Brain Cells

Payers- 3-6 players

Objective- Be the first to collect 5 brain cells 

Materials- Trivia cards, brain cell tokens, memory cards, and whiteboards. 

Set-up- First, shuffle the trivia cards and set them in a pile. Next, shuffle the memory cards and lay out all of them face down. 

Starting the game- To start the game the person who broke a bone most recently will start first if no one broke a bone the shortest person starts. This person will then be the judge for the first round. During the first round, the judge will pick and then read the trivia question to the rest of the players. After the first round, the remaining players will flip two of the memory cards over to try and find a match. If players find a match they will discard the matched cards and receive a brain cell token. After these two rounds, the judge will rotate clockwise and repeat. 

Round 1- During round one the judge will read the trivia question to the group without showing the card since the answer will be written on the card. The players will then write their answers on the whiteboard and when everyone is ready they will all flip their boards at the same time. Whoever got the question right will move to round two, if not, you will play when the judge switches. If no one got the question right, the judge will have the chance to move to round two. 

Round 2- During round 2, the players who have made it through will be able to pick two memory cards and flip them over. If they are a match, you will remove those cards and place them in a discard pile and receive a brain cell token. If they are not a match, you will simply turn them back over. Once everyone has taken their turn the judge will then change and you will start back over. 

Discard pile- If all the memory cards are chosen, you can re-shuffle the cards and lay them back out. 

Bloxsploitation (Max and Ronan)

Objective

The objective of our game is to build a Lego tower to a specified height, despite your opponent’s attempts to impede you.

Materials

  • Legos
  • cards

Setup

  • Each player gets a green base. As of right now, the 4×4 green square is the playable area.
  • The player with the most followers on Instagram goes first
  • To start, grab two random pieces and put them on your 4×4 base.

Playing

On your turn, pick a card and follow the instructions on the card. If the card instructs you to steal pieces from your opponent you may not steal anything with structural integrity. When building, if any pieces break off as you add new pieces you lose that pieces, and the pieces you were trying to add.

Winning/Losing

A player wins when the tower reaches the height specified at the beginning of the game.

Spelling Your Doom(Shane and Frankie)

Spelling Your Doom is a game where two players compete to spell the longest word possible. The catch is, each player takes a turn adding a letter to the end of the word. They continue until a word cannot be made by adding a letter or a player cannot think of anything to add.

  • There are 5 Rounds.
  • Players Play rock, paper, scissors to determine who goes first
  • Players may add only one letter at a time
  • Letters can only be used twice per word
  • Each consonant letter in a word is worth 1 point
  • Each vowel is worth 2 points
  • If players spell something that isnt a word within 5 letters or neither can think of anything to add to it, both lose 5 points.
  • If a word is longer than 10 letters, it is worth double points.
  • After Each round, players take turns going first.
  • Whichever player has the most points at the end of the game wins.

Materials

The only materials needed are a pen or pencil and some paper.

Treasure Flaunter – Luke & Ben

SETUP

Both players need their own player piece and 2 dice for the game.

OBJECTIVE

2 players are competing to get the most treasure by getting to the end of the board first.

TURN

The tallest player goes first.

To advance, the player rolls 2 dice. This determines how far forward they go on the board. The player must choose one of the 2 dice and move based on what the chosen die says.

Once a player reaches the star space before the treasure, they unlock the next section of the board and roll for treasure. The number on the die after rolling is the amount of treasure tokens the player gets.

Players must not move beyond the treasure until a player lands on the sixth space in that section. Once a player unlocks a treasure space, that treasure space cannot be used again.

Pirates vs. Gods Rules (with Aaron)

Set Up

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

Card Anatomy

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.

2 Player Game – Earn It

Earn It

Goal: To go through all the cards in the deck – Player with the most points at the end wins

Materials:

Regular deck of 52 cards 

AceClap x1
2Clap behind your back x2
3Jumping Jacks x3
4Say earn it x4
5Snaps x5
6jump x6
7Say the word seven x7
8Hop on one foot x8
9Touch your elbow x9
10Slap the table
Jack (11)Say your name backwards
Queen (12)Rock, Paper, Scissors
King (13)Thumb War

*If neither player wants to complete the action associated with the card drawn, they can discard it to the bottom of the pile*

Setup; 

Shuffle the deck, then place it between the two players 

Gameplay; 

Once the deck is shuffled the two players then each take turns pulling the top card off the deck and placing it face up on the table in front of them. 

