
Evan and kelsey dice thrown remastered
Aubrey Piontek – Sorry
Interactive Animation Puzzle Games
https://www.crazygames.com/game/space-museum-escape
https://www.crazygames.com/game/machine-room-escape
https://www.crazygames.com/game/computer-office-escape
Me and Beck found these interesting interactive animated puzzle games.
Pirates vs. Gods Rules v2 (with River)
Set Up
Shuffle each deck separately. Each player will choose either the pirate deck or the god deck.
Card Anatomy

card values 1-6
Play
Each player will reveal the first card on top of their deck. Winner is determined by element.
- A fire (red flame) card will beat an earth (green diamond) card.
- An earth (green diamond) card will beat an air (white swirls) card.
- An air (white swirls) card will beat a water (blue droplet) card.
- A water (blue droplet) card will be a fire (red flame) card.

If two elements are pulled that are not listed above (fire vs. air, water vs. earth), the winner of the round is determined by the higher point value.

If element and point value are the same, draw and reveal a second card.
If you win the round, your card is shuffled back into your deck. If you lose the round, your card is set to the side and removed from play.
If you had to draw a second card and you win based on that second card, you get to shuffle both back into your deck. If you lose based on the second card, both of your cards are removed from play.
Winning the Game
You win when you have exhausted your opponent’s deck.
Questions 4
1 working prototypes are playable and display prototypes are not but are made to look good
1-2 must have a rule set, be clear, and playable. causes for failed prototypes missing pieces, withholding information, uncomplete updates, unreadable,
2 overall appearance, the rules explain every thing well and answer questions the players may have along with a list of components with images
3 prepare for the prestation, ask other creators about there experiences, sell yourself, pitch to multiple company’s, control your ego, realistic expiations, don’t hesitate, multiple submissions one pre prototype, show preproduction model, trademarks
4 is it fun, set up time, theme, experience, connected theme and rules, title, target audience, compatibility, innovative rules, innovative components, good rules, interaction, strategy, collectability, easy demo, languages, expansion potential
4-2 give an over view, list components, tell how to set up, the order of play, win/end conditions, give examples, give credit
Rules V4
The goal is to be the first person with cards 0-9 all in the same color in there hand wins.
Requires a deck of uno cards
Set up
- 3 -4 players
- Remove all wild and blank cards
- Remove
- Deal each player 3 cards
- The tallest player goes first
There are 24 red cards, 24 blue cards, 24 green cards, and 24 yellow cards
Turn
- Each turn a player will draw one card from the deck.
- Players can get rid of cards by giving them to another player.
- Each turn players can use one card from there hand to affect play
- If any player ends up with no cards they can draw 3 cards from the deck
Used cards are returned to the bottom of the deck.
The first person with cards 0-9 all in the same color in there hand wins..
- Reverse cards are used to reverse the turn order.
- Skips are used to skip the next players turn
- +2’s take 2 random cards from any one player if no player has 2 or more cards draw 2 card from the deck
- +4’s take 4 random cards from any one player if no player has 4 or more cards draw 4 card from the deck
- 0’s moves 5 cards from the players hand to the hand of a player of their choice.
- 1’s are used to move all players hands one person to the right.
- 7’s allow the player to swap hands with one player of their choice.
- All other numbered cards move the same number of cards as the number on the cards to the hand of the player on the right.
Reverse’s players took turns in a clockwise direction now go counterclockwise

