colored portal. Colored portals are removed from the game once four pieces have used the same colored portal (two white pawns count as one tally; one black and one white pawn are two tallies; one white queen and one black bishop are two tallies; pieces may travel back and forth and will still count as one tally used). A small version of the chess piece is placed on a tally board for a portal once it has been used by said piece. If a piece blocks the way and another piece lands on the same colored portal, there is no transportation. Once a piece moves off the portal, the portal is open and the opposing player MUST decide whether to move their piece off its portal or to move through it. Their move counts as one turn. Checkmate the opponent’s King to win.
  5. Tri-and-Go Home – Much like Chinese checkers, players use triangular pieces (same amount per player as chess) to jump over each other, including the opponent, to reach the other end and line up exactly as two rows. Pieces can jump forward (vertically or diagonally) or horizontally but cannot jump backwards. Players can jump one piece as many times as possible before the opponent’s turn.

Week 3 – Game Theme Ideas

  1. Final Flight – It is the apocalypse. The government has sent out a broadcast stating that there are earthquakes, tornadoes, volcanic eruptions, and a meteor the size of Europe heading for Earth. They have tried everything and it seems that all hope is lost, except you and your friends are the smartest rocket scientists and engineers. Your job is to collect all of the parts and resources around town to build a ship and fly to Mars. But the army is corrupt and wants to put a stop to your life-saving project, and time is against you as you only have 30 minutes to beat the meteor from impacting the Earth and your friends. Can you beat all odds and save yourself and your friends from impenetrable doom?
  2. The Red Menace – In the city of Proton, chaos ensues as villains and thieves broke out of Creighton Sanatorium and raid the civilians and their homes. Only the smartest villain could cause such mayhem: The Red Menace. Players are split playing detectives who are stopping the thieves and gathering intel to find the Red Menace, and thieves who try to put a stop to the detectives’ hunt. Will chaos continue to roam the city or will order take place and will the detectives stop the Red Menace?
  3. Last Chicken Standing – As a farmer, you have been selected to send your best chicken to Rooster Island, an abandoned and slowly sinking island, in an epic battle royale. If your chicken wins, you win ten million dollars! Players pick their chicken and place them anywhere on the island. Roll a dice to move around and pick up cards to gain useful chicken weapons. If players land next to each other they use the weapons, armor and dice to decide who survives. But time is ticking as the island gets smaller until the last chicken stays standing. Who will be the chicken (dinner) winner?
  4. Tunnel 57 – It is October 3rd 1964, East Berlin. You and your friends have heard about a secret tunnel on Strelitzer Strasse that goes under the Berlin Wall and out to an abandoned bakery on the other side. But rumor has it that the East Berlin border guards are finding out about it as well. The border has been closed for three years, this is your only chance at getting out. The following night, you and your friends walk alongside the road counting house numbers, “53, 54, 55…” getting closer to the border patrol down the street. A Fluchthelfer guides you to an outhouse behind house 55. You say the passcode “Tokyo,” and you enter. There is no turning back. Now you must make it through the small tunnel, your only chance of freedom. Players must build the tunnel, avoiding danger in every direction. Can you make it to the other side?
  5. The World’s Greatest Mystery – You are the world’s greatest detective. You just received a call from multiple country leaders that lost their most prized possessions. You have an idea who it is, but they are always moving from place to place, leaving almost no trace. But you (and perhaps a few friends) are up to the challenge. Travel around the world, avoid danger at every corner, and gather clues to pinpoint the thief’s next location. Can you solve the world’s greatest robbery?
  6. Papers, Please: Electronic Board Game – From the highly positive indie video game, Papers, Please comes to the tabletop electronic-style! You and your friends are border immigration officers of a communist Arstozka, checking immigrant papers accurately and earning money to keep your family alive. The game has 20 different endings depending on how long you play and survive this dystopian country. Each player might miss something that you don’t, and whoever survives the longest wins.
  7. Hello Neighbor: The Board Game – You’ve returned to your childhood neighborhood after being evicted from your apartment. You move in to the building across from your most feared figure: the Neighbor. As a curious child, you broke into his basement and he locked you in, only to escape months later. Now, you must conquer your fears and break into his basement again to find the truth about the Neighbor. Collect the right materials, get in the right rooms, conquer three of your past fears, and get into the basement. Once you’ve done this, flip the board over to make it through the basement, defeat the Neighbor and your biggest fear yet: the Shadow. Just don’t let the Neighbor catch you or you will be sent home! (This game is good for 1 or more players)

Week 4 – Building Game Ideas

  1. Sorry!: Build Home – Pawns start as usual along the board, except each space has a part of a house. Players choose to pick up these pieces for each of their pawns, taking possible pieces for other players. Once a pawn has all four (or five) pieces of a house, the pawn is safe and is finished. If a pawn continues around the board without enough house pieces and is bumped by another player, SORRY! They must go back to their start, put the house pieces back on the board and try again. Once a player has built four houses for each of their pawns, they win.
  2. Jamestown Properties – A modern rendition of the first United States settlement and based on the mechanics of Takenoko, buy and upgrade properties, collect taxes, stop other players from sabotaging your buildings and survive the upcoming frozen winter. Compete against other players to gain the most points through building and sabotaging Jamestown to win.
  3. Troll Bridge – Players are trolls building their bridge to lure adventurers. Players collect supplies and materials in the forest to build their bridge while other players try to sabotage other bridges. But they must be careful as an adventurer walks around and a troll loses all of their materials if they are caught. The first to build a troll bridge wins.

