Card Games Ideas (W2 – Benjamin Zou)

Summit Seaplane — Escaping from Hazards

The Impression(s) of the Game (why is it fun): The plane will use weapons and protections for penetrating harsh environments to the peak.

Brief Info: Each player has at least 10 cards about dealing with the circumstances and the fundamental coins about a hundred in case any player doesn’t have the appropriate tool to deal with the dreadful atmosphere. Other collections of random cards are combined with numbers of moving forward towards the safe destination — the mountain peak and as well as harsh climates that will need the player to use one of their 10 cards to face them. Five protection cards are water spray for undersea volcano eruptions, shark spray for shark coming, fire-extinguisher for thunderstorms, shield for rock fallings, and Switch for both cyclones and whirlpools. If any player doesn’t have the defense tool for the situation once it comes, the player would need to use coins to purchase the protection card which costs 25 coins per card. If the coin is empty, the player needs to throw a square dice (only one chance) – one counts 25 coins. If the coin is empty a second time, the player will lose. (The difference between this game compared with the traditional board game is the map of the board is filled with the card for the step dot.)

Ballroom Party — Stepping to the Social Stage

The Impression(s) of the Game (why is it fun): Connecting the right partner for a social ball.

Brief Info: Each player will randomly draw a card about the partner’s fashion items and styles based on the descriptions of each player’s card (randomly selected). The player will win if one of them collects the most items and styles from drawn cards that match the descriptions.

Submarine Diver — Treasure Hunting By Sub Driving

The Impression(s) of the Game (why is it fun): Getting the tools to unlock the submarine to drive to the precious items.

Brief Info: Each player has the tasks including tool collections listed in the card to be completed before each one can unlock the submarine. Player’s cards will include the tools to penetrate the barriers like fogs, underwater choppy tides, snow, storming (ex: thunderstorms and sandstorms), underwater cyclone, drought climate, and earthquakes. After each player completes the tasks successfully, each player will roll a dice and randomly collect the treasures (the quantity depends on the number of the dice).

Ice-skating Obstacles — Will You Be Blown By The Iceberg

The Impression(s) of the Game (why is it fun): Speed and figure ice-skating to achieve a better-skilled ice skater.

Brief Info: Each Player is like a skating racer and competes with each other until arriving at the destination of the competition; besides, there will be barriers like ice hills and bumps, ice drops, and melting ice as well as conflict between players. A player will first throw some dice to determine the unit of length they travel. Then he/she will use the number of cards based on the number of dice to feel the step areas, if they approach the conditions, (as stated as barriers) they will use the 8 cards available to pass through, else they will be thrown back to the starting point. The winner will be the skater who skates the furthest.

Wild Roam — Will Rushes Be Sensed by Ghost

The Impression(s) of the Game (why is it fun): Collecting Treasures to unlock the key to escape from the haunted atmosphere.

Brief Info: Each player will have cards that can use to attack the surrounding dangers including the ghost itself. Each player will draw cards about the steps they will run. Once they approach the section of the hazardous zones (surrounding dangers), they must have enough self-defense tools (as shown in their cards) to scare the enemies. When any player’s card spot the pigeon area, he/she will be successfully left from the wild paths.

Week 2 – 5 Game Ideas involving cards

  1. “Hey, look who it is” – can be played while walking around campus, Pittsburgh, or anywhere you are that may have other people walking around that you know/recognize. The goal is to say “Hey, look who it is,” and the others around would have to guess who you’re referring to. A deck of game-specific cards reveal whether a point is gained, lost, or stolen from another player to add a little bit of randomness into the game.
  2. A card has a portion of a guitar, bass, drum, etc tab-style note layout on it with no lyrics, only a tempo and you have to play it and guess what song it is for the point.
  3. Cards have silhouettes of different poses. A group of people flip a community card and everyone has to strike the pose as quickly as possible. The last person to strike the pose is out. (Optional life counts to extend game time)
  4. Cards have Netflix TV show and movie descriptions on them. Teams compete to match another set of cards with the movie titles on them, with the descriptions. The team to have the most correct after a certain amount of time win.
  5. Whoever can dig the deepest hole with a playing card in x-amount of minutes wins

Week 2 Discussion Questions

1a. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?

The first thing I thought of reading this was Little Nightmares for some reason, and then I kind of went with the aspect of playing as something so little and how it makes you have to play sort of cautiously. So, I think that game piece movement, and movement from area to area would be something I’d want to explore in terms of finding a way to incorporate that caution

1b. Who are you making games for?

