Rules V2

The goal is to be the first person with a value of 50 in there hand.

Requires a standard deck of cards

Set up

  • Remove both jokers
  • Deal each player 3 cards
  • The tallest player goes first
  • Direction of play at the start is clockwise

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

Used cards are returned to the bottom of the deck.

The first person with the value of 50 in there hand wins.

  • Aces have the value of 1 and are used to move all players hands one person to the right.
  • King/queens have the value of 12 and are used to reverse the turn order.
  • Jacks have the value of 11 and moves 5 cards from the players hand to the hand of a player of their choice.
  • 7’s allow the player to swap hands with one player of their choice.
  • All other numbered cards move that number of cards to the hand of the player on the right.

Kings/queens players took turns in a clockwise direction now go counterclockwise.

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

aces all players mover there hands one person to the right

sevens swap hands with one player

Slasher Rules

Slasher is a card game where each player is thrown into the role of a horror film protagonist with multiple killers coming after them. Players are dealt a hand of cards that will act as the key to their survival and help them attack the slashers. The goal of the game is to play until all the slashers have been killed and earn as many points as you can.  

Materials:

            – Slasher Cards (includes five different killers)

           –  Player Cards (include weapons, items, and scenarios)

            –  Dice

– Point Tokens 

                        – death (red), escape (white), and kill (blue)

Cards: 

Slasher Cards

Slashers:

Point Value:

Dice rolls

To kill Slasher:

To die:

Ghostface

Value = 1

9 or higher

6 or lower

Chucky

Value = 2

10 or higher

6 or lower

Michael

Value = 2

10 or higher

6 or lower

Jason

Value = 1

9 or higher

6 or lower

Freddy

Value = 3

11 or higher

7 or lower

To Escape:                                         Roll anything in between the two numbers above

  Weapon Cards

– Weapon cards are what allow the players to attack against the Slashers. 

                     Generic Weapons – A generic weapon card does not increase or decrease chances against killing a slasher, simply allows the players to attack. 

                             Handgun – Increases chances at killing Chucky

                            Knife – Increases chances at killing Ghostface

                            Claws – Increases chances at killing Freddy

                            Lighter – Increases chances at killing Michael

                            Axe – Increases chances at killing Jason 

Item Cards

– Item cards protect players from certain Slashers, and keep them alive even if they roll and dir during an attack

                                 Michael’s Jumpsuit – voids an attack card against Michael

                                 Freddy’s Hat – voids an attack card against Freddy

                                 Ghostface’s Phone – voids an attack card against Ghostface

                                 Chucky’s Overalls – voids an attack card against Chucky

                                 Jason’s Glove – voids an attack card against Jason

Scenario Cards:

– Scenario cards are what change/disruot the flow of the game

                       Individual Cards – Require Individual players to do what is said on card (Can be held in hand         unless they say to play immediately then they should be played first on a players next turn after drawing them.)

                       Group Cards – Require the group to do what is said on the card (Can be held in hand unless          they say to play immediately then they should be played first on a players next turn after drawing them.)

                       Attack cards – If an attack card is drawn, it requires a player to attack a slasher regardless of        weapon cards at the beginning of their turn.

Setup – 

 Each player is dealt 3 of the “player” cards, the remaining of which are sat face down in the middle of the table.

                 The Slasher Cards are sat in the middle of the table face down. 

                 The point tokens are set in the middle of the table, in three different piles (organized by color) 

To start the game, deal each player three player cards. Then pull the top slasher card and place it face up on the table. 

Now you are ready to play. 

The player to the left of the dealer starts. 

Each player should be starting with a hand of three “player cards.” Player cards consist of weapons, items, and scenarios that can help or hinder a player’s chance at killing the Slashers. 

A turn can consist of as many moves as a player wishes but ends when they draw a card from the remaining deck. (Unless players draw a “play immediately” card in which case, they will end their turn playing said card)

In a turn, players can…

A. play/equip a scenario card by placing it face up in front of them

B. Attempt to kill the slasher on the table by playing a weapon card and rolling dice. (The outcome of which depends on the listed numbers on the slasher cards)    

C – Do nothing and end their turn by drawing from the deck. 

Players will go clockwise around the group.  

If a player escapes a slasher, they are given a white token.