+two’s take two random cards from another player

+four’s take four random cards from another player

Skips next player skips there turn

Numbered cards move that number of cards one person to the right

Ones all players mover there hands one person to the right

Sevens swap hands with one player

Zero’s move 5 cards to the hand of another player

Questions 3
1 game designers make the game as game developers make the game better.
1-1 what is done in the development process is an initial test, looking at the rules, blind play testing, and title/theme
2 number of components and there complexity, cost
2-1 the play should feel achieved
2-2 let them play the whole game, no king making, don’t reward the leader, no deceleration, the ability to influence others, don’t force a reverse
3 no intermediary words, use real words, no unnecessary work, add some theme, readable text, all rules must be written, keep writing to the point, keep text uniform, play test the rules
4 testers for my game have been those in class and roommates
4-1 the people that should test my game is a mix of those who have tested a previous version and those who have not played at all. When it comes to any new game prototypes everyone in the class is able to give some kind of useful information after a test.
Rules V3
The goal is to be the first person with all cards of the same color in there hand.
Requires a deck of uno cards
Set up
- Remove all wild and blank cards
- Deal each player 3 cards
- The tallest player goes first
There are 24 red cards, 24 blue cards, 24 green cards, and 24 yellow cards
Turn
- Each turn a player will draw one card from the deck.
- Players can get rid of cards by giving them to another player.
- Each turn players can use one card from there hand to affect play
- If any player ends up with no cards they can draw 3 cards from the deck
Used cards are returned to the bottom of the deck.
The first person with all cards of the same color in there hand wins.
- Reverse cards are used to reverse the turn order.
- Skips are used to skip the next players turn
- +2’s take 2 random cards from any one player if no player has 2 or more cards draw 2 card from the deck
- +4’s take 4 random cards from any one player if no player has 4 or more cards draw 4 card from the deck
- 0’s moves 5 cards from the players hand to the hand of a player of their choice.
- 1’s are used to move all players hands one person to the right.
- 7’s allow the player to swap hands with one player of their choice.
- All other numbered cards move the same number of cards as the number on the cards to the hand of the player on the right.
Reverse’s players took turns in a clockwise direction now go counterclockwise

+two’s take two random cards from another player

+four’s take four random cards from another player

Skips next player skips there turn

Numbered cards move that number of cards one person to the right

Ones all players mover there hands one person to the right

Sevens swap hands with one player

Zero’s move 5 cards to the hand of another player

Rules V2
The goal is to be the first person with a value of 50 in there hand.
Requires a standard deck of cards
Set up
- Remove both jokers
- Deal each player 3 cards
- The tallest player goes first
- Direction of play at the start is clockwise
Turn
- Each turn a player will draw one card from the deck.
- Players can get rid of cards by giving them to another player.
- Each turn players can use one card from there hand to affect play
Used cards are returned to the bottom of the deck.
The first person with the value of 50 in there hand wins.
- Aces have the value of 1 and are used to move all players hands one person to the right.
- King/queens have the value of 12 and are used to reverse the turn order.
- Jacks have the value of 11 and moves 5 cards from the players hand to the hand of a player of their choice.
- 7’s allow the player to swap hands with one player of their choice.
- All other numbered cards move that number of cards to the hand of the player on the right.
Kings/queens players took turns in a clockwise direction now go counterclockwise.