Most of my ideas stem from things I myself enjoy, or find interesting. So, when I make a game I’d say its targeted at like-minded people.

1c. Who will be your play testers outside of class?

My roommate and my brother primarily. Potentially, some of my other classmates/friends as well.

2a. Can you think of a game you were able to play without referring to the rules?

Pictionary, Headbandz, War, Blackjack. These were all games that were easy for me to just jump in and play.

2b. How do you define what a game is?

To me, a game is a structured form of immersive entertainment.

2c. What features can make your games more intuitive?

I think that having a reason behind the games design is important , and not just creating game pieces mindlessly or because you “need” them. The pieces of the game should have a purpose that is easy and clear to see when you view them. They should also fit into the game as a whole.

3a. What was your gateway game? What do you play to introduce others to gaming?

Spoons. I mean I played all kinds of video games before, and boardgames here and there as a kid, but I can remember Spoons as being one of the first games I got truly fascinated with. I always wanted to play it, and I always enjoyed it.  

3b. What features do gateway games share?

  • They’re easy to learn/play
  • They have a theme that can appeal to a wide variety of people. 
  • They’re simple
  • They include interaction between players
  • They are not solely based on skill 
  • They aren’t overly time-consuming, but also aren’t too short. They hit the sweet spot. 
  • They have an original aspect to them, something unique
  • They are easy/fun to replay

4. What are the 10 beautiful mechanics and what should you aim for with your own?

  • Kingmakers Noblesse Oblige
  • BattleTech’s Heat
  • Set’s Set-Making
  • Magic’s Card Tapping
  • Battle Cattle’s Cow Tipping Rule
  • xXxenophile’s Popping
  • Bohnanza’s Hand Order Rule
  • Mississippi Queen’s Paddlewheels
  • Time’s Up!’s Communicationn Breakdown
  • Dominions Constant Shuffling

I should aim to have a game mechanic that makes the game enjoyable. Something that doesn’t feel tedious, but fun and works to elevate the game as a whole.

5. How does luck and strategy factor into game play?

Both Luck and Strategy are key factors in playing and winning a game. While playing with strategy comes from having a deeper understanding and knowledge of the game, it is still not always a surefire way to win. This is because luck exists randomly. It is a crucial part of gameplay that can either boost a player to a win, or cause their downfall. Luck is also what helps keep the game interesting, it’s an unpredictable lement and it helps to ensure different outcomes.

Week 2 – Card Game Ideas

Card Color Theory – have a deck of rainbow cards. Each color is assigned a value based on color theory. You have to get to a certain color value by mixing colors without making a muddled brown color. Like blackjack, but with colored cards instead of numbered cards.

Jimmy Sprinkles – there are six piles of four cards face down in front of each person (2 players) and four face up cards between them. Looking at one group of four at a time, you can swap out cards from that group with the face up cards in the middle. You must have four cards in each ‘hand’ at a time. The goal is to have four matching cards. Once you have a matching four card set, that ‘hand’ is laid down face up. Cards can no longer be traded in or out of that group. The goal is to be the first person to get all six of their ‘hands’ face up AND shout Jimmy Sprinkles. Why Jimmy Sprinkles? I don’t know, it sounds funny.

Four Kingdoms – each suite is a kingdom (13 cards). Players take turns playing war, capturing the fallen card and setting them aside. Once the player is out of their original 13 cards from their own suite, they must use their captured cards to keep playing. However, if they play a hand of war with a captured suite against that suite’s original kingdom, the original kingdom automatically wins and discards the challenger from play (no matter the card point total). The last man standing wins.

Mismatch – several mismatched decks of cards are mixed together and divided evenly among the players. Players take turns playing war. Card numbers are important, but so are the decks the cards came from. For example, red themed cards have a plus one against blue themed cards, blue themed cards have a plus one against Tennessee tchotchke novelty themed cards, and Tennessee themed cards have a plus one against red themed cards. The card number + the color/theme bonus = total card value. If your total card value is higher than your opponent’s, you win that round and the challenger is eliminated from play. Last person with cards wins.

Fridge Magnets – the deck has many different words, each printed on its own card. Players must make a poem/sentence/joke out of the cards from their hands. Only play one word at a time, draw a new word at the end of the hand. First person to make a coherent phrase wins.

