Summit Seaplane — Escaping from Hazards
The Impression(s) of the Game (why is it fun): The plane will use weapons and protections for penetrating harsh environments to the peak.
Brief Info: Each player has at least 10 cards about dealing with the circumstances and the fundamental coins about a hundred in case any player doesn’t have the appropriate tool to deal with the dreadful atmosphere. Other collections of random cards are combined with numbers of moving forward towards the safe destination — the mountain peak and as well as harsh climates that will need the player to use one of their 10 cards to face them. Five protection cards are water spray for undersea volcano eruptions, shark spray for shark coming, fire-extinguisher for thunderstorms, shield for rock fallings, and Switch for both cyclones and whirlpools. If any player doesn’t have the defense tool for the situation once it comes, the player would need to use coins to purchase the protection card which costs 25 coins per card. If the coin is empty, the player needs to throw a square dice (only one chance) – one counts 25 coins. If the coin is empty a second time, the player will lose. (The difference between this game compared with the traditional board game is the map of the board is filled with the card for the step dot.)
Ballroom Party — Stepping to the Social Stage
The Impression(s) of the Game (why is it fun): Connecting the right partner for a social ball.
Brief Info: Each player will randomly draw a card about the partner’s fashion items and styles based on the descriptions of each player’s card (randomly selected). The player will win if one of them collects the most items and styles from drawn cards that match the descriptions.
Submarine Diver — Treasure Hunting By Sub Driving
The Impression(s) of the Game (why is it fun): Getting the tools to unlock the submarine to drive to the precious items.
Brief Info: Each player has the tasks including tool collections listed in the card to be completed before each one can unlock the submarine. Player’s cards will include the tools to penetrate the barriers like fogs, underwater choppy tides, snow, storming (ex: thunderstorms and sandstorms), underwater cyclone, drought climate, and earthquakes. After each player completes the tasks successfully, each player will roll a dice and randomly collect the treasures (the quantity depends on the number of the dice).
Ice-skating Obstacles — Will You Be Blown By The Iceberg
The Impression(s) of the Game (why is it fun): Speed and figure ice-skating to achieve a better-skilled ice skater.
Brief Info: Each Player is like a skating racer and competes with each other until arriving at the destination of the competition; besides, there will be barriers like ice hills and bumps, ice drops, and melting ice as well as conflict between players. A player will first throw some dice to determine the unit of length they travel. Then he/she will use the number of cards based on the number of dice to feel the step areas, if they approach the conditions, (as stated as barriers) they will use the 8 cards available to pass through, else they will be thrown back to the starting point. The winner will be the skater who skates the furthest.
Wild Roam — Will Rushes Be Sensed by Ghost
The Impression(s) of the Game (why is it fun): Collecting Treasures to unlock the key to escape from the haunted atmosphere.
Brief Info: Each player will have cards that can use to attack the surrounding dangers including the ghost itself. Each player will draw cards about the steps they will run. Once they approach the section of the hazardous zones (surrounding dangers), they must have enough self-defense tools (as shown in their cards) to scare the enemies. When any player’s card spot the pigeon area, he/she will be successfully left from the wild paths.
Submarine Diver stands out as it makes me wonder what items players will collect to make their dive? Will they have a variety of dive helmets, suits, weights, diving bells, drones, harpons to carry, lights to equip?
Yes, I think it is the equipment that can enable characters to penetrate through the obstacles.