Art Heist

What was the most fruatrating moment or aspect of what you just played? keeping track of where everyone was

What was your favorite moment or aspect of what you just played? getting to blame the other players

Was there anything you wanted to do that you couldn’t? no

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? add other jobs because the joker is the only one who actually reaches for the art

What should be improved with the next version? more reasons to reach for the art because its obvious who it is if only one person is reaching for it.

Descibe the game in 3 words? mysterious, active, interesting

Bear Heist

What was the most fruatrating moment or aspect of what you just played? Being creative enough to figure out what to do

What was your favorite moment or aspect of what you just played? The chance of seeing if youll roll under a 3

Was there anything you wanted to do that you couldn’t?  nope

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I like the game how it is

What should be improved with the next version? Maybe add more characteristics for the bears

Descibe the game in 3 words? fun, creative, collaborative

To Feed or Not to Feed

What was the most fruatrating moment or aspect of what you just played? Picking up only low cards

What was your favorite moment or aspect of what you just played? getting to feed my animals

Was there anything you wanted to do that you couldn’t? no

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? add a rule for what happens if you tie

What should be improved with the next version? I think its pretty solid and a lot of the changes were added already

Descibe the game in 3 words? fun, competitive, intresting

Jokes on You Prototype 2

Players: 3-6

Setup: Shuffle the deck including the Jokers. Deal 7 cards to each player. Place the remaining cards in the middle of the table with another card placed next to it face up.

Gameplay: The goal of the game is to be the first person to get a run of 7 cards. A run is 7 cards in numerical order that are all the same suit(7♠ ,8♠, 9♠, 10♠, J♠, K♠, Q♠). You can pickup from either deck, but you can only grab from the top of the deck. The first player discards to the person to the right. Always pickup a card first and discard last. The rest of the game the players discards to the discard pile and the person to their right. The card discarded to the right will wlays remain faced down. If you pick up a Joker, you can use that card to take someone elses card from their hand. Once the Joker is used it goes into the discard pile and cannot be picked up again unless the deck is shuffled. Frist person to get their run and says “Jokes on You” is the winner.

Other Rules: If you run out of cards, reshuffle the deck

The run does not have to start at ace/one, you can start at any number as long as you can get 7 in a row. (you can’t start at Queen as you can only get two cards past it)

Garden Glory

Rule Book

Objective of the Game

Grow the most valuable garden by cultivating various plants and herbs throughout the seasons. Score points by selling your harvests, completing bundles, and utilizing seasonal advantages.

Required Materials

  • 4 Planter Boxes (player boards)
  • 1 Season Tracker Board
  • 12 Plant Cards per season (Spring, Summer, Fall, Winter)
  • 10 Bundle Cards
  • 20 Buff Tokens
  • 1 Score Tracker
  • 1 Dice (six-sided)
  • 4 Player Tokens
  • 1 Rule Book

Setup

  1. Season Tracker Board: Place it in the center and set it to Spring.
  2. Planter Boxes: Give each player a Planter Box and place it in front of them.
  3. Plant Cards: Shuffle the plant cards for each season separately and place them face down next to the Season Tracker.
  4. Bundle Cards: Shuffle and place these face down near the plant cards.
  5. Buff Tokens: Place these in a common area accessible to all players.
  6. Score Tracker: Place the score tracker where all players can see it.

Player Turn Order

  • Players take turns in clockwise order, starting with the player who most recently planted something.

Starting Resources

Each player starts with:

  • 2 Plant Cards (drawn from the Spring pile)
  • 1 Buff Token
  • 5 points on the Score Tracker

Growth Mechanic

Growth Stages

  • Each plant card has a growth time indicated on it (1 to 3 turns).
    • Example:
      • Basil: 1 turn
      • Mint: 2 turns
      • Tomato: 3 turns

Growth Tracking

  • When you plant a card, place it in your Planter Box and use a marker to indicate it is “growing.”
  • At the start of your turn, check which plants are ready to be harvested based on their growth time.

