- Setup
- Everyone gets one character card with certain abilities, then everyone gets 5 action cards out of the pile, one chance card out of the pile face down, and one cat tower model, one cat icon, Everyone can only have 5 cards, and must play an action card
- Objective(s)
- Climb the cat beds on the cat tower to reach the top, gain as many points as you can, and make sure no one else can win
- Actions players take
- Regular Action cards you keep in your pile:
- Spray Bottle Card- Skips Others Turn
- Catnip Card- Skips your turn(stay where you’re at)
- Chance cards actions that you are forced to play,
- Treat Cards- One extra point
- Mouse/Toy Cards- Extra Points/Bonus Card
- Build onto your cat tower
- Risky Jump card- Roll a dice, if you get a number below 4, you miss the jump and stay where you are, above 4 and you go up a tower.
- Rare advantage card- Zoomiez card, you get to jump up one layer no consequences
- Ending the game (win, lose states)
- You reach the top of the cat tower, you win, and whoever gains the most points wins as well or is in second place (working that one out, need more ideas)
- Examples
- In all honesty, my sister said it sounds like Chutes and Ladders which I have never played before so no clue.
Week 4 – 5 game ideas, 1 Theme
My theme is BUGS. I did not see the idea formatting rule at first, so feel free to ignore the other stuff unless you want to see the idea elaborated on.
- Sting! (not sold on the name) is a card game in which players compete to be the last one remaining by stinging and biting players with bugs.
- In this card game, players use bugs to bite or sting other players. ___ # of stings and you die. Bites would have different effects than stings, so stings are more lethal. Think of this game as the Bang of bugs. Like Bang, I think that it would be fun to have a card that means certain death that gets passed around, like a black widow card. Some other cards could involve players developing allergic reactions that makes them less resistant to be able to take medicine to combat stings. Some roles or characters could include an entomologist, bug collector, exterminator, and a curious child. This would all have different advantages and effects, but unlike Bang, players don’t need to figure out each other’s roles and base their strategies upon that.
- The Lamp is a board game in which moths (the players) compete to earn the most points by landing on spaces and collecting cards, being careful not to advance too far and touch the lamp.
- In this game, players play as moths trying to get as close to the lamp as possible, without ever actually reaching it or they will be eliminated from the game. This board game has a board that is similar to your standard follow-the-path-to-the-end board game like Candyland, but you don’t actually want to reach the end. Players accumulate points based on the different spaces that they land on on the board and a winner is determined by whoever has the highest number of points at the end of the game (think Game of Life). Players choose themselves when they want to stop playing. For instance, if they feel like they don’t want to risk rolling the dice and potentially reaching the lamp, they can choose to end the game for themselves right there, but they won’t earn any more points. What makes it a little more challenging is that there is two dice—one normal 1-6 die and one with different actions on them. These different actions will indicate a number of things, some of which will force the players to move more or less than what is indicated on the number die. The player who gets the closest to the lamp without touching it will be awarded special bonus points at the end of the game.
- Kitchen Antarchy is a card game in which chefs (the players) compete to earn the most points by cooking dishes and containmating other players’ dishes with bugs.
- Kitchen Antarchy is a card game where players must try to cook dishes while trying to stop other players from cooking dishes by contaminating their ingredients with bugs. One of the components of this game are ingredient cards. Both sides of the card show the food ingredients. However one side is contaminated and the other is uncontaminated. To cook a dish, players must slowly add ingredients to a pot, only allowed to place 1 each turn. This gives the other players plenty of time to contaminate their dish. Depending on the specific dish being cooked, the dish can be completed despite an ingredient or two being contaminated, however those dishes are worth less points at the end of the game. The game ends when one player has cooked 7 dishes, but the winner is points-based.
- Bug Collector is a card game in which players compete to complete their bug collection first by collecting bugs that fit certain requirements for their collection.
- This is a card game where players race to complete their bug specimen collection first. There are certain requirements to their bug collection like they most have one arachnid, one moth, etc. These requirements are player specific and are determined by randomly dealing requirement cards to players. When players collect an insect, they can play it by placing it on their own board. I’m open for suggestions about how player can possibly obtain these cards in a unique way to make it a little more interesting and challenging. I see this more as a “cozy” game, if that makes sense.
