
Word Relay Version 3 Rules
Word Relay
Game Overview 
“Word Relay” is a team-based or single-player team word association game where players take turns saying words related to a specific category. The goal is to keep the relay going without repeating words or taking too long to respond.
Number of Players 
️
- 4 or more (can be played with larger groups)
Setup 
- Divide into Teams(if needed)
: Split players into two or more teams. Each team should have at least two players.
- Category Cards
: Prepare a set of category cards with various themes, such as animals
, food
, movies
, or countries
. Shuffle the cards and place them face down in a pile. (you have 5 minutes to make your cards
)
- Choose a Category
: The first team draws a category card to determine the theme for the round.
- Decide the Time Master
: Before the game begins choose who the time master will be, controlling the timer as well as challenges. (if in a group setting with an odd number of people one will become the time master)
Rules 
- Starting Player
: Teams decide who will go first. The first player from Team A starts by saying a word related to the chosen category.
- Relay Turn
: The next player from Team B must respond within 8 seconds
with a word that relates to the last word said. This continues back and forth between teams.
- No Repeats
: Players cannot repeat any word that has already been said in the current round.
- Time Limit
: If a player takes longer than 8 seconds
to respond (monitored by the time master), their team loses a point.
- Challenge Rule
: If a player believes that another player has said a word that doesn’t fit the category, they can challenge it (pausing the game and having the time master looking up if the word fits said category) . If the challenge is successful (determined by a vote or consensus), the challenged player’s team loses a point. If the challenge fails, the challenging team loses a point.
- Winning the Round
: The round continues until one team either fails to respond in time or repeats a word. The last team to give a word earns a point.
Here’s a comprehensive point system for both groups and individuals:
Points System 
Group Points:
- Winning a Round
: 1 point for the team that successfully gets the other team to fail to respond or repeat a word.
- Challenges
:
- Successful Challenge: +1 point to the challenging team.
- Failed Challenge: -1 point from the challenged team.
- Correct Answers
: Each correct answer gives the team 1 point.
Individual Points:
- Correct Answers
: Each individual player earns 1 point for each correct answer they provide.
- Speed Responses
: If an individual responds in under 3 seconds, they earn 1 bonus point for themselves.
This way, both group dynamics and individual contributions are rewarded!
- Losing Points
:
- If a player takes longer than 8 seconds
, their team loses 2 point.(womp womp)
- If a team repeats a word, they also lose 5 point. (double womp womp)
- If a player takes longer than 8 seconds
- Tracking Points
: Keep a visible tally for each team to enhance competitiveness.
Winning the Game 
- Play until one team reaches a predetermined score of 25 points or play for a set duration (e.g., 15 minutes) and see which team has the most points at the end.
Enjoy playing “Word Relay”
Garden Glory player notes
what was the most frustrating moment or aspect of what you just played?
Not being able to plant more as well as having a way to possibly have a green house option.
what was your favorite moment or aspect of what you just played?
I love the market phase concept and that you can trade the different cards as well as the buff tokens. very well thought out!
was there anything you wanted to do that you could not?
Maybe just more ways to plant or making it hader to plant out of season plants.
if you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
For me personally I would add more plots and more cards in the initial hand but other than that nothing else.
What should be improved for the next version?
Maybe more space to plant new stuff and more taxation for certain actions.
Describe the game in 3 words.
Fun, Calming, informative
DA RULES 2
Gallery Grippers: is an Art Heist game in which players assume the roles of a Cat Burglar Mastermind trying to assemble a team to collect the most valuable art pieces from a series of high-security museums across 4 corners of the world (a game board). The board features 4 different famous museums, each with unique artworks. At the start of the game, out of the 4 to 6 players. Each player at the beginning, sets up their heist crew, by choosing 6 cards (3 specialist cards and 3 Attribute cards)
Specialist cards: Are your added crew members to your gang (the stealth specialist, the master of disguise, the hacker, etc.)