Player’s Turn Structure

Each player’s turn consists of the following steps:

  1. Draw Phase:
    • Draw 1 Plant Card from the current season’s pile.
  2. Action Phase:
    • Perform two of the following actions:
      1. Plant a Plant Card: Place a card from your hand into your Planter Box. Ensure it’s currently in season.
      2. Sell Plants: Declare and sell any fully grown plants for points.
      3. Purchase Buff Tokens: Spend points to acquire Buff Tokens.
      4. Draw an Additional Plant Card: Draw another card from the current season’s pile.
  3. Buff Usage (Optional):
    • Use Buff Tokens at any appropriate time during your turn, such as when selling or planting.
  4. End of Turn:
    • Your turn ends, and play passes to the next player.

Example of a Player’s Turn

  1. Draw Phase: You draw 1 Plant Card from the Spring pile.
  2. Action Phase:
    • You plant a Mint (2 turns to grow).
    • You sell a Basil (1 turn to grow) for 5 points, using a Harvest Boost for an additional 2 points, totaling 7 points.
  3. Buff Purchase: You buy an Out-of-Season Planting Buff for 3 points, leaving you with 2 points.
  4. End of Turn: Your turn ends, and the next player takes their turn.

Buff Tokens

Types of Buffs

  1. Harvest Boost: Adds +2 points when selling plants.
  2. Plant Swap: Swap one Plant Card from your hand with another player’s Plant Card.
  3. Out-of-Season Planting: Plant one card that’s not currently in season.
  4. Extra Draw: Draw an additional Plant Card from the current season’s pile.

Acquiring Buff Tokens

  • Buff Tokens can be purchased during your turn using points (3 points each).

Harvesting Plants

  • At the start of your turn, check your Growth Tracker:
    • If a plant has completed its growth time, it can be harvested for points.
    • If it hasn’t matured, it remains in the growing state.

End of Turn/Round

  • After all players have taken their turns, advance the Season Tracker one step.
  • When a season ends, all players discard their hand and draw new Plant Cards from the next season’s pile.

Winning and Losing

The game ends after all four seasons have been completed.

  • The player with the most points wins.

Visual Examples

Additional Details

Plant Cards

  • Each card displays a plant name, growth time, and points for harvesting.

Bundle Cards

  • Show the types of plants needed for completion, offering bonus points when fulfilled.

Final Note

Manage your time and resources wisely! The key to victory is strategic planting, careful use of Buffs, and timing your harvests. Enjoy growing your garden in Garden Glory

Treasure Hunt

Objective:

Be the first player to collect 5 treasure cards.

Setup: 

– Treasure Cards (10 cards): Write “Treasure” on 10 of the cards.

– Trap Cards (5 cards): Write “Trap” on 5 cards.

– Action Cards (15 cards): These cards allow players to perform different actions. 

Action Cards: 

  – Steal: Take 1 treasure from another player.

  – Protect: Block the next “Steal” or “Trap” action played against you.

  – Double Draw: Draw 2 extra cards on your turn.

  – Lose a Turn: Skip your next turn.

-Trade: Swap 1 card with another player.

Shuffle all the cards together and place them face down in a deck.

Gameplay

1. Each player starts with 3 cards.

2. On your turn, draw 1 card and then play 1 card (if possible).

3. When you draw a Treasure card, place it face up in front of you. If you draw a Trap card, you must discard one of your treasures if you have any (if not, discard the Trap card).

4. Players can use Action cards strategically to steal treasures, protect themselves, skip other players, draw two cards, or trade, 

Winning

The first player to collect 5 treasure cards wins the game!

Optional Variations:

– Add more Action cards with different abilities, like Swap Hands or  Discard a Card.

– Increase the number of treasures needed to win for a longer game.

