5 Ideas for Card Games

  1. “Who Said It?” 2-6 players: Based off a tv show/movie. A quote is laid in the center of the playing area, players will have cards with the characters names from the show, and the first player to lay down the correct name wins the round. The player who gains the most cards wins.
  2. “Finish the Lyric” 2-6 players. Cards will be color coded by genre. Part of a lyric is placed in the center of the playing area, each player will write down the next line. Whoever gets the line correct wins the round, the player with the most correct answers wins.
  3. “Stars” 2-4 players. 16 stars will be placed around the table. Each round player will pick up and discard one card. Per round, the player will pick up a card with a task (ex. lay 4 spades). Whoever completes their task first takes a star. The player that collects 6 stars first wins.
  4. Multi-Solitaire. 2-4 players. One person lays down a card and calls whether they want it built up or down. Other players must build up or down. ex. player 1 lays down a 2 and wants to build up, player 2 will lay a 3, player 3 will lay a 4. If you don’t have the correct card on your turn, you must draw 2.
  5. 2 players. Each player has 6 cards in hand . They simultaneously choose one card for their opponents hand and the highest card wins the round. The player to get to “50” first wins.
  6. Lyrical “Cards Against Humanity” One player puts down a card that contains an existing lyric. All players put down a card that could serve as the next line. The player who laid the initial card chooses the best.

Week 1 – Game Design

Card Game Ideas

  1. Mind of a Serial Killer
    A murder-mystery card game that requires deduction and chance. First, you receive a character card in which determines your strategy and goal. Second, a player chooses a crime/story card. Keep your identity to yourself and complete your goal first. 3 or more players are needed.
  2. Camp-or-Die
    A game of chance and elimination. Each player is a camper and must complete activities to win. Players have to avoid elimination cards that might that might prevent them from these activities. Cards include activities, badges, accidents, deaths, and actions. 2 or more players are needed.
  3. Carnival Recruit
    It’s your first day on the job at the local carnival. As a new recruit, you must perform mediocre tasks to qualify for a better position. Compete with players to advance to a new job/ride, and who knows…maybe you could run the place. Each player starts with 5 cards and 3 tokens. Use tokens to buy tasks. Recieve tokens and a new job when you complete a task. The more difficult the task the better the job and more tokens you receive. Each round you can either buy a task, use an action, or pick up another card. Use action cards to give yourself an advantage over other players. 2 or more players are needed.
  4. Stranded
    You’re stranded on an island and can either build a shelter or build a raft. Choose wisely because both have their consequences. Each player starts with 5 cards and collects 1 card each round. The players must collect the numbered/textured card according to their chosen survival strategy and must lay them out in the right order. You must do this before dark. A timer is set for 5 mins. When the timer goes off each player receives a problem. You may lose a card, have to reset, switch seats, etc. Reset the timer and begin a new day.
  5. Pioneer
    Build your world and become a successful pioneer. Each player starts with 6 cards. According to the card, you may need to roll between a certain number or a specific number to gain money. Use the money to build structures in town. Each structure you build gives you a higher status. (I’m not sure where I want this one to go…)

Game Reviews

Star Fluxx had sci-fi themes from popular movies and tv shows. The Fluxx game was very involved and constantly changing. The game began as very difficult and complicated to understand but evolved to eventually become competitive and fast-paced. As my group played we had shifts in strategy, momentum, and rules that added a risk factor.  The challenge was to complete a goal to win as the game is constantly, shifting in rules and actions.

Love Letter plays on strategy and risk as you act as a potential love interest of the princess and compete against other players to win her affection tokens. With only sixteen cards, one must deduct what cards the other players have in order to give their letters. The game seemed fast paced because it was quick to learn and there were few cards.

Hanabi is a group effort card game in which players team together to play a series of cards in a certain order to set off a firework display. This game was rather complicated because each player couldn’t see their own cards but they could see the cards of other players. We had to follow the actions available and try not to light the fuse early. The game was interesting but it did not hold my attention for too long and seemed counterproductive. The game involved memory, deduction, and group cooperation.

