Strays: Rules, Board, and Cards Ideas

🟢 BONUS MOVES (6 cards)

1. Zoomies! — Move forward 3 extra spaces.

2. Sniff Something Familiar — Move to the nearest Red house space.

3. Fetch Champion — Roll again and take another full turn.

4. Neighborhood Shortcut — Jump across one Alley to any connected Street.

5. Lucky Bone! — Gain +2 points instantly.

6. Treat Time — Draw one extra Fetch Card this turn.

🔴 PENALTIES (6 cards)

7. Caught by the Dogcatcher! — Skip your next turn.

8. Lost Collar — Move back 3 spaces.

9. Rainstorm! — All dogs lose 1 move next round.

10. Wrong Yard! — Lose 2 points for trespassing.

11. You Chased a Cat — Move back to your previous intersection.

12. Dropped the Bone — Discard your lowest-value house token.

🟡 TRADES & SWAPS (6 cards)

13. Playdate — Swap one house token with any player.

14. Friendly Bark — Choose one player; both of you draw 1 Fetch Card.

15. Steal the Spotlight — Take one random card from another player.

16. House Swap — Exchange your highest-value house with another player’s.

17. Pack Instinct — Move to share a space with another dog; both draw 1 Fetch Card.

18. Good Neighbor — Give one Red house to another player; gain +2 points for kindness.

🟣 CHALLENGES (6 cards)

19. Dig for Treasure — Roll the die; on 5 or 6, gain +3 points. Otherwise, lose 1 point.

20. Bark-Off! — Choose another player; both roll. Higher roll gains +2 points.

21. Hide the Bone — Roll the die; on even, draw another card. On odd, skip next Fetch action.

22. Obstacle Course — Move through two hydrant spaces in one turn to earn +4 points.

23. Sniff Contest — First player to reach a blue house gains +2 bonus points.

24. Runaway Mail Truck — All players move 2 spaces backward.

🔵 EVENTS (6 cards)

25. Garbage Day! — All Red houses are worth +1 this round.

26. New Family in Town — Add a new Red house token to any empty space.

27. Full Moon Frenzy! — Every player moves again immediately.

28. Squirrel Chase! — Roll a die: 1–3 move back 2 spaces; 4–6 move ahead 2 spaces.

29. Friendly Fire Hydrant — Gain +1 point for each hydrant you’ve passed.

30. Dog Park Meetup — Every player draws a Fetch Card.

Game 3: The Trial of the Taming: Aspirant Handbook

Created by Christine Ursiny

1. The Game: Bond or Die

Welcome to The Eyrie, the cutthroat military academy where you and your fellow Aspirants have formed a Fated Bond with an ancient magical creature. This RPG is focused on high-stakes teamwork under pressure to graduate; you must survive the brutal, lethal trials of The Reckoning and work together to expose the dark secrets of the oppressive Staff. 


2. Character Creation: Set Up

Step 1: Roll for Your Identity

Roll on the table below to determine your: Descriptor, Species/Skill, and Sector.

Roll 1D61-2: Descriptor (Your Personality)3-4: Creature (Your Power)5-6: Sector (Your Academy Niche)
1Rookie (Terrified, but fast)Great Wyrm (Fire Breath, Burn)Wing Leadership (Command & Tactics)
2Washed-Up (Skeptical, but wise)Gryphon (Piercing Shriek, Shatter)Archives Guard (Security & Surveillance)
3Unhinged (Aggressive, reckless)Sky-Lion (Air Magic, Soar)Scouting & Recon (Stealth & Intelligence)
4Ambitious (Political, slick)Drake (Heavy Armor, Shrug Off)Healer/Scribe (Lore, Medicine & Support)
5Reluctant (Relatable, empathetic)Shadow Serpent (Illusion, Vanish)Weapons Master (Gear & Melee Combat)
6Grizzled (Experienced, damaged)Tempest Owl (Lightning, Stun)Logistics/Wartime Engineer (Supply & Defense)

Step 2: Set Your Stats (The Bond)

You have two opposed stats. Both start at 3.

StatFocusWhen to use this stat…
RIDERDiscipline, Cunning, ControlLying, persuading rivals, carefully piloting your creature, remembering academic lore, or solving puzzles.
BEASTInstinct, Raw Power, SpeedMauling, flying recklessly fast, using elemental magic, shrugging off damage, or terrifying enemies.