- The Game of Lice (pun on Game of Life) is a board game in which lice (the players) compete to reproduce the most by navigating through the life of a louse.
- The Game of Lice involves playing as a louse, with your goal to be to reproduce as much as possible to terrorize the heads of unsuspecting humans. Playing off the Game of Life, the houses would be the heads of humans. You need a head before you can start reproducing. Also like the Game of Life, there would be so many “egg” squares where you get lice children. Whoever has the most lice at the end of the game wins. Some spaces and cards may set your lice population back such as a failed lice treatment.
- Mothopoly is an economic board game in which players compete to have a monopoly on their collection of bugs] by collecting sets of bugs.
- Obviously a play on Monopoly, instead of collecting properties, you would collect different bugs or moths. I’m not entirely sure what the other spaces like “Free Parking” or “Jail” would be called at the moment.
- Invading Insects (repost w/ some elaboration) is a legacy board game in which the players collaborate to stop the invasive bug species from taking over by killing bugs in strange but effective ways. Some of these weird methods could include blasting them with music, spraying them with hairspray, using a hydraulic press, a Saw trap for bugs, etc.
- Garden Sabotage! (repost) is a card game in which gardeners (aka the players) compete to have the best garden by planting plants and sabotaging others with bugs.
Takenoko Review – Amber Holt
- Was it fun? Yes, this game was fun. I enjoyed the mechanics of this game, it reminded me a little bit of Catan, which I haven’t played in YEARS. The bamboo pieces and the art was super cute too. I love these Japan themed games!!!
- What were the player interactions? The player interactions were influenced by the actions that players made on their turns. For instance, if someone placed a certain color plot in a certain area, that may mess up other players’ cards for earning points for the layouts. Also if the players moved the panda to eat certain colors of bamboo, it would also mess up other players for completing certain objectives. Since this was an entirely new game for all of us, we also tried to help each other out a little bit, helping to guide each other’s moves for their turns.
- How long did it take to learn? It didn’t take very long at all to learn. The mechanics aren’t super complicated, and they are similar to other games. Although we realized about halfway through the game that we had misunderstood a part of the directions and were technically playing incorrectly so learning the rules wasn’t totally smooth lol.
- Would you play it again? Yes, I would play this game again, especially since now I know how to properly place the irrigation channels as the game intended.
- Analyze the game using the 3 act structure: The first act would have been the initial rounds of the game where we were still learning the rules and mechanics. This would also include the building of the game board itself because tiles were only placed during people’s turns. The second act would have been when we had a better grasp on the game. This is when we started being able to complete some objective cards and figured out how we could maybe affect other players by placing certain tiles or eating certain colors of bamboo. The third act would have been around when Colin got 6 cards. We knew that once he completed the last card that the final round would begin and he would get special points for that. It was pretty evident that no one else was going to reach 7 cards before him, but we were still a little uncertain about who would actually win, although Colin was very likely to. We then counted all of the points on our objective cards and sure enough, Colin won.
- What are the collaborative and or competitive aspects of the game? This was a competitive game. Players competed against each other to complete 7 objective cards and whoever collected all 7 triggered the final round of play where players had the chance to complete as many remaining objectives as possible. The winner was based on whoever had the most points according to their completed objective cards.
- What is the game’s metaphor and which of the game’s mechanics standout? The game’s metaphor is a panda who is essentially taking over and eating a bunch of bamboo and a gardener is sort of trying to stop him. They included a comic to tell this story which was super cool!! One of the game’s mechanics that standout to me the most is having to roll a die to determine the weather conditions for your turn. Different weather conditions mean different things and all give you a different advantage for your turn.
Takenoko Response & Game Ideas – Colin Kenny
Was it fun? It was long but it was fun strategizing.
What were the player interactions? There weren’t really any direct player interactions because everyone was only capable of controlling their own actions. Some effects caused some players strategies to fall through but that’s about it.
How long did it take to learn? It took about 20 or so minutes to learn.
Would you play it again? I think I would consider trying it again if there weren’t many options. but to me it wasn’t that compelling.
