The Lamp Rules

Game Objective

As moths, compete to earn the most points by landing on spaces and collecting cards & light orbs, but WATCH OUT for the Lamp. Follow the Lamp and get as close as possible WITHOUT touching it or ELSE your moth will DIE.

Contents

  • 1 Game Board
  • 4 Moth Pawns
  • Light Orbs (not sure how much yet) 
  • Trading Post Cards (not sure how much yet)
  • 1 Lamp
  • Hazard Space Cards (not sure how much yet) 
  • 2 Dice, Numbered 1-6
  • 1 Lamp State Die
  • 4 Survival Achievement Cards

Setup

  1. Place the Game Board in the center of the table. Place the Lamp in its designated spot on the Game Board. Keep the Lamp turned off. 
  2. Place the Trading Post Cards, Hazard Space Cards, and Light Orbs in their respective piles next to the Game Board. Set the Survival Achievement Cards aside for later. 
  3. Every player selects a Moth Pawn. Place the Moth Pawns at the beginning of the Game Board. 

The player who rolls the highest number on the numbered dice goes first. Play proceeds in a clockwise direction.

Gameplay

By rolling the die/dice, players must try to get their moths the closest to the Lamp without touching it. Becoming the closest moth will award the most points, however, moths that touch the Lamp will die. Additional points are earned by collecting  Light Orbs, which can be traded for more points at Trading Posts.

On Your Turn

  1. Determine if you will KEEP PLAYING

Before you officially begin your turn, you MUST DECIDE if you are going to continue playing if you are close to the Lamp. REMEMBER: if your moth touches the Lamp, it will die and you will be disqualified. Players MAY NOT change their decision after they have chosen to roll the die. 

  1. Roll the Lamp State Die

Roll the Lamp State Die to determine the state of the Lamp during your turn (on/off). 

  • When ON is rolled on the Lamp State Die, turn the Lamp on (or leave it on if it already was). From here, your turn will proceed by rolling 2 numbered dice. 
  • When OFF is rolled on the Lamp State Die, turn the Lamp off (or leave it off if it already was). From here, your turn will proceed by rolling 1 numbered die. 
  1. Roll the Numbered Die/Dice

Based on the state indicated on the Lamp State Die, roll 1-2 dice to determine how many spaces your Moth will move. Move your Moth Pawn the number of spaces indicated on the die/dice. 

  1. Follow the Space’s Actions

Based on the space where you landed, follow the instructions for that specific space in the Board Spaces section.

Board Spaces

There are 3 different types of spaces on the Game Board: Light Orbs, Trading Posts, and Hazard Spaces.

Light Orb Spaces

Light Orb Spaces allow players to collect Light Orbs that can be traded for items at Trading Posts. Roll 1 Die to determine how many Light Orbs you collect. 

  • IF YOU ROLL 1-3 on the die: Collect 1 Light Orb
  • IF YOU ROLL 4-6 on the die: Collect 2 Light Orbs

Orbs are worth 1 point at the end of the game.

Trading Post Spaces

Trading Post Spaces allow players to trade their Light Orbs for various light-up objects. When you land on a Trading Post Space:

  • First, draw 3 Trading Post Cards from the Trading Post Card deck. 
  • Second, select 1 Trading Post Card that you would like to purchase, if any. 
  • Third, to purchase the card, return the number of Light Orbs indicated on the Trading Post Card to the pile of Light Orbs.
    • The number of Light Orbs you pay is indicated by the state of the Lamp. 
  • Finally, return all non purchased Trading Post Cards to the bottom of the deck. 

Trading Post Cards are worth varying amounts at the end of the game. The amount of points that a Trading Post Card is worth is indicated on the card. 

ADD EXAMPLE OF TRADING POST CARDS/SPACES HERE.