3. Action Resolution

When you attempt an action and the outcome is uncertain and has real consequences, the Game Master (GM) will tell you which stat to use, and you roll a single.

  • Succeed: If your roll is equal to or under the stat, you succeed!
  • Fail: If your roll is over the stat, you fail!

 The “Expert Edge” Rule (Specialized Skills) 

If you use one of your character’s unique strengths, you get a significant edge:

  • Creature Skill: If you invoke your Creature’s unique Species Skill (Burn, Shatter, Vanish, etc.), you may treat your BEAST stat as 4 for this single roll (even if it is lower or higher).
  • Sector Niche: If you use an action directly related to your Sector (Weapons Master with gear, Archives Guard spotting a trap), you may treat your RIDER stat as 4 for this single roll (even if it is lower or higher).

4. The Shifting Bond (The Core Mechanic)

Your stats are never safe; they shift based on your successes and failures. Keep the two numbers balanced!

TriggerEffect on Your StatsThe Story Behind the Shift
Pride (Success)Move 1 point from BEAST to RIDERYou succeed flawlessly through intellect and showboating. Your ego grows; you rely more on cunning.
Guts (Failure)Move 1 point from RIDER to BEASTYour plan fails, and panic or instinct takes over. You ditch tactics and rely on raw, animal survival.
Voluntary: Yell at your CreatureMove 1 point from RIDER to BEASTYou willingly give in to anger or fear, forcing your creature to obey. You gain wildness, but lose control.
Voluntary: Flashback to StudyMove 1 point from BEAST to RIDERYou interrupt the action to recall an academic insight, bringing logic to the chaos. You rein in your wildness.

The End of the Line: When a Stat Hits 6

If either stat reaches 6, you have gone too far and are out of the game!

  • RIDER reaches 6: You become corrupted by self-serving ambition. You betray your squad to join the oppressive Staff.
  • BEAST reaches 6: You have completely Lost the Bond. Your creature flips out and rejects you. You are expelled (or killed).

5. Quick Q&A: 

QuestionAnswer
When do I roll?Only when the outcome is uncertain and a failure would create a consequence (danger, lost time, etc.).
What happens if I fail?The GM will give you a Narrative Setback (losing time, attracting Staff attention, your creature suffers a temporary trouble). A Stat Shift only happens if that failure triggers Guts (forces a panic response).
How does the Expert Edge work?If you use your special skill, you treat your stat as 4 for that one roll. This is the simplest way to gain a powerful, reliable advantage without rolling extra dice.
Why is a high stat bad?A high stat makes you better at those actions, but puts you closer to the End of the Line. A BEAST of 5 is an unstoppable force, but one failure could mean they lose their creature forever.
Who controls the creature?You do! It’s an extension of you. If you want to fly carefully, that’s RIDER. If you want to use elemental fire, that’s BEAST.

Rule Set for Matching Language Cards

I’m writing this rule set because I want to prototype this idea first instead of my other rule set I posted two weeks ago. I’m just very curious how a traditional matching game would work with different languages and how peoples memories are affected when it’s unfamiliar words rather than pictures.

Players 2-5

SET UP: Pick the stack that you want to play with and shuffle them with the language NOT in English face up. Lay out all 50 cards in a grid face up

Gameplay:

This is a pretty traditional matching game but obviously instead of remembering where pictures are, you are trying to remember the translation of the words that you are gradually learning throughout the game.

Each turn players attempt to make matches. Every turn, the player flips over two cards.

On their turn, a player flips over a card and reads the translation. They then pick up their second card by trying to find the match to the English word on the back. If the second card does not match the first card THEY PUT BOTH CARDS BACK WHERE THEY ORGINALLY WERE with the NON-English word face up.

FOR EXAMPLE – player 1 flips a card that says “perro” on it. The back reads “dog”. The player then scans the grid trying to see EITHER if they know another word for dog or if a previous player had flipped over the word “dog” before and they remember where it is.

Players take turn attempting to make matches until the grid has been completely matched.

HOW TO WIN:

Players with the most matches wins.