Attribute cards: include tools for the specialists to use (Such as Added Stealth, More Tech, Steroids, etc.) These cards can increase your percentage roll total once you add them to the rest of your stats.
- After the players set up their crews, the leftover specialist and attribute cards are shuffled and placed down on the side of the board, so that later on in the game, if someone lands on a recruitment tile, they get to pick from the unused specialist/attribute cards to gain another teammate.
- Players must roll a six sided die to determine how far they move on the board
- Players must use specialist cards and attribute cards to bypass the security guards and alarm systems
- Players must roll a percentage die when they land on any of the Obstacle Tiles (Red Alarm tiles or Black Security tiles) to determine if they receive a strike. or if they bypass that said obstacle and move closer to the art tiles in hopes to collect the art (2 strikes and you must return to the E tile at the exit of the museums) A score of 100% or higher bypasses a security system. Anything lower gives you a strike.
- *IMPORTANT*: Each player has a Score Sheet which they can add up their total percentages on (both from their rolled number, plus from their added or subtracted attribute percentages from the attribute cards, as well as from the base percentages of success rates on each specialist card) which are added to the total percentage of your chance of bypassing an obstacle. Your specialist’s Success Rates increase based on which Attributes they choose (what that means is that if you have a team with a Muscle Specialist card with a 20% success rate, and you draw a Steroid Attribute, you will earn a plus 10% to your percentage roll for Matching a Specialist with a corresponding Attribute)
- When a player lands on an obstacle, they must choose one specialist card and one attribute card to use to fend off against that obstacle, as well as a percentage roll which is added together on their Score Sheet. Each player gets two potential strikes of getting caught by one of the obstacles whenever they enter a museum before getting sent to the exit tiles of that museum
- Once a player reaches the ART tile, they can choose one piece of artwork from that museum. Only one artwork available to players per museum break in. (this means that if you break into the Louvre, you can steal only one of the Louvre’s pieces. If you wish to steal two of the Louvre’s pieces then you must either travel to a different museum and back, or to home bass and back. (You can’t abuse one corner and stay in that corner the whole game)
- If a player successfully steals 5 pieces of art, they win
- If there’s no more art left on the board, whoever has the most art wins
Tiles within Museums:
Alarm tiles– you tripped a wire on this Red tile, now use your specialist and attribute cards to ensure whether you either bypass the alarm or not
Security Guard Tiles- This is the Black tile, You encounter a security guard. Now you must use your specialist and attribute cards to ensure whether you escape the guard or not
Art Tiles– These are in the corners of each museum,
Tiles outside the museums:
Airport tiles- any Blue tiles are airport tiles, which allow a player to travel from one airport tile to another if they land on it.
Recruitment Tile– these are the Green tiles that when landed on, allow players to pick one of the face down attribute or specialist cards from the miscellaneous deck on the side board.
Exit Tiles– Border each museum, and are the tiles that say E on them. If a player gets caught twice within a museum, they are sent to an exit tile bordering that said museum.
Each museum will have one Museum Description card. There are 3 description cards to match the 3 museums on the board. On the description cards, it reads the intensity level of that said museum’s security, as well as that museum’s art pieces. Higher security museums will be harder to break in and out of, yet have higher valued art.
Everyone must roll a die to determine how far they move from their base each turn
Attributes:
- Added Stealth
- Determines likelihood of avoiding detection from any of the two obstacles
- +5% chance added to your total percentage of bypassing the triggering of alarms on alarm tiles
- +10% Chance added to your percentage roll of bypassing the security guard tiles
- Determines likelihood of avoiding detection from any of the two obstacles
- Steroids
- Physical movement and obstacle navigation with strength
- Subtract 1 added movement of a tile space per turn
- +10% success rate added to your total percentage on physical challenges such as fending off a security guard on a security guard tile
- Physical movement and obstacle navigation with strength
- Charisma
- Ability to talk through situations and manipulate Guards
- +10% added to your total percentage for social interactions with the security guards on a security guard tile
- Subtract 10% from your total percentage for talking too much; which in turn, gives a higher chance of tripping a wire on accident on an alarm tile
- Ability to talk through situations and manipulate Guards
- More Tech
- Ability to bypass surveillance
- +20% added to your total percentage for your success rate of shutting down alarm systems on the alarm tiles.