Analyze the game using the 3 act structure. Act one I would say would be us starting to build the bamboo garden and trying to understand how to achieve the goal cards. Act 2 we started to achieve the goal cards and set up ways to get and achieve more goal cards. The game still felt close as Amber and I were each at 3 or 4 goals met. Then Act 3 I made a push to meet a couple more goals and although everyone got one more round of actions, it was kinda clear I was going to win.
What are the collaborative and or competitive aspects of the game? Weirdly, although this was a competitive game, we ended up helping each other at times to follow the rules and make the best possible moves. The overall experience was very casual and though we had some disagreements about the rules at times, we still remained respectful and tried to enjoy the experience for what it was.
What is the game’s metaphor and which of the game’s mechanics standout? I think one of the game’s main metaphors was that forces outside of our control and other people can mess with our plans, but we just have to redirect and not get distraught by our downfalls. One mechanic I found really fun was the giant panda running around the garden to eat pieces of bamboo, and when a storm came the panda would run away scared and you could move the panda to any space on the board.
Game Theme: Art
- Art Heist: At a party, players set up paintings around the room like an art gallery. One player must switch the paintings out for “fakes” without getting caught. Play can last as long as the party goes on or until the thief switches out all the paintings.
- Pictionary Art Gallery: Played in rounds, a prompt is given to some players. They must draw or paint this prompt in the allotted time. All other players then vote on who’s “painting” is the best. First place gets 3 points, second 2, third 1. After everyone has had an equal number of turns to draw, the player with the most points wins.
- Abstractism: Players compete to build the best abstract painting by drawing and playing cards and filling their canvas proportionally with shapes and colors.
- Color Bomb: Using some kind of catapult of other small plastic apparatus, players take turn launching small balls covered in paint or filled with paint at a wall or canvas. Whichever player has the most area of the board covered by the end of the game wins.
- Drippy Crayons: Players compete to answer questions to get their crayons to drip further down a canvas. But one player HATES art and is preventing this project from being finished at all costs. They must sway the others in the wrong direction so they answer their trivia questions wrong. If the project gets finished in time, the artists win. If not, the hater, or critic, wins.
Week 4
- Rules must include:
- Setup- Players create a deck that includes 10 fighter cards, 10 Mana cards, 10 items cards. (This may change)
Players will roll a die to determine what the map/playing ground will be.
Shuffle each of your decks and pick up 7 cards to start with
Each fighter has a different type of fighting style and abilities, which include, (Speedster, Brawler, Tank, Marksman)
The fighters will require a certain amount mana to either attack or use and ability.
Be careful who you choose because the map can negatively or positively affect them in the field of play.
- Objective(s)
The player has to use the brawlers to defend themselves. The player has 20 health. Whenever the player’s health is gone, you win the match.
- Actions players take
Draw a card whenever it’s your turn. Either choose to defend yourself or attack. Optional to use an item card to help you.
- Ending the game (win, lose states)
Player runs out of health or runs out of fighters
- Examples
I just attacked with my fighter and it defeated the opposing player’s final fighter, therefor I win, or I attack the player because there’s no fighters out there currently. I attacked the player and they ran out of health.
The opposing player used an item and got an ultimate from it. It knocked out my fighter and allowed him to use his second fighter to defeat me.
Week 4 – Engine Building
Tsuro Game review
- Was it fun?
- Yes, the concept of the game was not only interesting, but competitive.
- What were the player interactions?
- The objective of the game was to eliminate the other players. Furthermore, each player was not only making sure they were able to stay on the board, but also trying to eliminate the others.
- How long did it take to learn?
- The game concept was super simple, which made the game very easy to learn. Learning the game took about 2 minutes before we got into the swing of things.
- Would you ever play it again?
- I would most definitely play this game again.
- Analyze the game using the 3-act structure.
- The game setup was super simple, which required everybody to choose their respected color piece and pick three cards to hold onto.
- Once the game has started, everybody moved around the board, inching towards other players, while making sure they don’t get killed. The paths connect from other players which cause people to slide around the board.
- Once there were a few players left, people started targeting each other, altering their own paths to move towards the rest of the players. Once the players faced each other, they used their path pieces to throw each other off of the board.
- What are the collaborative/competitive aspects of the game?
- The entire game is competitive. Although I’m sure people could team up, everybody was striving to eliminate each other. The objective was to be the last person standing on the board, by pushing others off.
- What is the game’s metaphor and which of the game’s mechanics standout?