The youngest player starts. 

Each card has a certain action attached to it that must be completed once the card is placed face up, the first player to complete the action gets the card. 

Players play until the deck runs out 

Scoring;

Points are the same in value has the number on the card 

Divided (Mia and Clay)

2 players

  • Objective: Collect more pairs than your opponent as fast as you can over the course of 5 rounds
  • Required materials:
    • 1 deck of cards
      • Remove face cards and jokers
  • Setup:
    • Each player is dealt 6 six cards to start
  • On a player’s turn
    • The player with the least amount of pairs goes first
    • You can’t look at your hand until you draw your first card
  • On a player’s turn:
    • Draw a card
    • Your “turn” is over once you have drawn
      • You may draw immediately after your opponent has drawn
  • At any time:
    • Place a pair in front of you. A pair consists of:
      • Two cards that are cleanly divisible (eg. 3/9, 10/10, A/7)
        • Aces are worth 1 and any card is divisible by it (Wild card)
  • Ending the round:
    • The round ends when either player has no cards remaining in their hand
    • Players write down how many pairs they have played in front of them
  • Winning the game
    • After 5 rounds, players sum up their total number of pairs from the course of the game
    • The player with the most pairs wins

Game Reviews (Tester) for Peers’ Playable Prototypes (by Benjamin Zou)

Luck of the Flip

The challenging part of the game: Deciding who needs to be put back (player vs other players)

The Surprising Moment of the gameplay: When I move forward to a special spot, it encourages me to jump to multiple spots and some spot is the turning area of the back or forth by Rock-Paper-Scissors (win to proceed, lose to backward). However, it is hard to see clear text on the board (it may be a bit crowded).

Rule Modifications for the game (recommendations for switching, adding, or removing): I would suggest placing more blank spaces to relieve tension. There is a relationship conflict between bad luck and winning the spot.

Impression of the Game: I feel like this game is about the luck of moving forward.

Replaying Willingnesses (Enjoyments of the Game): I enjoy each player’s fate proceeding forward randomly according to the automatic circumstances like dice. I think this is a great gameplay of the life situation.

Captain’s Lost Treasure

The challenging part of the game: Determine each other’s role to gain richness

The Surprising Moment of the gameplay: The Bonus is the core direction for each role & the turn of order is based on the length of each player’s full name.

Rule Modifications for the game (recommendations for switching, adding, or removing): It is hard to finish the game because there are too many golds and other applied rule conditions, so I would recommend simplifying the explanation about each other’s roles and approaches with indicating how many crew members each player have.

Impression of the Game: I think this game is about the quantity of the crew on each boat and how each boat competes for wealth

Replaying Willingnesses (Enjoyments of the Game): I enjoy the difficulties that boat crews are going to face, and how they become rich by fighting the wealth.

Rules V4

The goal is to be the first person with cards 0-9 all in the same color in there hand wins.

Requires a deck of uno cards

Set up

  • 3 -4 players
  • Remove all wild and blank cards
  • Remove
  • Deal each player 3 cards
  • The tallest player goes first

There are 24 red cards, 24 blue cards, 24 green cards, and 24 yellow cards

Turn

  • Each turn a player will draw one card from the deck.
  • Players can get rid of cards by giving them to another player.
  • Each turn players can use one card from there hand to affect play
  • If any player ends up with no cards they can draw 3 cards from the deck

Used cards are returned to the bottom of the deck.

The first person with cards 0-9 all in the same color in there hand wins..