Hazard Spaces

Hazard Spaces make you LOSE POINTS when something bad happens to your moth. When you land on a Hazard Space:

  • Draw a Hazard Space Card
  • Hold onto this card until the end of the game

ADD EXAMPLE OF HAZARD CARDS/SPACES HERE. 

End of the Game

Players DECIDE the end of the game for themselves. Players must decide before each turn if they want to continue for the chance to get closer to the Lamp and earn more points.  REMEMBER: A player is ELIMINATED from the game if they touch the Lamp. 

When all players have decided to stop playing or have been otherwise eliminated, points are tallied. The player with the most points wins. 

  • Award the 4 Survival Achievement Cards to the players according to how close they got to the lamp.
    • 1st goes to the closest, 4th goes to the player farthest away, etc. 
    • ONLY award achievement cards for the amount of players you have at the end of the game. For example, if you have 4 players but 1 player got eliminated, award 3 Survival Achievement Cards. 
    • In the event of a tie, whoever rolls the highest on the dice gets the Achievement Card of higher points. 
  • Count how many Light Orbs you have. Each Orb is worth 1 point. 
  • Add the points from your purchased Trading Post Cards. 
  • Subtract 1 point for every Hazard Space Card you have.

If after tallying all of these points, there is a tie, the winner is the closest player to the Lamp.

Garden Sabotage! Rules – Version 2

Game Objective

Compete to have the best garden by planting plants and sabotaging other players with bugs.

Contents

  • 50 Garden Objective Cards
  • 100 Plant Cards
  • 50 Bug Cards
    • 10 Good Bug Cards
    • 20 Bad Bug Cards
    • 20 Pesticide Cards
  • 1 Golden Watering Can Card
  • 4 Action Reminder Cards
  • 4 Garden Boards
  • 1 Game Board
  • Instructions

Setup

(INSERT NEW SETUP IMAGE HERE)

  1. Every player selects a Garden Board. 
  2. Place the Game Board in the center of the table. 
  3. Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards. Place the decks in their respective spots on the Game Board.
  4. Place the Golden Watering Can Card face-down in its respective spot on the Game Board.  
  5. Turn over the top 4 Plant Cards and place them in a face-up row next to the deck, as indicated by the spots on the Game Board. 
  6. Turn over the top 2 Bug Cards and place them in a face-up row next to the deck, as indicated by the spots on the Game Board
  7. Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players.
  8. Give each player an Action Reminder Card. 

The player who owns the most house plants (in real life) goes first. Play proceeds in a clockwise manner.

Gameplay

Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game.

On Your Turn

  1. Perform Actions

Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. You can quickly reference these actions at any point during the game using your Action Reminder Card. The 9 Actions include:

  • Draw a Plant Card
  • Plant a Plant in your Garden
  • Draw a Bug Card
  • Sabotage Another Player’s Garden
  • Play a Good Bug Card on your Garden
  • Sweep the Plant Cards
  • Use Pesticide
  • Draw a Garden Objective Card
  • Dig Up Your Garden
  • Discard a Card

Draw a Plant Card

Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Plant a Plant in your Garden

Place ONE Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2. Each plot has space for up to 3 Plant Cards.

Draw a Bug Card

Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Sabotage Another Player’s Garden

Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time.

Play a Good Bug on your Garden

Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time.

Sweep the Plant Cards

If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards

Use Pesticide

To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. REPLACE the Bad Bug from your affected Garden Board Plot with a Pesticide Card. The Pesticide kills the Bad Bug, and the Bad Bug Card is discarded. Pesticide REMAINS on the plot until the beginning of the player’s next turn and PREVENTS another Bad Bug from being placed on the plot during that time.

Draw a Garden Objective Card

Draw a Garden Objective Card from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time.

Dig Up Your Garden

In the event that players don’t want the plants on their Garden Board anymore, players must remove ALL of the Plant Cards from ONE of the plots on their Garden Board.

Discard a Card

Discard 1 unwanted Plant Card, Bug Card, or Garden Objective Card from your hand. Place the card in its respective discard pile.

