- GoCook is a card game in which chefs (the players) face off to make the biggest feast by collecting ingredients to build recipes.
- Dare the Deep is a Push-Your-Luck game where the deep sea divers (the players) must compete to collect the most ocean treasure by risking their treasure and oxygen tanks to dive again.
- Dynasty is a simulation/education/strategy game where players can explore the consequences of political actions by joining or creating a nation, work your way up in rank, and set political goals (conquest, environmental, etc)
- A Pirate’s Pact is a strategy game where each player is a pirate fleet that must conquer the seven seas and collect pirate booty by exploration, deception, alliances, and more!
- Renaissance is a roleplaying game where each player is assigned an archetype (artist, inventor, merchant) and must work their way up in the kings court by using their resources, according to their skillset, trading, and alliances.
Week 3 Lauren Yunk
5 Collaboration game ideas:
- Dusty Derby is a western game in which the players compete by racing to the finish line with their horse by rolling a dice but if you roll doubles you have to go back that many spaces.
- Alien Invasion is a sci-fi game in which the players must work together by battling the aliens to save the world by collecting special weapons along the way.
- Tidal Wave is an adventure game in which the players must collaborate by surfing along the wave, collecting sea artifacts, and talking to sea animals to see if you fall off your surfboard and have to start over.
- Rockstar Roulette is a pathway to fame game game where the players must compete in order to achieve their dream of becoming a future rockstar by spinning the wheel to see how many spaces you move and the spaces will have you pick up a card to determine your pathway to fame.
- Darling Dino’s is a historical game in which you are collaborating to avoid the meteor heading towards earth by rolling a dice and moving across the board while completing special tasks.
Tokaido questions
- Was it fun? – Yes I enjoyed playing
- What were the player interactions? – The player interactions were that everyone had a different character that gave them a special ability during thegame, you collected coins, food, hot springs, and more.
- How long did it take to learn? – About 15 minutes. Once w emade it to the first hotel we were all pretty comfortable with the rules.
- Would you play it again? – Yes, I thought it was very entertaining
- Analyze the game using the 3-act structure. – The beginning was learning the rules and doing a practice run of the game. The middle was actually playing the game by collecting points, gold, food, and artifects, traveling to different places, and donating to the temple til you make it to the last hotel where the game is over. The end is where you tally up all your points and see who will win the game.
- What are the collaborative and or competitive aspects to the game? – The competitive aspects were trying to collect certain artifacts and beating the opponents to different places on the map. There were no collaborative aspects in this game.
- What is the game’s metaphor and which of the game’s mechanics standout? – Tokaido doesnt have a specific metaphor but if Id have to give it one Id say it would be “Journey across Japan” because you are traveling through japan and stopping to get food and collecting many things along the way. The mechanics that relate to that metaphor would include moving your piece to travel, collceting coins at banks, and obtaining meals when you stop at the hotels.
Week 3 Game Ideas – Competitive and Collaborative
Amber Holt
- House Hustle (originally Fixer Upper; name donated by Chat GPT) is a card game in which real estate investors (aka the players) compete to earn the most money by renovating and reselling houses.
- OR ALTERNATIVELY: House Hustle (originally Fixer Upper; name donated by Chat GPT) is a card game in which real estate investors (aka the players) collaborate to renovate houses before they are condemned by using incredibly specific building materials and tools.
- Afterlife Errands is an adventure(?) board game in which players collaborate to stop ghosts from overtaking the mortal world by completing the ghost’s strange and wacky errands.
- SOS: Shipwrecked is a survival (?) board game in which a ragtag shipwrecked group of people collaborate to be rescued from an island by completing specialized tasks unique to each player’s character and role. (Game idea inspired by Giligan’s Island)
- Invading Insects is a legacy(?) board game in which the players collaborate to stop the invasive bug species from taking over by killing bugs in strange but effective ways.
