Week 4 – Lauren Yunk

Tsuro Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down pathways and moving their character pieces along those pathways.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the pathways and making sure you were able to stay on the board. The end of the game was when everyone fell off the board and there was a last man standing and that person won the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the last person on the board.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor of the game is “The path of the dragon” and this demonstrates how you are supposed to choose the correct path of the dragon, which allows you to win the game.

Citadel Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were picking a character card and using their special ability, collecting coins, picking up cards with places or buildings on them, and purchasing the building cards.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by being the first one to collect 8 building cards. The end was when somone collected the 8 cards and we counred up all the points to see who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be sabotauge your teammates with your characters ability and be the first to collect the 8 buildiung cards.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is “Nobels, Intrigue, and Cities” which relates to the game because you collect nobels and secretley use their special ability as well as collecting cities along the way.

5 game ideas revolving around the same theme

Theme: Animals

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest that must be completed in order to move on. First one to make it to the jungle wins.
  2. Zoo Escape – Be the first person to ecsape the zoo without being caught. Players will role a dice to see how far they get to move. Some spots will send them back the their cage. First to escape wins.
  3. Soaring Seals – See how far your seal can soar after sliding down a hill of ice. Players will pick up a card with a power number to see how much power the seal will have to slide down the hill. After they all made it down the hill they will pick up numbered cards to see how far they will swim. First to the iceberg wins.
  4. Penguin Party – Players start with 5 pieces of fish and 5 cards with items. Fish are used to buy items for the party. To play, you need to buy items for the party. Each item costs a certian amount of fish. First person to get 10 items wins.
  5. Dancing Dolphins – You are doing tricks in order to impress the judge. You will begin with 5 trick cards. Each player places down their card and shuffles them so the judge doesnt see (there will be a new judge every round). The judge will then pick their favorite trick and that person recieves their trick card back and the rest go in the discard pile. The first person to win 10 trick cards wins.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back that many spaces. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn. Other spots will be an action spot where their horse has to role specific numbers to be able to contuine on. If they cannot role one of the numbers in two tries, they have to move back 3 spaces.

Ending the Game – First person to reach the finish line wins.

Evelyn: GoViral Game Rules 1

Game Objective: To win the most “aura points” and go viral by making the funniest combinations.

Required Materials: Picture Cards, Caption Cards, Good Humor

Game Setup: Cards are shuffled. Players are dealt 5 cards each to start. The rest of the cards are placed face down in a draw pile. Gameplay begins when one card from the draw pile is placed face up.

Players Turns: Depending on whether it was a caption or photo card placed, everybody must then choose the funniest pair to the card (each pair consists of 1 photo card and 1 caption card). Players then vote on their favorite combination and whoever placed the card keeps it and gets aura points. The other unfunny combinations are discarded. Players may take one more card. The next round of gameplay begins when a card from the draw pile is faced up. The game can continue as long as it’s a good time. Whoever has the most cards/ aura points at the end of the game wins.

Similar Game Mechanics: “New Phone, Who Dis?”

Other thoughts: Room for expansion with comment or music cards

game ideas about slimes

slime war—-

the slimes are at war, and your a leader of one of the slime armies, pick up and place cards to build your army and start battles with the other waring armies. may the best slime win.

setup- 112 cads in total, max of 4 players

each player has a health pool, they start with 30 tokens in their pool. the remaining tokens can go back in the box.

each player gets a starting amount of 6 cards from the draw pile.

during your turn you can either place cards or attack( not both)

the last person with tokens left in their pool wins.

placing turn

during your turn you will be able to place cards Infront of you, you have 6 available spots to place these cards.

if you don’t like your hand you are allowed to swap a max of three of your cards, you will place each card in the discard pile and pick up one new card for each one you discard.

your cards are a mixture of different kinds of slimes : plant, fire, , poison, earth, water.

their are 3 tiers of slimes, the first tier costs nothing to place, the second tier requires 2 tier one cards of the same type to be sacrificed off the board to place, the third tier requires 2 second tier cards to be sacrificed off the board.

example of above description

when a card is sacrificed it goes into the discard pile ( optional advanced option for 2 players: when cards are sacrificed they are put into a graveyard pile and can not be used for the rest of the game.)

you can also only have one of each slime on the board, that means if you have a dragon slime on the board you cant put another one down.

attacking turn

each slime has an ability, that ability can either be attack, defense, or healing.

attack— each of these slimes will damage your opponent

when playing with more than 2 players you are able to choose who you attack during your attack turn

tier 1 (8) –2 point of damage

tier 2 (4) — 3 points of damage

tier 3 (2) — 5 points of damage

defense— each slime will defend agents damage being inflicted on you

tier 1 (4) — 1 point of damage

tier2 (2) — 2 points of damage

tier 3 (1) — 4 points of damage

some attacks and defenses will leave your opponent with an effect that lasts a few turns, the effect is described on the card that inflicts it.