- I’d say that a good metaphor for Tsuro is travel. The mechanic that sticks out most is when you run into another player, both you and the other person are out. I think this stands out the most due to the double-edged sword concept.
5 game ideas revolving around the same theme
Theme: Pirates
- Sharks n pirates – Players must make it around the board while a shark piece inches up behind them. The spaces that the shark piece moves depend on a wheel between 1-3. On the other hand, players get to roll some dice to get away from the shark, make it around the board and win.
- Treasure-seize – Players must take turns throwing a net onto plastic treasure scattered around the carpet. They must stand a reasonable distance from the chests, and rotate turns throwing the net. Once the pieces are out, the player with the most chests wins.
- Drunken Buccaneer – During a turn, the player must spin around a certain number of times (determined by a wheel) and throw their ball at a target. They must make sure they stand a reasonable distance from the target, while everybody rotates turns. (The target is not too small, so it the game isn’t too difficult)
- Ship builder – A fast paced game, that involves players shifting through scattered wooden pieces in order to build their ship. Players draw a small card with ship instructions on it, but they must race to shift through a pile of wood while other players do. The person that completes their instructions first yells “ahoy!” to signify they have won.
- Loot luck – Players wear two pirate eye-patches while they sift through a treasure chest, using their sense of touch to decipher the right loot (they must pick a card to determine what they have to find). Ex: A plastic fish must be found in the chest, so you must feel out the item in the chest blinded.
Rules for Baller Buddies
Setup – Each player is given three small rubber/plastic balls and a ball launcher. There is a spinner, as well as three different heighted hoops on a board. (2-3 players)
Objective – Launch your ball into a chosen hoop which gathers points. There are three different hoops with different points.
Actions players take – During a turn, a player will place their ball into their launcher and aim for one of three hoops to score in. Each hoop is a different height. The higher the hoop, the more points the player will earn. After choosing a hoop to aim for, the player can shoot from anywhere in a region of the board, as long as it doesn’t pass the red lining. Each player determines how many attempts they get per ball by spinning a wheel from 1-3. If they don’t make the ball within the set number of attempts, then the player must forfeit the ball, move onto the next and let the next player make their move.
Ending the Game – Once everybody has made all three attempts with all three basketballs, the points are tallied up. The person with the highest score wins.
Example – Jimmy takes his turn and misses the hoop. Jimmy is left with two more basketballs. Next it is Brent’s turn. Brent makes it in the tallest hoop and earns three points. Brent is left with two more basketballs. Now back to Jimmy, he makes it in the medium hoop and earns two points. Jimmy is now at 2 and Brent is at 3. This goes on until all balls are gone. Brent and Jimmy ran out of balls, so they track how many points they have made. Brent wins with 9 and Jimmy with 4.
Example #2 – At the start of Jimmy’s turn, he spins the wheel. The wheel lands on 3, so Jimmy has three attempts to make his first ball into a hoop. Jimmy has missed all three opportunities, so his first ball gains 0 points.
Tokaido Review Week 3
Was it fun? Yes! I really enjoyed this game, it was a calm game, and the art was beautiful.
What were the player interactions? One of the main interactions for players in the game was stopping at the inn, and everyone passing around the meal cards, so there was a limited pick as each player arrived at that portion
How long did it take to learn? Not very long at all, the concept was easy to understand and the gameplay was also easy to catch on to
Would you play it again? Yes I would, I even consider buying it myself
Analyze the game using the 3 act structure. The story was set right at the beginning as you select a character that is traveling across the land (board). The second act in this game shows us that on our journey, there are multiple places we can stop at to acquire more items, money, or points! As a result of how many points you gain through out the game, you end goal is to have more then all of the other travelers.
What are the collaborative and or competitive aspects of the game? The only collaborative portion I can think of is the dinner portion with handing around the meals.
What is the game’s metaphor and which of the game’s mechanics standout? Traveling would probably be a good metaphor, and one mechanic that really stood out to me was the collecting “friends” that give you benefits
Week 3 Game Ideas: Carson Bauer
5 game ideas that involve collaboration use the following formate : [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].
Socialism Monopoly is a cooperative board game in which the players work together in order to make a certain amount of money in a certain amount of years (turns). The catch is that any money made by anyone is divided up evenly among players. In order to make the game more difficult, there are more fines and taxes than normal monopoly.