- Hectic Holidays is a party(?) game in which holiday-anticipating players collaborate to pull off successful holiday celebrations by completing various holiday-specific tasks like decorating and cooking food or else the holiday is RUINED.
- Garden Sabotage! is a card game in which gardeners (aka the players) compete to have the best garden by planting plants and sabotaging others with bugs.
Card Game Designs
- Card Darts
- This game isn’t necessarily a card game, but it involves cards so not sure where to draw the line. This game involves using metal playing cards or trading cards, and throwing them at a block of styrofoam. It’s essentially darts but with cards. I plan on looking deeper into this one to see how you can spice it up, like involving a game of war and whoever wins each round gets to throw a card.
- 3 Card Poker Slots
- This game is a game in which revolves around luck mostly at the moment, but needs to be dug deeper into. The game involves a dealer giving you 3 cards at random, and if you hit a certain hand (2 of a Kind, 3 of a Kind, Straight, Straight Flush, Royal Flush) you get a payout depending on the rarity of the hand. It’s almost kind of like gambling… well it’s gambling
- Draw from the deck’s heart,
- Match pairs, discard with each turn—
- Count and claim your score.
- Match Maker
- The idea of this game is simple. You get a standard deck of cards and deal 5 cards to all 2-4 players. Your goal is to get matching cards and place them face up in front of you. The players will take turns drawing cards, and if you get a second number that you have (EX: you have a 2 and during your turn you draw a 2) you place it in from of you face up and say “Match”. At the end of each turn though, you must discard one of your cards in order to keep the game moving and to avoid people hoarding cards. The person with the most matches when the deck runs out is the winner.
- Low-Card Blackjack
- Ah, yet another way to gamble our points away. This game isn’t for the faint of heart. The idea of Low-Card Blackjack is pretty easy to understand. In this game, your goal is basically to be as close to 11 as possible, rather than 21. The uniqueness of this game is because it is designed to make people upset at their “points wagering” abilities. In a standard deck of cards, the most common card is a 10, whether it’s actually a 10 or a face card. So more than likely, you are going to bust when a hand is dealt to you. Instead of being dealt 2 cards, you are going to be dealt 1 card. That one card makes it interesting since if you happen to get a lowcard such as a 2 or 3, you basically have to hit since the dealer is most likely going to have a higher card than you, but at the same time you won’t want to hit since you are most likely going to go over 11. Just like Blackjack, if you get an ace and a 10, your payout is more. The game may seem complex in my description, but it is rather simple.
- Bobby Mo Go Fish
- First of all, who doesn’t enjoy a game of go fish. For this game, I would like to put a spin on go fish in some way but make the entire deck Robert Morris themed. I enjoyed designing cards last semester during my 4D Design class, so this would give me the chance to design more cards again. But alongside that I need to find a way to put a spin on Go Fish; a rather simple game.
Week 2 – Gideon Gyamfi
GAME IDEAS
1. Shooting Stars: The Card Game
Overview: Over several rounds, players construct teams and employ strategies to outperform their rivals in this strategic soccer card game.•
Goal: Utilizing player, tactic, and action cards, score more goals than your rival
Play: Each player puts together a team of eleven cards, consisting of defenders, forwards, midfielders, and a goalie, each with a different set of talents and abilities (e.g., speed, strength, playmaking). Attack, midfield control, and defense are the phases of the match that each turn symbolizes. To make decisions, players select cards from a deck of tactic cards that represent attacking maneuvers, defensive arrangements, etc. Dice rolls and player stats are combined to determine the outcome of goal attempts; players can use cards to alter the result (such as “Power Shot” or “Perfect Save”).
Winning: Following a set of goals, the player with the most goals wins
2. ORION OPS: FPS Card Battle
Overview: A fast-paced card game inspired by FPS battles, where players must balance offense, defense, and resource management to outgun their opponent.
Objective: Reduce the opponent’s health to zero using weapon, equipment, and tactic cards.