5 trading ideas

5 ideas around the aspect of trading

1.Who ville themed
-It is the annual Who-Dilation and you are sick and tired of Martha May Whovi-a winning the best light decor in all of the town. You begin unplugging bulbs from the refrigerator, stove top, lamps, etc. However, you have a family to raise and they cannot be living in the dark so you must make sacrifices. You and all the other players are Mrs. Betty Lou Who with 3 kids (a girl and two older boys). Everyone starts off with 7 lightbulbs they have pulled from their house-but if they take anymore they are at risk of losing their kids sanity. In order to obtain more you must barter Martha May—who has the most lightbulbs or..steal.
Objective-to have the highest electric bill of all who-ville. This is achieved by gaining light bulbs-some are more wattages than others.
2.Mutate Your Veggies
-Every year there is a farm show, where the farmer with the weirdest looking fruit gets the top prize. The show isn’t for 7 months but you want to get an early start. Every player gets a plot of land they are all the same. The differences will be the add ons (poor drainage, clay like soil, insect infestation, etc)-these will eventually be evenly dispersed at the command of certain cards and have the capability of rotating throughout the game. The end objective is to collect the resources you need for your plants (only have max of 2) based on your typographical situation. Plants all need sun, water, and room to grow, but different plants need different things. Once your plant grows to a certain extent you must draw an add on card-this will either switch up the game or allow you to slightly mutate your plant.
3.Build your character
-You’ve been single now for 5 years and haven’t found the “one” yet. Is it because you still live with your parents? or maybe you just have this dead set idea of what the person should be like which ultimately makes you shallow.
-Each player is given a card of what their ideal character should look like-a general frame work. The whole concept of the game is to build your own personal character in the hopes that you will attract someone..and hopefully they’ll be what you’re looking for as well. You will obtain cards like different hair colors, hobbies, eye color,job, and other personality traits. However you have to constantly be changing cards and cannot have more than one type of trait in a hand—however trading cards with other players can allow for less reliance on luck on the deck
-First player to get 80% of criteria wins.
4.Stranded on an Island
-The plane you’ve been flying on has crashed and after a week of being with everyone, you decide to split off and start your own “colony”. You are torn between surviving and trying to get rescued. Each turn you can obtain a resource, add to your hut (like facilities etc) or build onto your sos sign. But be careful because if you spend too much time on your sign you will die and if you spend too much time finding food you will never be found. Gain resources through farming, hunting, and trading with your fellow neighbors.
  1. Janitoral Closet
    1. The game board is a layout of a school with classrooms, bathrooms, cafeteria, gym, etc. randomly lay out the different issues (1 per room: such as vomit, raccoons, infestation, glue, etc). The objective is to clean up as many messes as you can before the end of your shift (run on a timer). If you clean more than the rest of the janitorial staff you get a raise. However, in order to clean you must have the supplies but there are only so many to go around. There will be up to 5 closets and up to 5 players (1 closet per player)-however not all of the supplies are located in each one and will be dispersed.
    2. Different messes have different points for different people-switch and trade supplies to clean up the school faster than your colleagues.

Week 5 Game Review

Game Review Week 5

Games Played: Settlers of Catan and Bonanza
This past game we played Settlers of Catan and Bonanza.
Settlers of Catan combines several aspects noted in previous games which include, board building, cards, and growing personal resources. The set up of the game is all apart of the fun-the randomization of tiles and dice chips allows each game to be slightly different. This hexagonal board is broken up into territories of different landscapes which therefore produce different resources. The resources are stored and traded in order to build settlements. The overall objective of this game is to reach the most amount of points. You gain points by having settlements, cities, roads, armies, and resources—each having a different value. The whole premises of this game is realistic in that you can have a city without supplies and you can’t expand your territory without roads. In this case, not only is it a building game of the board, but building in terms of a “kingdom/territory” if you will. The main leveling out factor is that you can only obtain the resources in which your settlement/city is on. Therefore in order to gain the other resources you must revert to trading among other players or trading with the bank. The trading aspect of this game probably assisted the most by allowing for more interactivity between players and strategizing so you do not only focus on yourself and your cards but the other players as well. The many different components of this game made it fun and definitely a Gateway game. I knew that Settlers of Catan was a widely popular game, but having never played it myself I didn’t quite understand why. Although there were different parts of the game and it wasn’t as simple as rolling a die and letting the board do the work, it was simple in a way that it was easy to understand and made sense, mostly because it followed standard economical fashion.
Bonanza is a trading card game which involves strictly beans. The entire deck is made up of several different types of beans-some with more cards than others. The amount of cards per bean determines its value. The overall goal is to get as many coins as possible by the end of the game. However, obtaining them and trying to win proves slightly more challenging. The main difference between Bonanza and something as basic as go fish is its speed and method. To break it down, the beans are worth coins (but you must have so many beans in order to get any coins). Therefore you must continuously/directly add on to your bean chain in the hopes of “growing” enough beans to get coins. The game gets switched up because of 2 simple rules. 1: you MUST always play the top card in your hand. and 2: You can only have 3 beans growing at a time. What breaks this down slightly is that the game does allow for trading among players-however ALL new obtained cards must be planted as soon as they are received. Because there is constant movement Bonanza is a fast paced game where anybody has the opportunity to win. While it is more complex than Go Fish, I’d put Bonanza on the lower end of the spectrum in terms of it being a Gateway game. This is because it was easy to learn, luck involved, and a theme. However there wasn’t much as semblance and the duration lasted maybe 30-40 minutes where as typical Gateway games last 1 hour to 1.5 hours.