The Lamp Rules

Game Objective

As moths, compete to earn the most points by landing on spaces and collecting cards & light orbs, but WATCH OUT for the Lamp. Follow the Lamp and get as close as possible WITHOUT touching it or ELSE your moth will DIE.

Contents

  • 1 Game Board
  • 4 Moth Pawns
  • Light Orbs (not sure how much yet) 
  • Trading Post Cards (not sure how much yet)
  • 1 Lamp
  • Hazard Space Cards (not sure how much yet) 
  • 2 Dice, Numbered 1-6
  • 1 Lamp State Die
  • 4 Survival Achievement Cards

Setup

  1. Place the Game Board in the center of the table. Place the Lamp in its designated spot on the Game Board. Keep the Lamp turned off. 
  2. Place the Trading Post Cards, Hazard Space Cards, and Light Orbs in their respective piles next to the Game Board. Set the Survival Achievement Cards aside for later. 
  3. Every player selects a Moth Pawn. Place the Moth Pawns at the beginning of the Game Board. 

The player who rolls the highest number on the numbered dice goes first. Play proceeds in a clockwise direction.

Gameplay

By rolling the die/dice, players must try to get their moths the closest to the Lamp without touching it. Becoming the closest moth will award the most points, however, moths that touch the Lamp will die. Additional points are earned by collecting  Light Orbs, which can be traded for more points at Trading Posts.

On Your Turn

  1. Determine if you will KEEP PLAYING

Before you officially begin your turn, you MUST DECIDE if you are going to continue playing if you are close to the Lamp. REMEMBER: if your moth touches the Lamp, it will die and you will be disqualified. Players MAY NOT change their decision after they have chosen to roll the die. 

  1. Roll the Lamp State Die

Roll the Lamp State Die to determine the state of the Lamp during your turn (on/off). 

  • When ON is rolled on the Lamp State Die, turn the Lamp on (or leave it on if it already was). From here, your turn will proceed by rolling 2 numbered dice. 
  • When OFF is rolled on the Lamp State Die, turn the Lamp off (or leave it off if it already was). From here, your turn will proceed by rolling 1 numbered die. 
  1. Roll the Numbered Die/Dice

Based on the state indicated on the Lamp State Die, roll 1-2 dice to determine how many spaces your Moth will move. Move your Moth Pawn the number of spaces indicated on the die/dice. 

  1. Follow the Space’s Actions

Based on the space where you landed, follow the instructions for that specific space in the Board Spaces section.

Board Spaces

There are 3 different types of spaces on the Game Board: Light Orbs, Trading Posts, and Hazard Spaces.

Light Orb Spaces

Light Orb Spaces allow players to collect Light Orbs that can be traded for items at Trading Posts. Roll 1 Die to determine how many Light Orbs you collect. 

  • IF YOU ROLL 1-3 on the die: Collect 1 Light Orb
  • IF YOU ROLL 4-6 on the die: Collect 2 Light Orbs

Orbs are worth 1 point at the end of the game.

Trading Post Spaces

Trading Post Spaces allow players to trade their Light Orbs for various light-up objects. When you land on a Trading Post Space:

  • First, draw 3 Trading Post Cards from the Trading Post Card deck. 
  • Second, select 1 Trading Post Card that you would like to purchase, if any. 
  • Third, to purchase the card, return the number of Light Orbs indicated on the Trading Post Card to the pile of Light Orbs.
    • The number of Light Orbs you pay is indicated by the state of the Lamp. 
  • Finally, return all non purchased Trading Post Cards to the bottom of the deck. 

Trading Post Cards are worth varying amounts at the end of the game. The amount of points that a Trading Post Card is worth is indicated on the card. 

ADD EXAMPLE OF TRADING POST CARDS/SPACES HERE.

Hazard Spaces

Hazard Spaces make you LOSE POINTS when something bad happens to your moth. When you land on a Hazard Space:

  • Draw a Hazard Space Card
  • Hold onto this card until the end of the game

ADD EXAMPLE OF HAZARD CARDS/SPACES HERE. 