Gameplay: Players build a deck that includes weapon cards (e.g., rifles, pistols, grenades), equipment cards (e.g., armor, shields), and tactic cards (e.g., “Flank,” “Headshot,” “Heal”). Each player starts with a set amount of health, and the goal is to use their cards to deal damage while avoiding or mitigating the opponent’s attacks. Weapon cards have varying damage and range, requiring players to think strategically about positioning and timing (e.g., a “Sniper Rifle” card might do high damage but take longer to play). Players can “reload” or use special “Power-Up” cards to enhance their strategy.
Winning: The player who reduces the opponent’s health to zero first wins the game.
3. Kingdom Tales
Overview: This game is based on the famous Ghanaian folklore, where players take on the roles of different characters attempting to outwit each other to gather the most wisdom.
Objective: Players compete to gather “wisdom points” by playing tricks, telling stories, and completing challenges inspired by Anansi’s cleverness.
Gameplay: Players begin by selecting a character from Ghanaian folklore, each with a unique ability that represents their skills in trickery (e.g., Anansi, the Spider, can steal points, Kwaku can charm others). The game is played in rounds, with each player drawing from a deck of “Story” and “Trick” cards. Players can use these cards to challenge each other, perform tricks, or avoid being tricked. Special “Wisdom” cards offer insight or solutions to avoid getting tricked, while “Obstacle” cards introduce challenges like the “Bola Bird” or “Tortoise’s Slowdown.” Storytelling is a key aspect, where players must narrate short tales based on the cards they play, adding a creative and cultural twist to the game.
Winning: The first player to collect a set number of wisdom points (e.g., 10) wins the game, symbolizing the accumulation of Anansi’s wisdom.
4. Anansi’s Web of Tricks
Overview: Anansi’s Web of Tricks is a fast-paced, trickster-themed card game where players take on the roles of characters from Ghanaian folklore, each with unique abilities.
Gameplay: Initial Hand: Players are dealt 5 cards each (from the Trick, Action, and Number card decks). The remaining deck is placed face-down as a draw pile, and the top card is flipped over to form a discard pile. Character Abilities: During their turn, a player can choose to use their character’s unique ability once per round to help discard cards or sabotage opponents.
Winning: The player who successfully discards all of their cards wins the round. If multiple rounds are played, keep track of scores, and the first player to win three rounds is the overall winner.
5. Temple Path
Overview: Be the first player to reach the center of the temple by strategically placing path pieces that guide your character toward the go
Gameplay: The board starts completely empty, with a temple center marked as the destination. Players must build their own paths to reach the center. Players must connect their starting point to the center by placing path pieces, one at a time, according to the cards they play. Paths can overlap or intersect, and players can attempt to block or reroute opponents
Winning: The first player to create a continuous path that leads to the center of the temple wins the game.
5 Card Game Ideas
Apples to apples college addition– basically the green cards would still be the same but the red cards would be things or events that would relate to a college kid.
Who does it best, so you think– each player draws a card from the deck, reads it out, whever the cars applies to the best they give the card to that person. However, another player can challege it by trying to do whatever it is better.
Luck of the draw– Each player draws a card from the deck, each card has a task for the player. You never know what the task may be or what problems it my cause, Goal of the game is to have to most prize cards at the end of the game.
Who am I?– There are 2 seperate decks or card, one being: People and the other: style/personality. Each player when it is there turn will draw a card from the people deck. The card will have 5. Different people’s names/ personalities. The other players have to use thier style/personality cards to describe the person they choose without knowing who it is. The person who’s turn it is then has to decide whose card best matches.
Is this the truth or a lie? – Each player when it’s their turn has to draw a card from the “prompts” pile. The prompt will say something to share with the group, the player can either choose to say a truth or a lie. The other players will then have to decide whether they are telling the truth or a lie. Wrong answers have consequence. Each wrong answer results in picking up a card from the “lie” pile and following the instructions on that card.