numbered cards move that number of cards one person to the right

aces all players mover there hands one person to the right

sevens swap hands with one player

Week 5 Game Ideas
Squirrels! is a collaborative collecting game in which players (as a scurry of squirrels) must help each other complete tasks like raiding the bird feeder and annoying pets, in order to collect enough nuts to last them through winter hibernation.
BFFs is a collecting and card game where you must win a hand of war in order to receive and collect friendship points and dominate your friend group.
Robots vs. Monsters is collecting game where players must collect both mech parts and mech compatibility points each round in order to create a mech capable of destroying the monsters.
Granny Squares is a competitive collecting board game in which grandmothers must collect more yarn than each other by moving around the board before the sale at the craft store ends.
Library of Alexandria is a fast paced card game where players must try to collect enough books (cards) for their collection to survive once a fire (burn card) is revealed.
Bonanza review
- farming beans
- simple rules
- plant your beans in the order you get them
- most money wins
- can buy a 3rd field
- long game
- go though the deck 3 times
- can trade cards with other players
- must plant your beans
- first round is the longest
- last round is the shortest
- number of cards in the deck changes with number of players
- starting hand size changes with number of players
Collecting game ideas
1 Defenestration is a board game in which players compete to overthrow the king by collecting the most weapons.
2 Dragon is a board game in which players compete to be the best dragon by colleting the most shiny objects.
3 Empires is a board game in which players compete to make the best empire by colleting land, money and population.
4 Dwarfs is a board game in which players collaborate to make a dwarf kingdom by collecting all valuable metals in the mountain.
5 Gold rush is a card game in which players compete to have the most gold.
game rules: Dragon Collector
Dragon collector
The goal is to be the first person to have one of each type of dragon.
All required items are included in the games packaging. Money, meat tokens, weapons cards, info cards, dragon cards
Set up
- Cards and money not currently in position of a player are to stay in there stacks
- Youngest goes first
- Players get money, meat, and one info card to start
- Players can buy/trade for meat, info and weapons or sell for money with other players or take from the unused cards.
- Dragon cards are given only after the player has tamed the dragon.
Turns
- Players can buy, trade, or sell, once and move once in a turn.
- When buying/trading or selling other players can make offers and counter offers.
- When two or more players are at the same point and one is about to tame a dragon. The other player can contest the taming.
The winner is the first to tame one of each dragon type.
- Info cards tell you where each type of dragon can be found, and what is needed to tame it.
- Meat tokens are used in the taming of dragons different dragon types require more or less meat to tame.
- Weapon cards are used to fight dragons to make taming easier and to contest the taming of other players each dragon type has a different weapon value.
- Money is used to buy meat tokens, info cards, and weapon cards. Money can also be used to tame dragons.
- Dragon cards show what type of dragon it is and what a play needs in order to tame it.
- Moving is based on the number of a dice role.
Rule set 2
The goal is to be the first person with a value of 50 in there hand.
Requires a standard deck of cards
Set up
- Remove both jokers
- Deal each player 5 cards
Turn
- Each turn a player will draw one card form the deck.
- Players can get rid of cards by giving them to another player.
- Used cards are returned to the bottom of the deck.
The first person with the value of 50 in there hand wins.
- Aces have the value of 1 and are use to move all players hands one person to the right.
- King/queens have the value of 12 and are used to reverse the turn order.
- Jacks have the value of 11 and moves 5 cards from the players hand to the hand of a player of their choice.
- 7’s allow the player to swap hands with one player of their choice.
- All other numbered cards move the same number of cards as the number on the cards to the hand of the player on the right.
Kings/queens players took turns in a clockwise direction now go counterclockwise.
10’s would move 10 cards and 5’s would move 5 cards.
Rules For Cutthroat Chicken
Objective
The objective of Cutthroat Chicken is to work together with other players to make it off of the farm before becoming the farmer’s dinner.
Required Materials
- Game Board
- Path Tiles (to place on the Game Board)
- Chicken Game Pieces
- Weapon Cards
- Armor Cards
- Dice
Setup
Start by shuffling the Path Tiles face down and place them on the gameboard (face down) in their designated spaces. Each player then chooses the chicken piece and places it at random on the gameboard. No more than two players may be on the same Path Tile. Every player may also draw one weapon card and one armor card.
The first round starts by each player taking a turn flipping over their Path Tile. The player who has eaten chicken most recently goes first. Each path tile gives different directions. Follow the directions on your tile. Some Path Tiles bring joy and others bring sorrow.
On Your Turn…
Begin your turn by flipping over the Path Tile you are on. Your path tile will include directions for your chicken. You may be asked to draw another armor card, draw another weapon card, or even to form an alliance. Beware of Path Tiles with farmers. You will need to use your friends and weaponry to take them down or escape. After you have completed the directions on your path tile you may pick a new Path Tile to move to. Your new Path Tile can only be one tile away from yours in any direction. DO NOT flip over your new tile until it is your turn again. Your turn ends once you move to a new tile and make sure you only have a total of one armor card and two weapon cards in your hand.
Ending the Game
Cutthroat Chicken ends once all the Path Tiles have been revealed. The chickens left at the end have escaped the farm and becoming a meal. If all chickens die before all the Path Tiles are revealed then no one wins and you have all become delicious McChicken sandwiches.
Fighting Farmers
Farmers require a certain dice roll in order to defeat them. The dice roll required is next to the farmer on the Path Tile. Weapons aid your dice roll by increasing the number you roll depending on how good your weapons are. You may add both your weapon modifiers to your dice roll. If you don’t roll high enough you may ask a nearby chicken for assistance. That chicken may only add one weapon modifier to their roll, and may only half the total of their dice roll to yours. If you have rolled high enough with your ally’s help you survive, but you must discard one weapon card.
If you have no weapons when you meet a farmer, your dice roll is taken as is with no modifiers.
If you do not roll high enough to defeat the farmer you are eliminated from the game.



