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

Rules For Mow Masters

Madison Hurst

Grass mower is a board game in which you are racing your opponent and you are trying to mow the most grass as you endure different setbacks (ex: a wrench in the grass that breaks your mower). You have to fix these setback before you move forward in the game. The tools used in the game is a board, two-four mini mowers, cards, and a dice.

Objective: The first player to get their mini mower across the entire board or mow the most grass as they endure various setbacks wins.

Players: 2-4 players

Materials:

  • one game board
  • 4 mini mowers
  • 6 sided dice
  • 45 Grass Cards (green)
  • 20 setback cards (red)
  • 15 tool kit cards (purple)

Setup:

  • Place board in the center of the players
  • Each player is to pick a mini mower piece of their choosing
  • Shuffle all three deck of cards
  • Each player will roll the dice, and whoever has the highest number will go first. If two players have the same number, they will roll until one player has the highest.

How to Play/ Players turn:

  1. Player is to roll the 6 sided dice to see how many spaces their mower will move on the board
  2. After the player’s mower lands on a space, they will need to check the space to what card they may have to pick up next.
  3. There are 3 deck of cards: Grass cards, Tool kit, and Setbacks
  4. If the space has a green tile, then the player will pick up a grass card that will determine how many patches of grass is on that space.
  5. If the space is red, the player has hit a setback and will pull from the setback deck
  6. In random spaces, they player will have the opportunity to collect a tool kit card. This will help them with their setback cards.
  7. But, if you have a setback in your hand you will not be able to roll the dice until they solve the setback.
  8. They player will have to manually fix it by skipping their turn, matching one of their tool cards with that setback, or remove one of their grass cards in order to roll the dice.
  9. After the players turn they will add up their points

Additional Rules/Actions:

Rule 1: Player can tool trade with their opponents. This can benefit or sabotage either player.

Rule 2: Players can use their turn twice in the whole game to setback their opponent. If they decide to go through with it, they will roll the dice and that’s the amount of spaces the opponent will go back. The opponent will not be able to collect any grass cards until the surpass their initial starting point prior.

Winner: The game will end once the player crosses the finish space. All players will count up how many grass cards they mowed. Additional points will be added to the player that finished the game first.

A grass card will have a number ranging from 1-7 on it. For instance, a player receives a grass card and on the right hand side it has a 4 on it. This means that the player has gained 4 points because they mowed 4 grass patches in that space.

A setback card will have various issues the player will have to solve before moving forward. The card will state what happened to the mower, and what tool kit card the player will need in order to resolve this issue. One example, of a setback card is “a wrench was left in the yard and broke your mower. Fix mower by matching a tool kit card.” The tool kit card will have an image of a brand new mower and says “new engine” and on the back it will say what the card can match to.

“Caked” Rules Draft

Setup: There are little slotted trays (the cake table) given to each player to hold main card stacks. Each player gets dealt 7 (for now if that makes sense) cards from the main deck and places them in order in the cake table. Then they are dealt 5 more cards to hold in their hands.

Objective(s): To be the first to complete your “cake” in the slots and also accumulate the most “ingredients”

Actions players take: Every turn players can (1) choose to replace a card from their cake table by taking a new card from the card pile, the discard pile or a card in their hand OR (2) replace 1-3 cards in their hands from the card pile.

The point of the game is to correctly order the fillings of your cake. The different cards have different types of fillings on them and the order they go in indicated on the card. Players must work to order their cakes correctly. You also create mini hands for extra points out of ingredient cards. (I might do different types of card piles that once you ‘finish’ and ingredient stack you can get higher valued ingredients that are worth more we’ll see) It is part of the strategy to either focus on more cake table cards or the mini hands.

Ending the game: The game ends when correctly fills up their cake table or the card piles run out.