- Add 1 extra space moved each turn for your attempts at reducing the heat
- Ability to bypass surveillance
Decks Out Prototype 1 – Dillon DeSantis
Week 8 Question Set
- Question Set 1
- what is the difference between a game designer and a game developer?
Game designers create concepts of games, while developers actually fully develop them.
- what commonly occurs during the game development process?
Game creating, Prototyping, testing, repeat
- what are the challenges of balancing a game?
It is hard to balance a game because while doing so you must keep the game fair and fun. You have to manage expectations, keeping everything working well.
- what should every player of your game believe? why?
Every player of my game should believe that they are a struggling person getting by by scratching lottery tickets.
- how can you avoid stealing players fun?
Clear rules, easy mechanics, and intuitive to play.
- what 10 maxims should you follow when writing rules?
No intermediary technology, no jargon, dont over complicate, add flavor, don’t write text smarter than your players, keep sentences short, make things visually pleasing, test games, mistakes aren’t the end of the world.
- Question Set 2
- how has play testing changed your game?
Play testing has helped me develop my game to a different level, since everyone sees my game differently with different issues.
- who from class would you like to play test your next game or version 2 of your first game?
Brayden and Owen
- who is the audience for your game?
17+
- who should play test your game outside of class?
My fraternity brothers on a Saturday night.
Week 8
- what is the difference between a game designer and a game developer? game designers work on the player experience while game developers work on the technical execution of the game.
- what commonly occurs during the game development process? establishing rules, mechanics, and the necessary modifications to ensure those elements function as intended, this process frequently involves a significant amount of prototyping.
- what are the challenges of balancing a game? it’s essential to adjust the level of freedom and power players have in games, determining how much they can stretch the boundaries of the rules. the challenge lies in preserving the integrity of both the game’s objectives and the process of achieving them.
- what should every player of your game believe? why? they should go into the game thinking its going to be so fun because if they go in with the attitude that my game is going to be boring it probably will be to them.
- how can you avoid stealing players fun? I feel that you have to be relatable and do research on other games that a lot of people enjoy playing.
- what 10 maxims should you follow when writing rules? clear objective, constraints, interactivity, runaway leader killer, inertia, surprise, strategy, fun, flavor, a hook
- how has play testing changed your game? play testing has allowed me to see what works and what doesnt and how I should make the rules flow smoother and/or make more sense.
- who from class would you like to play test your next game or version 2 of your first game? I would like Tori to play test my game because she is very kind but she will also be honest with me and let me know what to change.
- who is the audience for your game? anyone.
- who should play test your game outside of class? my grandmother because she loves card games.
Reviews on My Game- Court of Campions
What was the most fruatrating moment or aspect of what you just played?
- Not having all the tools for the challenges
What was your favorite moment or aspect of what you just played?
- laughing, having fun, watching and doing the challenges
Was there anything you wanted to do that you couldn’t?
Go around the board more be able to slam dunk
If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- No
What should be improved with the next version?
- Add Timer to challenges to limit amount of point won per turn.
Descibe the game in 3 words?
- Sad I lost.
Reviews on My Game- Court of Campions
What was the most fruatrating moment or aspect of what you just played?
- Game being too short
What was your favorite moment or aspect of what you just played?
- Coming up with rhymes that go with basketball “Make a Hoop, Take a Poop”
Was there anything you wanted to do that you couldn’t?
No
If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- Use timer for the challenges to limit points.
What should be improved with the next version?
- Spelling errors
Descibe the game in 3 words?