Hide and Creep is a moving game that is similar to hide and seek in which the players have to take turns hiding each other, trying to keep their teammates hidden from the seeker in a room. In this game though, the seeker is blind folded so your goal is to put your teammate where it is very hard for them to be found without looking. Once you are placed in a spot by your teammate, you cannot move. After 5 minutes of the game, everyone must move 5 feet in any direction, no closer or farther. This indicates the creep aspect of the game. If the game goes to 10 minutes, the hiders win and the seekers lose.
AI Pictionary is a drawing game in which partners have to work together in order to find out what the teammate is drawing. It is much like normal pictionary, but rather you have to use an AI Image generator instead of drawing, and you are not allowed to use the word you are describing in the generation description. Your team wins if they guess it in the shortest amount of time compared to the other team, and first team to 5 wins.
Bomb Squad is a cooperative card game in which players have to work together in order to “diffuse the bomb”. In each round of the game, there is one teammate who reads you the instructions off a card, and the other teammate (diffuser) has to follow the instructions and make the specific pattern out of the cards. The diffuser is not allowed to look at the instructions. The cards that the diffuser has are different color wires that have to be organized in a certain way. I’m still scratching my brain in order to figure out a unique way for the instructor to tell the diffuser the instructions, but this concept has me interested so it is going in the list. Also, can’t forget a classic timer that has the clock ticking.
Maze Runner is a cooperative “maze” / puzzle game in which the team has to ask each other trivia questions in order to move through the maze. The maze will be complex enough to make mistakes, but not too hard as to make the game impossible. The teammates must use the honor system and play fair when asking questions from the stack of cards, each having an “Easy, Medium, and Hard” question. Depending on the difficulty of the question and if it is answered right, that’s how far you will move forward. But if you get a question wrong you will move backwards.
citadel review
Was it fun?
yes the game was very fun, and the instructions were very straight forward.
What were the players’ interactions?
their was a lot of sabotage, every decision you made about what character you picked limited the choices of others. the assassin, thief, and warlord cards made it really fun because we started to know who had what card so it was more fun to kill or steal.
Would you play it again?
yes i would love to play, it is one of the few stratagem games that i really seem to enjoy. their were also a lot of cards that we didn’t end up using.
How long did it take to learn?
it was almost an immediate knowing of how to play after i read the rules, but over all i think the group took about 10 minutes.
Analyze the game using the 3-act structure.
their wasn’t much learning curve to the game to so the second act was most prevalent in this game, and the 3rd act was a very brief one because it may seem like one person was winning but then their can be so many curve balls thrown in with order of choice changed and with no clear circle of who plays next it was a very you don’t know until thieve already one type of feeling.
What is the collaborative and or competitive aspects of the game?
the competitive aspects of the game were very clear, with the king their was a competition for who gets to go first, and knowing that the game could change during every turn it made it even more a me against them than a bide your time type of game.
What is the game’s metaphor and which of the game’s mechanics standout?
very single card having its own mechanic made the game so fun, my 3 favorites were the warlord that can destroy anyone’s buildings, the architect because you can build up to 3 buildings instead of one, and the merchant because of all the mone you can get.
the tile game( i forget the name)
Was it fun?
it was very simple and fun.
What were the players’ interactions?
their weren’t direct interactions but any tile you could place could lead to someone getting eliminated.
Would you play it again?
yes but i don’t think it has the play multiple rounds at once because it is almost the exact same every time.
How long did it take to learn?
the wording was a little weird but it was a pretty straight forward game, about 10 15 minutes.
Analyze the game using the 3-act structure.
their was never really a third act to the game, because their were so many lines on the board it was hard to tell if someone would get eliminated by their play, most of the time was spent in the second act.
What is the collaborative and or competitive aspects of the game?
the competitive is the fact if your close to someone you can force them out if you play your tiles wright.
What is the game’s metaphor and which of the game’s mechanics standout?
none of the mechanics stand out to me, the only one that i think is cool is the fact you have to go to the end of a line and if someone else places them down you have to move too.
Week 3
5 Game Ideas:
Castle Builders is a medieval strategy game in which the players collaborate to construct and defend a castle by using resources like stone, wood, and metal to build structures and fortifications.