Game Idea Rules – POWER

  1. Setup
    • All players get 2 character cards that say what they can do throughout the game, and remaining cards get put into a pile in the middle. Then they all get 4 dollars to start the game, and the rest of the dollars get put into the middle of the game.
  2. Objective(s)
    • The objective of the game is to be the last player standing, and overthrow all your opponents. By collecting dollars, BLUFFING, and spending dollars to “overthrow” your competition you can win.
  3. Actions players take
    • All players can perform ONE action per turn, and there are basic actions without using a special position. These actions include: collecting 2 dollars per turn, and spending a total of 8 dollars to overthrow someone.
      • Overthrowing: Once you have overthrown another player, they must flip one of their cards, that they choose, up and keep it there the remainder of the game, and this card is dead and cannot be used.
    • Calling Bluff, an action anyone can perform after any player’s action is called bluff, but cannot be done to another player if it is not their turn performing an action.
      • If you call bluff and they are NOT bluffing, one of your character cards becomes dead
      • If you call bluff, and they ARE bluffing one of their character cards becomes dead and cannot be used.
    • But, each player is equipped with 2 characters that have different actions they can perform:
      • Lawyer: Can call a person’s bluff without losing one of their cards.
      • Banker: Can take more than up to three dollars per turn
      • Politician: Can go through the extra deck of cards and swap one character for another
      • CEO: Can overthrow someone during their turn for 4 dollars
      • Businessman: Can block someone’s “overthrow” to themselves
  4. Ending the game (win, lose states)
    • The ending of the game is when there is one person left who is not overthrown, and that is the winner. Players are only out of the game if both of their cards are flipped.
  5. Examples
    • During your turn, you would say “I am the Banker, so I am going to take 3 dollars” and if weather or not you are bluffing you can take the 3 dollars, UNLESS someone calls your bluff.
      • If you ARE the banker, you would flip your card and reveal you are not lying, so your opponent who called you out would lose one of their positions, and flip one of their cards face up for the remainder of the game
      • If you are NOT the banker, you would flip whatever card you would rather lose, and since you lied and was caught you only have one position the rest of the game.

(9/18/2024_MeredithB) Homework/Rules

5 game ideas:

  • Shell Sprint is a racing game in which players control turtles who compete to reach the ocean first by navigating hazards, riding ocean currents, and using power-ups like speed boosts and shell shields.
  • Turtle Tactics is a strategy game in which players lead turtle clans who battle for territory in a shrinking pond by placing defenses, outmaneuvering rivals, and evolving their shells for specialized advantages.
  • Tide Travelers is a cooperative adventure game in which players are time-traveling turtles who work together to restore balance to aquatic ecosystems by solving puzzles, cleaning up pollution, and recruiting ancient sea creatures as allies.
  • Shell Shocked Arena is a multiplayer battle royale game in which players control armored turtles who fight to be the last one standing by collecting weapons, crafting shell upgrades, and mastering the art of shell-sliding combat.

Game rules: Axo-Mageddon

Must team up or fight to cause the most damage, leading to global domination.

Starting game/Setup

  • Place cards and setup board as shown
  • Pick gamepeice and put them into starting tank

Cards

  • Classes
    • Pick a role, Barbian, Technician, Arsonist
    • Barbian adds and extra points of damage added on to every
    • Technician gets a free extra upgrade every 5 turns
    • Arsonist, all flammable damage gets multiplied by 2
  • Destruction
    • Pull a card and it has a set $ amount of damage, and some will have a multiplier on that
    • Can have extra multipliers added on
  • Upgrades
    •  Can be used to make your axolotl have damage multipliers, stringer, or avoid a “trouble”
  • Trouble
    • Other animals, the government, aliens and outside forces that will affect and slow your destructive streak

How to play

  • Roll to see who goes 1st, then each player picks 3 class cards and picks their class
  • Roll a dice to move, get cards and follow along the board, gain damage and upgrade cards.

Winning

  • Player who caused the most destruction wins!

