Snapper! – Final Version!

For the final version of Snapper! I made sure to update the rules and make them as specific as possible for my players. This way, they can better grasp the concept and have something detailed to refer to in case they find themselves confused or without direction. I also added two cards called the “OH Snap!” cards. When two “OH Snap!” cards are played one after the other, the first player to call the Snap will win the game. I wanted to give it the chance of having a finite end to what could easily be an infinite game. I also added ways for “out” players, or those who run out of cards, a way to jump back into the game! I have included a mockup of my card deck, as well as a design of the OH, Snap! cards. I hope this game can be fun for anyone to take and play with their friends, I had a great time creating!

Sorry! Revenge – Aubrey Piontek

WIN

Be the first player to get all four of your pawns from your colors START to HOME.

SETUP

  • 2-4 players 
  • Choose your color and put all four pawns on that color’s START
  • Shuffle the deck and place it face down on “Cards Here”
  • Every player rolls the dice. The lowest number goes first, then continues clockwise.

THE BOARD

Home: You must get all four of your pawns to HOME by the exact count. Once in HOME, do not move the pawn again for the rest of the game.

Slide: Anytime you land on the triangle by exact count, and the SLIDE is your color, slide to the end and BUMP any pawn in your way (including your own). Stay put if you land on a SLIDE that is not your color.

Safe Zone: Only you can enter your SAFE ZONE. All rules still apply. You can not enter your SAFE ZONE by a backward move (you must go around the full board).  However, if you have no other moves, you must move your pawn backward out of the SAFE ZONE.

Start Pawn Here: If you draw a 1 or 2 card, you move a pawn from START and put it on this circle. If another player’s pawn is on your start circle, BUMP them back to their START. This is the only space you can have two of your pawns on at a time.

GAMEPLAY

On Your turn:

  1. Draw a card from the deck
  2. Follow the instructions on the card
  3. Place the card faceup on the “discard Here”
  4. If you run out of cards to draw, reshuffle the discard pile and take the top card

To Start a Pawn: To move a pawn from your START on the track, you must draw a 1 or 2 card. 

Jumping: You may jump over your own pawn or an opponent if it is in your way.

Bumping: If you land on a space or an opponent is in your way, you BUMP them back to their START.

Moving Backwards: If you draw a 4 or 10 card, you must move a pawn backward.

Note: Anytime you draw a card and have a pawn on the track, even if it is a disadvantage, you must make a move

THE CARDS

1 – Either start a pawn OR move one pawn forward 1 space

2 – Either start 2 pawns OR move one pawn forward 2 spaces

3 – Move one pawn forward 3 spaces

4 – Move one pawn backward 4 spaces

5 – Move one pawn forward 5 spaces

6 – Move one pawn backward 6 spaces

7 – Move one pawn forward 7 spaces OR split the move between two pawns

8 – Move one pawn forward 8 spaces

10 – Move one pawn forward 10 spaces OR move one pawn backward 1 space

11 – Move one pawn forward 11 spaces OR switch any one of your pawns with any of your opponent’s

  • You can forfeit your turn if you can’t move 11 and don’t want to switch with another opponent 
  • If your switch lands on a triangle, SLIDE to the end

12 – Move one pawn forward 12 spaces

Sorry! – Take one pawn from START and place it on a space occupied by an opponent. BUMP them back to their START OR move one pawn forward 4 spaces.

Sorry! Swap – Swap colors with any other player of your choice, then draw another card OR move forward 9 spaces. This is a rare card. 

Sorry! Backward – Everyone must move one pawn backward, the amount on the next card, and draw again to see how much to move backward. 

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.