Friday, February 29, 2008

Sunday! Sunday! Sunday!

The summer is heating up and we have another great line up of Amateur SMASH-UP-DERBY. So get your car ready and register TODAY!

3 to 5 players
90 Minutes


Object –
Earn the most victory points repairing cars during the 12 weeks of summer at the Amateur SMASH-UP-DERBY.


Parts –
· Victory point track board and point markers for 5 players. This shows which week the players are in, what day of the week, and how many Victory Points they currently have. It also shows them how much cash they will get from their own smash up derby race winnings.



· Deck of Customer cards. These are jobs that are bid on and completed by the players to earn money and Victory points. The top money value is the minimum that job will pay. The middle value is default value. The 3rd value is maximum.


· Deck of Master Mechanic cards. These give your shop extra capacity or other features.
· Money.
· Dozens of small brown wooden cubes.
These represent boxes of car repair parts.
· 20 auto repair-shop boards. These show the players current repair jobs and how soon they will be done. Up to 4 for each player.


Set Up –
· Give each player 1 auto repair-shop board.
· Put the Victory point board in the middle.
· Put one point marker for each player on the 0 of week 1.
· Give each player some money.
· Put the week marker on Monday.
· Give each player some boxes of parts.
· Deal 5 customer cards to each player.



The game is played in 6 phases per week:

Monday –
Each player draws up to 5 cards.
Move the week marker to Tuesday.


Tuesday –
· Players can buy Parts.
· Players can hire Master Mechanics. You can only have one per shop. Put it next to one of your shops.
· Players can buy new shops.
Move the week marker to Wednesday.

Wednesday –
Each player in turn plays one customer card from their hand.
Move the week marker to Thursday.

Thursday –
· Players can buy Parts.
· Players can hire Master Mechanics. You can only have one per shop. Put it next to one of your shops.
· Players can buy new shops.
Move the week marker to Friday.


Friday –
Each player in turn plays one customer card from their hand.
Move the week marker to Saturday & Sunday.

Saturday & Sunday – Race days for the players.
Move the victory point marker of each player to the next week paying them from the bank for their racing winnings.
Move the week marker back to Monday.

After the 12th week The player with the highest score wins.


Playing customer cards:
The player playing a customer card chooses one from their hand and lays it where all can see it.

All other players bid from the range of monies on the card. The winner of the bid puts the card on an open labor slot in one of his shops. It has to be a labor slot that is equal or higher than the labor on the card.

Then money bid is put on the card from the bank.

If no one bids then the player that played can have it for the default value.

All players that did not win can move all their cards one position to the right.

Players collect any money from cards that falls off the right side. They also can move their victory point marker to the right one for each unless they are at the end of the week.



NOTE – The above is more of a treatment than a full set of rules. Many of the specifics are missing on purpose.

Thursday, February 28, 2008

Sex, Lies, and Hatchets

This was an early draft of this GDS enrty. I can not find anything else.

---------------------------------------------
Are compatible with your partner or do you secretly want to kill them? It’s cheaper than therapy.

This game is for 2 or 3 teams of 2 players each, with a 45 minute playing time.

Your tools:
1 - Pop-O-Matic™ phrase selector and timer. This has two dice inside a clear dome. When the dome is pressed it will do two things at once. The dice are rolled reveling two new words. One word is an adjective and will apply to the second word which is a noun. For Example: HUMONGOUS MOTHER-IN-LAW. It also starts a timer that beeps 3 times then buzzes and the players begin. During play the timer will beep slow at first and then speed up until it will buzz again to announce the end of the round.

6 – Dice Cups. These cups easily hold 9 dice.

54 – Dice, 9 for each player. Each die has 6 symbols: Heart, Male and female sex symbols, dollar sign, smiley face, solid Red, and a hatchet.

6 – Screens. These screens hide what symbol the player is building and show as a reminder the different symbols and simple rules.

1 – Small pad of paper and pencil


Set-Up:
Place the Pop-O-Matic™ in the center where all can read it.

Give each player 1 cup, 1 screen, and 9 dice. They place the screen in front of them so it will hide what they roll.

Give the paper and pencil to someone to be score keeper.