Week 1 Ideas

  1. Backwards go-fish. Everyone else knows your hand. On their turn they either have to tell someone a hint, ask for a hint of their own cards, or if they know they have a match they can put it down. If they tell someone else a hint, their turn is over – do not go fish, do not put down matches. If they ask for a hint saying “do I have any 2’s?” if yes – that is it. If no, go fish. If they try to put a match down and it’s right, they get to pick up 2 more cards from the middle. If they try to put a match down and it’s wrong, they have to give the cards to the next player. Whoever has the most matches down on the table at the end wins.
  2. Every player is dealt a country from the “countries” desk. Then someone randomly selects a “time period” card from the Time Period deck. Next everyone gets 3 helper cards to begin with. No one else can know the country besides the owner of that card. Everyone else has to try and figure out what country everyone else has based on the type of helper cards they play for that country during the time period. The winner is whoever played the least amount of helper cards until your country was guessed. Play until everyone’s country is figured out. The player whose country is guess first gets to still play as guessers on their turn but do not get the helper cards anymore.
  3. Periodic table cards. To win you have to have all the semimetal cards (6). Everyone gets 6 cards to begin with. There are 118 cards all together, one for each element. This game could be played many ways. Basis of the game is to have all the matching cards of a property. The semimetals are easiest because there are only 6 of them.
  4. Good Cop Fake Cop. Everyone receives a card saying if they are a good cop, fake cop, witness, or random bystander who knows nothing. No one knows the rule of each player, but everyone is dealt 7 cards that have statements telling that person what to do when they play the card, either accuse someone for the crime, answer interrogation questions, etc. But with the cards that are played, if it is a ‘cop only’ card, only the real cop can play it. If they are interrogation question cards that have to be answered at the time of play everyone can play it. From the story line you must answer questions honestly. The good cop is trying to pick out the fake cop, and the witnesses and random bystanders are trying not to go to jail. If the Cop takes the wrong person to jail, he is fired and loses the game and everyone else wins. If the good cop takes the fake cop to jail then the good cop wins.
  5. Paleontology cards. Team work to build a dinosaur while being timed. Almost like the fireworks game, the dinosaur has to be built from the feet up or else without the body and feet the dinosaurs head will fall and break. This game will come with dinosaur plastic body parts to put together so you have to build from the bottom up. This all has to be done in a 15 minute time period.

Experimental Week 1 ideas

Card game ideas:

 

1.Truth or dare (could be called icebreakers). Instead of having a harsh/heavy sentence the theme will be more light and comical in order to make a group of people feel comfortable with each other faster.
2.workout cards: punishment cards where these cards tell you to perform some sort of task such as jumping jacks. For those who want to get in shape with a hint of competition.
3.shopping card game
-pull out 3 cards of items/products at random
-the person card you have determines how much money you have
-action cards (steal, bribe,store discount)
-money slips
The premise of this game will be to attain the 3 products randomly selected. It will have a “life” sort of analogy where you can gain money, lose money, or have the option to obtain the item at other costs.
4.Private College
-rich kids (nice car, no job)
-time
-time is spent between homework,working,social
-character cards have/requore so much
-major, lifestyle, organizations
Overall you are the character you are dealt. Depending on your character you will have a certain amount of money, time (because of work, social life, etc). The goal will be to get your homework done, have a social life, etc all while playing the rules of your characters life.
5.global warming
-build cities and buildings to grow but each time you do you lose
 a tree card
–The mayor will decide the new layout of the city: how many stores, companies, etc. Players are responsible for building a city with resources to match the mayor’s plans. However for each new building, trees die (lose a tree card)–depending on the route you go about building. Cheap fast routes cost more trees. If you lose all of your tree cards you lose. The first one to build a city ends the game (and wins depending on their tree ratio)