Completing Objectives

Objectives are completed automatically when you have met all of the requirements on a Garden Objective Card. To indicate this, lay the Garden Objective Card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards (except for the Good Bug Cards) on the plot that fulfill this requirement are discarded.

  • You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn. 
  • If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you. 
  • Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first. 

Types of Cards

There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards.

Plant Cards

Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game. Up to 3 Plant Cards can be planted on 1 plot.

Bug Cards

There are three types of Bug Cards: Good Bug Cards, Bad Bug Cards, and Pesticide Cards.

Good Bug Cards

Good Bug Cards are white and feature bugs that will benefit your Garden. 

  • Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
  • At the end of the game, you receive 3 additional points for every Garden Objective Card completed with a Good Bug on it. 
  • You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards

Bad Bug Cards are black and feature bugs that will harm other player’s Gardens. 

  • When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded. 
  • A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated. 
  • Attacking Player selects which Plant Card the Bad Bug Eats.
  • Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
  • You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed. 
  • You CANNOT place a Bad Bug Card on your own Garden Board.

Pesticide Cards

Pesticide Cards are mixed throughout the Bug Cards and allow players to kill Bad Bugs placed on their Garden Board. 

  • To use Pesticide, lay the Pesticide Card on 1 plot of your Garden Objective Board. 
  • The Pesticide immediately kills the Bad Bug, and the Bad Bug Card is discarded
  • The Pesticide Card remains in the spot where the Bad Bug was on that player’s board until the beginning of the player’s next turn. 

The Pesticide Card prevents other players from laying a Bad Bug on the affected player’s plot until the Pesticide Card is removed at the beginning of their next turn.

Garden Objective Cards

Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card.

Action Reminder Cards

Action Reminder Cards reference the actions that players are able to take each turn. Players should refer to the rules for the function and details of each Action.

Golden Watering Can Card

At the end of the game, the Golden Watering Can Card is awarded to the player who triggers the final round, or completes 5 Garden Objective Cards first. This card is worth additional points at the end of the game.

End of the Game

The player who reaches 5 objective cards first triggers the final round. The player who triggered the final round receives the Golden Watering Can Card. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins. 

  • Tally the points from only the COMPLETED objective cards 
  • Add an extra 3 points for every Good Bug that you completed a Garden Objective with 
  • The player with the Golden Watering Can Card adds 2 extra points to their score

Garden Sabotage! (Updated Rules)

Game Objective

Compete to have the best garden by planting plants and sabotaging other players with bugs.

Contents

  • 50 Garden Objective Cards
  • 50 Plant Cards
  • 25 Bug Cards
  • 4 Garden Boards
  • Instructions

Setup

  1. Every player selects a Garden Board. 
  2. Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards to form three draw piles, face down. Leave room for discard piles. 
  3. Turn over the top 4 Plant Cards and place them in a face-up row next to the deck. 
  4. Turn over the top 2 Bug Cards and place them in a face-up row next to the deck. 
  5. Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players. 

The player who owns the most house plants goes first. Play proceeds in a clockwise manner. 

Gameplay

Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game.

On Your Turn

  1. Perform Actions

Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. The 7 Actions include:

  • Draw a Plant Card
  • Plant a Plant in your Garden
  • Draw a Bug Card
  • Sabotage Another Player’s Garden
  • Play a Good Bug Card on your Garden
  • Sweep the Plant Cards
  • Use Pesticide
  • Draw a Garden Objective Card

Draw a Plant Card

Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand. 

Plant a Plant in your Garden

Place a Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2.

Draw a Bug Card

Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Sabotage Another Player’s Garden

Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time.

Play a Good Bug on your Garden

Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time.

Sweep the Plant Cards

If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards.

Use Pesticide

To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. Remove the Bad Bug from your affected Garden Board Plot and place it in the discard pile.

Draw a Garden Objective Card

Draw a Garden Objective Card from the top of the deck OR exchange a Garden Objective Card by discarding a Garden Objective Card from your hand and drawing a new one from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time.

