Divided (Mia and Clay)

2 players

  • Objective: Collect more pairs than your opponent as fast as you can over the course of 5 rounds
  • Required materials:
    • 1 deck of cards
      • Remove face cards and jokers
  • Setup:
    • Each player is dealt 6 six cards to start
  • On a player’s turn
    • The player with the least amount of pairs goes first
    • You can’t look at your hand until you draw your first card
  • On a player’s turn:
    • Draw a card
    • Your “turn” is over once you have drawn
      • You may draw immediately after your opponent has drawn
  • At any time:
    • Place a pair in front of you. A pair consists of:
      • Two cards that are cleanly divisible (eg. 3/9, 10/10, A/7)
        • Aces are worth 1 and any card is divisible by it (Wild card)
  • Ending the round:
    • The round ends when either player has no cards remaining in their hand
    • Players write down how many pairs they have played in front of them
  • Winning the game
    • After 5 rounds, players sum up their total number of pairs from the course of the game
    • The player with the most pairs wins

Game Reviews (Tester) for Peers’ Playable Prototypes (by Benjamin Zou)

Luck of the Flip

The challenging part of the game: Deciding who needs to be put back (player vs other players)

The Surprising Moment of the gameplay: When I move forward to a special spot, it encourages me to jump to multiple spots and some spot is the turning area of the back or forth by Rock-Paper-Scissors (win to proceed, lose to backward). However, it is hard to see clear text on the board (it may be a bit crowded).

Rule Modifications for the game (recommendations for switching, adding, or removing): I would suggest placing more blank spaces to relieve tension. There is a relationship conflict between bad luck and winning the spot.

Impression of the Game: I feel like this game is about the luck of moving forward.

Replaying Willingnesses (Enjoyments of the Game): I enjoy each player’s fate proceeding forward randomly according to the automatic circumstances like dice. I think this is a great gameplay of the life situation.

Captain’s Lost Treasure

The challenging part of the game: Determine each other’s role to gain richness

The Surprising Moment of the gameplay: The Bonus is the core direction for each role & the turn of order is based on the length of each player’s full name.

Rule Modifications for the game (recommendations for switching, adding, or removing): It is hard to finish the game because there are too many golds and other applied rule conditions, so I would recommend simplifying the explanation about each other’s roles and approaches with indicating how many crew members each player have.

Impression of the Game: I think this game is about the quantity of the crew on each boat and how each boat competes for wealth

Replaying Willingnesses (Enjoyments of the Game): I enjoy the difficulties that boat crews are going to face, and how they become rich by fighting the wealth.

Rules V4

The goal is to be the first person with cards 0-9 all in the same color in there hand wins.

Requires a deck of uno cards

Set up

  • 3 -4 players
  • Remove all wild and blank cards
  • Remove
  • Deal each player 3 cards
  • The tallest player goes first

There are 24 red cards, 24 blue cards, 24 green cards, and 24 yellow cards

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
  • If any player ends up with no cards they can draw 3 cards from the deck

Used cards are returned to the bottom of the deck.

The first person with cards 0-9 all in the same color in there hand wins..

  • Reverse cards are used to reverse the turn order.
  • Skips are used to skip the next players turn
  • +2’s take 2 random cards from any one player if no player has 2 or more cards draw 2 card from the deck
  • +4’s take 4 random cards from any one player if no player has 4 or more cards draw 4 card from the deck
  • 0’s moves 5 cards from the players hand to the hand of a player of their choice.
  • 1’s are used to move all players hands one person to the right.
  • 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.

Reverse’s players took turns in a clockwise direction now go counterclockwise

+two’s take two random cards from another player

+four’s take four random cards from another player

Skips next player skips there turn

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

Ones all players mover there hands one person to the right

Sevens swap hands with one player

Zero’s move 5 cards to the hand of another player

Cardisaur Rules

  • Setup
    • You have a deck (likely 52 just for consistency) of dirt cards. The back is, well, dirt. The other side has a mechanic. Mix them about the table, blank side up. Try to keep it about two cards high, but it’s dirt, so there will be some overlap. The dinosaur “skeleton” can go anywhere that so pleases the players.
  • Objective(s)
    • The goal is to trick families and social groups into spending time with each other and building a fun, informative sculpture. 
  • Actions players take
    • In clockwise order from the oldest player, players select a card of their liking to excavate. Upon picking that card, they can either be greeted by a dinosaur bone, a mechanic, or just more dirt. Each bone gets added to the skeletons, and rewards the player one million dollars. The instruction booklet will show you where to put it, and give you some fun facts about it. Mechanics can prompt other actions (excavate an adjacent dirt, lose a turn, draw again) and dirt does nothing. You’re not going to find something every time. Real archaeologists almost never find something.
  • Ending the game (win, lose states)
    • I don’t think you can lose Cardisaur, I think you can just not be the person who completes the dinosaur. I think everyone wins because now you have a cool dinosaur sculpture. What I could do – in a world where I add a monetary value to the bones – is make players pay to excavate. Maybe everyone starts with 5 million. I just don’t want to turn it into a competition. It’s a fun little silly dinosaur game.