- It was Great
Game Rules Pt. 3: “Truth or Lie”
Objective:
To outsmart your friends by convincing them of your truths and lies while avoiding penalties for incorrect guesses.
Components:
- Prompts Pile: A stack of cards with statements or questions for players to use.
- Lie Pile: A stack of cards with challenges or tasks for players to complete if they guess incorrectly.
Setup:
- Shuffle both the Prompts Pile and the Lie Pile separately.
- Decide the order of play. Players can go clockwise or counterclockwise.
Gameplay:
- Taking Turns:
- On their turn, a player draws a card from the Prompts Pile.
- The player reads the prompt aloud and then decides to share either a truth or a lie related to the prompt.
- Sharing:
- The player must speak convincingly and may provide additional details to support their statement.
- Guessing:
- After the player shares their statement, the other players have a brief moment to discuss and then must vote (either by show of hands or secret ballot) on whether they believe the statement is a truth or a lie.
- Revealing the Truth:
- The player reveals whether they told the truth or a lie.
- Players who guessed incorrectly must draw a card from the Lie Pile and follow its instructions.
Penalties:
- Incorrect Guess: If a player guesses wrong, they must follow the instructions on the drawn Lie Pile card, which may include:
- Performing a silly task.
- Sharing a secret.
- Completing a dare.
Winning the Game:
- The game continues until 5 rounds are completed or a set time limit is reached.
- Players can keep track of how many correct guesses they made. The player with the most correct guesses at the end of the game wins!
Optional Variations:
- Team Play: Form teams, and team members can confer before guessing.
- Timed Rounds: Set a timer for each turn to increase the challenge.
- Wild Cards: Include special cards in the Prompts Pile that have unique rules or actions when drawn.
Enjoy playing “Truth or Lie”! Let the best storyteller win!
Game Maker’s Play Test Notes Pt2- Court of Champions
What questions did your players have? Am I going the right way?
How quickly did they learn how to play? Not long,
What kinds of interactions did the players have? Reading each other’s challenge cards. Playing the challenges for team activities.
What confused the players? How many points they got per challenge- if it was per right answer or all together.
What made players excited? Gaining points and acting out the challenges
What did you players enjoy doing? Gaining points and see what path they went based on their rolls.
Did any aspect of the game frustrate players? The game being too short for some because they weren’t lucky on their rolls.
Game Maker’s Play Test Notes Pt1- Court of Champions
What questions did your players have? Where are the answers? If they were going the wrong way? How many points do I get?
How quickly did they learn how to play? Not long, although I did both explain it before and I played the game with them.
What kinds of interactions did the players have? Reading each other’s challenge cards. Playing the challenges for team activities.
What confused the players? Where they were supposed to go next. They originally were rolling 2 dice instead
What made players excited? Performing the challenges
What did you players enjoy doing? Watching other’s do goofy challenges
Did any aspect of the game frustrate players? Having to act out basbetball moves while other’s guess.
Reviews on My Game- Court of Campions
What was the most fruatrating moment or aspect of what you just played?
- Nothing Frusting, differennt colored cards, hard to read
What was your favorite moment or aspect of what you just played?
- never knowing what direction you will go, making a basket into the trash can on first try
Was there anything you wanted to do that you couldn’t?
- Doing the emoji challenge
If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- More ways. to get a slam dunk
What should be improved with the next version?
- Make sure everything matches, different colors for the challenge and trivia cards
Descibe the game in 3 words?
- Not Long Enough
Reviews on My Game- Court of Campions
What was the most fruatrating moment or aspect of what you just played?
- Nothing frusting
What was your favorite moment or aspect of what you just played?
- Winning, acting out basketball skills
Was there anything you wanted to do that you couldn’t?
- Rolled a different number to go around the board more
If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- Come up with a way for it to be longer or sorter, add more variations
What should be improved with the next version?
- All arrows marked
Descibe the game in 3 words?
- A short play