  • Reverse cards are used to reverse the turn order.
  • Skips are used to skip the next players turn
  • +2’s take 2 random cards from any one player if no player has 2 or more cards draw 2 card from the deck
  • +4’s take 4 random cards from any one player if no player has 4 or more cards draw 4 card from the deck
  • 0’s moves 5 cards from the players hand to the hand of a player of their choice.
  • 1’s are used to move all players hands one person to the right.
  • 7’s allow the player to swap hands with one player of their choice.
  • All other numbered cards move the same number of cards as the number on the cards to the hand of the player on the right.

Reverse’s players took turns in a clockwise direction now go counterclockwise

+two’s take two random cards from another player

+four’s take four random cards from another player

Skips next player skips there turn

Numbered cards move that number of cards one person to the right

Ones all players mover there hands one person to the right

Sevens swap hands with one player

Zero’s move 5 cards to the hand of another player

Cardisaur Rules

  • Setup
    • You have a deck (likely 52 just for consistency) of dirt cards. The back is, well, dirt. The other side has a mechanic. Mix them about the table, blank side up. Try to keep it about two cards high, but it’s dirt, so there will be some overlap. The dinosaur “skeleton” can go anywhere that so pleases the players.
  • Objective(s)
    • The goal is to trick families and social groups into spending time with each other and building a fun, informative sculpture. 
  • Actions players take
    • In clockwise order from the oldest player, players select a card of their liking to excavate. Upon picking that card, they can either be greeted by a dinosaur bone, a mechanic, or just more dirt. Each bone gets added to the skeletons, and rewards the player one million dollars. The instruction booklet will show you where to put it, and give you some fun facts about it. Mechanics can prompt other actions (excavate an adjacent dirt, lose a turn, draw again) and dirt does nothing. You’re not going to find something every time. Real archaeologists almost never find something.
  • Ending the game (win, lose states)
    • I don’t think you can lose Cardisaur, I think you can just not be the person who completes the dinosaur. I think everyone wins because now you have a cool dinosaur sculpture. What I could do – in a world where I add a monetary value to the bones – is make players pay to excavate. Maybe everyone starts with 5 million. I just don’t want to turn it into a competition. It’s a fun little silly dinosaur game.

Rules V3

The goal is to be the first person with all cards of the same color in there hand.

Requires a deck of uno cards

Set up

  • Remove all wild and blank cards
  • Deal each player 3 cards
  • The tallest player goes first

There are 24 red cards, 24 blue cards, 24 green cards, and 24 yellow cards

Turn

  • Each turn a player will draw one card from the deck.
  • Players can get rid of cards by giving them to another player.
  • Each turn players can use one card from there hand to affect play
  • If any player ends up with no cards they can draw 3 cards from the deck

Used cards are returned to the bottom of the deck.

The first person with all cards of the same color in there hand wins.

  • Reverse cards are used to reverse the turn order.
  • Skips are used to skip the next players turn
  • +2’s take 2 random cards from any one player if no player has 2 or more cards draw 2 card from the deck
  • +4’s take 4 random cards from any one player if no player has 4 or more cards draw 4 card from the deck
  • 0’s moves 5 cards from the players hand to the hand of a player of their choice.
  • 1’s are used to move all players hands one person to the right.
  • 7’s allow the player to swap hands with one player of their choice.
  • All other numbered cards move the same number of cards as the number on the cards to the hand of the player on the right.

Reverse’s players took turns in a clockwise direction now go counterclockwise

+two’s take two random cards from another player

+four’s take four random cards from another player

Skips next player skips there turn

Numbered cards move that number of cards one person to the right

Ones all players mover there hands one person to the right

Sevens swap hands with one player

Zero’s move 5 cards to the hand of another player

Luck of the Flip Ruleset

Luck of the Flip

Description: Luck of the Flip is a game in which players must utilize their luckiness or unluckiness in order to progress through the game board or set back other players from moving forward.

Setting Up: Players need to lay out the game board and place the card piles onto the correct places. Players will also need a coin, any kind works. Players must also choose between Heads and Tails on which side will move the player 1 space or 2 spaces.

Starting the Game: Players place all their pieces in the Start. The youngest player goes first.