If a player kills a slasher, they are given a blue token. 

If a player fails to escape/kill a slasher, they “die” and receive a red token. 

If a player kills a slasher, they collect that card and the value of it will be added to their points. 

If a player draws a “Sequel” card then any slashers that they have killed, are placed back on the table (not in the deck) and players have to face against multiple slashers at once. 

If player cards run out, reshuffle the discarded cards, and place them back into the drawing deck. 

To determine who wins players must count up their points and the player with the highest score wins.

Scoring:

Red tokens = – 2

Blue tokens = 2

Yellow tokens =1

Slasher cards = their value (1,2, or 3) 

DISASTERS – Ruleset as of 10/11/22

DISASTERS

SETUP ————————

DISASTERS is a card-matching game in which players compete to find loot to complete objectives! This game is ideal for 2-4 players and plays clockwise starting with the shortest person playing.

Place a  chosen DISASTER card in a visible location on the table. This is the disaster players are dealing with for the duration of the game.

Each player begins with 1 OBJECTIVE card and 1 ITEM card. Players are working to complete 2 OBJECTIVE cards throughout the duration of the game. Players can have a maximum of 4 ITEM cards in hand at any time.

ALL cards can be visible to other players

ITEM cards can be traded between players (“value” does not mean currency, it just gives players an idea of the rarity). Trades are entirely decided by the players. 

A 6-sided-die is rolled at the beginning of each player’s turn. If the die lands 1-4, an ITEM card can be drawn. If the die lands 5-6, discard 1 ITEM card. 

TURN RULES ————————

When it is your turn, you have the choice to do 1 of 3 things;  TRADE with another player, ROLL, or PLAY an ACTION card.

When a player decides to draw, they can choose to choose from the top of the (face up) discard pile or the (face down) ITEM card deck

OBJECTIVE CARDS ————————

OBJECTIVE cards are the cards that determine what the player’s current objective is.

OBJECTIVE cards can be discarded by any player at any time. However, when an OBJECTIVE card is discarded for a new one, the player must discard their entire hand and all ITEM cards on the table are shuffled back together, including the discard pile. This recycles used cards.

ITEM CARDS ————————

ITEM cards are drawn when a die is rolled 1-4 at the beginning of each player’s turn. 

Every player begins with 1 ITEM card dealt before the beginning of the game. ITEM cards can sometimes be harmful. For items like water and food, when “consumed” the card is placed on the discard pile.

When the players reach the end of the deck, reshuffle all ITEM cards except for ones currently in hand.

Some ITEM cards have instructions, others don’t.

ACTION CARDS ————————

ACTION cards are indicated with a    symbol, which means that they can be played and have an effect.

Some action cards must be played immediately upon drawing them. These cards are marked the same as regular ACTION cards, but with an added “*

DISASTER CARDS ————————

The disaster cards determine what disaster the players will be dealing with. Only 1 is drawn per game. 

(For the purpose of the playtest there is only 1)

OBJECTIVE CARDS ————————

Objective cards are the cards that determine what the player’s current objective is.

SICK CARDS ————————

A player receives a SICK card when they consume tainted water, food, medicine depending on their roll number.

When a player has a sick card in play, the player must roll once every other turn to determine SURVIVAL

If a 6 is rolled, the player dies(loses). There may be some items that can revive you!

Objectives can only be complete when players are HEALTHY.

WIN STATE ————————

The first player to complete 2 objectives in a game wins.

LOSE STATE ————————

Player is  not the first to complete 2 objectives.

Roley Poley Rule Set

Objective: earn the most points

Required Materials: Regular deck of playing cards (two decks if more than 3 players)

Setup: shuffled deck in middle of playing area

Turns: Players take turns rolling a dice. Whatever number they roll corresponds with how many cards they can draw. 

Points: Aces are worth 1 pt, 2=2pts, 3=3pts, etc. 

Winning/Losing: when the deck runs out, whoever has the most points wins.

Game Design: Prototype 2 Rules

Prototype: Diced Up
Diced Up is a game about rolling a pool of dice to get the highest score. The game ends when there are no more dice to roll in the pool.

