Documentation for The Jammers!!

  • Game rules
  • The Jammers!
  • Madison Hurst
  • Objective
  • Make the most valuable jam recipes by combining various fruits and spices before the deck runs out! The player that reaches 30 points in recipe combos wins!
  • Ideal player count is 3-4.
  • Materials Needed
  • Strawberry cards
  • Blueberry cards
  • Peach cards
  • Vanilla spice cards
  • Mint cards
  • Basil cards
  • Ginger cards
  • Special action cards 
  • Jammer Scoresheet and pencil (to add up points as you go)
  • Setup
  • Shuffle all the deck of cards 
  • Deal 5 cards to each player
  • Place the remaining deck in the center of the table, face down (this will be the draw pile) 
  • Right next to the draw pile will be the discard pile (these cards can face up when once a pile starts to form)
  • The person who was last to eat a piece of fruit recently will go first! (if you can remember the tallest will go)
  • The turns will go clockwise 
  • Play overview
  • A players turn will consist of three phases (draw phase, action phase, and cleanup phase
  • Turn Order
  • THIS IS THE START OF YOUR TURN
  • Draw Phase:
  • Draw 1 card from the draw pile
  •  Action Phase:
  • Choose one of the following actions:
  • Complete recipe
  • If you have a the correct spice and fruits then create a Recipe Combo from your hand (e.g., “Blueberry bliss” needs blueberry  + vanilla)
  • Recipe Combos stays in front of you for final scoring.
  • Action card
  • Play an action card then discard it 
  • Discard a Card
  • If you don’t like what you see, you can get rid of a card that is in your hand to the discard pile. 
  • Cleanup phase:
  • After every player’s turn, you must have 5 cards in their hand.
  • There must be 5 cards in your hands, no more and no less
  • This goes for action, fruit, and spice cards.
  • Write down how many points you have after your turn (if possible)
  • For example: You pick up 1 card (6 cards in your hand). Then, play a recipe combo which includes three cards played. Leading you to pick up 2 cards from the draw pile.
  • For example: You pick up 1 card (6 cards in your hand). You still don’t see a recipe combo or action card that you like. You will then discard a card of your choice, and that would get you back to 5 cards. 
  • ***See more details in the action card key about how it affects the hand limit
  • YOUR TURN IS THEN DONE. 
  • Reshuffle
  • If the deck runs out of cards, reshuffle all of the cards except the completed recipe combos from each player. 
  • Recipe Key:
  • Strawberry jam (strawberry + cinnamon) 4 points
  • Blueberry bliss (blueberry +vanilla) 5 points
  • Peach sunrise (peach + ginger) 4 points
  • Mixed berry (strawberry + blueberry + mint) 6 points
  • Perry jam (strawberry + peach + basil) 7 points
  • Tri preserve (strawberry + peach + blueberry + any spice) 7 points 
  • Berry sweet (two fruits + cinnamon) 3 points 
  • Earthy herb (any fruit + basil) 4 points 
  • Action Cards:
  • Bunny attack: choose a player and they have to discard one fruit (player that discard their fruit must pick up a card from the draw pile)
  • Farmers market: draw two cards next turn instead of 1 and place card the 2nd card that was not used under the draw pile. Cards can be played the following turn.
  • Fruit poacher: steal 1 random card from another players hand (the player that was stolen from must pick up a card from draw pile)
  • Another man’s trash, is another man’s treasure: swap one fruit from your hand with one from the discard pile 
  • Jam Packed: Whatever recipe combo that you create on your turn will be doubled (tri preserve is originally 7 points, but would be 14 points with the Jam Packed card)
  • Win/Lose
  • The Game ends immediately when the player reaches the set number of JAM points (30) or over, and will be the TOP JAMMER!!!!!
  • Tiebreakers:
  • Most completed recipes
  • Most fruits used overall
  • If still tied, both share the victory as co JAMMERS!!
  • Photos of:
    • the game when setup 
    • details of the pieces
    • any process photos – making
    • any design iterations – changes to the board, cards or pieces
  • An overview of changes made
  • An overview of changes to make
  • Your thoughts and lessons learned from play testing

During the course of this design, it went through many reworks. From fixing confusing directions, card size, amount of cards in each category, and changing how a players turn would work. I am pretty proud of what I reworked and testing to see how fluid the game is. I strived to make the cards cut as neat as possible which was tedious, but I am proud of committing to that. Moreover, the game became more fluid once I changed the hand limit to 5 cards (no more or no less). My last change was adding more spices to give people more chances to make recipe combos, and adding a Jammer scoresheet.