Completing Objectives

When you have met all of the requirements on a Garden Objective Card, you may lay this card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards on the plot that fulfill this requirement are discarded. You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn. 

  • If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you. 
  • Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first. 

Types of Cards

There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards. 

Plant Cards

Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game.

Bug Cards

There are two types of Bug Cards: Good Bug Cards and Bad Bug Cards.

Good Bug Cards

Good Bug Cards are white and feature bugs that will benefit your Garden. 

  • Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
  • At the end of the game, you receive 2 additional points for every Garden Objective Card completed with a Good Bug on it. 
  • You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards

Bad Bug Cards are black and feature bugs that will harm other player’s Gardens. 

  • When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded. 
  • A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated. 
  • Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
  • You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed. 
  • You CANNOT place a Bad Bug Card on your own Garden Board.

Garden Objective Cards

Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card.

Garden Boards

End of the Game

The player who reaches 7 objective cards first triggers the final round. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins. 

  • Tally the points from only the COMPLETED objective cards 
  • Add an extra 2 points for every Good Bug that you completed a Garden Objective with

Lauren Yunk – Week 5

Spit Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down crads that were higher or lower than the previous card.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the cards that were higher or lower than the previous ccard and continue on til their were no cards. The end of the game was when a player finishes with no cards and hense wins the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the first person with no cards.

Gin Rummy Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were to form combination of three or more cards to win.
  3. How long did it take to learn? Roughly 5 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by making combinations with 3 or more cards and placing down your hand once you have it, 2-9 is 5 points 10-K is 10 points A is 15 points. The end of the game was achieving 100 points and therefore winning the game.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the first to get 100 points.

Sushi Go Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were handing your deck over to the person next to you.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by picking cards that enabled you to get the most points. The end of the game was counting up the points to see who has the most and who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the one with the most points.

5 game ideas revolving around the theme of collecting

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest ,that involves collecting gems found under the soil, must be completed in order to move on. First one to make it to the jungle with the most gems win.
  2. 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.
  3. 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.
  4. 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. You will collect special friends along the way that will either help or hurt you.
  5. 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 and collecting supplies to build a sturdy shelter.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, Horse Pieces, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – Each player will have a horse that they will use to move across the board. The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back however high or low the number is. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn so you do not want to land on these spots. Other spots will be an action spot where their horse has to role one of the two number combinations to be able to contuine on (ex. 3 on one die 4 on the other or 5 on one die and 2 on the other). If they cannot role one of the numbers in two tries, they have to move back 3 spaces. Continue on unitl everyone crosses the finish line.

Ending the Game – First person to reach the finish line wins.

Sara Estus – Game setup (prototype 1)

Academic Integrity:

  • Set up: 400 Art Cards, 100 topic cards, 20 of each topic including, plants, animals, people, food, and objects. Card Key (it tells you if the cards are AI or not)
  • Players will set up by passing out 5 topic cards, and 5 art cards, then place both piles facedown in the middle of the playing space.
  • Objectives: One player, following a counterclockwise play, will choose one topic card for players to fulfill, matching the topic, The cards will specifically say something like “I am looking for something to eat for dinner, can you give me options?” and players are tasked with fulfilling the task by placing a card with food illustrated on it. However, these cards can be either AI-generated or created by a real artist via photography or drawing, it is the player who chooses the topic’s job to pick a card that they believe is not AI-generated. The goal to win is to have the most topic cards filled with non-AI-created illustrations, the player with the most non-AI-created cards wins (probably a max of 15 cards)
  • Actions: In the first round, players will be given 10 cards, the oldest player goes first, followed by a counterclockwise play after their turn. The player going first will choose a topic card from their pile, they can choose a new topic card, but they must discard an art card to do so. After picking a topic card, they will read it aloud and place it in the middle of the play area, then every other player is meant to best fulfill the topic ex “I am looking for something to eat for dinner, can you give me options?” the players will attempt to choose ONE card that fits this topic, thinking about if the art on the card is AI, or not. There can be a chance that no card fulfills the topic, so they can draw a new card, but must discard a topic card. After each player places their art card, FACE DOWN, the player who chose the topic will look at all the cards and choose which card they like the most or believe to not be AI.
  • Ending the game: Once at least one player gets 15 cards that fulfill their topics, each player will spread out their cards and one player will get a key that will tell the players if their cards were AI or not. The player with the most non-AI cards wins.