Rules V3

The goal is to be the first person with all cards of the same color in there hand.

Requires a deck of uno cards

Set up

  • Remove all wild and blank cards
  • Deal each player 3 cards
  • The tallest player goes first

There are 24 red cards, 24 blue cards, 24 green cards, and 24 yellow cards

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
  • If any player ends up with no cards they can draw 3 cards from the deck

Used cards are returned to the bottom of the deck.

The first person with all cards of the same color in there hand wins.

  • Reverse cards are used to reverse the turn order.
  • Skips are used to skip the next players turn
  • +2’s take 2 random cards from any one player if no player has 2 or more cards draw 2 card from the deck
  • +4’s take 4 random cards from any one player if no player has 4 or more cards draw 4 card from the deck
  • 0’s moves 5 cards from the players hand to the hand of a player of their choice.
  • 1’s are used to move all players hands one person to the right.
  • 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.

Reverse’s players took turns in a clockwise direction now go counterclockwise

+two’s take two random cards from another player

+four’s take four random cards from another player

Skips next player skips there turn

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

Ones all players mover there hands one person to the right

Sevens swap hands with one player

Zero’s move 5 cards to the hand of another player

Luck of the Flip Ruleset

Luck of the Flip

Description: Luck of the Flip is a game in which players must utilize their luckiness or unluckiness in order to progress through the game board or set back other players from moving forward.

Setting Up: Players need to lay out the game board and place the card piles onto the correct places. Players will also need a coin, any kind works. Players must also choose between Heads and Tails on which side will move the player 1 space or 2 spaces.

Starting the Game: Players place all their pieces in the Start. The youngest player goes first.

How to Take a Turn:

  • Players will flip the coin. They will move 1 or 2 spaces depending on what side the coin lands on, players determine which side moves how many.
  • Good Luck Spots: Players will draw a Good Luck Card.
  • Bad Luck Spots: Players will draw a Bad Luck Card.
  • Fast Travel (Smiley Face): Players will fast travel forward to where the arrow points.
  • Fast Travel (Frowny Face): Players will fast travel backwards to where the arrow points.
  • Flip Again!: Players will flip the coin again and move again.
  • Flip Again, But Move Back: Players will flip the coin again and move back that many spaces.
  • Free Space: Nothing! Take a rest.
  • Move Back 1: Players will move back 1 space.

Rock, Paper, Scissors, Misery: Whenever a player lands on Rock, Paper, Scissors, Misery, they will pick another player to play a best-of-3 rock, paper scissors game. The winner will move forward 3 spaces and the loser will move back 3 spaces.

Good Luck and Bad Luck Cards: Throughout the game players will draw Good Luck and Bad Luck cards.

  • Players will draw these cards when landing on the corresponding spaces.
  • If the ability of the card can be played at the moment of drawing, then the ability must be used. If not then the player can hold onto the card and use the card whenever they see fit on their own turn.
  • If a ‘Move Back’ Bad Luck Card is drawn and you cannot move back that many spaces, move back as many spaces as you can.
  • Anytime a card is used, add the card to the discard pile. Create a discard pile if not already made.

Winning the Game: The player that reaches the End before any other player wins the game!

RUSH 4 AMBASSADOR (– Banner structured by the runner)

1.         THE OBJECTIVE OF THE GAME (CAMPUS IDEA):

Creating the poster by collecting design elements like alphabets and graphics to sculpt the poster

2.         Materials Needs and DEFINITIONS (Possible Gameplay Items):

Required Ad Descriptions & Characteristics (for Structured Elements for Each Banner/Poster):  radio podcast, fun festival, cheerful concert, charity event (walk, run, celebrate for a great cause).

Alphabets & Graphics (including needed elements for ad and possible resistant circumstances): A-Z letters (a to z), icons (optional vocabulary), and possible incidents (left-right fan crowds, rainfalls, furious wind) in the sculpted white circles.

Square Blocks: 7oranges for energy (whether being blown by weather or completely blank paper by series of crowds Interruptions), 7 light greens for layers of protection, and 7 blues for chances (after the first round of energy or runout of protections, you have 6 chances). Hint: Gaining each energy back (from missed) if you collect each icon or completely formed word as instructed by Required Ad Descriptions & Characteristics. Remember: The blue blocks will be taken out by protection and energy each time you want to refuel your energy and refill the shield (layers of protection).

3.         Setup:

The player(s) will have a card(s) to instruct which items (letters and signs) they need to be collected for successful fulfillment in terms of contents in an ad (as shown in Required Ad Descriptions & Characteristics) and use protections to deal with the weather.

4.         SUCCESSFUL ACCOMPLISHMENTS:

When the single player gets all the items to match the directions or multiplayer who gets the most items in percentage (%) from Required Ad Descriptions & Characteristics?