Play:
One player press the Pop-O-Matic™. The players can read the new two-word phrase. The timer will start in 3 seconds. During this time the each player will decide which symbol on each die best matches the two-word phrase. They keep this decision secret.

When the buzzer sounds, and the timer starts, each player begins rolling their nine dice into their screens. The set aside each die that rolls the symbol they are looking for. Then they may place the rest of the dice into their cup and re-roll OR they may shout “Sex, Lies, and Hatchets” ending the round.

If anyone yells “Sex, Lies, and Hatchets” or the Pop-O-Matic™ timer buzzes then all players have to stop rolling.

The players remove their screen revealing what they have rolled and all will score the round.

You play this 4 times. The team with the highest scores are either very compatible or should start taking separate vacations.


Scoring:
· If both players collected the same symbol they add the number of dice they have between them and this is their score.
· If they collected different symbols then they subtract the smaller count from the larger and this is their score.
·



And they lived happily ever after:
After four scoring rounds the team with the highest score is the winning team.

Wednesday, February 27, 2008

Ice Castle Danger

“Jane, not since the 1976 winter games have we seen the kind of ICD competition we have seen here today!”

“I agree Ted.”

“This year I believe the Bulgarian team will take the gold but you should never discount the French when it comes to Ice Castle Danger!”

Ice Castle Danger
By -Dwight Sullivan and Mark Galvez


For teams of 2 to 3 players each

Stuff in the box:
6 plastic snowball catapults
30 heavy weighted plastic snowballs
10 custom ice trays
66 colored disk inserts; 30 red, 30 blue, and 6 gold
1 3 foot by 4 foot metal tray With 2 Castle templates drawn on each end; 1 Red and 1 Blue.

Set-Up:
STEP 1 – Make room in your freezer.
STEP 2 – Put 3 red disks, 3 blue disks and 1 gold disk (until the gold run out) in each Ice Tray. 1 or 2 openings in each tray will have no disk.

STEP 3 – Fill the Ice trays with water and place in freezer. Wait until frozen.
STEP 4 – Place the metal tray in the center of your kitchen table.
STEP 5 – Place 5 ice trays near each castle template.
STEP 6 – Split up into two teams. Each team should discuss who will crack trays and whole will build the castle. Also they should discuss castle building strategy and where their 3 gold bricks will go.
STEP 7 – Put all the catapults and snowballs near by but NOT on the tray.
STEP 8 – Someone say “GO”.

PHASE ONE – Castle construction
Simultaneously both teams start cracking the ice trays over the tray releasing the 100 2 inch by 2 inch square bricks of ice piled up and sliding around the tray. At the same time both teams begin building their castles with the following 2 rules:
1 – Each castle has to use all the slabs of their color and can use as many clear slabs as they want.
2 – Each castle has to include exactly 3 gold slabs anywhere within it higher than the second level up of bricks.

The first team finished building their castle will be the first to shoot their snowballs at the other castle.



PHASE TWO – Castle destruction
Teams take turns loading their catapults behind their firing lines and firing them at the other castle. Each member of the team gets 1 shot.

First team to get the other castle to loose all three of its gold bricks wins!

Tuesday, February 26, 2008

Duke of the Hill

By Dwight Sullivan and Mark Galvez

A party game for 8 to 30 players.

Overview:
This game is played for the duration of the party as an overlay to the party. Ideally everyone at the party is playing the game at all times. People can do any other normal party activities while playing this game.

Each player receives one card that identifies who they are and how far up the hill they are from 0 to 6. Jesters are at the bottom at 0. The Duke is at the top at 6. Players will mostly keep this identity a secret. There can be several of each type of card in play except there is only one Duke. He is on top of the Hill and everyone should pay him GREAT RESPECT during his reign.


The player that has the DUKE card is not a secret. In fact this player may strut if he or she desires. The Duke only has to wait to defend the top of The HILL from challengers.

Next, each player gets a catch-phrase card also kept secret and handy. These cards are simple one or two-word phrases that are commonly said in a party setting. The game also comes with a number of blank cards. The host can use these to create more appropriate phrases if needed. Future expansions can have more phrases.


