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