Uno Hold'em.
Players are dealt eight cards.
Three cards are laid down face up.
From the first card, players play numbers in order until they reach the number on the next card, then start playing from that card.
Players can add cards to get to the next number in the order.
After the second deck has been completed, a new card is placed faced up.
If a player has no cards to play, they draw a card.
Example play:
All players are given eight cards.
The first card that is face up is 1.
The second card that is face up is 4.
Player 1 plays a 2 on the first deck.
Player 2 doesn't have a 3 to play on the first deck, so he takes a 1 and a 2 to add up to get to 3.
Player 3 now must play off of whatever the new top card is.
Wednesday, May 6, 2009
Slam Pong!
This is a revision of one of my GDD 110 games.
Player 1 controls:
w - Up
s - Power Slam!
x - Down
Player 2 controls:
num 8 - Up
num 5 - Power Slam!
num 2 - Down
As the players hit the pong ball back and fourth, it builds up power and turns red (the animation advances a frame from green until it's red). Once it's red, the players can power slam the ball, accelerating it dramatically.
All the standard pong rules apply. Two paddles. The ball accelerates every time it is hit.
To power slam, a player must have the ball coming towards them. The INSTANT it hits the paddle, they press their slam key to launch it with great force.
Player 1 controls:
w - Up
s - Power Slam!
x - Down
Player 2 controls:
num 8 - Up
num 5 - Power Slam!
num 2 - Down
As the players hit the pong ball back and fourth, it builds up power and turns red (the animation advances a frame from green until it's red). Once it's red, the players can power slam the ball, accelerating it dramatically.
All the standard pong rules apply. Two paddles. The ball accelerates every time it is hit.
To power slam, a player must have the ball coming towards them. The INSTANT it hits the paddle, they press their slam key to launch it with great force.
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
- 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)
-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.
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.
Sunday, March 29, 2009
Prototyping
1.) Prototyping is building a base model from which modifications or later designs can be based.
2.) I think prototyping is important because it's a lot easier to modify a prototype than seventeen million release versions. It's a lot easier to get data out of a prototype as the original creator controls all aspects of it. Prototypes are also very good at demonstrating a simple concept from which later versions can be developed.
3.) Paper prototypes can be used to organize a digital game. A digital game can be expressed as a paper prototype very easily, although the complexity may be greater. The advantage of this is that modifications are easier to make and can be made on the fly without revamping the better part of the game. Also, it's a lot easier to focus on a part of the game rather than the game as a whole. This can in turn make the development process a lot easier and lead to a higher quality game.
4.) To streamline my development process, I'd very much approve of prototypes. They are brilliant at demonstrating concepts without excessive technicality. I also enjoy groups and collaboration, as a game that may seem great inside your head isn't always the best on a table.
2.) I think prototyping is important because it's a lot easier to modify a prototype than seventeen million release versions. It's a lot easier to get data out of a prototype as the original creator controls all aspects of it. Prototypes are also very good at demonstrating a simple concept from which later versions can be developed.
3.) Paper prototypes can be used to organize a digital game. A digital game can be expressed as a paper prototype very easily, although the complexity may be greater. The advantage of this is that modifications are easier to make and can be made on the fly without revamping the better part of the game. Also, it's a lot easier to focus on a part of the game rather than the game as a whole. This can in turn make the development process a lot easier and lead to a higher quality game.
4.) To streamline my development process, I'd very much approve of prototypes. They are brilliant at demonstrating concepts without excessive technicality. I also enjoy groups and collaboration, as a game that may seem great inside your head isn't always the best on a table.
Tuesday, March 17, 2009
Defcon Fun!
Setup:
1 board
Stack of effectiveness cards
Stack of disarm cards
Stack of apocalypse cards
Tokens to track positions
1d20 die
1.) Players roll to determine who goes first. Highest number wins, gameplay goes counter-clockwise. Lowest roll becomes the nuclear armed nation.
2.) All players (incl. nuclear nation) place their tokens on start and the nuclear token on "Neutral"
The Game:
The goal is to prevent the nuclear armed country from launching their nukes by using diplomacy. As you play cards, they affect the nuclear token, pushing it closer to apocalypse or disarmament.
Effectiveness determines how effective you are in using your country. It also keeps the game balanced by disallowing some cards being played in the beginning.
1.) Roll the D20 and go the number of spaces it says. If you land on the proper square (Diplomatic countries = 'D', Nuclear country = 'A'), take the appropriate card. If you're on the opposing square, see rule #4.
2.) Each card has a description written on it. The required effectiveness to play the card is stated in the top right corner.
3.) Every time you play a card, it will 'tap' your effectiveness.
EX: A player has two total effectiveness and plays a card that costs one effectiveness. That player only has one effectiveness left to use this round. 'Tapped' effectiveness returns after one round.
4.) It costs one effectiveness to draw your card from an opposing faction's space.
EX: Nuclear country lands on a 'D' space. They must pay one effectiveness to draw an 'A' card.
*You may only play cards anytime during your turn, unless the card is special.
**Card trading is prohibited unless a special card dictates otherwise.
***Players may not reveal their hands to anyone else unless a special card dictates otherwise.
1 board
Stack of effectiveness cards
Stack of disarm cards
Stack of apocalypse cards
Tokens to track positions
1d20 die
1.) Players roll to determine who goes first. Highest number wins, gameplay goes counter-clockwise. Lowest roll becomes the nuclear armed nation.
2.) All players (incl. nuclear nation) place their tokens on start and the nuclear token on "Neutral"
The Game:
The goal is to prevent the nuclear armed country from launching their nukes by using diplomacy. As you play cards, they affect the nuclear token, pushing it closer to apocalypse or disarmament.
Effectiveness determines how effective you are in using your country. It also keeps the game balanced by disallowing some cards being played in the beginning.
1.) Roll the D20 and go the number of spaces it says. If you land on the proper square (Diplomatic countries = 'D', Nuclear country = 'A'), take the appropriate card. If you're on the opposing square, see rule #4.
2.) Each card has a description written on it. The required effectiveness to play the card is stated in the top right corner.
3.) Every time you play a card, it will 'tap' your effectiveness.
EX: A player has two total effectiveness and plays a card that costs one effectiveness. That player only has one effectiveness left to use this round. 'Tapped' effectiveness returns after one round.
4.) It costs one effectiveness to draw your card from an opposing faction's space.
EX: Nuclear country lands on a 'D' space. They must pay one effectiveness to draw an 'A' card.
*You may only play cards anytime during your turn, unless the card is special.
**Card trading is prohibited unless a special card dictates otherwise.
***Players may not reveal their hands to anyone else unless a special card dictates otherwise.
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