Congrats! You either already know another language or are good at memorizing places on a game board!

possible ALTERNATIVE PLAY:

1. If a matching game seems too boring, here’s another idea to spice it up a little bit.

Instead of taking a turn by trying to find a match by flipping over two cards, there will be an extra “hard” section of words above the matching grid that IF YOU KNOW OR CAN GUESS THE WORD counts as an additional match in your hand. However, guessing wrong does not remove the card from the game but you must reveal your guess and put it back above the grid if you guess incorrectly. The potential then is that other players have the opportunity to steal these bonus cards, narrowing down the meaning. 

2. If there is a tie OR just if you want to keep the matches with the NON English words face up and shuffle the card and whoever remembers the most meanings gets an extra point or the number of points for that number of cards guessed right (by the players discretion)

Trick or Treat Game 2

Game Overview *The Following Condensed version of the game was summarized by ChatGPT*

The game is a race to complete a 10-card collection of your chosen suit. It blends strategic character selection with random six-sided dice-powered actions.

AspectSummary
ObjectiveBe the first player to collect all 10 numbered cards of your suit (Imp, Bat, Ghost, or Pumpkin).
MaterialsThe 40 numbered Minor Arcana cards form the central Muster Deck. The 16 Court Cards (Prince/Knight/Queen/King) are used only for character drafting. You also use a single D6.
Starting StatePlayers draft one unique Court Card to become their character, which defines their goal suit and unique power. Each player starts with 5 cards in hand and 1 Treat Point (TP).

How a Turn Works (The D6 Roll)

On your turn, you roll the D6, and the number determines what you must do:

RollAction TypeWhat it Does
1 or 6DrawYou get new cards from the Muster Deck. (Roll 6 lets you draw 3, but you must discard 2.)
2 or 3AskYou choose an opponent and ask for 2 (Roll 2) or 3 (Roll 3) specific cards. If they don’t have all the named cards, the request fails, and you only get 1 consolation card.
4FortifyYou discard four cards of the same rank (ex., four Aces) to immediately gain 4 Treat Points.
5StealYou name one specific card (ex., “The 9 of Bats”) from an opponent. If you are right, you take the card and get 2 TP. If you are wrong, your turn ends immediately.

The Key to Winning: Character Powers and Treat Points

Character Powers

The Court Card you draft (Page, Knight, Queen, or King) gives you a unique, scaled power that modifies the D6 actions for your suit:

  • Imps (Action): Powers revolve around getting extra turns or free actions after a successful Steal (Roll 5). They are the most aggressive suit.
  • Bats (Intellect): Powers upgrade your Ask (Roll 2/3) actions, letting you ask for cards by Rank (ex., “all your 5s”) or even by Suit (ex., “all your Ghost cards”), instead of naming specific cards.
  • Ghosts (Emotion): Powers revolve around resource resilience. They gain Treat Points when they fail an Ask or when another player successfully Steals from them.
  • Pumpkins (Material): Powers revolve around controlling the Muster Deck and gaining huge amounts of Treat Points from Draw actions (Roll 1/6) or guaranteeing a Draw by spending TP.

Treat Points (TP)

TP is your hidden weapon. Its primary use is to give you control over the card supply:

  • Currency: You can spend 3 TP to perform a powerful Search action (once per turn) where you swap a card from your hand with any card in the discard pile. This is how you snag that one card you know your opponent got rid of.
  • Tie-Breaker: In the extremely rare event that two players complete their 10-card set at the exact same moment, the player with the most Treat Points wins the game.

Rules for The Alleyway Pharmacy

Madison Hurst

The AlleyWay Pharmacy

Idea: The Alleyway Pharmacy is a card game in which the players are drug dealers competing against other drug dealers where they have to collect various drugs to resell. The kick to it is, the drug dealers have to make sure whether the drugs they collected are real and not candy. If they are caught using candy (x amount of times) then they will go to jail (lose).

Objective: 

  • Players are rival dealers that are fighting for the same street block. They are competing to make the most profit by reselling drugs while avoiding fake ones (candy). To win, the player must be the first to reach the profit goal ($20,000) or by the last one that didn’t get busted. 