End of the Game

Players DECIDE the end of the game for themselves. Players must decide before each turn if they want to continue for the chance to get closer to the Lamp and earn more points.  REMEMBER: A player is ELIMINATED from the game if they touch the Lamp. 

When all players have decided to stop playing or have been otherwise eliminated, points are tallied. The player with the most points wins. 

  • Award the 4 Survival Achievement Cards to the players according to how close they got to the lamp.
    • 1st goes to the closest, 4th goes to the player farthest away, etc. 
    • ONLY award achievement cards for the amount of players you have at the end of the game. For example, if you have 4 players but 1 player got eliminated, award 3 Survival Achievement Cards. 
    • In the event of a tie, whoever rolls the highest on the dice gets the Achievement Card of higher points. 
  • Count how many Light Orbs you have. Each Orb is worth 1 point. 
  • Add the points from your purchased Trading Post Cards. 
  • Subtract 1 point for every Hazard Space Card you have.

If after tallying all of these points, there is a tie, the winner is the closest player to the Lamp.

Garden Sabotage! Rules – Version 2

Game Objective

Compete to have the best garden by planting plants and sabotaging other players with bugs.

Contents

  • 50 Garden Objective Cards
  • 100 Plant Cards
  • 50 Bug Cards
    • 10 Good Bug Cards
    • 20 Bad Bug Cards
    • 20 Pesticide Cards
  • 1 Golden Watering Can Card
  • 4 Action Reminder Cards
  • 4 Garden Boards
  • 1 Game Board
  • Instructions

Setup

(INSERT NEW SETUP IMAGE HERE)

  1. Every player selects a Garden Board. 
  2. Place the Game Board in the center of the table. 
  3. Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards. Place the decks in their respective spots on the Game Board.
  4. Place the Golden Watering Can Card face-down in its respective spot on the Game Board.  
  5. Turn over the top 4 Plant Cards and place them in a face-up row next to the deck, as indicated by the spots on the Game Board. 
  6. Turn over the top 2 Bug Cards and place them in a face-up row next to the deck, as indicated by the spots on the Game Board
  7. Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players.
  8. Give each player an Action Reminder Card. 

The player who owns the most house plants (in real life) goes first. Play proceeds in a clockwise manner.

Gameplay

Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game.

On Your Turn

  1. Perform Actions

Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. You can quickly reference these actions at any point during the game using your Action Reminder Card. The 9 Actions include:

  • Draw a Plant Card
  • Plant a Plant in your Garden
  • Draw a Bug Card
  • Sabotage Another Player’s Garden
  • Play a Good Bug Card on your Garden
  • Sweep the Plant Cards
  • Use Pesticide
  • Draw a Garden Objective Card
  • Dig Up Your Garden
  • Discard a Card

Draw a Plant Card

Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Plant a Plant in your Garden

Place ONE Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2. Each plot has space for up to 3 Plant Cards.

Draw a Bug Card

Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Sabotage Another Player’s Garden

Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time.

Play a Good Bug on your Garden

Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time.

Sweep the Plant Cards

If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards

Use Pesticide

To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. REPLACE the Bad Bug from your affected Garden Board Plot with a Pesticide Card. The Pesticide kills the Bad Bug, and the Bad Bug Card is discarded. Pesticide REMAINS on the plot until the beginning of the player’s next turn and PREVENTS another Bad Bug from being placed on the plot during that time.

Draw a Garden Objective Card

Draw a Garden Objective Card from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time.

Dig Up Your Garden

In the event that players don’t want the plants on their Garden Board anymore, players must remove ALL of the Plant Cards from ONE of the plots on their Garden Board.

Discard a Card

Discard 1 unwanted Plant Card, Bug Card, or Garden Objective Card from your hand. Place the card in its respective discard pile.

Completing Objectives

Objectives are completed automatically when you have met all of the requirements on a Garden Objective Card. To indicate this, lay the Garden Objective Card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards (except for the Good Bug Cards) on the plot that fulfill this requirement are discarded.

