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

(9/18/2024_MeredithB) Homework/Rules

5 game ideas:

  • Shell Sprint is a racing game in which players control turtles who compete to reach the ocean first by navigating hazards, riding ocean currents, and using power-ups like speed boosts and shell shields.
  • Turtle Tactics is a strategy game in which players lead turtle clans who battle for territory in a shrinking pond by placing defenses, outmaneuvering rivals, and evolving their shells for specialized advantages.
  • Tide Travelers is a cooperative adventure game in which players are time-traveling turtles who work together to restore balance to aquatic ecosystems by solving puzzles, cleaning up pollution, and recruiting ancient sea creatures as allies.
  • Shell Shocked Arena is a multiplayer battle royale game in which players control armored turtles who fight to be the last one standing by collecting weapons, crafting shell upgrades, and mastering the art of shell-sliding combat.

Game rules: Axo-Mageddon

Must team up or fight to cause the most damage, leading to global domination.

Starting game/Setup

  • Place cards and setup board as shown
  • Pick gamepeice and put them into starting tank

Cards

  • Classes
    • Pick a role, Barbian, Technician, Arsonist
    • Barbian adds and extra points of damage added on to every
    • Technician gets a free extra upgrade every 5 turns
    • Arsonist, all flammable damage gets multiplied by 2
  • Destruction
    • Pull a card and it has a set $ amount of damage, and some will have a multiplier on that
    • Can have extra multipliers added on
  • Upgrades
    •  Can be used to make your axolotl have damage multipliers, stringer, or avoid a “trouble”
  • Trouble
    • Other animals, the government, aliens and outside forces that will affect and slow your destructive streak

How to play

  • Roll to see who goes 1st, then each player picks 3 class cards and picks their class
  • Roll a dice to move, get cards and follow along the board, gain damage and upgrade cards.

Winning

  • Player who caused the most destruction wins!

Barrel of Truth Version 2 Rules -Colin Kenny

All players are given a pen and piece of paper per round. On their turn, players draw a card and read it aloud to the group, as well as its category, either public or anonymous. If public, all players write their names in the corner of their paper. If anonymous, players should only write their answers. Once everyone is finished, they drop their papers into the barrel, the card drawer closes the lid, shakes it well, then removes the lid and reads all of the responses. Then, players are encouraged to discuss and have meaningful conversations regarding the topic and responses. Play continues clockwise. Play ends when players feel they know each other much better.

Game Rules for Art Heist- Colin Kenny

How to play Art Heist

For 5 players

SET UP

Place the five decks of cards (paintings around the room, front side facing outwards. At the start of the game each player is assigned a number from 1 to 5. Each player takes a voting card (ace through five) of every value other than theirs. This becomes relevant later.

Then each player draws a roll card. If you draw a king, you are a museum-goer, and are on the innocent team. If you draw the joker, you are the thief.

HOW TO PLAY

The thief must try to inconspicuously “steal” all five paintings by flipping them so that their back side or ‘imitation’ side is facing outward. This game is best played at a party or other crowded social gathering so that players can be easily distracted. If the thief steals all the paintings or 20 minutes has expired, they win!

The museum-goers’ goal is to catch the criminal in the act and get them voted out of the museum. At any point when someone spots a stolen painting (yes, the thief can self report) or someone catches the thief in the act, the timer is paused and all players must gather. They will have two minutes to discuss who they think the thief is. After two minutes have elapsed, the players will vote using their voting cards for the player they think is the thief.

If the voted out player was a museum goer, they are not out of the game and can still vote, but they cannot speak during the discussion periods anymore.

Week 1 Questions

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

In my opinion, I believe every game should have a little sabotage, it adds a lot of fun and quick thinking. My current favorite game has a lot of beautiful graphics and great fighting mechanics

List the games you’ve played and currently play.

    I have grown up playing the Sims, Minecraft, Elder Scrolls games, FNAF, Fallout, Dark Souls and currently I play the Elder Scrolls, Wukong, and Elden ring

    1. 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?

    Yes, there is a fight that you’re immediately put into that shows an amazing game play and storyline. Then you play through more story conflicts and gameplay to advance your leveling, and I currently haven’t finished it

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

    I always start with a metaphor for my ideas

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

    There are so many people in my class that I’d be so happy to work with, I would like to work with someone who is stronger in art style and design than me. I feel more proficient in creating the concept of projects.

    Dillon DeSantis Game Design Studio 1

    Game: Fluxx

    1. What it fun?
      It was okay. It has potential to be a really fun game if I played with my friends or family or if every player knew how to play without confusion.
    2. What was the interaction?
      A lot of confusion; Fluxx is clearly a gimmick and mechanic-based game, and when those gimmicks and mechanics are confusing, it makes it difficult to play.
    3. How long did it take to play?
      About 30 minutes/the rest of class.
    4. Would you play again?
      I would try it again under different circumstances; I would learn the rules in-depth and focus on playing the game with my full attention.

    Dice Throne Remastered

    Overview of how to play:

    Disclaimer: If card has a defensive effect nix that effect and ad a damage counter.( radiance, and vibranium suit)

    The point of the game is to inflict damage on your opponent by rolling a set of dice. You use combat points to use abilities to inflict that damage represented by attacks on your board.

    Each player goes through all of these phases before it switches to the next person’s turn.

    At the beginning of each person’s turn they must choose between gaining 2 combat points or picking up 2 cards.

    Main phase 1:

    You start out with 2 combat points and these can be used to upgrade your attacks. The cards that you need to upgrade your attacks will have an indication of how many combat points they cost. You will know that it is an upgrade because of the blue up arrow

    A card with a white border is an offensive ability and a card with a green border is a defensive ability.

    Cards with a star are action cards. These cards give you a benefit for your character, you can spend combat points and follow what that card says.

    You can also sell cards and get one combat point per card you sell.

    You do not have to do any of these things if you don’t want to and move on to your offensive roll

    Offensive roll phase:

    Roll your dice (you can reroll dice 2 times and you do not have to roll all of your dice). You want to get your dice to match one of your abilities so that you can use it.

    Whatever your dice match, that will be the ability that you attack your opponent with, they will match in either number or symbol so make sure you read all of your abilities before you go rerolling so you know what you can do.

    If you don’t get the rolls you want some of your cards in your hand can be used to fix it to get what you want, these do also cost combat points. These cards are orange.

    Defensive roll phase:

    This doesn’t happen in our rules; you can not defend any damage.

    Main phase 2:

    Same as main phase one, upgrade, use, or sell cards.

    When you are done with this phase you just have to discard down to 6 cards and your turn is over.