Materials needed:

  • Deck of cards:
  • Drug cards
  • Candy cards
  • Action cards
  • Profit tracker (score pad)
  • Busted disk trackers
  • Rules sheet
  • Your hand for your cards
  • Stash (faced down pile on the table)

Setup:

  • Shuffle cards into one deck which will become the draw pile
  • Each player will draw 3 cards that will be their starting hand 
  • Give each player 3 busted tokens
  • Have a space for the discard pile
  • Discuss what the profit goal will be for this game (default is $20,000)
  • The tallest player will go first

Insight:

  • Hand: these are the cards you can see and choose from (max. Card limit is 5)
  • Stash: cards you placed face down on the table (max card limit is 6)
  • Profit tracker: how much money you are at
  • Busted tokens: track how many times you had a candy drug (3=jail and you lost the game)

Turns:

  • Draw 1 card from the draw pile

You will then move into your action part of your turn:

  • You can choose one action play
  • Options:
  • Play a drug: place 1 card from your hand to you stash pile (face down)
  • Play an action: use it immediately (sneak, inspect, etc)
  • Slip a fake drug (sneak): Put a card from your hand (candy or real drug) to an opponents stash pile (face down) 
  • Pass (take no action)
  • Resell (You can resell if you think you have 3 of the same cards in your stash)
  • If you have all 3 of the same drug, then you will earn a profit based on the value of the drug type. After, you have collected your points you will discard this set

1 Candy drug:

If you have a 1 candy drug  in your stash during RESELL, then your resell fails (even if you have 3 of the same drug) and the player will take a penalty. 

Penalty: Lose ½ of the profit or discard 1 random hand card

  • Discard the candy card after 

2 or more Candy drug:

If the player has 2 or more candy drugs in their stash during resell then resell fails, and collect 1 bust token. Discard all candy cards 

Check hand and stash number:

  • If you have more than 5 cards in your hand, discard extras
  • If you have more the 6 cards in your hand, discard extras

Out of turn options:

Players are able to play an action card during another players turn

  • Inspect: peek at only one card in a players stash
  • Steal: Force a player to reveal one of their stash cards 
  • Snitch: take one random card from an opponent’s hand 
  • Hideout: block a sabotage or inspection against you 

Win/Lose:

  • Be the first person to reach the profit goal
  • Be the last person standing, if the other opponents went to jail
  • Player is out of the game if they received 3 bust tokens

Card Meanings:

  • Inspect: peek at only one card in a players stash
  • Steal: Force a player to reveal one of their stash cards 
  • Snitch: take one random card from an opponent’s hand 
  • Hideout: block a sabotage or inspection against you 
  • Sneak: place 1 card from your hand to an opponent’s stash
  • Swap: trade 1 card from your stash with 1 from an opponent’s stash (face down)

Drug Values:

  • Weed set: $3,000 
  • Pill set: $5,000
  • Coke set: $7,000
  • Heroin set: $10,000

NEW UPDATED RULES – CHRISTINE URSINY

Tale Weavers: Official Rules

Game Description

Tale Weavers is a competitive storytelling game, with cards that you might find in Apples to Apples or Cards Against Humanity, in which a group of players builds a narrative by drawing from a deck of character, setting, and plot cards to create and build a story amongst players. 

Objective

The main goal is to collaboratively build a story. The player who contributes the most compelling or humorous plot points, as judged by the Storymaster each round, wins the game. The player with the most successful Plot Cards, represented by Point Tokens, is the winner.

Setup

  1. Gather 3-5 players.
  2. Shuffle the Character, Setting, and Plot decks separately and place them face down.
  3. Deal five Plot Cards to each player. This is your starting hand.
  4. Place the Point Tokens in a central pile.
  5. Designate one player to be the Storymaster for the first round. (The player who most recently read a book for fun.)
  6. Use a 30-second sand timer to add urgency in selecting plot cards.
    • 30-second timer → wait until the timer runs out to start the round
    • Everyone has to have a card placed down by the end of the sand timer
    • What happens when the timer runs out and you don’t pick? → You take the top card

Card Color Key:

Coral Color – Character Card

Magenta Color – Setting Card

Lavender Color – Plot Card

How to Play:

The game is played in rounds, with the role of Storymaster changing after each round.

1. The Storymaster’s Turn 

  • The Storymaster draws 2 cards from the Character deck and 2 from the Setting deck.
  • They choose 1 Character and 1 Setting card from their hand to use and then discard the others.
  • The Storymaster begins the story with an opening sentence or two, introducing the character and location.