  • You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn. 
  • If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you. 
  • Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first. 

Types of Cards

There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards.

Plant Cards

Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game. Up to 3 Plant Cards can be planted on 1 plot.

Bug Cards

There are three types of Bug Cards: Good Bug Cards, Bad Bug Cards, and Pesticide Cards.

Good Bug Cards

Good Bug Cards are white and feature bugs that will benefit your Garden. 

  • Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
  • At the end of the game, you receive 3 additional points for every Garden Objective Card completed with a Good Bug on it. 
  • You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards

Bad Bug Cards are black and feature bugs that will harm other player’s Gardens. 

  • When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded. 
  • A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated. 
  • Attacking Player selects which Plant Card the Bad Bug Eats.
  • Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
  • You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed. 
  • You CANNOT place a Bad Bug Card on your own Garden Board.

Pesticide Cards

Pesticide Cards are mixed throughout the Bug Cards and allow players to kill Bad Bugs placed on their Garden Board. 

  • To use Pesticide, lay the Pesticide Card on 1 plot of your Garden Objective Board. 
  • The Pesticide immediately kills the Bad Bug, and the Bad Bug Card is discarded
  • The Pesticide Card remains in the spot where the Bad Bug was on that player’s board until the beginning of the player’s next turn. 

The Pesticide Card prevents other players from laying a Bad Bug on the affected player’s plot until the Pesticide Card is removed at the beginning of their next turn.

Garden Objective Cards

Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card.

Action Reminder Cards

Action Reminder Cards reference the actions that players are able to take each turn. Players should refer to the rules for the function and details of each Action.

Golden Watering Can Card

At the end of the game, the Golden Watering Can Card is awarded to the player who triggers the final round, or completes 5 Garden Objective Cards first. This card is worth additional points at the end of the game.

End of the Game

The player who reaches 5 objective cards first triggers the final round. The player who triggered the final round receives the Golden Watering Can Card. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins. 

  • Tally the points from only the COMPLETED objective cards 
  • Add an extra 3 points for every Good Bug that you completed a Garden Objective with 
  • The player with the Golden Watering Can Card adds 2 extra points to their score

Garden Sabotage! (Updated Rules)

Game Objective

Compete to have the best garden by planting plants and sabotaging other players with bugs.

Contents

  • 50 Garden Objective Cards
  • 50 Plant Cards
  • 25 Bug Cards
  • 4 Garden Boards
  • Instructions

Setup

  1. Every player selects a Garden Board. 
  2. Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards to form three draw piles, face down. Leave room for discard piles. 
  3. Turn over the top 4 Plant Cards and place them in a face-up row next to the deck. 
  4. Turn over the top 2 Bug Cards and place them in a face-up row next to the deck. 
  5. Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players. 

The player who owns the most house plants goes first. Play proceeds in a clockwise manner. 

Gameplay

Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game.

On Your Turn

  1. Perform Actions

Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. The 7 Actions include:

  • Draw a Plant Card
  • Plant a Plant in your Garden
  • Draw a Bug Card
  • Sabotage Another Player’s Garden
  • Play a Good Bug Card on your Garden
  • Sweep the Plant Cards
  • Use Pesticide
  • Draw a Garden Objective Card

Draw a Plant Card

Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand. 

Plant a Plant in your Garden

Place a Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2.

Draw a Bug Card

Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Sabotage Another Player’s Garden

Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time.

Play a Good Bug on your Garden

Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time.

Sweep the Plant Cards

If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards.

Use Pesticide

To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. Remove the Bad Bug from your affected Garden Board Plot and place it in the discard pile.

Draw a Garden Objective Card

Draw a Garden Objective Card from the top of the deck OR exchange a Garden Objective Card by discarding a Garden Objective Card from your hand and drawing a new one from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time.

Completing Objectives

When you have met all of the requirements on a Garden Objective Card, you may lay this card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards on the plot that fulfill this requirement are discarded. You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn. 