Granny Squares Rules

Setup

Take out the game board and place it on the table. Shuffle the CHANCE cards and place in the middle of the board. Players choose a grandmother character card, and place the corresponding piece on the start square. Each grandmother has an effect listed on her card. Marsha’s effect happens at the beginning of the game. Everyone else’s effects will happen as they become relevant (the specific card is drawn). The oldest player goes first.

Objective

The goal of this game is to beat the other grandmothers and collect the most yarn before the sale at the craft store closes.

Actions Players Take

At the start of their turn, the player will roll a die and move that number of spaces. Spaces include yarn, chance, and blank spaces. If players land on a yarn space, they get a skein of yarn. If players land on a chance space, they pick up a chance card and do what it says. If the player lands on a blank space, they do nothing.

Chance Cards

+/- yarn cards: the yarn comes from and goes back to the craft store, unless otherwise noted

Grandkids: each grandmother has one visit from their grandkids. Whoever’s grandkids are visiting, they get +1 yarn. If you pull a grandkids card that does not have your grandmother name on it, you must give one yarn from your stash to that grandmother. If no one is playing that grandmother, you do not have to do anything.

Neighborhood Swap: you get a lovely pot roast (this does not affect the game, but it’s tasty) and you choose one of the other grandmothers to get 1 yarn

Canasta/Bingo: The grandmothers listed on that card receive 1 yarn. If you are not a grandmother listed on that card, you do not get any yarn

Estate Sale: Give 1 yarn to every other player from your own stash. If you do not have enough yarn for the amount of people playing, give 1 yarn to each person starting on your left and going clockwise until you run out of yarn.

Retirement: Receive 1 yarn from every other player. If a player does not have any yarn, then you do not get yarn from them (pretty simple)

Ending the Game

The craft store will kick you out when you have gone around the board 3 times. When you have gone around 3 times, you are done and must remove your piece from the board. Once you are off the board, your stash of yarn remains constant, and is not affected by any of the chance cards.

The grandmother with the most yarn in her stash wins.

Granny Squares Rules v.2

Setup

Take out the game board and place it on the table. Shuffle the CHANCE cards and place in the middle of the board. Players choose a grandmother character card and place the corresponding piece on the start square. Everyone starts with 3 yarn.

Each grandmother has an effect listed on her card. Marsha’s effect happens at the beginning of the game. Everyone else’s effects will happen as they become relevant (the specific card is drawn). Each time you go around the board, you will get one round token. The oldest player goes first.

Objective

The goal of this game is to beat the other grandmothers and collect the most yarn before the sale at the craft store closes.

Actions Players Take

At the start of their turn, the player will roll a die and move that number of spaces.

Spaces

Start: Where players start. Collect 1 yarn each time you go around the board and pass or land on this space. Do not collect yarn at the start of the game.

Chance: pull a chance card

+ Yarn: If you land on a colored yarn space that matches your grandmother color, you get +2 yarn. Otherwise, you get +1 yarn.

– Yarn: Lose 1 yarn. It goes back to the craft store.

Mobility Aids: Advance forward 2 spaces to Chance and pull a chance card.

Advance to Start: Move your character piece to the start space. Collect 1 yarn and 1 round token.

Blank: nothing happens on these spaces.

Chance Cards

+/- Yarn: the yarn comes from and goes back to the craft store, unless otherwise noted

Grandkids: each grandmother has one visit from their grandkids. Whoever’s grandkids are visiting, they get +1 yarn. If you pull a grandkids card that does not have your grandmother name on it, you must give one yarn from your stash to that grandmother. If no one is playing that grandmother, you do not have to do anything.

Neighborhood Swap: you get a lovely pot roast (this does not affect the game, but it’s tasty) and you give 1 yarn to the first member of the opposite granny gang sitting to your left. Dawn does not lose any yarn, but she can still gain yarn.

Canasta/Bingo: The grandmothers listed on that card receive 1 yarn. If you are not a grandmother listed on that card, you do not get any yarn

Bingo Hall Brawl: Each member of the Canasta Cadre must give 1 yarn to a member of the Bingo Brigade. Carol gives to Marsha, Ethyl gives to Heidi, Rosemary gives to Dawn. If a granny is not in play, disregard this card.

Canasta Combat: Each member of the Bingo Brigade must give 1 yarn to a member of the Canasta Cadre. Marsha gives to Carol, Heidi gives to Ethyl, Dawn gives to Rosemary. If a granny is not in play, disregard this card.

Steal: Take 1 yarn from a member of the opposite granny gang

Estate Sale: Give 1 yarn to every other player from your own stash. If you do not have enough yarn for the amount of people playing, give 1 yarn to each person starting on your left and going clockwise until you run out of yarn.

Retirement: Receive 1 yarn from every other player. If a player does not have any yarn, then you do not get yarn from them (pretty simple)

Ending the Game

The craft store will kick everyone out as soon as one person has gone around the board 3 times or collected 3 round tokens. The person who does this will earn 1 yarn for each member of her granny gang.

The grandmother with the most yarn in her stash wins.

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.