1. Place 5 dice per player into a pool between everyone.
2. Every Player rolls 1 die. The highest number takes the other dice and puts him into his stash.
3. Repeat. If a player has a die in their stash, he may add half of it to his roll to bolster his chances to win. If a player loses this way, they lose both dice.

If someone beats two dice with one, they get a bonus die from the center pool as well.

In the event of a tie, the parties involved roll one of their dice each head to head until a winner is decided. The game then proceeds as normal.


4. The game ends when there are no more dice to roll in the center. The player with the most dice in their stash wins! In the event of a tie, they roll against each other until someone gets a higher number, and they are named the victor.

I’m Cookin’ Rule Book

Objective

The objective of I’m Cookin’ is to finish cooking a three course meal before your friends do so that you can host dinner. Do this by gathering all the ingredients you need for your meals and “cooking” the recipes once you have all the ingredients.

Required Materials

  • Recipe Cards
  • Ingredient Cards
  • Pantry Sheet
  • Refrigerator/Freezer Sheet

Setup

Start by shuffling all of the recipe and ingredient cards and placing them face down on the table. Next separate the recipe cards by the course number on the back, shuffle and place each number into it’s own separate pile. Next each player will get a refrigerator and pantry sheet to keep track of the ingredients they would like to keep.

Pantry sheets hold 5 ingredients that do not need refrigerated and refrigerator sheets hold 5 ingredients that either need refrigerated or frozen. Where the ingredient goes is indicated on the card. Sometimes, there are “flex” card that can go either place.

Flip face up the first recipe cards from the top of each course deck and place them in front of their respective decks.

Next deal each player 3 random ingredient cards, and keep these in your hand.

The player who has most recently done dishes goes first.

Playing the Game

On your turn you may perform 3 actions as elaborated below.

Action 1

When starting your turn you may first choose a recipe from the 3 facing up that you would like to try and cook. If none of the recipes appeal to you, you may pass on choosing a recipe. If you choose a recipe, you are the only player allowed to cook that food. If you pick a recipe be sure to replace it with a new recipe card face up from the pile.

If you do not want to pick a recipe you may place food in your pantry/refrigerator from your hand. The order in which you place your food in the pantry doesn’t matter. You also don’t have to place food in your pantry HOWEVER the max hand size is 3, so that also means you can’t draw any new cards before your next action.

Action 2

After deciding which food to keep, draw ingredient cards until you have 3 ingredients in your hand. You may only ever have 3 ingredients in your hand.

You can then ask any players if they would like to trade any ingredients they have for something you have. The ingredient traded must be from your hand and not from your pantry. You may also donate ingredients to players and draw again to have 3 ingredients in your hand.

DONATION RECEIVER: If you decide to receive a donation, you must place that ingredient directly into your pantry/refrigerator. Players must agree to accept the donation.

If no one is interested in a trade or donation, proceed to the third turn action.

Action 3

At the end of your turn you can cook a recipe. You may only cook a recipe that you have already chosen and with ingredients you have placed in your pantry/refrigerator, NOT FROM YOUR HAND.

If you cook a recipe flip the card face down to reveal the course you have completed on the back (ex. “Buffalo Chicken Dip” card back, “Course 1 Appetizer”) and keep that card. Discard the ingredients you used to cook into the discard pile.

Ending the Game

I’m Cookin’ ends when a player has cooked all 3 courses first.

OTHER RULES

Expired Food

You can not over-fill your pantry and fridge. If you want to cook a recipe, but have no room for the final ingredient in your fridge/pantry you must discard a food from the shelf and replace it with the new ingredient. Choose your foods wisely.

Hand Rules

You can only ever have 3 ingredients in your hand at one time, as well as what you have stored in your pantry/fridge.

You can only get rid of ingredient cards through:

  1. Placing them in your pantry/fridge
  2. Trading with a player
  3. Donating to a player
  4. Freeing space in your pantry/fridge by cooking a recipe

The only waste should come from over-filling your pantry or fridge, or by cooking recipes.

If all ingredient cards get used, reshuffle the discard pile.

Cookin’ A Recipe

Cooking a recipe requires the ingredients listed on the card. You may only cook from your pantry/fridge ingredients. You may add extra ingredients to a recipe (in order to empty more of your pantry/fridge), but the majority of the players must agree that they would still eat your meal with the added ingredient.

