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Rules Update
Madison Hurst
Mow Masters!
Objective:
Materials needed:
Setup:
Turn:
(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.
Winning/Losing:
Setup
Objective(s)
Actions players take
Ending the game (win, lose states)
Example
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:
Setup:
How to Play/ Players turn:
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.


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.
5 game ideas:
Game rules: Axo-Mageddon
Must team up or fight to cause the most damage, leading to global domination.
Aleah Dudek
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.
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.
The game can end in a few ways, decided by the group:
Setup
TURN STRUCTURE.
Players take turns performing one major action per turn, keeping gameplay quick and fluid:
“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.”
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.
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.
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.