Wednesday, April 15, 2009

Revised Fat.

- Removed the D2

- Increased the number of -fat squares.

- All squares having ANYTHING (even fat transfers) to do with fat will result in one die size being gained / lost unless the square says otherwise.


New rules for saving throws:

1-7: Death
8-14: Survival. The player can choose to roll their standard die, or wait this round and get to go up to 1d6 next round
15+: The player gets to move the number on the d20
If the player rolls a natural 19 or 20: Lose fatness. Go up to 1d8

Tuesday, April 7, 2009

Fat!

Materials:

-Fat board
-1d20, 1d12, 1d10, 1d8, 1d6, 1d4, and a coin (1d2)

Da rules:

To start, each player rolls the d20 and subtracts five from the result. This determines the players' constitution. It will also determine who goes first.
(Constitution makes it so you're less likely to die from fat.)

Each player places their piece on "Start"

To start, all players roll a d20 and go the number of spaces that it says to go.

If a player lands on a +fatness square, the player must go down one die size.

If a player lands on a liposuction transfer square, they can agree to transfer fat to or from another player, affecting their die sizes accordingly. A player cannot go above 1d20 or below 1d2 for transferring fat.

Every time a player crosses the starting line, they add 1d4 to their constitution.


Specific rules:

If a player becomes too fat (example: Jimmy is at 1d2 and lands on a +fatness square), they must make a "saving throw." They take the first digit of their constitution modifier (example: 19 would be 1; 6 would be 6), and add it to 1d20:

1-7: Death
8-14: Survival, but the player cannot roll to move next round
15+: Survival
If the player rolls a natural 19 or 20: Lose fatness. Go up to 1d6



TO WIN:

The player must reach 17 constitution + 1/2 their initial constitution modifier. (example: Jimmie rolled a 14 for his initial constitution modifier, so he will need 24 to win)

Sunday, April 5, 2009

Updated game!

Housing Bubble Financial Crisis 2008: The Board Game revisions:

Added "risk" cards that make each path have appropriate risk. Most cards disrupt the player (or all players), but some can help, so it's not all bad.

Changed the dice to the following: 1d4 High risk, 1d6 Medium and Low risk.



The game still has some balance issues after these revisions. It's mostly fun, but with balance and added length, it will become playable.