Game 1 Rules

Countermand

noun – an order revoking a previous one.

  • Objective: flip all of the cards on the table to show your side facing up
  • Required materials: a standard deck of playing cards and a coin/poker chip/etc
  • Setup:
    • Half of the cards (26 for a full deck) are placed face down on the table, the other half are placed face up
      • None of the cards should be touching each other
    • The shortest player will go first
    • The other player may select which orientation they wish to work towards
  • On a player’s turn:
    • Spin the coin
      • As long as the coin remains spinning, the player may pick up and flip cards.
    • Only one card may be flipped with each hand at any time.
    • The coin is deemed to have stopped moving when it is completely still and making no noise.
    • If a player is in the act of changing the state of a card when the coin finishes moving, they are penalized by flipping 2 of their cards to their opponents orientation
  • Winning:
    • A player wins when all of the cards on the table are facing in the orientation that they were working towards

Game rules for “The Wood”

  • The objective of the game is to defeat all the mythical creatures in the forest and make it out alive. 
  • This game will include 1 board, 5 player cards, 5 pawns, 20 special action cards, 50 action cards, 15 boss cards, 15 battle cards, and 2 dice
  • The board should be laid out and place the number of pawns of people playing at the start. Next, each player should have the player card that corresponds to their pawn. Then shuffle all the special action and action cards together, each player will get 5 cards then they will be placed in their designated spot on the board. Action cards can include armor that can be placed on your character card, weapons, skip turns, and other special events. Then shuffle the battle and boss cards and place them in their spot on the board. To determine who goes first is to have every player roll the dice and whoever rolls the highest goes first.
  • Armor cards- can be placed on your player card to add protection, You can stack up to 5 cards including a helmet, chest plate, pants, shoes, and a shield
  • Weapon cards- different weapons are spread out with different kinds and different strengths, displayed on the card
  • On each player’s turn, they will rule a die and whatever space they land on determines their next move. They can land on a blue space which is pick up an action card, red space roll dice and go back that many, orange is a safe space, and black is pick from battle cards. When you get a battle card you have to fight the creature that is on it. Each creature card has the amount of health they have. Players can use their weapons to fight the creatures. Each weapon should have the amount of damage it will do and the player must roll the dice to see how many swings they get. For example, if my weapon was 10 XP and I roll a 4, I’m able to take 40 damage on the creature. If the creature was 30 XP I would have beaten it and then roll again for my next move.
  • To win you have to be the first to make it out of the forest

Updated rules for the wood

Objective- Be the first to get 20 tokens 

Rules-  Can only have 4 cards in the hand unless the card says otherwise.

Odd number roll = Battle card

Even number roll= Boss card

Battle cards=1 token

Boss cards=2 tokens 

Set up – Every player gets 1 player card, 4 action cards, and 4 pawns. Shuffle action and weapons cards and place them in one pile. Separate battle and battle boss cards and place them in another two piles.  

To start– Pick any player to start first. On each turn, a player will roll the dice to see what monster they will fight and then pick an action card. When facing a monster, the player will roll the dice again to determine how many strikes they get to take. If you don’t defeat the monster in that turn, you lose a pawn.  If you beat the monster you get a token, the battle card determines how many tokens you get. If you lose all your pawns, you are out of the game. 

Skip turn- This card can skip your turn so you don’t have to fight a monster 

Potion- You can use this card to gain a pawn in exchange for 1 token

Retreat- You can use this card to get out of a fight with a monster

Weapons- These can be used to fight the monsters. For example, if you get a weapon that is 10 exp and you roll a 5 that is 50 damage on a monster. 

Bomb- The bomb card adds 10 extra damage to your roll. This must be played before you roll for your strike damage. 

Attack Damage- This gets added to your weapons exp. Can only use once then the card must be discarded

game rules: Dragon Collector

Dragon collector

The goal is to be the first person to have one of each type of dragon.

All required items are included in the games packaging. Money, meat tokens, weapons cards, info cards, dragon cards

Set up

  • Cards and money not currently in position of a player are to stay in there stacks
  • Youngest goes first
  • Players get money, meat, and one info card to start
  • Players can buy/trade for meat, info and weapons or sell for money with other players or take from the unused cards.
  • Dragon cards are given only after the player has tamed the dragon.

