Luck of the Flip
Description: Luck of the Flip is a game in which players must utilize their luckiness or unluckiness in order to progress through the game board or set back other players from moving forward.
Setting Up: Players need to lay out the game board and place the card piles onto the correct places. Players will also need a coin, any kind works. Players must also choose between Heads and Tails on which side will move the player 1 space or 2 spaces.
Starting the Game: Players place all their pieces in the Start. The youngest player goes first.
How to Take a Turn:
- Players will flip the coin. They will move 1 or 2 spaces depending on what side the coin lands on, players determine which side moves how many.
- Good Luck Spots: Players will draw a Good Luck Card.
- Bad Luck Spots: Players will draw a Bad Luck Card.
- Fast Travel (Smiley Face): Players will fast travel forward to where the arrow points.
- Fast Travel (Frowny Face): Players will fast travel backwards to where the arrow points.
- Flip Again!: Players will flip the coin again and move again.
- Flip Again, But Move Back: Players will flip the coin again and move back that many spaces.
- Free Space: Nothing! Take a rest.
- Move Back 1: Players will move back 1 space.
Rock, Paper, Scissors, Misery: Whenever a player lands on Rock, Paper, Scissors, Misery, they will pick another player to play a best-of-3 rock, paper scissors game. The winner will move forward 3 spaces and the loser will move back 3 spaces.
Good Luck and Bad Luck Cards: Throughout the game players will draw Good Luck and Bad Luck cards.
- Players will draw these cards when landing on the corresponding spaces.
- If the ability of the card can be played at the moment of drawing, then the ability must be used. If not then the player can hold onto the card and use the card whenever they see fit on their own turn.
- If a ‘Move Back’ Bad Luck Card is drawn and you cannot move back that many spaces, move back as many spaces as you can.
- Anytime a card is used, add the card to the discard pile. Create a discard pile if not already made.
Winning the Game: The player that reaches the End before any other player wins the game!
1. What was the most frustrating moment or aspect?
– trying to keep track of future set backs or the amount of things effecting future turns – “When reaching the end…” or “ignore next bad luck”
2. What was your favorite moment or aspect of what you just played?
– simplicity
-ignore next bad luck card
– move 1 space card – didn’t specify direction
3. Was there anything you wanted to do that you couldn’t?
-see more clearly – will come when board is polished/complete
– take a breather – add more free spaces
4. If you had magic wand to change, add or remove…?
-add blank spaces to not always need to move/act
– remove infinite loops that are created
– win rock, paper, scissors, but advance into bad luck space
5. How was experience since first play test?
– familiarity was gained
– understanding ability to win at any given time
6. Is this a game you would play again? Yes, no why?
Yes, Once polished, this game has potential. it’s easy to follow and fun/satisfying flipping the coin. Also it’s similar to candy land or chutes and ladders which are very enjoyable.
Luck of the Flip Comments
1.Frustrations
Having bad luck can be frustrating, especially if you get caught in a loop for a few turns. It’s more than possible to never leave the start space.
2.Favorite aspects
Some of the Bad luck cards work together to give you extra bad luck, and some of the good luck cards can be conditionally bad depending on where you and the other players are.
3.Anything Missing
I think the addition of more blank spaces to give players a little bit of a breather would be ideal.
4.Anything to Add or Remove
Different coins could change the rules of the game. A quarter could be 2/4 spaces and a penny 1/2 or even 0/1
You can really vary the board rather than the base mechanics in order to spice things up. If there’s a secret passage that requires a key or a good luck roll, then it plays on the coin flipping aspect of the game while also building more depth.
6.Play Again?
Yeah, with a little refinement. It could be an awesome game for a Friday night with friends.
Playtest for: Shane (Captain’s Lost Treasure)
Playtester: Clay
What was the most frustrating moment or aspect of what you just played?
The high level of HP that crewmates had made it difficult to take down another player and if you did manage to take another crewmate out, it was inexpensive for them to get a new one
What was your favorite moment or aspect of what you just played?
I had a crewmate named “Ricardo”
Was there anything you wanted to do that you couldn’t?
It was difficult to know what crewmates stats and bonus effects of my opponents were because I couldn’t see their cards very well
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
Ambiguity in a few rules that I had to ask about
How has the play experience changed since the first play test?
N/A
Is this a game you would play again? Why?
I would like to play this again after some adjustments have been made. The theme is interesting and I think the diversity in bonuses is promising for an interesting experience