Week 2 Game Reviews

Love Letter

I really enjoyed this game, once we managed to understand the rules. Apparently we were supposed to take out two of the royals (picking the one that suited our fancy), but we accidentally played with all three royals in the game. I feel like this made things complicated but in a funny way. There were a few times when the remaining two players each had a royal. They either tied the round and each got an affection token, or they knew the other person had a royal, and forced them to discard so they could win. Act 1 was learning to play the game, and the first few rounds. Act 2 was starting to use strategy and actually playing the game. I thought we were going into Act 3 when Aaron had 3/4 necessary affection tokens to win, but Ronan managed to come back. The real Act 3 was when Ronan and Aaron each had three love tokens, while me and Luke each only had one.

Munchkin

Wow I absolutely hated this game. I couldn’t even tell you what the different acts were because we literally stopped playing this after a few minutes. Way too many rules to follow. I think we collectively gave up as a group halfway down page 2 of reading the rules and seeing there was still nearly four pages of rules left to read. We tried to play with what rules we had already read and just read the next rules as we went along, but the whole system was too convoluted to make that work. -1/10, would not play again ever.

Week 2 Questions

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?

I think movement and perception would play large parts in this type of game. At that size, something the size of a pepsi can has enough of a gravitational pull to hold you rooted to its surface, and that surface is a lot more uneven and bumpy than we perceive with the naked eye. Additionally, atoms are about .1 to .5 nanometers in size, so you would see the world in terms of atoms. Electromagnetic forces could also play a huge part, and perhaps the movements of these half person sized atoms can play a part in the game.

2. Who are you making games for?

Mostly myself, but my close friends as well. My pen and paper RPG is primarily for myself. I make the game the way I want with feedback from players and my own ideas mixed together. Of course I want it to be fun, but I think that at some point I have to say, “to heck with that, this is MY game!”

3. Who will be your play testers outside of class?

Several of my family members and close friends will be the testers, perhaps unwillingly.

  1. Can you think of a game you were able to play without referring to the rules?

The game, “The game,” is played by everyone on the basis that the only rule is you lose when you think of, refer to, or otherwise become aware of the game’s existence, at which point you must announce you have lost the game and therefore cause all others around you to additionally lose the game. In this case, I have just lost this game by referring to it.

2.How do you define what a game is?

To me, a game can be just about anything. It’s always a set of rules, whether basic or otherwise, with the objective to make something fun. If I wanted to I could elaborate further, but the fact of the matter is, sometimes, stepping on only the green floor tiles is how a group of kids keep themselves entertained at a family party at the local fire hall. Even that much can be a game.

3. What features can make your games more intuitive?

Rules as simple and dumb as possible. Not everyone is stupid, in fact, the majority of individuals nowadays are quite the opposite. That being said, one of the biggest hurdles to learning and sometimes even enjoying games is too much complexity. Having a deep game is good, but if you can pick something up in 5 minutes, without having to refer to a rulebook along the way, it makes it a lot more fun to learn, and if done right, it leaves a lot of room for depth and freedom in play. Nobody likes having to stop a game halfway through to look up rules or settle a debate, especially if it’s the first time they’ve tried something. It’s like my friend Alex, a military man, once told me: Keep it simple, stupid!

  1. What was your gateway game? What do you play to introduce others to gaming?

My gateway game was Halo: Reach. This was the first game I ever played, and I played it a whole lot. I loved the setting, the world, the characters, the story, and obviously the gameplay itself. It got my foot in the door in regard to gaming in general, but after that, I branched out hard. Magic: The Gathering, Minecraft, DND, Scrabble, Skyrim. I wound up enjoying games in which I can make my own story, so I introduce people to gaming using my own game, Soul. I can control the rules, I can control the encounters, the story, the characters, and I can get everything just right and tuned to the people I’m trying to hook. I’ve managed to grab about a dozen so far.

2What features do gateway games share?

Ease of learning, lack of complexity, a theme, interactivity, luck, replay value, a relatively quick or short duration, and originality.

  1. What are the 10 beautiful mechanics and what should you aim for with your own?

The ten beautiful mechanics are: Kingmaker’s Nobless Oblige: simulating equality through creative means, BattleTech’s Heat, simulating stakes, and strategy, Set’s Setmaking, simulating pressure and internal tension, Magic’s Card Tapping, which simulates a sense of resource management and game progression, Battle Cattle’s Cow Tipping Rule, simulating symmetry, xXxenophile’s Popping, which represents numerics and chain reactions, Mississippi Queen’s Paddlewheels, which simulates a weight of benefit vs detriment, Time’s Up’s communication breakdown, which simulates communication feedback, and Dominion’s shuffling, which simulates luck.