Week 4 – Lauren Yunk

Tsuro Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down pathways and moving their character pieces along those pathways.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the pathways and making sure you were able to stay on the board. The end of the game was when everyone fell off the board and there was a last man standing and that person won the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the last person on the board.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor of the game is “The path of the dragon” and this demonstrates how you are supposed to choose the correct path of the dragon, which allows you to win the game.

Citadel Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were picking a character card and using their special ability, collecting coins, picking up cards with places or buildings on them, and purchasing the building cards.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by being the first one to collect 8 building cards. The end was when somone collected the 8 cards and we counred up all the points to see who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be sabotauge your teammates with your characters ability and be the first to collect the 8 buildiung cards.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is “Nobels, Intrigue, and Cities” which relates to the game because you collect nobels and secretley use their special ability as well as collecting cities along the way.

5 game ideas revolving around the same theme

Theme: Animals

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest that must be completed in order to move on. First one to make it to the jungle wins.
  2. Zoo Escape – Be the first person to ecsape the zoo without being caught. Players will role a dice to see how far they get to move. Some spots will send them back the their cage. First to escape wins.
  3. Soaring Seals – See how far your seal can soar after sliding down a hill of ice. Players will pick up a card with a power number to see how much power the seal will have to slide down the hill. After they all made it down the hill they will pick up numbered cards to see how far they will swim. First to the iceberg wins.
  4. Penguin Party – Players start with 5 pieces of fish and 5 cards with items. Fish are used to buy items for the party. To play, you need to buy items for the party. Each item costs a certian amount of fish. First person to get 10 items wins.
  5. Dancing Dolphins – You are doing tricks in order to impress the judge. You will begin with 5 trick cards. Each player places down their card and shuffles them so the judge doesnt see (there will be a new judge every round). The judge will then pick their favorite trick and that person recieves their trick card back and the rest go in the discard pile. The first person to win 10 trick cards wins.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back that many spaces. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn. Other spots will be an action spot where their horse has to role specific numbers to be able to contuine on. If they cannot role one of the numbers in two tries, they have to move back 3 spaces.

Ending the Game – First person to reach the finish line wins.

Evelyn: GoViral Game Rules 1

Game Objective: To win the most “aura points” and go viral by making the funniest combinations.

Required Materials: Picture Cards, Caption Cards, Good Humor

Game Setup: Cards are shuffled. Players are dealt 5 cards each to start. The rest of the cards are placed face down in a draw pile. Gameplay begins when one card from the draw pile is placed face up.

Players Turns: Depending on whether it was a caption or photo card placed, everybody must then choose the funniest pair to the card (each pair consists of 1 photo card and 1 caption card). Players then vote on their favorite combination and whoever placed the card keeps it and gets aura points. The other unfunny combinations are discarded. Players may take one more card. The next round of gameplay begins when a card from the draw pile is faced up. The game can continue as long as it’s a good time. Whoever has the most cards/ aura points at the end of the game wins.

Similar Game Mechanics: “New Phone, Who Dis?”