Evelyn: 5 Card Game Ideas
- GoViral. Inspired by the card game “New Phone. Who Dis?” There are picture cards and caption cards. There could be potential for music cards (scan to get music) but that might overcomplicate the game. The logistics of the game could be flushed out but basically funniest post (as voted on) wins that round.
2. A game based off Uno. The goal of the game is to not win or lose. The winner and loser must do a challenge or dare decided upon by the rest of the group. The cards could be changed to reflect this twist.
3. FLUXX: harry potter edition. Completion of the spell to win
4. Based off of GoFish but all of the cards are a type of ingredient. There are recipe cards as well. Players must collect ingredients to make recipes. The recipes are worth different point amounts.
5. Investigator – A detective game. All players are dealt profile cards with different abilities. There is one Traitor. Everybody must else must figure out who the traitor is depending on the actions played in game.
Sara Estus – Week 2 Game Ideas
5 Ideas for games that can be played using cards:
- “Greater Purpose”
Each player has a card that has an item on it that has a common purpose. When each player (3-5) receives their card, they will not see it themselves, but all the other players will. One at a time, each player will try to explain to other players what their card is in front of them, without simplifying its purpose. An example: a butterfly, can be simply described as a flying creature, or you can say, it’s summer’s pollinator (See we can mistake it for a bee, but that’s the butterfly’s greater purpose)
- “Absolutely Not!”
(I don’t know how gambling games work, so leave me alone!) In this game, each player wants to attempt to get the amount of 21 in their hands, but the catch is that other players can go and either steal or give the other player a card. If the player they want to steal from doesn’t want to risk going too high or too low, they say, “Absolutely not” and then the player sitting next to them is now the one getting stolen from or they will receive a card.
- “Cards Against Humanity, but we let people who aren’t in the game play!”
Nothing is more fun, and possibly embarrassing than being caught with a raunchy card while playing cards against humanity by the unsuspecting person, so why not play the game, then when it’s your turn, you must run out into the hall and ask the first person you see to pick your card. *Bonus points if they think it’s funny or look at you like you’re an awful person.
- “Dixit, but it’s reskinned with our art”
We would either try to be so nice to each other, and go “oooh” or “ah” when seeing each other’s art, like seeing the cool stuff Reese comes with, or snicker and snide like the comments between Evan and Gideon when they argue about each other’s talents and who sucks more (you’re both great shut up) and we’d forget how to play the game, but in the end, it would be so fun to single handily describe each other’s art with single words
- “Bang!” but it is media arts-themed and it’s called “Collab!”
The characters are the professors from the media arts department, each having their taught skills, such as, Professor Ames’ talent is in game design, so when you play as his character, you can receive a bonus when you pick up a “collaboration card”, allowing you to collaborate with more than 1 player. (The collab card replaced the “Bang!” card because we don’t want our professors committing in mass murder of their colleagues) The goal of the game is to take out the player who is playing as “Finals week” because nothing hurts the artsy creators collaborative spark more than grading final exams!
Week 2 Game Ideas – Card Games
Amber Holt
- Fixer Upper – To start the game, players are dealt one house card that is to be flipped and sold. Each house card has unique requirements to fix the house to be sold. Players are also dealt X number of cards that have either resources or the required item to be fixed on them. I think that the game could either be played where you collected resources to ultimately trade for the desired requirement card or you just obtain requirement cards through drawing cards or action cards. A die would determine the course of action of a player’s turn, with symbols that represent different moves that can be made on that turn (This feature is inspired by the Bob Ross Art of Chill Game). There may be some actions that players can take every turn, such as drawing or playing one card, in addition to the action rolled on the die. Action cards would spice up the game a little bit and throw out little twists that could include actions that are already on the die or swapping hands with another player. Players can work on up to 3 houses at once, but start off at 1 at the beginning of the game. Players are not allowed to have more than one house at once until their first house is completed and resold. A new house card can be drawn randomly from the house deck of cards if designated on the die or on an action card.