tier 1 — docent have effects

tier 2 — effects last for the next 2 turns

tier 3 — effect lasts for the next 3 turns

healing— pretty self explanatory, gives you back some health points.

tier 1 (4) — 1 point of damage

tier 2 (2) — 2 points of damage

tier 3 (1) — 3 points of damage

health pool

the health pool is full of 30 tokens at the beginning of the game. when ever you are attacked you take out the respective amount of tokens to damage taken, these are then put into the collective void.

during an attack turn you can only use your healing slimes if their are tokens in the void

the point of the health pool is have how much health your opponents have be a mystery( hopefully minimizing group targeting and allowing for a more suspenseful game with an unknown outcome.)

gooey grotto

you are an adventurer trying to get through this dungeon before the other adventurers can. each player has specific moves and abilities that can help them through the grotto, they roll dice to move through the grotto and can land on spaces that let them pick up cards to boost their abilities or give them extra abelites with a one time use. you can also set traps for other adventurers to stumble into and make them loose a turn. every turn you encounter a slime and have to roll your other die to see if you defeat that slime with your abilities, if you lose you can not roll to move and have to fight that slime every turn until you defeat it.

dungeon raid

you are a slime in the dungeons and have to defend your self from adventurers doing raids on your dungeon, this is also a cooperative game where all players work together to defeat the adventurers. each turn you pick up cards and use them to enhance your slime for battle. after each round an adventurer appears and you each take turns to deal damage to the adventurer. when the adventurer attacks you roll a dice to see if he hits or not and you all lose a point of health, with each of you being a slime you each only have 5 health points. you go until you defeat all the adventurers, their are only 7 adventurers each one harder than the last.

slime hop

slimes race to get to the end of the board by rolling dice and hopping that many spaces, some spaces have different events on them like teleporting, swapping places, going back spaces, or skipping a turn, or rolling again.

goo slime

its just go fish but with slimes, but you have to try and get a match of all 5 types of slimes.

Garden Sabotage! Rules Draft 1

(some of the formatting got messed up from moving it from google docs!)

Game Objective

Compete to have the best garden by planting plants and sabotaging other players with bugs. 

Contents

  • 50 Garden Objective Cards
  • 50 Plant Cards
  • 25 Bug Cards
  • 4 Garden Boards
  • Instructions 

Setup 

  1. Every player selects a Garden Board. 
  2. Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards to form three draw piles, face down. 
  3. Turn over the top 4 Plant Cards and place them in a face-up row next to the deck. 
  4. Turn over the top 2 Bug Cards and place them in a face-up row next to the deck. 
  5. Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players. 

The player who owns the most house plants goes first. Play proceeds in a clockwise manner. 

Gameplay

Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game. 

On Your Turn

  1. Perform Actions

Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. The 7 Actions include:

  • Draw a Plant Card
  • Plant a Plant in your Garden
  • Draw a Bug Card
  • Sabotage Another Player’s Garden
  • Play a Good Bug Card on your Garden
  • Sweep the Plant Cards
  • Use Pesticide
  • Draw a Garden Objective Card

Draw a Plant Card

Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand. 

Plant a Plant in your Garden

Place a Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2. 

Draw a Bug Card

Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand. 

Sabotage Another Player’s Garden

Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time. 

Play a Good Bug on your Garden

Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time. 

Sweep the Plant Cards

If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards. 

Use Pesticide

To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. Remove the Bad Bug from your affected Garden Board Plot and place it in the discard pile. 

Draw a Garden Objective Card

Draw a Garden Objective Card from the top of the deck OR exchange a Garden Objective Card by discarding a Garden Objective Card from your hand and drawing a new one from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time. 

Completing Objectives

When you have met all of the requirements on a Garden Objective Card, you may lay this card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards on the plot that fulfill this requirement are discarded. You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn. 

  • If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you. 
  • Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first. 

Types of Cards

There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards. 

Plant Cards

Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game. 

Bug Cards

There are two types of Bug Cards: Good Bug Cards and Bad Bug Cards.

Good Bug Cards

Good Bug Cards are green and feature bugs that will benefit your Garden. 

  • Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
  • At the end of the game, you receive 2 additional points for every Garden Objective Card completed with a Good Bug on it. 
  • You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards

Bad Bug Cards are red and feature bugs that will harm other player’s Gardens. 

  • When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded. 
  • A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated. 
  • Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
  • You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed. 
  • You CANNOT place a Bad Bug Card on your own Garden Board. 

Garden Objective Cards

Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card. 