Other thoughts: Room for expansion with comment or music cards

game ideas about slimes

slime war—-

the slimes are at war, and your a leader of one of the slime armies, pick up and place cards to build your army and start battles with the other waring armies. may the best slime win.

setup- 112 cads in total, max of 4 players

each player has a health pool, they start with 30 tokens in their pool. the remaining tokens can go back in the box.

each player gets a starting amount of 6 cards from the draw pile.

during your turn you can either place cards or attack( not both)

the last person with tokens left in their pool wins.

placing turn

during your turn you will be able to place cards Infront of you, you have 6 available spots to place these cards.

if you don’t like your hand you are allowed to swap a max of three of your cards, you will place each card in the discard pile and pick up one new card for each one you discard.

your cards are a mixture of different kinds of slimes : plant, fire, , poison, earth, water.

their are 3 tiers of slimes, the first tier costs nothing to place, the second tier requires 2 tier one cards of the same type to be sacrificed off the board to place, the third tier requires 2 second tier cards to be sacrificed off the board.

example of above description

when a card is sacrificed it goes into the discard pile ( optional advanced option for 2 players: when cards are sacrificed they are put into a graveyard pile and can not be used for the rest of the game.)

you can also only have one of each slime on the board, that means if you have a dragon slime on the board you cant put another one down.

attacking turn

each slime has an ability, that ability can either be attack, defense, or healing.

attack— each of these slimes will damage your opponent

when playing with more than 2 players you are able to choose who you attack during your attack turn

tier 1 (8) –2 point of damage

tier 2 (4) — 3 points of damage

tier 3 (2) — 5 points of damage

defense— each slime will defend agents damage being inflicted on you

tier 1 (4) — 1 point of damage

tier2 (2) — 2 points of damage

tier 3 (1) — 4 points of damage

some attacks and defenses will leave your opponent with an effect that lasts a few turns, the effect is described on the card that inflicts it.

tier 1 — docent have effects

tier 2 — effects last for the next 2 turns

tier 3 — effect lasts for the next 3 turns

healing— pretty self explanatory, gives you back some health points.

tier 1 (4) — 1 point of damage

tier 2 (2) — 2 points of damage

tier 3 (1) — 3 points of damage

health pool

the health pool is full of 30 tokens at the beginning of the game. when ever you are attacked you take out the respective amount of tokens to damage taken, these are then put into the collective void.

during an attack turn you can only use your healing slimes if their are tokens in the void

the point of the health pool is have how much health your opponents have be a mystery( hopefully minimizing group targeting and allowing for a more suspenseful game with an unknown outcome.)

gooey grotto

you are an adventurer trying to get through this dungeon before the other adventurers can. each player has specific moves and abilities that can help them through the grotto, they roll dice to move through the grotto and can land on spaces that let them pick up cards to boost their abilities or give them extra abelites with a one time use. you can also set traps for other adventurers to stumble into and make them loose a turn. every turn you encounter a slime and have to roll your other die to see if you defeat that slime with your abilities, if you lose you can not roll to move and have to fight that slime every turn until you defeat it.

dungeon raid

you are a slime in the dungeons and have to defend your self from adventurers doing raids on your dungeon, this is also a cooperative game where all players work together to defeat the adventurers. each turn you pick up cards and use them to enhance your slime for battle. after each round an adventurer appears and you each take turns to deal damage to the adventurer. when the adventurer attacks you roll a dice to see if he hits or not and you all lose a point of health, with each of you being a slime you each only have 5 health points. you go until you defeat all the adventurers, their are only 7 adventurers each one harder than the last.

slime hop

slimes race to get to the end of the board by rolling dice and hopping that many spaces, some spaces have different events on them like teleporting, swapping places, going back spaces, or skipping a turn, or rolling again.

goo slime

its just go fish but with slimes, but you have to try and get a match of all 5 types of slimes.

Garden Sabotage! Rules Draft 1

(some of the formatting got messed up from moving it from google docs!)

Game Objective

Compete to have the best garden by planting plants and sabotaging other players with bugs. 