  • If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you. 
  • Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first. 

Types of Cards

There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards. 

Plant Cards

Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game.

Bug Cards

There are two types of Bug Cards: Good Bug Cards and Bad Bug Cards.

Good Bug Cards

Good Bug Cards are white and feature bugs that will benefit your Garden. 

  • Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
  • At the end of the game, you receive 2 additional points for every Garden Objective Card completed with a Good Bug on it. 
  • You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards

Bad Bug Cards are black and feature bugs that will harm other player’s Gardens. 

  • When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded. 
  • A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated. 
  • Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
  • You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed. 
  • You CANNOT place a Bad Bug Card on your own Garden Board.

Garden Objective Cards

Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card.

Garden Boards

End of the Game

The player who reaches 7 objective cards first triggers the final round. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins. 

  • Tally the points from only the COMPLETED objective cards 
  • Add an extra 2 points for every Good Bug that you completed a Garden Objective with

Lauren Yunk – Week 5

Spit Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down crads that were higher or lower than the previous card.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the cards that were higher or lower than the previous ccard and continue on til their were no cards. The end of the game was when a player finishes with no cards and hense wins the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the first person with no cards.

Gin Rummy Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were to form combination of three or more cards to win.
  3. How long did it take to learn? Roughly 5 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by making combinations with 3 or more cards and placing down your hand once you have it, 2-9 is 5 points 10-K is 10 points A is 15 points. The end of the game was achieving 100 points and therefore winning the game.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the first to get 100 points.

Sushi Go Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were handing your deck over to the person next to you.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by picking cards that enabled you to get the most points. The end of the game was counting up the points to see who has the most and who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the one with the most points.

5 game ideas revolving around the theme of collecting

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest ,that involves collecting gems found under the soil, must be completed in order to move on. First one to make it to the jungle with the most gems win.
  2. Alien Invasion is a sci-fi game in which the players must work together by battling the aliens to save the world by collecting special weapons along the way.
  3. Tidal Wave is an adventure game in which the players must collaborate by surfing along the wave, collecting sea artifacts, and talking to sea animals to see if you fall off your surfboard and have to start over.
  4. Rockstar Roulette is a pathway to fame game game where the players must compete in order to achieve their dream of becoming a future rockstar by spinning the wheel to see how many spaces you move and the spaces will have you pick up a card to determine your pathway to fame. You will collect special friends along the way that will either help or hurt you.
  5. Darling Dino’s is a historical game in which you are collaborating to avoid the meteor heading towards earth by rolling a dice and moving across the board while completing special tasks and collecting supplies to build a sturdy shelter.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, Horse Pieces, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – Each player will have a horse that they will use to move across the board. The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back however high or low the number is. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn so you do not want to land on these spots. Other spots will be an action spot where their horse has to role one of the two number combinations to be able to contuine on (ex. 3 on one die 4 on the other or 5 on one die and 2 on the other). If they cannot role one of the numbers in two tries, they have to move back 3 spaces. Continue on unitl everyone crosses the finish line.

Ending the Game – First person to reach the finish line wins.

Sara Estus – Game setup (prototype 1)

Academic Integrity:

