Game rules:
Objective:
Be the first to finish your stack of ice cream dishes.
Materials:
1 deck of 60 cards
Setup:
Shuffle the Deck and deal each player 30 cards randomly
Gameplay:
Flip over two and place in between your deck of cards.
There are no “turns”. The players race to be the first to finish their deck by rapidly matching either the flavor, type of dish or number of dishes on their card to the respective ones on EITHER of the cards that are flipped up in the middle.
As the game progresses, obviously the cards will change based on what cards the players place on top. Keep placing matching cards as fast as you can, whenever you can.
Winning:
The game ends when one player finishes their stack. That player is the winner. Hooray!
Reedit of the Rules:
Objective: The first person to get rid of their deck of cards wins!
Setup:
- 1 deck of 60 ice cream cards in different color, shape, or type of ice cream holder variation
- Shuffle the deck and deal each player 30 cards randomly
- From your deck pile pull four cards to keep in your hand at the start of the game
- then flip your deck pile so you cannot see the front of the cards.
- Place two cards in the middle of you and your opponent (face down)
Gameplay:
- there are no turn involved and both players are going simultaneously
- The game will start when you and your opponent flip over the two cards in the middle
- Both of you will try to match the cards in your hand with the one of the cards in the middle.
- You match them by either matching shape, color, or type of bowl, shake, cone, or waffle bowl
- after you found match, you will place the matched card in your hand over the matched card in the center (face up)
- Continue to repeat this until your deck has run out
What if you get stuck?
- if you get stuck, you get to pull 2 cards from your deck. And, if you are still stuck you must wait until your partner matches something, that opens it up for you!
Winning/Losing:
- the fastest person to eliminate their deck wins!!




Some changes we made was actually rewriting the entire game. We thought that our game creation could our chosen amount players able to play our game. So, we changed it to a 2 person game. That changed the whole landscape of the game, and we went into the direction of making a fast paced game to get the heart pumping.
Some design alterations was to change the vanilla ice cream flavor to a different color to stand out more. I think in the future, I would also change the waffle bowl so it doesn’t look as similar to other cards. Which would make it easier to play at a fast pace.
Honestly, I really loved making these designs. Even though, they were extremely tedious to cut out and make each card individually, it was super rewarding and fun to see everyone play it. I think Kali and I had some frustrations and stress since we had to recreate a game with limited amount of time since we already had our whole entire game planned out.
Below, is some of our notes we took during the creation process.
brainstorming:
Ice Cream game
Game starts:
Objective: to complete tasks to keep your ice cream shop running and gain points.
- Each player has the opportunity to sabotage the game (if you successful sabotage then you will gain more points) but you risk getting caught and lose points (depending on the round)
Materials needed:
- Task cards
- Sabotage cards
- Problem cards
- Points key
- Melt down meter ( how you lose)
- Two types:
- Task cards
- Sabotage cards
- Problem cards
(the task cards will address the problem cards and the players will draw from the task cards)
- Each player starts out with 4 task cards
Game prior
Melting Mystery
5 players
Objective:
Keep your ice cream shop running as the Staff while Problems arise throughout the day and ward off the Saboteur
Materials:
Problem Cards (diff problems) (15 cards max)
Task Cards (with Sabotage and Defend Cards) *** sabotage (all the same) (Defend all the same) (Task (fixing cards/cleaning))
Role Cards (4 Staff and 1 Saboteur) **all the same staff card and one saboteur card
1 Staff Points Meter and 1 Saboteur Points Meter
Setup:
2 stacks of cards – the Problem cards and Task cards (include sabotage and “diffuse sabotage” cards)
5 Role Cards – 4 Staff and 1 Saboteur – at the beginning of the game each player is given one of their cards to determine their role throughout the game.
Place the Staff Points and Saboteur Points meters within reach (designate one person randomly to be in charge of points)
Each player is dealt 4 Task cards into their hand (after shuffling).
Place Problem cards in the middle of the table and flip over 1 Problem card face-up.
Gameplay:
Each turn players draw one card into their hand (so that when they play one they will have 4 remaining)
Players will play cards to deal with problems that arise.
Based on the Problem, players discuss with each other what part of the Problem card they will address. Feel free to lie. Because someone is the saboteur.
FOR EXAMPLE:
The Problem card on the table says “Fix Soft Serve Machine” : Tasks to Complete: 2+ “Fix it” Task Cards and 1+ “Cleaning” Task Cards
Players will then discuss with each other what cards they plan to use to fix the situation and all place their cards face DOWN on the table. Someone then mixes them up and reveals the cards by placing them face up in a line on the table.
IF player does not like their hand they have the option to pass on a round and replace any number of cards that they like – but caution this can mess up resolving a Problem so make sure you are communicating with your fellow Staff (or enemies heheheehe)
Based on the order the cards are revealed in, if a Sabotage Card is played it sabotages the Task that is to the left of it
If the correct amount of Tasks are played (and not sabotaged) to resolve the Problem, the Staff wins the round. However, if the Problem is not resolved because of a sabotage card, the Staff loses the rounds and the sabotager wins. Each win is worth one point respectively.
NOTE: there are Defend Cards that “diffuse” Sabotage Cards and when played basically make it like there was never a sabotage card – wherever they land in the order when placed face up they automatically diffuse the sabotage.
At the end of every round, the table is cleared (whether the Problem is resolved or unresolved) and a new Problem card is put on the table.
The game consists of 7 rounds. At the end of 7 rounds, proceed to ending the game.
Ending the Game:
The end of the game is where the Staff tries to determine the Saboteur. Discuss amongst yourself who you think has been suspicious throughout the game. Again feel free to lie to the Saboteur to try to win the game. Each person votes who they think is the Saboteur.
If the majority votes the correct Saboteur, the Staff gets an extra point. If EVERYONE votes the correct Saboteur, the Staff gets 2 points.
If the Saboteur does not get voted off (needs a majority vote) they get 2 points.
WINNING:
Whoever has the most points on their respective points meter WINS. Congrats. You have successfully operated your ice cream shop.
Or not, the Sabotager melted all your products.
Additional Rules:
When Staff members get Sabotage Cards in their hands, they should keep them there.