During the course of the evening if you hear someone (other than the DUKE) say your phrase you can then show them your catch-phrase card and you get to take an Action. Afterward you have to get a new catch-phrase card from the box.

Also, there are multiple copies of The HILL mini-game within the party area. Anytime a player wants they can challenge another player to a game of The HILL. If the challenge is accepted then they find an open game and play. The winner of the challenge gets to do an Action. If the game ends in a tie then nothing happens.

Actions:
When someone says your catch-phrase you can do one of two actions:
1 - See their identity-card: They have to show you their identity card. If their number is one more than yours you can capture their card and move up the hill. Your old card is returned to the bottom of the deck and they have to take a new card from the top of the deck.

2 - Blind Capture: Without looking you capture their card and they capture your card. Maybe you will climb the and maybe you will fall!

Any player that captures an Earl (5): either from an action or from a challenge gets to challenge the current Duke to a game of The HILL! The will be the starting player and the winner of the game is the new Duke. The old duke wins all ties.


The HILL mini-game for two players:
Parts: 29 1” cubes – 3 yellow, 6 red, and 20 black.

On a flat surface the starting player selects one cube and places the cube by itself.

Players in turn choose one cube and place it squarely next to or on top of any other cube with following rules: The first level of the being built can not be larger than 4x4 cubes. The next level has to be a 3x3 set but can be anywhere on top of the first level. The last level is 2x2 and can be anywhere on top of the second level. When you are all done you will have a “Hill” of cubes.

Now players begin removing all the cubes. They remove two cubes per turn, in turn, starting with the starting player. First they remove one block for to score for themselves then one block for no-one that is placed off to the side. You can not remove a cube that is surrounded or has a cube on top of it. In the end each The starting player will have 8 cubes, the challenger will have 7 cubes, and there will be 14 cubes in the middle not scored.

Red cubes are worth 1 point each, yellow are worth 3 points each, and black cubes are 0 points. The winner is the player with the highest score.

Expansions: You can expand this game by introducing new and different Mini-Games.

Monday, February 25, 2008

The Secret-Society-of-Deadly-Dead-Celebrities

By Dwight Sullivan and Mark Galvez

You are part of an evil super-secret society of dead people. Your mission: to build a dooms-day-device faster than your fellow members so that YOU will be the most famous dead person ever.

In an effort to save man-kind the wiki-tiki people that are native to these waters have stolen all the parts you need and have scattered them across their area.


2 to 4 players
Time: 1 hour
Age: 18+

What’s in the box?
1 - Board representing a tropical region with some islands and underwater caves. You move around the board looking for the parts you need to build your dooms-day-device.


10 – Cast cards:
Each player will always have one of these cards. They show who you are and what the list of parts you need to gather to build your dooms-day-device.


4 – Pawns: Blue, Green, Yellow, Red; one for each player.

20 – Dooms-day-device parts 2 of each:
· Atomic Atomizer
· Flux Capacitor
· Chewing Gum
· Duct tape
· Nuclear ionizer
· DNA sequence from Jimmy Hoffa
· Moisture Vaporator
· Space Modulator
· Quantum Singularity
· Particle Beaminator
These are cardboard chits and they all have the same back. They start face down on the board waiting to be found.

4 – Action double-dice, one for each player. These are palm size clear cubes with one smaller regular die inside that you can shake. The outer clear cube has a word written on each side: BOAT, SUBMARINE, JET-PACK, SEARCH, TRADE, and GUESS.

20 – Double-Dice. Large tinted translucent dice with a smaller red die inside. 32 are translucent blue and 32 are translucent red.

1 – Wiki-Tiki Challenge board. This board is a grid of squares 4x4. Each square barely holds 1 double-dice.

Set-Up:
Plop the board in the exact center of the table.

Each player gets a random cast card face down. They keep it a secret. Deal three cast cards face down to be used later. The rest of the cast cards are placed face-up are not used but the players can see what they are.

Each player chooses a colored pawn.

The 20 dooms-day chits are mixed face down and 4 are placed on each of the 5 locations on the board.

Each turn begins with everyone simultaneously choosing what action to take with their Action Double-Die.

1 - All players secretly choose which action they want to do from the choices on the action die. Then they place the chosen action into their palm and begin shaking the die vigorously. No one can tell what you have chosen if you are shaking it vigorously.