Week four engine building homework

Aleah Dudek

  • Homework: begin writing rules for at least 1 of your top ideas
    • Rules must include:
    • Setup
    • Gather 3–8 players and sit in a circle or line so everyone can see each other.
    • Prepare a stack of Message Cards (each card has a short phrase, word, or sentence).
    • Have a timer (1–3 minutes depending on group preference).
    • Choose one player to be the Message Starter for the first round.
    • Objective(s)
    • Players work together to successfully pass the secret message from the first player to the last player without speaking or writing.
    • The group wins if the last player says the correct message before time runs out.
    • Actions players take
    • Message Starter draws a Message Card and secretly reads it.
    • Using only gestures, sounds, or nearby objects (no words, letters, or mouthing allowed), the Message Starter communicates the message to the next player.
    • Each subsequent player then translates what they understood into gestures/sounds/objects for the next person in line.
    • Players can’t repeat what they saw exactly — they must interpret and pass it on.
    • When the message reaches the final player, that person must say the message out loud.
    • Ending the game (win, lose states)
    • Win: The final player’s spoken message matches the original Message Card.
    • Lose: The group runs out of time or the final message is incorrect.
    • After each round, rotate the Message Starter role to the next player. Continue until everyone has had a turn or a set number of rounds is complete.
    • Examples
    • Original Message: “Pizza Delivery.”
    • Player 1 mimes eating.
    • Player 2 pretends to drive a car and hold a box.
    • Player 3 knocks on an invisible door.
    • Final Player guesses: “Pizza Delivery.” (correct is a win).
  • Original Message: “Dancing in the Rain.”
  • Player 1 twirls with arms out and pretends to splash in puddles.
  • Player 2 spins around, flaps arms like an umbrella.
  • Player 3 mimes singing.
  • Final Player guesses: “Singing in the Rain.” (close, but not exact is a lose).

Rules for Tale Weavers

Tale Weavers is a collaborative 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.

Rules

Setup

  1. Gather 3-8 players.
  2. Shuffle the Character, Setting, and Plot decks separately.
  3. Each player draws five cards from the Plot deck. These are the cards you’ll use to move the story forward.
  4. Place the Character and Setting decks face down on the table.
  5. Make sure the Storymaster keeps track of points.
  6. Designate one player to be the Storymaster for the first round. This role will pass clockwise each round. 

Objective

The main objective is to come up with the most convincing or funniest story picked by the Storymaster. The player with the most successful plot cards wins the game. While there isn’t an objective winner, the game allows all players to judge what the best narrative is. The best part is it leaves all players laughing.

Actions Players Take

  1. The Storymaster’s Turn:
    • The Storymaster draws one card from the Character deck and one from the Setting deck.
    • The Storymaster then begins the story, using the two cards they drew to introduce a character and the location of the story.
    • Example: If the Storyteller drew a Character card for “A paranoid squirrel” and a Setting card for “The inside of a shopping mall,” they might start with: “Once upon a time, a paranoid squirrel scampered nervously through the fluorescent aisles of a shopping mall, __(Filled in the blanks by the rest of the players)__.”
  2. Adding to the Story:
    • Starting with the player to the Storymaster’s left, each player takes a turn.
    • On your turn, choose one of the five Plot cards in your hand and play it face-up on the table.
    • Read the card aloud and integrate its concept into the story, building on what the Storymaster said. You can add new characters, introduce a conflict, or reveal a twist.
    • After everyone has played their plo,t the Storymaster will look through the pile and choose their favorite plot.
    • After you’ve played a card, draw a new one from the Plot deck to replenish your hand.
    • Example: A player might have a Plot card that says “A mysterious package arrives.” They would then integrate this into the story: “The squirrel, in its haste, bumped into a mysterious package left in the food court. It began to tick.”
  3. Round Progression:
    • Players continue adding to the story, going around the table until everyone has had a chance to play a card.
    • The role of the Storyteller then passes to the next player to the left.
    • The new Storyteller has the option to start a new story by drawing a new Character and Setting card or building on the previous story that can introduce a subplot, depending on the group’s preference.

Ending the Game

The game can end in a few ways, decided by the group:

  • A Grand Finale: When one player feels they have the perfect Plot card to end the story, they play it and declare “The End.” The group then votes on whether the ending is satisfying.
  • Time’s Up: The group can agree to stop after a certain number of rounds or once a specific number of stories have been told.
  • Spontaneous Conclusion: The story naturally reaches a hilarious or dramatic conclusion, and the group decides to stop there.