How to Take a Turn:

  • Players will flip the coin. They will move 1 or 2 spaces depending on what side the coin lands on, players determine which side moves how many.
  • Good Luck Spots: Players will draw a Good Luck Card.
  • Bad Luck Spots: Players will draw a Bad Luck Card.
  • Fast Travel (Smiley Face): Players will fast travel forward to where the arrow points.
  • Fast Travel (Frowny Face): Players will fast travel backwards to where the arrow points.
  • Flip Again!: Players will flip the coin again and move again.
  • Flip Again, But Move Back: Players will flip the coin again and move back that many spaces.
  • Free Space: Nothing! Take a rest.
  • Move Back 1: Players will move back 1 space.

Rock, Paper, Scissors, Misery: Whenever a player lands on Rock, Paper, Scissors, Misery, they will pick another player to play a best-of-3 rock, paper scissors game. The winner will move forward 3 spaces and the loser will move back 3 spaces.

Good Luck and Bad Luck Cards: Throughout the game players will draw Good Luck and Bad Luck cards.

  • Players will draw these cards when landing on the corresponding spaces.
  • If the ability of the card can be played at the moment of drawing, then the ability must be used. If not then the player can hold onto the card and use the card whenever they see fit on their own turn.
  • If a ‘Move Back’ Bad Luck Card is drawn and you cannot move back that many spaces, move back as many spaces as you can.
  • Anytime a card is used, add the card to the discard pile. Create a discard pile if not already made.

Winning the Game: The player that reaches the End before any other player wins the game!

RUSH 4 AMBASSADOR (– Banner structured by the runner)

1.         THE OBJECTIVE OF THE GAME (CAMPUS IDEA):

Creating the poster by collecting design elements like alphabets and graphics to sculpt the poster

2.         Materials Needs and DEFINITIONS (Possible Gameplay Items):

Required Ad Descriptions & Characteristics (for Structured Elements for Each Banner/Poster):  radio podcast, fun festival, cheerful concert, charity event (walk, run, celebrate for a great cause).

Alphabets & Graphics (including needed elements for ad and possible resistant circumstances): A-Z letters (a to z), icons (optional vocabulary), and possible incidents (left-right fan crowds, rainfalls, furious wind) in the sculpted white circles.

Square Blocks: 7oranges for energy (whether being blown by weather or completely blank paper by series of crowds Interruptions), 7 light greens for layers of protection, and 7 blues for chances (after the first round of energy or runout of protections, you have 6 chances). Hint: Gaining each energy back (from missed) if you collect each icon or completely formed word as instructed by Required Ad Descriptions & Characteristics. Remember: The blue blocks will be taken out by protection and energy each time you want to refuel your energy and refill the shield (layers of protection).

3.         Setup:

The player(s) will have a card(s) to instruct which items (letters and signs) they need to be collected for successful fulfillment in terms of contents in an ad (as shown in Required Ad Descriptions & Characteristics) and use protections to deal with the weather.

4.         SUCCESSFUL ACCOMPLISHMENTS:

When the single player gets all the items to match the directions or multiplayer who gets the most items in percentage (%) from Required Ad Descriptions & Characteristics?

Granny Squares Rules

Setup

Take out the game board and place it on the table. Shuffle the CHANCE cards and place in the middle of the board. Players choose a grandmother character card, and place the corresponding piece on the start square. Each grandmother has an effect listed on her card. Marsha’s effect happens at the beginning of the game. Everyone else’s effects will happen as they become relevant (the specific card is drawn). The oldest player goes first.

Objective

The goal of this game is to beat the other grandmothers and collect the most yarn before the sale at the craft store closes.

Actions Players Take

At the start of their turn, the player will roll a die and move that number of spaces. Spaces include yarn, chance, and blank spaces. If players land on a yarn space, they get a skein of yarn. If players land on a chance space, they pick up a chance card and do what it says. If the player lands on a blank space, they do nothing.

Chance Cards

+/- yarn cards: the yarn comes from and goes back to the craft store, unless otherwise noted

Grandkids: each grandmother has one visit from their grandkids. Whoever’s grandkids are visiting, they get +1 yarn. If you pull a grandkids card that does not have your grandmother name on it, you must give one yarn from your stash to that grandmother. If no one is playing that grandmother, you do not have to do anything.