With your own mechanics, you should aim for beauty, whatever that may mean to you. They should function as a piece of the final work of art that is the watch, and they may be in themselves a work of beauty. According to Mike Selinker, this means that the mechanic is at the core of the experience, guiding imagination and allowing the players to play more freely.

2.How does luck and strategy factor in to game play?

Strategy can get you far when it comes to design, and can make a player feel like they’re truly in command, but luck can add tension to the game. In Battleship, for example, strategically placing your own ships can make all the difference, but there’s always that chance your enemy will guess exactly right, and it makes you feel like there’s something other than just your opponent bearing down on you.

Game Design Week 2: Card Game Ideas

Francis Hartle

1.Cards as Game Pieces/ Creatures: This game would be a trading card game similar to magic the gathering or yugioh, but the caveat would be that the summoner of these creatures, represented by cards, has short term memory loss. Every card has a usual strength and defense, but also has a memorability, and after that many turns have passed, it is forgotten. It disappears! The game ends when one player reduces the other to 0 health.

2. Cards as a fitness aid: This game would be played with a standard deck of cards, each card corresponding to a regular body weight exercise, such as 2: push ups, 5: planks, etc. The player or players would draw two cards, one for the exercise, and one for the amount. In this system, jack, queen, king, and ace correspond to 11, 12, 15, and 20, respectively. This can be a simple way to supplement workouts or even just get a little bit of extra physical activity.

3. Cards as Power: Not necessarily power, but commanding power would be more apt. In this game, each card represents a number of certain types of troops under a king’s army. Each amount of a starting unit would be determined by the draw of a card, and then the next unit would be selected. At the end, two or more players battle for control of card land, also consisting of cards worth their corresponding amount of points. At the end of the game, the king with the most points wins.

4. Cards as Currency: In this game, cards represent money. The goal of the game is to come out the other side with the most money, and it can even feature real betting, if you’re the gambling type. A deck is shuffled and split in two, and each player is dealt 3 cards from the top of their deck. This is the amount of money they start with. Then, each player bets a card. Each player then flips the top card from their deck, and the player with the higher card wins the bet and collects not only the cards that were bet, but also the ones flipped over, and these are all put into their wallet. Then, they shuffle their hands into their deck and draw a new hand. The game ends when the decks are gone, and the player with the largest wallet wins.

5. War with golf scoring: Played like traditional war, but the twist is that the lower card wins. Admittedly at this point I ran out of ideas.

Week 2 Questions

What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?

I’m picturing some sort of game where you are a fruit fly (I feel they are the size of a nanometer). I think I’d add a regeneration element or mechanic because a fruit fly life is so short. It would be fun if you had the opportunity to “come back to life” but only if you had been able to lay eggs as a fruit fly.

Who are you making games for?

Personally, I create games for myself. A lot of times when I have an idea for a game it’s a way to make mechanics that exist more fun and with a theme I enjoy.

Who will be your play testers outside of class?

My playtesters outside of class include my wife, mother-in-law, parents, and my small DnD group who will try out new things I create.

Can you think of a game you were able to play without referring to the rules?

Battleship? Guess Who

How do you define what a game is?

A game is an interactive activity created to provide divertissement from the mundane.

What features can make your games more intuitive?

I think that color in a game lends a lot of intuition when playing. For example, if you had never played UNO but you picked up the game and looked at the cards you might assume that you’d need to keep similar colors together in some capacity. In Connect 4, Checkers, and Chess each side has different colored pieces. Sounds stupid, but it’s hard to play a game if you don’t know who’s pieces are who’s that’s why you need color.

What was your gateway game? What do you play to introduce others to gaming?

I’m honestly not very sure about this answer. I feel like I’ve been playing games my whole life. My family is a very game centric family. We have had “game rooms” in every house we’ve moved to.

I would say that what got me into more strategic card games was when my older brother finally let me play Euchre with him and his friends. It took a while of learning strategy with my brother, but we became pretty hard to beat.

I think for tabletop my gateway game was this random game produced in 1999 called Pokemon Master Trainer. It was a board game where your “Ash” token traveled all over the Kanto Region catching pokemon and even battling other players. Catching pokemon depended on your dice roll (higher level pokemon higher dice roll needed). As a 5 year old I thought this was the coolest game in the world. My brother played an “easier” version of it with me until I was old enough to understand all the rules. Since then he and I have always been trying new and more complex table top games.

What features do gateway games share?

