Matician Rules

Setup

  • Shuffle the “Equation Symbols” deck and the “Numbers and Symbols” deck separately
  • Dealer deals 1 face-up “Equation Symbols” card to each player and 6 face-down “Numbers and Symbols” cards to each player
  • Each “Equation Symbols” card is placed in front of the player it was dealt to

Objective(s)

  • Create the equation with the highest solution with your given “Numbers and Symbols” cards
  • Attempt to lower the solution of other players’ equations with your “Numbers and Symbols” cards

Actions players take

  • Once cards are dealt and each player has their “Equation Symbols” card in front of them face-up, the round starts
  • First, players evaluate their hand and play the cards they believe will yield the highest possible solution. One card will go on one side of the symbol, and one will go on the other side, both face down (ex. 6 + 15)
  • After each player places their cards face down on each side of the symbol card, players have the option to add a card that they think will sabotage another player (if they have any in their hand)
  • Once all players have made their final moves, every player flips the cards in front of them over to reveal their numbers and the card another player may have placed

Ending the game (win, lose states)

  • The player who first reaches 3 points wins the game. 1 point is granted for each “highest solution”. The game can either end, or play can resume to determine the place of all other players

Example

  • A player could have the equation “4 + 13”, but after those cards are placed face down, another player could put a “-” face down in front of the 13 to make the equation equal -9 instead of 17

Week 4 Game Ideas (Theme: Kayaking)

  1. Overboard is a competitive card game in which the players have to protect their boat from incoming attacks by using protection cards to guard their boat.
  2. Battleship: Kayak Edition is a strategy game in which the players try to destroy their opponent’s ship by calling coordinates and strategically moving their ships.
  3. Rowers is a board game in which the players progress by rolling dice, collecting useful cards, and avoiding obstacles.
  4. Rough Waters is a collaborative card game in which the players eliminate obstacles from the river by drawing and/or playing cards to get the desired outcome.
  5. Team Effort is a collaborative board game in which players make it to the end of the river by syncing dice rolls and collecting rule change cards.

Rules For Mow Masters

Madison Hurst

Grass mower is a board game in which you are racing your opponent and you are trying to mow the most grass as you endure different setbacks (ex: a wrench in the grass that breaks your mower). You have to fix these setback before you move forward in the game. The tools used in the game is a board, two-four mini mowers, cards, and a dice.

Objective: The first player to get their mini mower across the entire board or mow the most grass as they endure various setbacks wins.

Players: 2-4 players

Materials:

  • one game board
  • 4 mini mowers
  • 6 sided dice
  • 45 Grass Cards (green)
  • 20 setback cards (red)
  • 15 tool kit cards (purple)

Setup:

  • Place board in the center of the players
  • Each player is to pick a mini mower piece of their choosing
  • Shuffle all three deck of cards
  • Each player will roll the dice, and whoever has the highest number will go first. If two players have the same number, they will roll until one player has the highest.

How to Play/ Players turn:

  1. Player is to roll the 6 sided dice to see how many spaces their mower will move on the board
  2. After the player’s mower lands on a space, they will need to check the space to what card they may have to pick up next.
  3. There are 3 deck of cards: Grass cards, Tool kit, and Setbacks
  4. If the space has a green tile, then the player will pick up a grass card that will determine how many patches of grass is on that space.
  5. If the space is red, the player has hit a setback and will pull from the setback deck
  6. In random spaces, they player will have the opportunity to collect a tool kit card. This will help them with their setback cards.
  7. But, if you have a setback in your hand you will not be able to roll the dice until they solve the setback.
  8. They player will have to manually fix it by skipping their turn, matching one of their tool cards with that setback, or remove one of their grass cards in order to roll the dice.
  9. After the players turn they will add up their points

Additional Rules/Actions:

Rule 1: Player can tool trade with their opponents. This can benefit or sabotage either player.

Rule 2: Players can use their turn twice in the whole game to setback their opponent. If they decide to go through with it, they will roll the dice and that’s the amount of spaces the opponent will go back. The opponent will not be able to collect any grass cards until the surpass their initial starting point prior.

Winner: The game will end once the player crosses the finish space. All players will count up how many grass cards they mowed. Additional points will be added to the player that finished the game first.

A grass card will have a number ranging from 1-7 on it. For instance, a player receives a grass card and on the right hand side it has a 4 on it. This means that the player has gained 4 points because they mowed 4 grass patches in that space.

A setback card will have various issues the player will have to solve before moving forward. The card will state what happened to the mower, and what tool kit card the player will need in order to resolve this issue. One example, of a setback card is “a wrench was left in the yard and broke your mower. Fix mower by matching a tool kit card.” The tool kit card will have an image of a brand new mower and says “new engine” and on the back it will say what the card can match to.

“Caked” Rules Draft

Setup: There are little slotted trays (the cake table) given to each player to hold main card stacks. Each player gets dealt 7 (for now if that makes sense) cards from the main deck and places them in order in the cake table. Then they are dealt 5 more cards to hold in their hands.

Objective(s): To be the first to complete your “cake” in the slots and also accumulate the most “ingredients”

Actions players take: Every turn players can (1) choose to replace a card from their cake table by taking a new card from the card pile, the discard pile or a card in their hand OR (2) replace 1-3 cards in their hands from the card pile.

The point of the game is to correctly order the fillings of your cake. The different cards have different types of fillings on them and the order they go in indicated on the card. Players must work to order their cakes correctly. You also create mini hands for extra points out of ingredient cards. (I might do different types of card piles that once you ‘finish’ and ingredient stack you can get higher valued ingredients that are worth more we’ll see) It is part of the strategy to either focus on more cake table cards or the mini hands.

Ending the game: The game ends when correctly fills up their cake table or the card piles run out.

Animation

For my next video, I’m going to stick with the 8 bit arcade style. I just think it’s really cool and it’s a good way to loop back to the original loop.

Animation

Currently finishing up the last animation. I had trouble thinking of a good way to involve conflict but I figured it out. What I’m gonna do is push the third video back and put in another video before the players come on the ice. It’s gonna be the player and the coach having a deep conversation in the locker room before overtime starts.