Game Rules for Art Heist- Colin Kenny

How to play Art Heist

For 5 players

SET UP

Place the five decks of cards (paintings around the room, front side facing outwards. At the start of the game each player is assigned a number from 1 to 5. Each player takes a voting card (ace through five) of every value other than theirs. This becomes relevant later.

Then each player draws a roll card. If you draw a king, you are a museum-goer, and are on the innocent team. If you draw the joker, you are the thief.

HOW TO PLAY

The thief must try to inconspicuously “steal” all five paintings by flipping them so that their back side or ‘imitation’ side is facing outward. This game is best played at a party or other crowded social gathering so that players can be easily distracted. If the thief steals all the paintings or 20 minutes has expired, they win!

The museum-goers’ goal is to catch the criminal in the act and get them voted out of the museum. At any point when someone spots a stolen painting (yes, the thief can self report) or someone catches the thief in the act, the timer is paused and all players must gather. They will have two minutes to discuss who they think the thief is. After two minutes have elapsed, the players will vote using their voting cards for the player they think is the thief.

If the voted out player was a museum goer, they are not out of the game and can still vote, but they cannot speak during the discussion periods anymore.

Week 1 Questions

  1. In your opinion what should every game have? Why do you like your favorite game?

In my opinion, I believe every game should have a little sabotage, it adds a lot of fun and quick thinking. My current favorite game has a lot of beautiful graphics and great fighting mechanics

List the games you’ve played and currently play.

    I have grown up playing the Sims, Minecraft, Elder Scrolls games, FNAF, Fallout, Dark Souls and currently I play the Elder Scrolls, Wukong, and Elden ring

    1. Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?

    Yes, there is a fight that you’re immediately put into that shows an amazing game play and storyline. Then you play through more story conflicts and gameplay to advance your leveling, and I currently haven’t finished it

    1. When coming up with ideas where do you find you start, with the metaphor or the mechanic? 

    I always start with a metaphor for my ideas

    1. Over the course of this semester, who would you like to collaborate with and why?

    There are so many people in my class that I’d be so happy to work with, I would like to work with someone who is stronger in art style and design than me. I feel more proficient in creating the concept of projects.

    Dillon DeSantis Game Design Studio 1

    Game: Fluxx

    1. What it fun?
      It was okay. It has potential to be a really fun game if I played with my friends or family or if every player knew how to play without confusion.
    2. What was the interaction?
      A lot of confusion; Fluxx is clearly a gimmick and mechanic-based game, and when those gimmicks and mechanics are confusing, it makes it difficult to play.
    3. How long did it take to play?
      About 30 minutes/the rest of class.
    4. Would you play again?
      I would try it again under different circumstances; I would learn the rules in-depth and focus on playing the game with my full attention.

    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.

    Don’t Diss My Ability Rules

    Objective: Gain the most points by traveling around campus

    Starting Out: Every player will roll a die. The dice roll corresponds to the disability experienced by that player. Place your character token somewhere in Nicholson (blue building). The player who took ibuprofen/pain meds most recently will go first. Play will continue clockwise.

    • 1-2: ADHD
    • 3-4: Cane
    • 5-6: Wheelchair

    Turn:

    1. Pull a location card
      1. This is where you are trying to go. This card will not change until you have reached your location, at which point you can collect the appropriate amount of point tokens
    2. Roll a die
      1. This is how many spaces you move. After you roll, consider your character effects, and move that number of spaces
      1. If you must roll a die for the elevator, do this when you get to the elevator/stair space

    Moving:

    • You can access any floor via an elevator with the same number. No matter how many floors you go, this counts as one move
      • However, each flight of stairs counts as a separate move (ie. If you take the stairs from the 1st floor to the 4th floor, that would be 3 moves)
    • You must roll a die each time you take an elevator.
      • If you roll an even number, the elevator works, and you can take it to any floor
      • If you roll an odd number, the elevator does not work, and your turn ends there
    • ADHD
      • If you roll a six, you must go back to where you started. Your location card does not change.
      • If you land in Romo’s or the Wheatley Cafe, lose a turn
    • Cane
      • You can only take 1 flight of stairs in the whole game
        • All moves after you take a flight of stairs are cut in half (due to pain)
      • If you go to the gazebo, you are no longer in pain and can move normally again, until you take another flight of stairs
      • Every time you leave a building and walk outside, you must roll a die for weather.
        • Evens, it is sunny, you move as normal
        • Odds, it is rainy, the number of moves you can take are cut in half
          • If you are in pain from taking stairs and it is raining outside, you can only move one spot per turn until you get back inside or to the gazebo
    • Wheelchair
      • You can only take elevators to get to different floors
      • Every time you leave a building and walk outside, you must roll a die for weather.
        • Evens, it is sunny, you move as normal
        • Odds, it is rainy, the number of moves you can take are cut in half

    Gaining points: Once you have reached your destination, you can collect your point tokens.

    • Within the same building: 1 point
    • AMC – gazebo: 1 point
    • Franklin/Hale (yellow) – Scaife (grey): 2 points
    • Crossing a piece of board: 1 point for each board you cross

    Winning: First person to 5 points wins

    Pirates vs. Gods Rules v2 (with River)

    Set Up

    Shuffle each deck separately. Each player will choose either the pirate deck or the god deck.

    Card Anatomy

    card values 1-6

    Play

    Each player will reveal the first card on top of their deck. Winner is determined by element.

    • A fire (red flame) card will beat an earth (green diamond) card.
    • An earth (green diamond) card will beat an air (white swirls) card.
    • An air (white swirls) card will beat a water (blue droplet) card.
    • A water (blue droplet) card will be a fire (red flame) card.

    If two elements are pulled that are not listed above (fire vs. air, water vs. earth), the winner of the round is determined by the higher point value.

    If element and point value are the same, draw and reveal a second card.

    If you win the round, your card is shuffled back into your deck. If you lose the round, your card is set to the side and removed from play.

    If you had to draw a second card and you win based on that second card, you get to shuffle both back into your deck. If you lose based on the second card, both of your cards are removed from play.

    Winning the Game

    You win when you have exhausted your opponent’s deck.

    Pirates vs. Gods Rules (with Aaron)

    Set Up

    Shuffle each deck separately. Each player will choose either the pirate deck or the god deck.

    Card Anatomy

    Play

    Each player will reveal the first card on top of their deck. Winner is determined by element.

    • A fire (red flame) card will beat an earth (green diamond) card.
    • An earth (green diamond) card will beat an air (white swirls) card.
    • An air (white swirls) card will beat a water (blue droplet) card.
    • A water (blue droplet) card will be a fire (red flame) card.

    If two elements are pulled that are not listed above (fire vs. air, water vs. earth), the winner of the round is determined by the higher point value.

    If element and point value are the same, draw and reveal a second card.

    If you win the round, your card is shuffled back into your deck. If you lose the round, your card is set to the side and removed from play.

    If you had to draw a second card and you win based on that second card, you get to shuffle both back into your deck. If you lose based on the second card, both of your cards are removed from play.

    Winning the Game

    You win when you have exhausted your opponent’s deck.