Contents

  • 50 Garden Objective Cards
  • 50 Plant Cards
  • 25 Bug Cards
  • 4 Garden Boards
  • Instructions 

Setup 

  1. Every player selects a Garden Board. 
  2. Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards to form three draw piles, face down. 
  3. Turn over the top 4 Plant Cards and place them in a face-up row next to the deck. 
  4. Turn over the top 2 Bug Cards and place them in a face-up row next to the deck. 
  5. Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players. 

The player who owns the most house plants goes first. Play proceeds in a clockwise manner. 

Gameplay

Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game. 

On Your Turn

  1. Perform Actions

Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. The 7 Actions include:

  • Draw a Plant Card
  • Plant a Plant in your Garden
  • Draw a Bug Card
  • Sabotage Another Player’s Garden
  • Play a Good Bug Card on your Garden
  • Sweep the Plant Cards
  • Use Pesticide
  • Draw a Garden Objective Card

Draw a Plant Card

Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand. 

Plant a Plant in your Garden

Place a Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2. 

Draw a Bug Card

Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand. 

Sabotage Another Player’s Garden

Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time. 

Play a Good Bug on your Garden

Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time. 

Sweep the Plant Cards

If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards. 

Use Pesticide

To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. Remove the Bad Bug from your affected Garden Board Plot and place it in the discard pile. 

Draw a Garden Objective Card

Draw a Garden Objective Card from the top of the deck OR exchange a Garden Objective Card by discarding a Garden Objective Card from your hand and drawing a new one from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time. 

Completing Objectives

When you have met all of the requirements on a Garden Objective Card, you may lay this card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards on the plot that fulfill this requirement are discarded. You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn. 

  • If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you. 
  • Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first. 

Types of Cards

There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards. 

Plant Cards

Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game. 

Bug Cards

There are two types of Bug Cards: Good Bug Cards and Bad Bug Cards.

Good Bug Cards

Good Bug Cards are green and feature bugs that will benefit your Garden. 

  • Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
  • At the end of the game, you receive 2 additional points for every Garden Objective Card completed with a Good Bug on it. 
  • You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards

Bad Bug Cards are red and feature bugs that will harm other player’s Gardens. 

  • When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded. 
  • A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated. 
  • Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
  • You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed. 
  • You CANNOT place a Bad Bug Card on your own Garden Board. 

Garden Objective Cards

Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card. 

Garden Boards

End of Game

The player who reaches 7 objective cards first triggers the final round. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins. 

  • Tally the points from only the COMPLETED objective cards 
  • Add an extra 2 points for every Good Bug that you completed a Garden Objective with 

Pirates vs. Gods Rules v2 (with River)

Set Up

Shuffle each deck separately. Each player will choose either the pirate deck or the god deck.

Card Anatomy

card values 1-6

Play

Each player will reveal the first card on top of their deck. Winner is determined by element.

  • A fire (red flame) card will beat an earth (green diamond) card.
  • An earth (green diamond) card will beat an air (white swirls) card.
  • An air (white swirls) card will beat a water (blue droplet) card.
  • A water (blue droplet) card will be a fire (red flame) card.

If two elements are pulled that are not listed above (fire vs. air, water vs. earth), the winner of the round is determined by the higher point value.

If element and point value are the same, draw and reveal a second card.

If you win the round, your card is shuffled back into your deck. If you lose the round, your card is set to the side and removed from play.

If you had to draw a second card and you win based on that second card, you get to shuffle both back into your deck. If you lose based on the second card, both of your cards are removed from play.

Winning the Game

You win when you have exhausted your opponent’s deck.