- Whoever sells X number of houses first wins OR whoever reaches X amount of money profited first wins (think having a game piece that moves along a spectrum of numbers, increments of 10,000, similar to the points mechanism in DiXit and Bob Ross Art of Chill Game)
- Art Collectors (Billionaires Purchasing Art) –
- Art masterpiece cards (that don’t resemble other pieces of art to avoid copyright issues): Below the painting on each card is the art description plaque that lists relevant details such as how much the art is worth, it’s period or movement (Renaissance, contemporary, etc.), the year/years the artwork was created, and maybe a little made up artist name for funsies
- Players bid on pieces of art by laying face-down a combination of up to 3 Asset cards (cards that represent wealth but are just random objects that a rich person might own like Yacht or Personal Jet). Each Asset Card has a number of points that correlate to the value of the object (not the same as money). If all other players do not choose to bid (after the first player who is bidding has already laid down their bid), the bidder automatically claims the art masterpiece card and all of the Asset cards are discarded. If another player bids on the same art card, the player with the highest bid wins (the total number of points when adding all cards layed down). In the event of a tie, the auction closes, and that art card is discarded.
- Collection objective cards are how a player scores points in the game. These will say something like “collect one artwork from the Baroque period) or “collect one artwork that has a value of $X”. Depending on how difficult the collection objective card is, points earned from completing collection objective cards will vary.
- Like my Fixer Upper Idea, and the currently existing games DiXit and Bob Ross Art of Chill, players would have a token that represents them that moves along a spectrum of points, with whoever reaching the end of the spectrum winning.
- The End of the World Game – solution cards and catastrophic event cards. (I wrote this down the other day and I need to think more about how this would play)
- Language Go Fish – same mechanics to go fish, but instead of grouping cards with the same number, you have to group cards with the same theme. This could be in a different language to help people learn a new language, or it could be in English with more difficult themes to decode (like NYT Games’ Connections). In the more difficult case, I think there would need to be a guide of sorts of possible group combinations, but I don’t know how that would work in actuality.
- Bug/Plant Garden Game – You want to collect bug and plant cards to develop a healthy garden ecosystem. The bug and plant cards could potentially have different rarities that correspond to points. You would have to plant a plant card into your garden as a turn, but bugs would automatically enter your garden. Some bugs can have beneficial effects and others can infest your garden and mess everything up. I think it would be fun for there to be an opportunity where players can share plants with each other or even plant bugs in others gardens to mess them up. I see this game having action cards or an action die that makes players do certain things on each turn. The goal of the game could be determined by garden objective cards that make each objective unique each game, such as collecting this plant, this plant, and this bug.
- Card/Word Game – Included is an (almost) standard deck of cards. However the name of the value of the card is spelled out on it to represent what letters can be used to create words. The value of the card is also equal to the points that can be obtained when using the letters. Formed words are written down and the points are tallied for that specific word and any unused letters from the card don’t get to be used and the card is discarded. I’m still working on the end goal/objective for this. (I think I just came up with an overcomplicated version of Scrabble by accident)
- No One Wants to do the Dirty Dishes – Players must make food throughout the game using different food items, dishes, and utensils and their goal is to make the most food items (or get the highest score). The problem is that the dirty dish pile can get to be quite large. It acts as a discard pile when the food dishes are made but plates must inevitably be cleaned so that they can be used to make food again. The dirty dish pile penalizes players who wash the dishes and they can’t make food during that time but if the dishes aren’t done no one can get points and make food. There are consequences when the dishes aren’t done.
- Matchmaker Card Game – Inspired by random match maker flash games on girly websites from my childhood and Tomodachi Life’s silly matchmaking. There are cards of different partners or characters and they all have different interests and characteristics. To be considered a match, interests must line up to another card meeting the condition card currently on the table. A condition card could say something like people interested in tennis and heavy metal can’t form a relationship at this time, but they must match with being cat lovers. The goal of the game is to be the first person with 7 matches made. This game would involve having a hand of character cards, drawing, and discarding like most other card games.