Turns

  • Players can buy, trade, or sell, once and move once in a turn.
  • When buying/trading or selling other players can make offers and counter offers.
  • When two or more players are at the same point and one is about to tame a dragon. The other player can contest the taming.  

The winner is the first to tame one of each dragon type.

  • Info cards tell you where each type of dragon can be found, and what is needed to tame it.
  • Meat tokens are used in the taming of dragons different dragon types require more or less meat to tame.
  • Weapon cards are used to fight dragons to make taming easier and to contest the taming of other players each dragon type has a different weapon value.
  • Money is used to buy meat tokens, info cards, and weapon cards. Money can also be used to tame dragons.
  • Dragon cards show what type of dragon it is and what a play needs in order to tame it.
  • Moving is based on the number of a dice role.

Rule set 2

The goal is to be the first person with a value of 50 in there hand.

Requires a standard deck of cards

Set up

  • Remove both jokers
  • Deal each player 5 cards

Turn

  • Each turn a player will draw one card form the deck.
  • Players can get rid of cards by giving them to another player.
  • Used cards are returned to the bottom of the deck.

The first person with the value of 50 in there hand wins.

  • Aces have the value of 1 and are use to move all players hands one person to the right.
  • King/queens have the value of 12 and are used to reverse the turn order.
  • Jacks have the value of 11 and moves 5 cards from the players hand to the hand of a player of their choice.
  • 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.

Kings/queens players took turns in a clockwise direction now go counterclockwise.

10’s would move 10 cards and 5’s would move 5 cards.

Week 4 Game Ideas: Part 2

The first half of my game ideas for this week was published by accident, here are my two remaining game ideas.

Game Ideas: Part 2

  • Crazy Colors: Crazy Colors is a competitive game in which players have a random assortment of colored tokens and the goal is to have a stronger ‘hand’ than other players each turn by using their tokens that have differing effects for each color.
  • Hole in One: Hole in One is a collaborative game in which two players work together to throw balls in an assortment of cups and gain the most points by getting the most points or by using balls to knock other players balls away from cups and denying them points.

Rule Set for Captain’s Lost Treasure:

  • Objective: Gain the greatest amount of money within the game.
  • Required Materials: A set of different card types relating to the game.
  • What goes where?: There is a pile for each card type as well as a discard pile, set this up before the game begins.
  • Who goes first?: The players can decide who goes first by any means.
  • What resources do players get?: Players start with a hand of cards, a certain amount from each type of card.
  • How & When do players get more resources?: At the start of every turn a player can draw one type of card.
  • What actions can the player take on a turn?: Players can start by drawing a card and then playing any card in their hand they are able to.
  • How can other players respond to those actions outside of their own turn?: Other players can have cards in play that may effect the card that the current player plays.
  • Define Winning/Losing: A player wins when they gain the highest amount of money or every other player has been defeated. Players are defeated if all of their people cards are taken out.

Rules For Cutthroat Chicken

Objective

The objective of Cutthroat Chicken is to work together with other players to make it off of the farm before becoming the farmer’s dinner.

Required Materials

  • Game Board
  • Path Tiles (to place on the Game Board)
  • Chicken Game Pieces
  • Weapon Cards
  • Armor Cards
  • Dice

Setup

Start by shuffling the Path Tiles face down and place them on the gameboard (face down) in their designated spaces. Each player then chooses the chicken piece and places it at random on the gameboard. No more than two players may be on the same Path Tile. Every player may also draw one weapon card and one armor card.

The first round starts by each player taking a turn flipping over their Path Tile. The player who has eaten chicken most recently goes first. Each path tile gives different directions. Follow the directions on your tile. Some Path Tiles bring joy and others bring sorrow.

On Your Turn…

Begin your turn by flipping over the Path Tile you are on. Your path tile will include directions for your chicken. You may be asked to draw another armor card, draw another weapon card, or even to form an alliance. Beware of Path Tiles with farmers. You will need to use your friends and weaponry to take them down or escape. After you have completed the directions on your path tile you may pick a new Path Tile to move to. Your new Path Tile can only be one tile away from yours in any direction. DO NOT flip over your new tile until it is your turn again. Your turn ends once you move to a new tile and make sure you only have a total of one armor card and two weapon cards in your hand.