Sky Scrappers is a construction game in which the players collaborate to build floating cities in the sky by using various scrapped building materials and engineering tools.
Nowhere Nomads is a survival game where players navigate through a vast desert, managing resources like water and food, and creating shelters to survive sandstorms and extreme heat.
In Search of the Light is a navigation game in which players attempt to find their way out of a pick-dark maze by communicating with other players, battling strange entities, and solving puzzles to illuminate their path.
Dont believe me is a party game in which players compete to be deemed the “liar” of the group by recalling facts about their lives so obscure that another player would find it hard to be true.
Hanabi
Was it fun?
Answer: Yes! This game proved to be enjoyable thanks to its heavy reliance on player communication.
What were the player interactions?
Answer: Drawing cards, giving hints, placing cards, discarding cards, and moving around game pieces.
How long did it take to learn?
Answer: It took me a couple of read-throughs of the rules to fully understand how it worked.
Would you play it again?
Answer: Yes! I would love to play this again with a different group to see how the energy shifts.
Analyze the game using the 3 act structure.
Act Structure:
Act 1 – Players learn they must create a fireworks display by playing cards in sequence, but they can’t see their own cards.
Act 2 – Players give and receive clues to deduce their cards, managing limited clue tokens.
Act 3 – Final rounds where players aim to complete the fireworks display before making too many mistakes.
What are the collaborative and or competitive aspects of the game?
Answer: Collaborative: Players work together, giving and interpreting clues to achieve a common goal.
Competitive: Mainly collaborative, but players may compete for higher scores in subsequent games.
What is the game’s metaphor and which of the game’s mechanics standout?
Answer: Metaphor: Represents the challenge of communication and teamwork.
Standout Mechanics: Players can’t see their own cards, relying on clues from others; limited clue tokens add strategic depth.
Forbidden Island
Was it fun?
Answer: Yes, I liked the collaborative aspect of this game, kinda took a load of stress off.
What were the player interactions?
Answer: Slow to start but then everyone got into it as time went on.
How long did it take to learn?
Answer: After reading the rules, not very long.
Would you play it again?
Answer: Yes it was fun ngl
Analyze the game using the 3 act structure.
In the first act things would flood but it wasn’t the end of the world.
In the second act we started to gain avatars and things flooding was a bad thing
In the third act, we made it to the helicopter lift and all won.
What are the collaborative and or competitive aspects of the game?
Answer: The competitive aspect WAS the colaborative nature of the game. It really brought every player into a team member state of mind.
What is the game’s metaphor and which of the game’s mechanics standout?
]Answer: I think the games metaphor was to always do what’s right for the group. The game mechanic that I enjoyed was when a certain number of cards deemed a player a certain avatar.
5 Collaborative Game Ideas
Rees Edwards
- Blind Help is a Strategy Game in which One player is blindfolded. This player then draws a card from the deck, and on the card is a detailed picture of something. He or she then must show this card to the rest of the non-blindfolded players in the match. They then will shout out one word descriptors of what is on the card. The blindfolded player then must use these hints to come up with the correct answer in three tries. Whoever gave the winning hint gets a point as well as the blindfolded player if they get it correct too.
- Kill the Boss is a team based fantasy fighting game, in which a group of players each pick an avatar based on the player pieces they choose. Each player piece has their own abilities. In the center of the board there is the boss. All the players must team up to defeat the boss, but there could still be some betrayal. The boss has a deck of cards as well as the players (2 decks). The players can pull specialty moves or choose to take the loot associated with that power if that said power doesn’t retain to their player’s abilities. There are 4 different abilities: Fire, Water, Earth, and Air. If one gains enough loot, They can buy power enhancements, which are unlock-able on most cards of the deck for those with enough loot. If someone gets enough enhanced abilities, they can then strike at other players and choose whether or not to kill or join the boss.