Neighborhood Swap: you get a lovely pot roast (this does not affect the game, but it’s tasty) and you choose one of the other grandmothers to get 1 yarn

Canasta/Bingo: The grandmothers listed on that card receive 1 yarn. If you are not a grandmother listed on that card, you do not get any yarn

Estate Sale: Give 1 yarn to every other player from your own stash. If you do not have enough yarn for the amount of people playing, give 1 yarn to each person starting on your left and going clockwise until you run out of yarn.

Retirement: Receive 1 yarn from every other player. If a player does not have any yarn, then you do not get yarn from them (pretty simple)

Ending the Game

The craft store will kick you out when you have gone around the board 3 times. When you have gone around 3 times, you are done and must remove your piece from the board. Once you are off the board, your stash of yarn remains constant, and is not affected by any of the chance cards.

The grandmother with the most yarn in her stash wins.

Granny Squares Rules v.2

Setup

Take out the game board and place it on the table. Shuffle the CHANCE cards and place in the middle of the board. Players choose a grandmother character card and place the corresponding piece on the start square. Everyone starts with 3 yarn.

Each grandmother has an effect listed on her card. Marsha’s effect happens at the beginning of the game. Everyone else’s effects will happen as they become relevant (the specific card is drawn). Each time you go around the board, you will get one round token. The oldest player goes first.

Objective

The goal of this game is to beat the other grandmothers and collect the most yarn before the sale at the craft store closes.

Actions Players Take

At the start of their turn, the player will roll a die and move that number of spaces.

Spaces

Start: Where players start. Collect 1 yarn each time you go around the board and pass or land on this space. Do not collect yarn at the start of the game.

Chance: pull a chance card

+ Yarn: If you land on a colored yarn space that matches your grandmother color, you get +2 yarn. Otherwise, you get +1 yarn.

– Yarn: Lose 1 yarn. It goes back to the craft store.

Mobility Aids: Advance forward 2 spaces to Chance and pull a chance card.

Advance to Start: Move your character piece to the start space. Collect 1 yarn and 1 round token.

Blank: nothing happens on these spaces.

Chance Cards

+/- Yarn: the yarn comes from and goes back to the craft store, unless otherwise noted

Grandkids: each grandmother has one visit from their grandkids. Whoever’s grandkids are visiting, they get +1 yarn. If you pull a grandkids card that does not have your grandmother name on it, you must give one yarn from your stash to that grandmother. If no one is playing that grandmother, you do not have to do anything.

Neighborhood Swap: you get a lovely pot roast (this does not affect the game, but it’s tasty) and you give 1 yarn to the first member of the opposite granny gang sitting to your left. Dawn does not lose any yarn, but she can still gain yarn.

Canasta/Bingo: The grandmothers listed on that card receive 1 yarn. If you are not a grandmother listed on that card, you do not get any yarn

Bingo Hall Brawl: Each member of the Canasta Cadre must give 1 yarn to a member of the Bingo Brigade. Carol gives to Marsha, Ethyl gives to Heidi, Rosemary gives to Dawn. If a granny is not in play, disregard this card.

Canasta Combat: Each member of the Bingo Brigade must give 1 yarn to a member of the Canasta Cadre. Marsha gives to Carol, Heidi gives to Ethyl, Dawn gives to Rosemary. If a granny is not in play, disregard this card.

Steal: Take 1 yarn from a member of the opposite granny gang

Estate Sale: Give 1 yarn to every other player from your own stash. If you do not have enough yarn for the amount of people playing, give 1 yarn to each person starting on your left and going clockwise until you run out of yarn.

Retirement: Receive 1 yarn from every other player. If a player does not have any yarn, then you do not get yarn from them (pretty simple)

Ending the Game

The craft store will kick everyone out as soon as one person has gone around the board 3 times or collected 3 round tokens. The person who does this will earn 1 yarn for each member of her granny gang.

The grandmother with the most yarn in her stash wins.