Examples of Cards

  • Character: A reclusive gnome, an astronaut who loves disco, an overworked accountant, a talking teacup.
  • Setting: A haunted laundromat, the moon’s dark side, a wizard’s tax office, a very dusty attic.
  • Plot: A long-lost sibling appears, a cursed object is found, a sudden rain of frogs begins, a terrible secret is revealed.

Anansi’s Web of Tricks Gameplay

Gameplay Mechanics

Setup

  1. Shuffle the deck and deal 5 cards to each player.
  2. Place the remaining cards in the center as the draw pile and flip the top card to start the discard pile.
  3. Each player selects a Character Card to play as, gaining access to their unique ability.
    PS; take note of your characters ability and USE THEM TO YOUR ADVANTAGE

TURN STRUCTURE.

Players take turns performing one major action per turn, keeping gameplay quick and fluid:

  1. Play a Card: Match the suit or number of the top card on the discard pile.
  2. Play a Mischief Card: Use special cards to disrupt opponents.
  3. Use a Character Ability: Activate a unique skill to gain an advantage.
  4. Draw a Card: If no other action is possible, draw from the deck.

Card and Effects

  • Numbered Cards: Match by suit or number to discard.
  • Mischief Cards:
    • Steal: Take a card from another player. The victim draws 2 new cards (4 if it was their last card).
    • Forced Draw: Make a player draw 3 cards. If they play one immediately, you draw 2 cards as a penalty.
    • Vortex Shuffle: Shuffle and redistribute hands among up to 3 players.
    • Wild Distractions: Target one player to pass you a card of a specific suit. They draw 2 cards if they can’t.
    • Nullify: Cancel the last Mischief Card or ability used.
  • Mischief cards once played goes in the discard pile 
  • Character Abilities: Once-per-round powers that enhance strategy (e.g., swapping cards, skipping turns, or blocking Mischief effects).
  • Once the draw pile is empty, shuffle the discard pile to make a new draw pile, leaving the last discarded card face-up. If the last card is a Mischief card, randomly select a card from the shuffled pile to replace it. Play continues until only two players remain, battling it out for the final victory.

Winning Conditions

“It’s a race to the finish! The first player to discard their cards is wins, but the fun doesn’t stop there. The remaining players face off in a nail-biting showdown. The goal is to not be the last player standing, as the final two players will compete for the ultimate victory.”

Anansi Web of tricks Third Playtest: Final Observations and Adjustments

Third Playtest: Final Observations and Adjustments

Feedback:

The third playtest demonstrated the near-final state of Anansi’s Web of Tricks, showcasing its refined mechanics and balanced gameplay. The reception was overwhelmingly positive, with only a few minor insights to consider:

1. Dynamic Interaction:

• Players praised the high level of interaction throughout the game. Mischief Cards and character abilities encouraged strategic thinking and constant engagement between players.

• The combination of sabotage, strategic defense, and adaptability made every round unpredictable and exciting.

2. Replayability:

• Testers highlighted the game’s replay value due to the variety of character abilities and Mischief Card effects. No two games felt alike, which encouraged players to experiment with different strategies across multiple sessions.

3. Balanced Abilities:

• Adjustments made during the second playtest to balance character abilities were well-received. Players felt that no single character was overpowered and that every ability had clear strengths and weaknesses.

• For example:

Anansi’s card swap was impactful without feeling unfair due to its once-per-round limitation.

Fari the Hyena’s laugh mechanic now provided a consistent and enjoyable disruption to opponents, adding humor to the gameplay.

4. Reduced Downtime:

• The streamlined Mischief Card rules significantly reduced delays during play. Targeted effects (e.g., Steal or Wild Distractions) resolved quickly, allowing the game to maintain a steady pace.

Notes from Testing Across Age Groups:

1. Learning Curve:

• Younger players (ages 10-15) adapted quickly to the mechanics, especially the use of character abilities. The thematic connection between characters and their powers resonated strongly with this group.

