Five Game Ideas that Utilize Social Distancing

Mobile Murder Mystery:

A game like Clue or murder mystery parties where there’s a mystery the players race each other to solve.  They each start off with some amount of clues, and at some point during their turn they can ask another player for another clue.  There would be 2 or more players that were imposters of some kind.  When a player asks another player for a clue, only those two players can see the conversation, and all the rest of the game can see is that those two players are discussing (to add to potential paranoia.)

Escape from Haunted House:

A phone based group game that uses exercise and movement as a game mechanic.  All the players are trapped in a haunted house, and must explore it to ultimately find a way to escape.  The way players are able to move spaces is by moving spaces in real life.  The total distance covered between all the players determines how much they can explore the haunted house, and there’s some kind of time limit, so it benefits players to split up over a large area.

Crowd Sourced Story:

A choice-based adventure game, similar to choose your own adventure games.  The players will play through a story making choices to decide what happens in the story.  Each choice will be decided by a player vote, and they will be able to try to persuade others to vote for a certain choice.  Could have two modes: relaxed and competitive, where relaxed simply has a group of players telling a story together, but competitive starts with each player getting a secret goal of bringing the story to another outcome.  Relaxed mode would have no victor but competitive mode would have the winner as the player that successfully makes their outcome happen in the story.

Connect the Path:

An exercise based game utilizing phone GPS (and would only be playable in certain locations.) The game would assign the players a long path in the nearby area to fill out. The path would consist of multiple smaller “tracks”.  A player would complete a track by walking through it, and only one player would be able to complete a track.  The game ends when the full path is complete, and the winner is the player who has completed the most tracks.  A path might be to walk from Yorktown to the Neville Island RMU Sports Center.  Tracks along that path might include from Yorktown to Walmart, from Walmart to RMU entrance, from RMU entrance to Coraopolis, and from Coraopolis to RMU Sports Center. Players cannot feasibly make it from each location to the next in a shortened time frame, so they need to spread out to cover all the paths before the timer runs out.

Garden Growth:

A resource management and building board game.  Each player has their own board representing a garden, with different slots in which to plant things.  (The plants are represented with different colored chips.)  Different plants have different advantages.  One plant might yield a harvest every turn that allows the player to purchase more plants or supplies to tend to plants. Another plant might not offer any harvest, but have a fertilizing effect that causes nearby plants to be healthier or produce faster.  Each turn, the player would have to use a limited amount of actions to tend to their plants.  (At the beginning of the game, it would be easy for a player to tend to all plants in their garden, but by the end, the player would have to prioritize some plants over the others, and if a plant goes without, say water, for a certain amount of turns, that plant would die.) The game would have a finite amount of turns.  At the end, the victory would be calculated by points, awarding different points for features such as amount of healthy plants, money earned, etc.