Rules

Lyrics vs Mankind Rules

 

 

There is no limit as to how many people can play.

We recommend 6-8 players for the ultimate party.

 

BASIC RULES

 

To start the game, each player takes a white board and marker.

 

The oldest player begins as the Lyric God by choosing a card from either the

Hip Hop, Pop, Rock, or Oldies pile and reading the lyric out loud.

 

Everyone else will create the next line of the song by writing it on their white board and placing it face down in front of the Lyric God.

 

Gently shuffle the whiteboards. The Lyric God will then read the Lyric Card following by the whiteboards out loud. For the full effect, the Lyric God should re-read the Lyric Card before presenting each whiteboard answer. The Lyric God will then choose the best answer and whoever submitted it gets one Rocker Point and collects the Lyric Card.

 

After the round, the player to the left of the initial Lyric God becomes the new Lyric God and will play a new Lyric Card.

 

 

 

Red Zone Rules

 

2 Players

 

BASIC RULES

 

To begin, the youngest player will call out a color (black or white) and they will be subject to those squares. Both players will choose five pawns and line them up at their end of the board on their color.

 

Player 1 will roll Dice 1 providing a number one through six, following by Dice 2 providing Left, Right, Up, Down, Stop, or A Star (L, R, U, D, S,    ). If the player rolls and 2 and a R, they will move right 2. If they roll a S, they do not get to move that turn. If they roll a 3 and a    , they can move 3 in the direction of their choice.

 

The goal for each player is to get to the opposite end of the board without passing over their opponents pawn. If the dice requires that you move Up 2 and that requires you to pass over your opponents pawn, that pawn is eliminated.

 

Players must get all 5 pawns to the opposite end of the board without landing in the Red Zone. The Red Zone is obtained by all 4 corners.

The player with the most pawns at the opposite end wins.

Week 5 – Game Design

Collecting-Type Game Ideas

  1. Toxic Collector – Board Game
    Compete against players for the most unique and dangerous critters. The more unique the find the more dangerous it is to keep it. Last one surviving with the most points wins.
  2. Secret Trend – Board Game
    Compete to win entry into Fashion Week. Tell share secrets and gossip to get through the doors and gain your seat by the runway.

Game Reviews

Catan is a trading and strategy based game where players must build settlements, cities, and roads across a map. The first player to get 10 victory points wins. Catan is similar to Monopoly in some ways. Both games have similar mechanics such as trading, dice rolling, and collecting. Like Monopoly, Catan also uses negotiation and strategy skills. Monopoly’s theme provides a backdrop for the economic downfall of the Depression era. With concepts such as mortgage and bankruptcy, players must be money cautious in a winner-takes-all environment. Catan provides a more recent and familiar backdrop with concepts of limited resources, trade imbalances, and connected fortunes. Overall I thought it was a fun competitive game but I did feel like the rules took some time to adjust too. I do not think this is a gateway game due to its complexity.

Splendor is a game in which players are gem merchants trying to gain prestige points. With enough prestige points, wealthy players can receive visits from nobles which provide more prestige points. This game has a Renaissance theme and mechanics such as deck building and card drafting. The game has a prominent beginning middle and end which is shown by the number of prestige points a player has and how far away they are from the winning score of 15 points. The game could easily be a gateway game due to its originality, ease of play, luck, and replay value. I enjoyed this game very much and would play again.

Resource Games Reflection

I really enjoy games with the resource-collecting mechanic.  The act of collecting resources gives players small bursts of happiness which adds to the fun of the game.  Catan provides this every time one of your numbers comes up.  Splendor provides this every turn in the form of gaining new gems or cards.

The second act in our Catan game happened abnormally early, as Robert had an extremely advantageous spawn point.  The third act started when Robert began to upgrade all of his villages to cities.  The second act in Splendor started the moment people started to purchase cards.  The third act began when nobles began to be claimed.

Catan was relatively lacking in theme, which is why I’d guess it was developed with mechanics in mind.  While Splendor has a bit more theme to it, its mechanics could easily be re-mapped to a different theme, which is why I’m guessing it was also developed with mechanics in mind.

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.