Week 2 Lauren Yunk
Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? If I was able to shrink down to the size of a nanometer, I would like to create a device to is able to go into the human body and find the organ/bone. This will be educational and allow people to learn where parts of the body are located. If you can’t find it within a certain amount of time, the next player gets to steal your turn and get double points for finding it.
- Who are you making games for? Hasbro because they made the board game “Operation”.
- Who will be your play testers outside of class? Someone who is familiar with using the computer and can easily grasp instructions for a new game.
Question Set 2
- Can you think of a game you were able to play without referring to the rules? Connect 4 because it is pretty self-explanatory. The directions are in the title of the game.
- How do you define what a game is? A game is an activity involving rules that may or may not have a definite winner and loser.
- What features can make your games more intuitive? Having a game that is easy to learn yet enjoyable once you get the hang of it. Something that makes you want to come back and play again.
Question Set 3
- What was your gateway game? What do you play to introduce others to gaming? My gateway game is 500. Im not sure if thats the right title, but its just Gin Rummy but you go til get 500 points. I think this game is pretty easy to grasp and I love to play it.
- What features to gateway games share? Simple instructions that can be understood by all ages.
- What are the 10 beautiful mechanics and what should you aim for with your own? Noblesse Oblige, Heat, Set-Making, Card Tapping, Cow Tipping Rule, Popping, Hand Order Rule, Paddlewheels, Communication Breakdown, and Constant Shuffling. These should be implemented into a game to have a challenge and make it more interesting.
- How does luck and strategy factor into game play? Luck is something you cant control but helps along the way, while strategy is decision making throughout the game to benefit yourself by trying to win.
5 Game ideas that can be played using cards
- Manifoldtare – a game of solitare but you play with a group of people. you deal out the rest of the deck after placing the cards down and you compete to finish the game. Whoever finishes first wins.
- Lucky Loser – a game of crazy 8’s but you dont want to be the person who gets rid of all their cards first.
- Jokes on You – a game where you delt 7 cards and are trying to make a 7 card run but the joker card is involved. You trade with the other players to get the cards you need to make the run but whoever has the joker card has to find a way to trade off the joker without letting the other players know you have the joker. You cant win if you have the joker in your hand. If someone gets the run while you have the joker, you lose
- little war – you play war but the smallest card wins instead of the largest card
Bohnanza game review
- Was it fun? Yes! At first it was a little confusing but once we all got the hang of it we were all very involved and enjoyed playing.
- What was the interaction? You would trade with other players in order to get a better harvest.
- How long did it take to play? The game too aproxamently 30-45 minutes.
- Would you play again? Yes the game is very competitive and makes everyone get involved.
- Three Act Structure – Act 1 involves reading the rules and setting up the game by dealing out the cards and the field cards. You can also do a practice round to understand the rules. Act 2 is when you trade your cards and try to get better ones to make a better harvest. Act 3 is after the deck has been shuffled 3 times and you run out of cards the game ends. Whoever has the most coins from harvesting your beans is the winner.
Week 2 Questions, Game Ideas, and Game Review
Alana Tush
Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
- I guess some sort of biology game that has little trinkets of protiens, atoms, bacteria, etc.
- Who are you making games for?
- I am making games for someone who is interested and curious about how the game works and who can make suggestions for how it can be better.
- Who will be your play testers outside of class?
- My friends and boyfriend
Question Set 2
- Can you think of a game you were able to play without referring to the rules?
- hide n seek, tag, red rover, four square
- How do you define what a game is?
- Mechanics and rules, pieces and graphics, theme/ story
- What features can make your games more intuitive?
- having a card game, for example uno, that has many different variations. I would assume mostly everyone in our generation knows how to play regular uno, but having a new variation is more exciting and fun, while still having the same premise.
Question Set 3
- What was your gateway game? What do you play to introduce others to gaming?
- My gateway game was brick breaker on my moms blackberry phone 😉
- What features do gateway games share?
