Monday, February 23, 2009

Cards of The Trade.

1.) Players decide who goes first.

2.) Current player rips off a corner of their card (containing a numerical value) and places it face down in the middle of the table. This is called "The Bid."

3.) Each player places one of their ripped corners face down on the table, trying to get their number closest to the bid.

4.) All players flip their corners.

5.) Should any player match the bid exactly, they win the bid. Should more than one player match the bid exactly, the current player gets all corners that match the bid.

6.) If no corners match the bid, the bid goes to the player who was closest to the bid without going over. If all players went over, no one wins and all cards are sent back to their owners.

7.) All unused corners go back to their respective owners.

8.) Should a player run out of corners, they are out.

9.) Once a player has all of one type of corner, they win. (EX: If three players are playing, a player could win if they had three '100' corners.)

Updates and things.

1.) Magnetoship observations:

  • It was actually fun!
  • There were dynamics of the game that I didn't account for. I didn't realize how likely the magnets were to stick to each other as they fell.
  • Flaw: Magnets would stick to each other through the board.
  • Flaw: Pulling some pins would result in the player's own magnets falling.
  • Flaw: Sharp objects not good around some people.
2.) "Dreamy Dungeon Adventure"

Players elect a judge.
Each player rolls 1d6. The first player to roll a 3 gets to start the game.
***Rule amended (I deleted it)***: If the second roll is a 6, that player wins.
If anyone rolls a 1, they must go left.
The judge keeps track of all players on a 20x20 grid.
Each player rolls during their turn. If they get a one, they must go left. Roll doesn't matter otherwise.

Players can: Move or shoot (if they have a bow) but not both on the same turn.

Players can't move or shoot diagonally.

You will die if: You are stuck by an arrow, you fall, or you meet the creature.

You will win if: The special creature is slain and you are the last survivor.


3.) This game didn't go to plan. It was an "off the top of my head" sort of thing. It needed some more flare, some more player orientation, and some more player backstabbyness.

Monday, February 9, 2009

Magnetoship

By: Cameron Lee

Materials: 40 pushpins (steel) and 20 magnets.

Setup: Players put 20 pins on each side of game board while the board is vertical between the two opponents. After all pushpins are placed, each player takes 10 magnets and places them on the end of the other player's push pins.

1.) Players take turns pulling out pins.

2.) First player to cause all the other player's magnets to fall wins.

**NOTE: If a magnet doesn't fall all the way (sticks to another magnet on its way down), it doesn't count as felled. Players can also pattern their magnets as to stay up the best.

Two Nations: Followup

Things I noticed with gameplay for Two Nations:

1.) Lengthy rules, players discouraged to play because of them.

2.) Timed special abilities. Players shouldn't be able to use certain abilities instantly.

3.) Ambiguous rolls: Certain roll circumstances would come up that could cause an argument.

4.) Ties.

5.) Change resource rolls.

6.) What if a die is bumped off the board?