• Older players (ages 25+) took longer to grasp the concept of character abilities, often defaulting to playing Number Cards or Mischief Cards during their first few rounds. However, after 1-2 games, this group also began to incorporate abilities into their strategies effectively.

2. Time to Learn:

• On average, it took 2 games for individuals to fully understand the interplay between card types, Mischief effects, and character abilities. Afterward, players found the game intuitive and engaging.

3. Group Dynamics:

• Testers noted that the game excelled in creating lively, competitive group dynamics. The mix of strategy and chaos kept all players invested, even when they weren’t in the lead.

Anansi Web of tricks Second Playtest: Observations and Adjustments

Second Playtest: Observations and Adjustments

Feedback:

After the changes implemented following the first playtest, the second playtest revealed several positive improvements and areas for minor refinement:

1. Improved Game Flow:

• Players noted that the simplified turn structure (one major action per turn) made the game much smoother and faster.

• The pacing issues from the first playtest were largely resolved, with rounds progressing quickly without feeling rushed.

2. Balanced Offense and Defense:

• The rebalanced Mischief Cards and character abilities created a satisfying interplay between offensive actions (e.g., Steal, Forced Draw) and defensive strategies (e.g., Tiko the Tortoise’s ability to block Mischief Cards or Zari the Owl’s ability to draw and discard strategically).

• Players felt that they had meaningful choices each turn, contributing to a sense of control and engagement.

3. Card Readability:

• While the game mechanics were praised, players suggested improving the visual design of the cards for better readability.

Specific Issues: Fonts for numbers and card effects were sometimes too small or overly stylized, making them harder to read at a glance.

Impact: This caused minor delays during gameplay, particularly for new players unfamiliar with the card effects.

4. Character Abilities:

• Although the abilities were better balanced compared to the first version, some characters still felt slightly overpowered or underwhelming:

Overpowered: Anansi’s ability to swap a card remained strong, particularly when combined with certain Mischief Cards.

Underwhelming: Fari the Hyena’s ability to skip an opponent’s turn by making them laugh felt inconsistent in effectiveness.

Anansi Web of tricks(1st Playtest)

1st Playtest

During the first playtest, several critical issues surfaced that needed attention to make Anansi’s Web of Tricks more enjoyable and accessible:

1. Pacing Issues:

• Players often took a long time to complete their turns because they had too many options available (e.g., playing Number Cards, using Mischief Cards, activating character abilities, and drawing cards all in one turn).

• The combination of multiple actions led to decision fatigue, especially for younger players in the target age range of 10+.

2. Disruptive Mischief Cards:

• Certain Mischief Cards, such as the original version of Wild Distractions, which forced all players to pass cards to one another, caused significant delays and confusion.

• Group-wide effects often felt frustrating for players who had carefully planned their strategies, only to have their progress upended without much recourse.

3. Rule Complexity:

• Players struggled to follow the game’s flow because the rules for Mischief Cards, character abilities, and the multiple actions allowed in one turn were not clearly delineated.

• Younger players found it hard to track which cards were played and what their effects were, leading to slower rounds and frequent rule clarifications.

WEEK 6

Concept and Rule Set: Anansi the trickster
PROTOTYPE 1
• Theme: Inspired by Anansi, the trickster spider, with gameplay focused on outwitting opponents.
• Objective: Be the first player to discard all cards while using abilities and trick cards to sabotage others.
• Deck Composition:
• Number Cards: 30 cards across 3 suits (Trick, Trap, Action), numbered 1-10.
• Trick Cards: 40 cards with various actions (e.g., stealing cards, reversing turns, forcing draws).
• Wild Cards: 10 cards to match any suit or number.
• Character Cards: 10 unique trickster characters, each with special abilities.
• Turn Structure:
1. Play a card to match the top card on the discard pile by suit or number.
2. Play a Trick Card or Wild Card at any time.
3. Use character abilities at any time during a turn.
4. Draw a card if no playable options exist.
• Winning: First player to discard all cards wins.