- Gateway games share easy instructions that can be explained to young kids and still be fun for adults to play (family games).
- What are the 10 beautiful mechanics and what should you aim for with your own?
- Kingmakers noblesse oblige, battletech’s heat, set’s set-making, magic’s card tapping, battle cattle’s cow tipping rule, xxxenophile’s popping, bohnanza’s hand order rule, mississipppi queen’s paddle wheels, communication breakdown, constant shuffling. I would say to have 2 or more of these mechanics in a game to make it more interesting.
- How does luck and strategy factor in to game play?
- luck is something beyond your control, it might help you or hurt you. Strategy is making plans and decisions during game play that might further your winning status.
Game Ideas thats can be played using cards
- War (card game) with different characters with an emotional status. The card would have a character with a “happy meter” on the side of them. The higher happiness of the two cards down wins.
- Uno with shapes and letters
- Cards with random items that can be found in a classroom. The first person who finds the item and brings it back to the table wins a point.
- Playing darts but you have to flip a card over and try to hit that number
- The card game spoons, but the items that need to be grabbed are in a different room. Everyone has to run and try to get there before all the items are taken, and you are out.
Bohnanza Review
- Was it fun? Yes, the game was very entertaining. When you got the right amount of cards to harvest and get coins, it was exciting. It was still exciting though to make trades and barter for better bean cards.
- Is it interactive? Yes, this game is very interactive. Everyone wants to see the cards you reveal to make a decision whether to offer you a better bean card or to opt out of trading.
- Was it easy to learn? This game was fairly easy to learn. Once we played through the deck of cards once, we were all understanding of the premise.
- Would you replay the game? Yes I would replay this game, our group actually played another round instead of starting a new game because it was fun.
- Applying the three act structure-
- act 1- reading the rules to the game and setting up the mechanics (dealing 5 bean cards to each person, setting the field cards on the correct side). Playing a practice round to get used to the premise of the game.
- act 2- the competition begins.. Trading the bean cards is where all the competition takes place. The people who need the certain bean cards offer something the active player needs to further their status in the game to win.
- Act 3- At the end of the bean game, everyone is looking how many coins each player has, and tries to sabotage the other players by not trading with them. If you make the decision not to trade, that could mean they wouldn’t get anymore coins to potentially beat you in the game. Everyone harvests their beans to get the max amount of coins at the end of the round.
game designs cards
- darts but with cards, they don’t have to stick just hit a certain part of the board.
- paper football but with a playing card.
- balloon pop( distance game kind of like archery)
- ceiling tile tic tac toe( normal tic tac toe rules)
- prediction.( everyone gets a card and someone has to guess the card someone else has, if you don’t guess the card you have to pick up a new card to be your main card if you do guess it you get to give one of your stock piled cards to your opponent, whoever has the most cards at the end of a certain amount of rounds loses and the player with the least cards wins.
Brayden Bauer Game Ideas
A Bomb War
It’s a game me and my friends made when we were in high school and never really finished making it. It’s similar to the card game “war” where the players draw from a deck and play a card. Higher card wins. The a bomb part is where an ace comes into play. The a bomb trumps every card other than other a bombs. Depending on the suit will determine if your a bomb is better or not.
Quickdash.
Quickdash is a trivia based game with a few action cards. The trivia questions can be any topic but vary in points. During some of the cards the players may revive an action card that has to be played immediately. It can range from simple to more difficult tasks.
Ww2 game
On the board there’s the axis and Allie’s powers. You collect cards to either advance or retreat your soldiers.(Examples could be trains, planes, surprise attacks, artillery, etc) You can hold up to 7 cards to play with and strategically use them to either defend your country or push forward.
Super smash brothers card game.
The two players each have a deck filled with cards. Each turn the players draw two cards either being characters to put into the field of play or items that can negatively or positively affect the field of play or characters. There are different maps the players can collect that can again change how your cards are played.