Ending the Game

Cutthroat Chicken ends once all the Path Tiles have been revealed. The chickens left at the end have escaped the farm and becoming a meal. If all chickens die before all the Path Tiles are revealed then no one wins and you have all become delicious McChicken sandwiches.

Fighting Farmers

Farmers require a certain dice roll in order to defeat them. The dice roll required is next to the farmer on the Path Tile. Weapons aid your dice roll by increasing the number you roll depending on how good your weapons are. You may add both your weapon modifiers to your dice roll. If you don’t roll high enough you may ask a nearby chicken for assistance. That chicken may only add one weapon modifier to their roll, and may only half the total of their dice roll to yours. If you have rolled high enough with your ally’s help you survive, but you must discard one weapon card.

If you have no weapons when you meet a farmer, your dice roll is taken as is with no modifiers.

If you do not roll high enough to defeat the farmer you are eliminated from the game.

Mismatch Rules

Setup

Short Game: Pull 13 cards (one each from 2-A) from each deck and shuffle them together to make a deck of 52 cards. Set the remaining cards aside. Split the deck evenly between the players.

Long Game: Shuffle the four decks together into one large deck, then split evenly among players.

Objective

Be the last person with cards.

Actions the players take

Two players at a time flip over and reveal the top card on their deck. The highest card value wins all the cards in the round. The captured cards are set aside to be reshuffled into the deck when all current cards in the deck run out. Play will rotate one space per round. For example in a game with 3 players: the first round would be Player 1 vs. Player 2; the second round would be Player 2 vs. Player 3, the third round would be Player 3 vs Player 1, and so on.

Card value = number value + color bonus

Number value: 2=2, 3=3, 4=4, 5=5, 6=6, 7=7, 8=8, 9=9, Jack=10, Queen=11, King=12, Ace=13

Color Bonus: Red (+1) -> Blue (+1) -> Yellow (+1) -> Green (+1) -> Red

If there is a tie in card value, players will reveal two cards that are now part of the prize pot, and the final tie-breaking card. Whoever wins the tie-breaker wins all of the cards from that round.

Ending the game

If you run out of cards, you are out of the game. Only the person with cards remaining is the winner.

Examples

Round 1. Player 1 vs. Player 2. Player 1 revealed a blue 8. Player 2 revealed a red eight.
Value of player 1’s card: 8. Value of player 2’s card: 8+1 (color bonus)=9. Player 2 wins the round.
Round 2. Player 2 vs. Player 3. Player 2 revealed a blue Queen. Player 3 revealed a yellow Ace.
Value of player 2’s card: 11+1 (color bonus)=12. Value of player 3’s card: 13. Player 3 wins the round.
Round 3. Player 3 vs. Player 4. Player 3 revealed a red 4. Value: 4. Player 4 revealed a green 3. Value: 3+1 (color bonus) = 4. Tie case.
Blue 6, red Ace, red King, yellow 2 revealed as part of prize pot.
Player 3 revealed a yellow 7. Value: 7. Player 4 revealed a blue 8. Value: 8+1 (color bonus)=9
All cards from the round go to Player 4.

Rules – 1st Draft – Disasters

SETUP ————————

The deck of cards contains 4 types of cards

Disaster Cards

The disaster cards determine what disaster the players will be dealing with. Only 1 is drawn per game.

Objective Cards

Objective cards are the cards that determine what the group’s current goal is. The group is to work in a team to try to complete these tasks EX: “Find medical supplies at ground zero of the earthquake.” Objectives can change throughout the game.

Item Cards

Item cards have assigned are drawn when a dice is rolled at the beginning of each player’s turn. Every player begins with 1 item card dealt before the beginning of the game. A 6-sided-die is rolled at the beginning of each player’s turn. If the die lands 5-6, an item card can be drawn. Item cards can sometimes be harmful, though! EX: Radioactive drinking water

Lifeline Cards

Lifeline cards can be bought from various dealers depending on the disaster. Lifeline dealers have have the most coveted items and can be bought through bartering owned items.

WIN STATE —————————-

Players win as a team when 1 OBJECTIVE card is completed for EACH player present

LOSE STATE —————————-

Players lose together as a team if the objectives are not completed