Garden Boards

End of Game

The player who reaches 7 objective cards first triggers the final round. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins. 

  • Tally the points from only the COMPLETED objective cards 
  • Add an extra 2 points for every Good Bug that you completed a Garden Objective with 

Pirates vs. Gods Rules v2 (with River)

Set Up

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

Card Anatomy

card values 1-6

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.

Lockout Rules

2-4 players

  • Objective: Traverse the trails to get to the center of the board
  • Required materials:
    • Gameboard
    • 1x D4 (Green)
    • 1x D6 (Blue)
    • 1x D8 (Red)
    • 1x D10 (Yellow)
    • 1x D12 (Purple)
  • Setup:
    • Randomize the alignment of the layers
    • All players roll the D12; the highest roll picks their starting place first, the second highest roll picks second, etc.
      • This also determines the turn order
  • On a player’s turn:
    • Roll a die that corresponds to the color of the layer that you are on
    • Progress that many spaces
      • Players may pick which direction to go each turn
      • When a player crosses onto a higher layer, they must stop on the first space of that new layer regardless of how much of their roll is left
    • At the end of your turn rotate one layer 2 clicks or two separate layers one click each
      • If the die roll is even, rotate to the right (counterclockwise)
      • If the die roll is odd, rotate to the left (clockwise)
  • Super Special Rule
    • If a 1 is rolled, that player must pick another player to swap places with
  • Winning:
    • The game ends when the first player reaches the center of the board

Captain’s Lost Treasure Update Ruleset

Description: Captain’s Lost Treasure is a card game where players assemble a pirate crew in order to amass a great wealth and defeat any crew that comes in their way.

Setting Up

  • Make a pile for each card type: Ship Cards, Crew Member Cards, Equipment Cards and the Gold tokens. Make sure to shuffle each card pile before drawing.
  • Each player should start with this set up after shuffling: 1 Tier 1 Ship Card, 2 Crew Member Cards, 1 Equipment Card and 5 Gold Pieces.
  • Assemble your crew in the correct positioning: Frontline and Backline Crew Members
  • Use the Crew Sheets to keep track of and update your Ship and Crew Member stats as the game progresses.

Starting the Game

  • The player with the most letters in their full name goes first.

How to Take a Turn

  • The player can perform a handful of actions during a turn:
    • First Step – Plunder Gold: A player gains +1 Gold Piece.
    • Second Step – Purchasing: Players can purchase a variety of Cards using their Gold. Buyable Cards include:
      • Tier 1 Ship Card: 5 Gold
      • Tier 2 Ship Card: 10 Gold
      • Tier 3 Ship Card: 15 Gold
      • Crew Member Card: 20 Gold
      • Equipment Card: 5 Gold
    • Third Step – Equipment: Players can attach or move equipment onto a Crew Member or Ship depending on the Card.
    • Fourth Step – Attack or Plunder:
      • Attack: Players can then attack with all their Crew Members. Crew Members can attack the same enemy Crew Enemy or separate Crew Members. The Ship can only be attacked once all Crew Members are dead.
      • Plunder: Instead of attacking, players can choose to Plunder 3 Gold instead.
    • Turn Ends

Hand Rules

  • Ship Card Rules:
    • Players can only have 1 Ship at any given moment, players start with a Tier 1 Ship. Players can then purchase other Ships, after purchasing a Ship, place your current Ship Card at the bottom of the corresponding Ship Tier deck.
  • Crew Member Card Rules:
    • Players can have a varying number of Crew Members in their Crew depending on the size of their ship. These numbers can be adjusted depending on current Bonuses.
      • Tier 1 Ship: 2 Crew Members
      • Tier 2 Ship: 3 Crew Members
      • Tier 3 Ship: 4 Crew Members
    • Frontline Crew Members: Crew Members listed as Frontline will be placed in the front and must be defeated before Backline Crew Members can be attacked.
    • Backline Crew Members: Crew Members listed as Backline will be placed behind the Frontline Crew Members and can only be attacked after Frontline Crew Members are defeated (Or if a Bonus specifies otherwise).
  • Equipment Card Rules:
    • Players can attach equipment or use any active equipment cards at the start of their turn.

Attack Other Players

  • When you go to attack an enemy player, you must attack their Crew Members before you can reach their Ship. Once all of a players Crew Members have fallen, that players Ship is open to be attacked. A player is out after their Ship has been sunk.

Bonuses

  • All Ships, Crew Members and Equipment have a Bonus or multiple Bonuses. These bonuses take immediate effect when that card is in use or when an equipment card is used.

Winning the Game

  • Last Crew Standing – You defeat all other crews and sink their ships.

Losing the Game

  • You lose the game once all your crew members have been defeated and your ship has been sunk.

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