Shocking potato
Simple game here with the only thing being you don’t want to have the potato when time runs out. Whoever has the potato when the timer stops is shocked and is out of the game. Last player in the game wins.
Game Ideas
- 3 Card Poker Slots
- This game is a game in which revolves around luck mostly at the moment, but needs to be dug deeper into. The game involves a dealer giving you 3 cards at random, and if you hit a certain hand (2 of a Kind, 3 of a Kind, Straight, Straight Flush, Royal Flush) you get a payout depending on the rarity of the hand. It’s almost kind of like gambling… well it’s gambling.
- Dart Golf
- This game is a simple one, in which all you need is a dart board and darts. The goal of this game is to have the lowest score possible. Up to 4 players play 9 rounds of darts, throwing 3 darts a round. The person with the lowest score after the 9 rounds wins. This game is interesting to me, because everyone’s first thought would be to shoot for the 1, but in order to hit the 1 you have to throw in between 2 of the highest numbers on the board (20 and 18), so there is strategy to it in order to find the safest place on the board to throw if you are not accurate.
- Match Maker
- The idea of this game is simple. You get a standard deck of cards and deal 5 cards to all 2-4 players. Your goal is to get matching cards and place them face up in front of you. The players will take turns drawing cards, and if you get a second number that you have (EX: you have a 2 and during your turn you draw a 2) you place it in from of you face up and say “Match”. At the end of each turn though, you must discard one of your cards in order to keep the game moving and to avoid people hoarding cards. The person with the most matches when the deck runs out is the winner.
- Low-Card Blackjack
- Ah, yet another way to gamble our points away. This game isn’t for the faint of heart. The idea of Low-Card Blackjack is pretty easy to understand. In this game, your goal is basically to be as close to 11 as possible, rather than 21. The uniqueness of this game is because it is designed to make people upset at their “points wagering” abilities. In a standard deck of cards, the most common card is a 10, whether it’s actually a 10 or a face card. So more than likely, you are going to bust when a hand is dealt to you. Instead of being dealt 2 cards, you are going to be dealt 1 card. That one card makes it interesting since if you happen to get a lowcard such as a 2 or 3, you basically have to hit since the dealer is most likely going to have a higher card than you, but at the same time you won’t want to hit since you are most likely going to go over 11. Just like Blackjack, if you get an ace and a 10, your payout is more. The game may seem complex in my description, but it is rather simple.
- Die Chess
- If you couldn’t tell by now, I love games of chance. This game is no exception. In Die Chess, the general rules are the same as Chess. But, there is a die in the mix now? So at the beginning of the game, you and your opponent will both roll a single die to decide who gets to go first. The higher number rolled gets to go first. But the catch to this game is, before each turn you get to roll your die. The number that it lands on determines how many moves you can make before your turn is over. For example, if it is your turn and you roll a 5, you get to move 5 pieces. But, you are not allowed to move the same piece more than once in a turn. The exception to this rule is that if there are less than 6 pieces on the board, and in that case you cannot use the same piece again until you use the rest in the same turn (EX: you have 3 pieces on the board and you roll a 5, you have to use all 3 pieces before using the pieces you used in chronological order). The way to win is by eliminated all your opponents pieces.
Game Ideas: Evelyn
- A game inspired by the movie – A Quiet Place. There are 1 or 2 people selected to be the hunters. They are blindfolded and given a nerf gun with a limited number of shots. It is best played in the dark with boundaries.
- A art competition where at least 2 people compete to create a painting of a desired object with water squirters filled with watered down paint.
- The game of life but college themed – choices of real colleges, types of residences, majors with a comedic twist
- Campus-wide game of Mario Kart using scooters. A course could be set up using cones and other boundaries in parking lots or the paths if blocked off. You could compete as individuals or as a team. Teams could be made up of clubs, sports teams, other departments to inspire some friendly campus rivalry.
- Interior Designer game in Virtual Reality. You could upload your own home and furniture to experiment with layouts and styles. This would be more of a freeplay game.