Easy to learn, interesting theme, lack of complexity, an aspect of luck, short duration, and good replay value.

What are the 10 beautiful mechanics and what should you aim for with your own?

  1. Players are attracted to shiny objects – Kingmaker
  2. Forcing players to make hard choices -BattleTech’s Heat
  3. Set making games – Set
  4. The “tapping” of cards, the visual idea that cards are turned on and off – MTG
  5. Symmetry in a game is important – Battle Cow TDN
  6. Card Popping (making comparison more fun) – xXxenophile
  7. Hand Order Rule or using cards in the order you draw them – Bohnanza
  8. Moving and not knowing where you are going – Mississippi Queen’s Paddlewheels
  9. Communication Breakdown – Time’s Up!
  10. Constant Shuffling – Dominion

Well Mike Selinker said that these mechanics were the bar, so I should aim to clear it with my own game mechanics.

How does luck and strategy factor in to game play?

Luck in a game is something that occurs while playing that is beyond your control. It’s not necessarily good or bad it’s literally just chance. Strategy is when you are making active decisions about gameplay and plans given the information you have while playing the game.

Week 2- Card Game Ideas

  1. You get a normal deck of cards and take the number of players playing cards out of the deck, so if there are 4 players 4 random cards get taken out and put in the middle spread out. Every player gets 4 cards and has to keep 4 cards in their hand at all times. There is one dealer, the dealer picks up a card from their deck to see if they want to keep it or toss it to the player on their left. The goal is to get a straight the fastest, if you get a straight you pick one of the cards in the middle and so does everyone else, whoever has the lowest card losses. 
  2. A group of 4+ players all sit in a circle and have a deck of cards in the middle with dice. The first person to start will pick a card and the card has different statements on them, the person will read the card and show the card to the person to their left and then that person will choose who fits that card the best. They will then roll the dice and if it’s an odd number they have to read the card out loud if it’s even they keep the card to themselves and the rest of the group won’t know what it said. 
  3. This game is a twist on truth or dare. There are two decks of cards: one truth, one dare, and a dice. The dice have three colors on them, blue for truth, black for dare and pink means you can ask another player to do a truth or dare that’s up to you. If you refuse a dare or truth, the group gets to choose a dare for you and you don’t get the card. A player with the first 10 cards wins. 
  4. This game is a 4-8 player game, One deck of cards has 1 card with a skull and 7 cards with a check mark, depending on how many players you will have the same amount of cards as how many players and there will always be a skull in the mix. The cards will be spread out in a line in the middle of the group and then each player will pick a card at random and if they get the skull they will have to do a dare and lose a life. Each player has five lives. Whoever lasts the longest wins. 
  5. This is a two-player card game, each player starts with 4 cards, and then the rest of the deck is placed between them. Each player will take turns picking from the deck and trying to make as many runs as they can before the deck runs out. 

Card game ideas

1 Using a standard deck of cards the first person to get a jack wins. Pull a joker discard all cards in your hand.

2 First person to be holding a value of 40 in there hand wins.

3 The first person to get a matching king and queen wins.

4 The person with the lest card in there hand at the end wins. kings and queens remove cards from you hand. jacks add cards to your hand.

5 First person to have one of every card from a suite wins.

love letter and munchkin reviews

munchkin

  • card game
  • complex rules
  • allowed to change class and race during game play
  • not simple to learn
  • dose not include all of the need paces
  • to complex for a card game
  • dose not explain every important part of the game like how backstabbing works

Love letter

  • story based
  • card game
  • first to 4 tokens wins
  • not to many cards
  • essay to play with simple rules
  • dose not say what to do if it is a tie when playing the knight card
  • posable to not get any tokens
  • comes with 2 princess and one prince

Week 2- Questions

  1. 1. I feel that I would like to see that the character that Im playing is very limited in what they can do and maybe have it that my character has to come up with different ways to complete task.

2. I would say I want to make games for young adults

3. My brother, since he is obsessed with games in general I feel he would have a good opinion and provide feedback 

2. 1. UNO

2. A game to me is following a set rule list that has a sort of victory at the end

3. To make a game more intuitive, I think that means to have game mechanisms be w. hat people naturally want to do. Like in UNO, TECHNICALLY you’re not supposed to stack the +4 with a +2 but everyone kinda naturally does it. 

3. 1. My first game that I played mostly by myself was probably guitar hero. A gateway game to introduce to other people is probably Mario party or jack box

2. In my opinion, gateway games have to be easy, to the point and have an eye-catching theme. You cant have any complicated controls like pressing A B at the same time as you move the joystick to the right. Or even in card games, you usually won’t start a person out with poker or Rumi. Gateway games should be a game that pretty much all ages can understand. 