Lockout Rules

2-4 players

  • Objective: Traverse the trails to get to the center of the board
  • Required materials:
    • Gameboard
    • 1x D4 (Green)
    • 1x D6 (Blue)
    • 1x D8 (Red)
    • 1x D10 (Yellow)
    • 1x D12 (Purple)
  • Setup:
    • Randomize the alignment of the layers
    • All players roll the D12; the highest roll picks their starting place first, the second highest roll picks second, etc.
      • This also determines the turn order
  • On a player’s turn:
    • Roll a die that corresponds to the color of the layer that you are on
    • Progress that many spaces
      • Players may pick which direction to go each turn
      • When a player crosses onto a higher layer, they must stop on the first space of that new layer regardless of how much of their roll is left
    • At the end of your turn rotate one layer 2 clicks or two separate layers one click each
      • If the die roll is even, rotate to the right (counterclockwise)
      • If the die roll is odd, rotate to the left (clockwise)
  • Super Special Rule
    • If a 1 is rolled, that player must pick another player to swap places with
  • Winning:
    • The game ends when the first player reaches the center of the board

Captain’s Lost Treasure Update Ruleset

Description: Captain’s Lost Treasure is a card game where players assemble a pirate crew in order to amass a great wealth and defeat any crew that comes in their way.

Setting Up

  • Make a pile for each card type: Ship Cards, Crew Member Cards, Equipment Cards and the Gold tokens. Make sure to shuffle each card pile before drawing.
  • Each player should start with this set up after shuffling: 1 Tier 1 Ship Card, 2 Crew Member Cards, 1 Equipment Card and 5 Gold Pieces.
  • Assemble your crew in the correct positioning: Frontline and Backline Crew Members
  • Use the Crew Sheets to keep track of and update your Ship and Crew Member stats as the game progresses.

Starting the Game

  • The player with the most letters in their full name goes first.

How to Take a Turn

  • The player can perform a handful of actions during a turn:
    • First Step – Plunder Gold: A player gains +1 Gold Piece.
    • Second Step – Purchasing: Players can purchase a variety of Cards using their Gold. Buyable Cards include:
      • Tier 1 Ship Card: 5 Gold
      • Tier 2 Ship Card: 10 Gold
      • Tier 3 Ship Card: 15 Gold
      • Crew Member Card: 20 Gold
      • Equipment Card: 5 Gold
    • Third Step – Equipment: Players can attach or move equipment onto a Crew Member or Ship depending on the Card.
    • Fourth Step – Attack or Plunder:
      • Attack: Players can then attack with all their Crew Members. Crew Members can attack the same enemy Crew Enemy or separate Crew Members. The Ship can only be attacked once all Crew Members are dead.
      • Plunder: Instead of attacking, players can choose to Plunder 3 Gold instead.
    • Turn Ends

Hand Rules

  • Ship Card Rules:
    • Players can only have 1 Ship at any given moment, players start with a Tier 1 Ship. Players can then purchase other Ships, after purchasing a Ship, place your current Ship Card at the bottom of the corresponding Ship Tier deck.
  • Crew Member Card Rules:
    • Players can have a varying number of Crew Members in their Crew depending on the size of their ship. These numbers can be adjusted depending on current Bonuses.
      • Tier 1 Ship: 2 Crew Members
      • Tier 2 Ship: 3 Crew Members
      • Tier 3 Ship: 4 Crew Members
    • Frontline Crew Members: Crew Members listed as Frontline will be placed in the front and must be defeated before Backline Crew Members can be attacked.
    • Backline Crew Members: Crew Members listed as Backline will be placed behind the Frontline Crew Members and can only be attacked after Frontline Crew Members are defeated (Or if a Bonus specifies otherwise).
  • Equipment Card Rules:
    • Players can attach equipment or use any active equipment cards at the start of their turn.

Attack Other Players

  • When you go to attack an enemy player, you must attack their Crew Members before you can reach their Ship. Once all of a players Crew Members have fallen, that players Ship is open to be attacked. A player is out after their Ship has been sunk.

Bonuses

  • All Ships, Crew Members and Equipment have a Bonus or multiple Bonuses. These bonuses take immediate effect when that card is in use or when an equipment card is used.

Winning the Game

  • Last Crew Standing – You defeat all other crews and sink their ships.

Losing the Game

  • You lose the game once all your crew members have been defeated and your ship has been sunk.