- Start Up is a team based economic game, in which a group of players start their own start up brand based on the cards that they pull. Each person gets fake money, and pulls a card with details about a storefront. It is then up to the players to come up with different ways that they can invest their fake money to keep the store afloat. There will be another deck of cards that determines what they spend their money on or not, however at the end of the day, it is the player’s decisions if they want to make a purchase for their store or not. However, taxes and monthly sales also comes into play with the other deck, and this can cause everyone to either lose and go bankrupt, or win the game by becoming a monopoly
- Order’s Up is a team based word play game, similar to scrabble. However, every tile is an ingredient. Each player gets 7 random ingredients to start the match. There will also include a card deck. When drawn at the beginning of each round, each player must “spell” or “cook up” an order that would fit the cards description of how the food must be. If one cannot complete the order with their ingredients, they either loose that round, or they can choose to continue working for another franchise (another player). Once this is done the new 2 player teams can get 11 ingredients. Whoever makes the most orders (team or teamless) wins.
- Memory ice burg. This is a memory game in which every player collaborates with their minds to remember what “tools” they left on their ship that has crashed into an ice burg, but still hasn’t sunk. Each tool is a card, but the cards are faced down after being shown in the beginning. If everyone remembers where and what each of the 30 cards is, that was placed down, they are able to repair the ship and sail away. If not, they are stuck on the Ice burg forever and loose. Collectively, each team of players will have 10 tries total until they are stuck on the Ice Burgh.
WEEK 4 Ideas + review
Pandemic review
Was it fun
Somewhat but yes
What were the players’ interactions?
it was a 100% collaborative game we were definitely working together to win the game
Would you play it again?
yes and I would go in a strategy this time.
How long did it take to learn?
it took us a fair bit of time give or take 20-30 minutes and even then we got stumped while playing and had to refer to the rules and prof. Ames for help
What is the collaborative and or competitive aspects of the game?
the game is all collaborative and there isn’t any competitive aspect because all players need to work together to win.
What is the game’s metaphor and which of the game’s mechanics standout?
the game’s mechanic of roles and different attributes each character possesses was important as it helped us progress through the game. Pandemic teaches us that teamwork makes the dream work at the end of the day.
HOMEWORK :
- Anansi’s Web of Tricks is a trickster strategy game in which players collaborate and compete to discard their hands by using character abilities and trick cards to outwit and manipulate each other.
- Temple Path is a tile-laying adventure game in which players collaborate to build paths toward the center of the temple while using action cards to assist each other or overcome obstacles.
- Gold Coast Empire is a resource management and diplomacy game in which players collaborate as leaders of ancient Ghanaian empires by trading goods, forming alliances, and negotiating peace to expand their influence.
- Tactical Football: The Card Game is a strategic soccer game in which players collaborate as teammates to outmaneuver their opponents by using player and tactic cards to score goals and defend.
- First-Person Tactics: FPS Card Battle is a team-based FPS card game in which players collaborate as a squad to defeat opponents by using weapon, equipment, and tactic cards to outgun and outthink the opposing team.
thoughts on the fire work game
Was it fun?
yes
What were the players’ interactions?
it was very interaction involve because the whole game relied on us giving hint to each other about our cards.
Would you play it again?
i would play it again
How long did it take to learn?
it only took about 20 maybe less to learn.
What is the collaborative and or competitive aspects of the game?
the collaborative aspect is working together to make the free works, if someone were to sabotage someone by telling them different cards then it would just hurt everyone including themselves from winning.
What is the game’s metaphor and which of the game’s mechanics standout?
the mechanics of the rainbow cards being able to be used as either a whole other fire work to build or being able to be used as wild cards is a very fun and unique mechanic. i also loved the fact that you cant see your own cards, forcing you to trust the other players.
game ideas week 3
- Harmony Quest is a cooperative puzzle game in which players work together to solve complex puzzles by combining their unique abilities and using the game’s interactive environment.
2. Galactic Rescue is a space exploration game in which players collaborate to repair and upgrade their spaceship by gathering resources, solving engineering challenges, and coordinating their actions to ensure a successful mission.
3. Mystic Guardians is a fantasy adventure game in which players team up to protect their realm from dark forces by using magic spells, strategic planning, and character skills provided by the game.
4. Survival Syndicate is a cooperative survival game in which players collaborate to build and maintain a shelter, gather resources, and fend off environmental threats by utilizing tools and crafting systems within the game.
5. City Builders United is a city-building simulation game in which players work together to design, construct, and manage a thriving metropolis by sharing resources, planning infrastructure, and tackling challenges collaboratively.