  • Set up: 400 Art Cards, 100 topic cards, 20 of each topic including, plants, animals, people, food, and objects. Card Key (it tells you if the cards are AI or not)
  • Players will set up by passing out 5 topic cards, and 5 art cards, then place both piles facedown in the middle of the playing space.
  • Objectives: One player, following a counterclockwise play, will choose one topic card for players to fulfill, matching the topic, The cards will specifically say something like “I am looking for something to eat for dinner, can you give me options?” and players are tasked with fulfilling the task by placing a card with food illustrated on it. However, these cards can be either AI-generated or created by a real artist via photography or drawing, it is the player who chooses the topic’s job to pick a card that they believe is not AI-generated. The goal to win is to have the most topic cards filled with non-AI-created illustrations, the player with the most non-AI-created cards wins (probably a max of 15 cards)
  • Actions: In the first round, players will be given 10 cards, the oldest player goes first, followed by a counterclockwise play after their turn. The player going first will choose a topic card from their pile, they can choose a new topic card, but they must discard an art card to do so. After picking a topic card, they will read it aloud and place it in the middle of the play area, then every other player is meant to best fulfill the topic ex “I am looking for something to eat for dinner, can you give me options?” the players will attempt to choose ONE card that fits this topic, thinking about if the art on the card is AI, or not. There can be a chance that no card fulfills the topic, so they can draw a new card, but must discard a topic card. After each player places their art card, FACE DOWN, the player who chose the topic will look at all the cards and choose which card they like the most or believe to not be AI.
  • Ending the game: Once at least one player gets 15 cards that fulfill their topics, each player will spread out their cards and one player will get a key that will tell the players if their cards were AI or not. The player with the most non-AI cards wins.

Week 4 – Lauren Yunk

Tsuro Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down pathways and moving their character pieces along those pathways.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the pathways and making sure you were able to stay on the board. The end of the game was when everyone fell off the board and there was a last man standing and that person won the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the last person on the board.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor of the game is “The path of the dragon” and this demonstrates how you are supposed to choose the correct path of the dragon, which allows you to win the game.

Citadel Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were picking a character card and using their special ability, collecting coins, picking up cards with places or buildings on them, and purchasing the building cards.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by being the first one to collect 8 building cards. The end was when somone collected the 8 cards and we counred up all the points to see who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be sabotauge your teammates with your characters ability and be the first to collect the 8 buildiung cards.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is “Nobels, Intrigue, and Cities” which relates to the game because you collect nobels and secretley use their special ability as well as collecting cities along the way.

5 game ideas revolving around the same theme

Theme: Animals

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest that must be completed in order to move on. First one to make it to the jungle wins.
  2. Zoo Escape – Be the first person to ecsape the zoo without being caught. Players will role a dice to see how far they get to move. Some spots will send them back the their cage. First to escape wins.
  3. Soaring Seals – See how far your seal can soar after sliding down a hill of ice. Players will pick up a card with a power number to see how much power the seal will have to slide down the hill. After they all made it down the hill they will pick up numbered cards to see how far they will swim. First to the iceberg wins.
  4. Penguin Party – Players start with 5 pieces of fish and 5 cards with items. Fish are used to buy items for the party. To play, you need to buy items for the party. Each item costs a certian amount of fish. First person to get 10 items wins.
  5. Dancing Dolphins – You are doing tricks in order to impress the judge. You will begin with 5 trick cards. Each player places down their card and shuffles them so the judge doesnt see (there will be a new judge every round). The judge will then pick their favorite trick and that person recieves their trick card back and the rest go in the discard pile. The first person to win 10 trick cards wins.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back that many spaces. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn. Other spots will be an action spot where their horse has to role specific numbers to be able to contuine on. If they cannot role one of the numbers in two tries, they have to move back 3 spaces.

Ending the Game – First person to reach the finish line wins.

Evelyn: GoViral Game Rules 1

Game Objective: To win the most “aura points” and go viral by making the funniest combinations.

Required Materials: Picture Cards, Caption Cards, Good Humor

Game Setup: Cards are shuffled. Players are dealt 5 cards each to start. The rest of the cards are placed face down in a draw pile. Gameplay begins when one card from the draw pile is placed face up.

Players Turns: Depending on whether it was a caption or photo card placed, everybody must then choose the funniest pair to the card (each pair consists of 1 photo card and 1 caption card). Players then vote on their favorite combination and whoever placed the card keeps it and gets aura points. The other unfunny combinations are discarded. Players may take one more card. The next round of gameplay begins when a card from the draw pile is faced up. The game can continue as long as it’s a good time. Whoever has the most cards/ aura points at the end of the game wins.