Example:
If the Storymaster draws:

  • Character Cards: “A paranoid mother” and “A surprisingly eloquent badger”
  • Setting Cards: “The inside of a zoo food court” and “A wizard’s tower turned into a daycare”
    • “Once upon a time, a paranoid mother who frantically scoured through the jungle known as the zoo food court…”

Note: Everyone has to have a card placed down by the end of the sand timer

2. The Players’ Turn 

  • Starting with the player to the Storymaster’s left and going clockwise, each player takes a turn.
  • On your turn, place one Plot Card from your hand, play it face-up, and read it aloud.
  • Weave the card’s concept into the story, building only on the setting and character card, not any other players’ plot cards
    • Plot cards are independent of other players’ plot cards.
  • After playing your card, draw one new Plot Card to replenish your hand to five.

3. The Storymaster’s Turn (Judgment)

  • After every player has played one card, the Storymaster considers all the Plot Cards that were submitted.
  • The Storymaster selects the most compelling or entertaining Plot Card as their favorite for that round.
  • The Plot Cards that were not chosen are placed in a discard pile. If the draw deck runs out, shuffle the discard pile to create a new one.

4. End of the Round 

  • The player whose card was chosen collects 1 Point Token.
  • The winning player becomes the new Storymaster for the next round.
  • The new Storymaster can then decide to either continue the existing story or start a completely new one by drawing a new Character and Setting card.

Ending the Game

1. Point-Based Victory 

  • First player to reach 5 Point Tokens wins.
  • Optional twist: If multiple players hit 5 in the same round, the Storymaster chooses the funniest/most creative winner.

Mow Masters

Rules Update

Madison Hurst

Mow Masters!

Objective:

  • The objective of the game is to get as many grass points/cards as you and your opponent mow all the grass on the board in order to end the game. 

Materials needed:

  • Board
  • Grass cards
  • Setback cards
  • Two dice
  • meebles  (marks which space/tile was mowed already)
  • Paper and pencil to keep track of score
  • Iphone timer

Setup:

  • Take all of the cards and shuffle them into one deck and place them in a empty space on the board.
  • The tallest player will start the game or be the first turn.

Turn:

  • Both players are going simultaneously
  • The player will roll one dice, and move the amount of spaces of that number on the dice.
  • The player can go anywhere on the board, no restrictions.
  • The player will pick a card for each space they move. For example, they roll a 2 and move 2 spaces hence pick up 2 cards. 
  • After you have moved (mowed) a space, you will mark it with a x  or a meeble.

(you can still use this space to move around in it but you can not get a card from it.)

Ex: rolls the dice and gets 3, but ⅔ spaces are mowed already. So, you can only pick up one card. 

  • If you pick up a card that has a setback, you will have to complete the task on the card in order to continue. 
  • You have approx. 25 seconds to complete the 
  1. Out of gas 
  2. Nebby neighbor 
  3. Dinner time
  4. Reapply sunscreen
  • You do not have a time limit with:
  1. Mower broke
  2. Dog poop on the blade
  • If you do not complete the setback challenge within the time constraints then you have to remove one grass card point from your pile. 

Winning/Losing:

  • Once the whole lawn is mowed, and there is no more space to collect cards then the game is over.
  • Count up your points, and the points win.

Matician Rules

Setup

  • Shuffle the “Equation Symbols” deck and the “Numbers and Symbols” deck separately
  • Dealer deals 1 face-up “Equation Symbols” card to each player and 6 face-down “Numbers and Symbols” cards to each player
  • Each “Equation Symbols” card is placed in front of the player it was dealt to

Objective(s)

  • Create the equation with the highest solution with your given “Numbers and Symbols” cards
  • Attempt to lower the solution of other players’ equations with your “Numbers and Symbols” cards

Actions players take

  • Once cards are dealt and each player has their “Equation Symbols” card in front of them face-up, the round starts
  • First, players evaluate their hand and play the cards they believe will yield the highest possible solution. One card will go on one side of the symbol, and one will go on the other side, both face down (ex. 6 + 15)
  • After each player places their cards face down on each side of the symbol card, players have the option to add a card that they think will sabotage another player (if they have any in their hand)
  • Once all players have made their final moves, every player flips the cards in front of them over to reveal their numbers and the card another player may have placed

Ending the game (win, lose states)

  • The player who first reaches 3 points wins the game. 1 point is granted for each “highest solution”. The game can either end, or play can resume to determine the place of all other players

Example

  • A player could have the equation “4 + 13”, but after those cards are placed face down, another player could put a “-” face down in front of the 13 to make the equation equal -9 instead of 17