Monday, April 27, 2009

Deathmath Uno!

Our group today was playing Uno and we decided to play something new after finishing a game after complaining about being bored with it. And so I grabbed the deck and started diving the entire deck among all the players, announcing that I'm making new rules. Deathmatch Uno is actually more about keeping as many cards until the end.

Changes in rules:
There is no drawing deck. Players draw from the bottom of the played cards deck when hit with "draw" cards.

Players lose when they have no more playable cards, rather than still drawing from a pile and continuing.

The player who runs out of cards completely, and not just playable ones wins.

I don't think we changed anything else. It ends up being a pretty interesting game in the end when players are afraid to run out of playable cards.

-Karl

Monday, April 13, 2009

Game revision Thoughts

Today we need to revise a game. And that brings me back to the worst game I've made to date, which was the one for the the business cards. I needed to establish enough rules to make it so that it's even playable. I was thinking of trying to establish some rules that can make the game have elements required to "kill" somebody as a zombie or a human. I was thinking that it might be fun to try to implement complicated speech rules such as a zombie must say a series of sentences that have the letters "Brains" in that order or something like that and it's the human's job to call them on it to kill them.

I intend to speak with my group in class about how I could make it better through some competition like that.

Monday, April 6, 2009

Edits to World Hunger Extravaganza!

Each player rolls the die for prosperity. If no players roll below a 10 or above a 15, everyone rerolls. This is your country's prosperity level. Being above 15 means you can feed yourself as a nation and being below 10 means you cannot.

When the game starts every nation is given 5 tokens for food.

Food consumption chart:
1: Lose 3 food
2-4: Lose 2 food
5-10: Lose 1 food
11-15: Stable food amount
16-20: Gain 1 food.

Is your nation prosperity is above a 15, you may pass up your obligation to roll for events at the costs of 1 food. Nations take turns having events happen in them, and every single turn, nations may trade or give food each other.

Rolling for events- Each turn, players roll to see if anything happens with their nation. What happens depends on the number of the roll. Prosperous nations mitigate all negative events by 1 point. All prosperity effects are permanent unless said otherwise.

1:Civil war: -4 prosperity permenantly
2-4:Famine: -2 food
5:Military uprising: -3 prosperity. If you roll an even number next two turn, it will end. Otherwise it is permenant.
6-8:Rise in food prices: -1 food and nation loses -1 Prosperity
9-11:Drougt: -1 food for this turn
12:Rampant Piracy: -1 prosperity
13:Resource War: You and the person (dice roll value) to your left lose 2 food this turn and -2 prosperity for next turn.
14-15:Stability: No numbers change for you this turn
16-18:Good Rains: +2 food, +1 prosperity for next turn
19:New Agricultural technology: +3 food, +2 prosperity
20:Genetically optimized food: +4 food, +3 prosperity

Winning? You guys are wimps. Maybe you should stop if you can stabilize things for a few
turns, but nothing is ever perfect in the world! Everyone dies or everyone is happy in the end.

Sunday, April 5, 2009

World Hunger Extravaganza!

For making this game, I wanted to do something that was in a way unbeatable. Problems more or less always stay. But beyond that, it's the case that the better off nations help the ones that aren't doing well for things to not collapse. I guess that means that I want the game to be frustrating and annoying, but leave the possibility of success if players don't just work for themselves. We'll see how it plays out during play testing.

On another note, I also tried to make something that doesn't require supplies to be written and cut out since I'm a tad pressed for time this weekend.

Supplies needed:
Tokens,
1d20

Each player rolls the die for prosperity. If no players roll below a 10 or above a 15, everyone rerolls. This is your country's prosperity level. Being above 15 means you can feed yourself as a nation and being below 10 means you cannot.

When the game starts every nation is given 5 tokens for food.

Food consumption chart:
1: Lose 3 food
2-5: Lose 2 food
5-10: Lose 1 food
11-15: Stable food amount
16-20: Gain 1 food.

Is your nation prosperity is above a 15, you may pass up your obligation to roll for events at the costs of 1 food. Nations take turns having events happen in them, and every single turn, nations may trade or give food each other.

Rolling for events- Each turn, players roll to see if anything happens with their nation. What happens depends on the number of the roll. Prosperous nations mitigate all negative events by 1 point.

1:Civil war: -4 prosperity permenantly
2-3:Famine: -2 food
4-6:Military uprising: -3 prosperity. If you roll an even number next two turn, it will end. Otherwise it is permenant.
7-8:Rise in food prices: -1 food and nation loses one prosperity.
9-11:Drougt: -1 food for this turn
12-13:Rampant Piracy: -1 prosperity permenantly
14:Resource War: You and the person (dice roll value) to your left lose 2 food this turn and -2 prosperity for next turn.
15-16:Stability: No numbers change for you this turn
17-18:Good Rains: +3 food, +1 prosperity for next turn
19:New Agricultural technology: +1 food, +1 prosperity permenantly
20:Genetically optimized food: +2 food, +1 prosperity permenantly

Winning? You guys are wimps. Maybe you should stop if you can stabilize things for a few
turns, but nothing is ever perfect in the world! Everyone dies or everyone is happy in the end.