Similar Game Mechanics: “New Phone, Who Dis?”

Other thoughts: Room for expansion with comment or music cards

game ideas about slimes

slime war—-

the slimes are at war, and your a leader of one of the slime armies, pick up and place cards to build your army and start battles with the other waring armies. may the best slime win.

setup- 112 cads in total, max of 4 players

each player has a health pool, they start with 30 tokens in their pool. the remaining tokens can go back in the box.

each player gets a starting amount of 6 cards from the draw pile.

during your turn you can either place cards or attack( not both)

the last person with tokens left in their pool wins.

placing turn

during your turn you will be able to place cards Infront of you, you have 6 available spots to place these cards.

if you don’t like your hand you are allowed to swap a max of three of your cards, you will place each card in the discard pile and pick up one new card for each one you discard.

your cards are a mixture of different kinds of slimes : plant, fire, , poison, earth, water.

their are 3 tiers of slimes, the first tier costs nothing to place, the second tier requires 2 tier one cards of the same type to be sacrificed off the board to place, the third tier requires 2 second tier cards to be sacrificed off the board.

example of above description

when a card is sacrificed it goes into the discard pile ( optional advanced option for 2 players: when cards are sacrificed they are put into a graveyard pile and can not be used for the rest of the game.)

you can also only have one of each slime on the board, that means if you have a dragon slime on the board you cant put another one down.

attacking turn

each slime has an ability, that ability can either be attack, defense, or healing.

attack— each of these slimes will damage your opponent

when playing with more than 2 players you are able to choose who you attack during your attack turn

tier 1 (8) –2 point of damage

tier 2 (4) — 3 points of damage

tier 3 (2) — 5 points of damage

defense— each slime will defend agents damage being inflicted on you

tier 1 (4) — 1 point of damage

tier2 (2) — 2 points of damage

tier 3 (1) — 4 points of damage

some attacks and defenses will leave your opponent with an effect that lasts a few turns, the effect is described on the card that inflicts it.

tier 1 — docent have effects

tier 2 — effects last for the next 2 turns

tier 3 — effect lasts for the next 3 turns

healing— pretty self explanatory, gives you back some health points.

tier 1 (4) — 1 point of damage

tier 2 (2) — 2 points of damage

tier 3 (1) — 3 points of damage

health pool

the health pool is full of 30 tokens at the beginning of the game. when ever you are attacked you take out the respective amount of tokens to damage taken, these are then put into the collective void.

during an attack turn you can only use your healing slimes if their are tokens in the void

the point of the health pool is have how much health your opponents have be a mystery( hopefully minimizing group targeting and allowing for a more suspenseful game with an unknown outcome.)

gooey grotto

you are an adventurer trying to get through this dungeon before the other adventurers can. each player has specific moves and abilities that can help them through the grotto, they roll dice to move through the grotto and can land on spaces that let them pick up cards to boost their abilities or give them extra abelites with a one time use. you can also set traps for other adventurers to stumble into and make them loose a turn. every turn you encounter a slime and have to roll your other die to see if you defeat that slime with your abilities, if you lose you can not roll to move and have to fight that slime every turn until you defeat it.

dungeon raid

you are a slime in the dungeons and have to defend your self from adventurers doing raids on your dungeon, this is also a cooperative game where all players work together to defeat the adventurers. each turn you pick up cards and use them to enhance your slime for battle. after each round an adventurer appears and you each take turns to deal damage to the adventurer. when the adventurer attacks you roll a dice to see if he hits or not and you all lose a point of health, with each of you being a slime you each only have 5 health points. you go until you defeat all the adventurers, their are only 7 adventurers each one harder than the last.

slime hop

slimes race to get to the end of the board by rolling dice and hopping that many spaces, some spaces have different events on them like teleporting, swapping places, going back spaces, or skipping a turn, or rolling again.

goo slime

its just go fish but with slimes, but you have to try and get a match of all 5 types of slimes.