4. 1 would be uncertainty, although each player may or may not be created equal certain events in the game can determine players’ win or loss. 2 making hard decisions. 3, creating different strategies. 4, Turning a card “on” or “off” by flipping it 90 degrees. 5, In battle cattle, you had a weight that your cow is and when it knew over you have to roll a dice to determine whether your cow stands back up or stays knocked over. 6, “Popping” cards, if symbols matched after you spin a card then you compare numbers, the lower numbered card pops off the board. 7, Keeping your cards in order and not rearranging them. 8, Seems kinda like guessing and hoping you pick the right speed to make a delivery but you as the player have no idea where you’re going. 9, a Guessing game where you only have a short amount of time to give the other player clues on who it is. 10, playing a few cards then discarding your entire hand, then picking up more cards playing a few then discarding the rest, which ultimately makes you reshuffle the deck.  

Out of these 10 mechanisms, my favorite that I would like to use is the first and last one, I like the uncertainty of things and it depends on how others play the game and what events come next. For the last one, I feel it keeps everyone on guard because you don’t fully know what everyone’s plan is and what you going to be delt next. 

5. Agreeing with the book, I feel luck and strategy play alongside each other. In a game, you are probably coming up with multiple decisions on what to do next and how it can affect your game. Luck comes into play when one of your strategies plays out. If you need this one card and you got it to complete your plan then that is luck, but you usually have a backup plan because you’re not always going to get the exact thing you need to win or complete your strategy. 

Week 1 – Reading Discussion

  • In your opinion what should every game have? Why do you like your favorite game?

I think every game should have a set of rules that have been workshopped to focus on the ability to teach and understand. A game needs to be able to be taught to new players in a quick and timely manner, because if it proves to be too difficult or time-consuming, I personally will lose interest. My favorite card game is Poker because it doesn’t take very long to understand and it can be explained without huge paragraphs of text.

  • List the games you’ve played and currently play.

Sea of Thieves, Grand Theft Auto 4/5, RDR2, RDR, Counter-Strike: Global offensive, Minecraft, Little Nightmares, Little Nightmares 2, Limbo, Sims 3/4, Simulation games, Ready Or Not, Mount and Blade Warband & Bannerlord, etc

  • Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?

My favorite game is Red Dead Redemption 2. In that game there is a very definite three act structure, but what makes it interesting is that there are incredible amounts of side missions and freedom. Players can decide to follow just the main story, or follow the new, smaller stories that pop up along the way, as well as any story they decide to create on their own.

  • When coming up with ideas where do you find you start, with the metaphor or the mechanic?

I personally start with the metaphor and develop that along-side the mechanics. The metaphor is what will be remembered, so it should take priority when possible.

  • Over the course of this semester, who would you like to collaborate with and why?

I would like to collaborate with Ethan, Clay, Max, and Frankie because we all seem to have similar motivations and think in a similar way. I also am very familiar with all of them, which would remove a level of stress when trying to think creatively.

Week 1 – Game Ideas

  1. A race around RMU’s campus to find Tucci could be played where players are required to stay in any paved surface to navigate campus. Doing this would reward those who know the campus more than others.
  2. The challenge of the second game would be to see who can make the most expensive ROMO’s item. The one rule though, is that the player cannot go back and use trial-and-error to complete the task.

Campus Games

Along the Watchtower

games

This game was actually something I came up with last year in one of Jones’ classes. The class was about surveillance, and the original idea utilized the security cameras across campus. The players have to make it from Wheatley to the front entrance of campus without being detected. In a class-friendly version, seekers could be stationed in advantageous points of campus.

Blast Off

Derek Jeter

The original version of this game was formulated by my friend Ethan (not Romito, sadly) and I in fourth grade. The field of play is 50 yards, with two end zones. Two players are designated as throwers, the rest are runners. Runners wait in an end zone, while a thrower makes their way to the midpoint of the two zones, where a ball is waiting. Runners want to make it from one end to the other in any given round. You can try to sneak across while the thrower is getting to the ball, but if you leave before they reach it they can pick you off. It’s a gamble. If you choose to stay in the zone, you are allowed to start running when the thrower touches the ball. The thrower must make it back to his zone and throw the ball to the opposite thrower. If you, as a runner, don’t make it to the other zone before the ball, you’re out.