2 - When everyone is ready all players slam down their die and remove their hand simultaneously reveling all the chosen actions and the value of the regular dice on the inside.


If two people at the same location chose the same action then they look at the die inside. The one with the highest number wins and does the action. If they still tie then they must play the deadly-dice showdown game.

Deadly-dice Showdown mini-game: Each player in the showdown takes 5 double-dice, shakes them and rolls them on the table. The player that rolls the most doubles wins. A double is when both die (inner and outer) have the same value.

Showdown Losers don’t get to do an action this turn.

Showdown Winners and all not in showdowns do their chosen actions in the following order:

GUESS - The player can do one of two things:
1 – Can ask any one yes or no question about the showdown winner’s cast card identity. EXAMPLE: “Is your character a male?”
OR
2 – Can make a guess about the true identity of a players cast card.
If the guess is correct the player has to exchange their cast card with one of the face-down cast without looking at it.

If the guess was incorrect the guesser has to show their identity to all. Then they have to exchange their character with a face-down cast without looking at it.

SEARCH: The player can look at the face-down chits at their location on the board and take one. Players can have a maximum of 5 parts. If they have too many they have to put one back at the location. All parts a player has are face-up and known by all.

TRADE: The trading player can trade one part with anyone else at the same location.

BOAT, SUBMARINE, and JET-PACK are move actions. The player moves his pawn following that path.

The Winner – A players that have all five of their pieces at the end of a turn wins the game!

Sunday, February 24, 2008

Cubes and Sticks

Cubes and Sticks: YOUR SCHOOL HERE Edition
by Dwight Sullivan and Mark Galvez

Players: 3 – 6
Time: 1 hour
Ages: 10+

How much influence does your clique really have in College?

Object: Get as many of your Cubes and Sticks in the right place on the higher levels as you can.

Parts:
30 – 1" Cubes of wood. 5 in each of the 6 colors



30 – 4" Sticks of wood 5 in each of the 6 color.




1 – Customized board with the top view of the campus with 6 areas: Student Union, Arts, Mathematics, Library. Sciences and Athletics (Can change with each edition.).


6 - Clique cards (Edit for each edition). These tell what 3 colors you care about and the areas of the campus you need to get your colored pieces in to:

Football Team scores: Blue, brown, or green pieces in Athletics or Student Union.
Think Tank scores: Red, blue, or yellow pieces in Mathematics or Sciences.
Beatniks scores: Green, red, or yellow pieces in Arts or Library.
Greek Council scores: Orange, brown, or blue pieces in Library or Mathematics.
Party Animals scores: Brown, yellow, or blue pieces in Student Union or Sciences.
Cheerleaders scores: Yellow, orange, or green pieces in Athletics or Arts.



48 – Vote cards, up to 8 for each player. When you use these they are spent until your turn when you can replenish them.



Set up:
First pull out the correct Clique cards for the number of players and discard the rest:
3 players use Think Tank, Football Team, Beatniks
4 players add in Greek Council
5 players add in Party Animals
6 players add in Cheerleaders

Shuffle the Clique cards and deal one face down to each player. They can look at it but keep it face down and a secret during the game.

Deal vote cards to each player equal to the number of players plus two.

Put the board in the middle.

Pile all the cubes and sticks next to the board.

The ugliest player goes first.


On your turn:
1 – Draw vote cards:
Draw enough vote cards to bring your total cards equal to the number of players plus 2. You can only replenish your vote cards on your turn.

2 – Select a piece and convince others:
Select a cube or stick and begin to discuss with the other players possible placements of that piece. Try to learn their interest in that piece. You don’t have to tell them all of where or how you plan to place it but they may not vote for you if you don’t. If so then plan to out vote them.

HINT – Since there are at least two people for each color, a stick that spans two areas might get more votes.

3 – Call for a vote:
Starting with you each player will spend a vote card or pass. If they spend a card it will go in to one of two piles YES or NO. Each player can vote as long as they have vote cards to spend. The voting ends when no one wants to continue voting. Count the votes. If there are more YESs, if there are zero votes, or if it is a tie then you win and can place the piece.

If there are more NOs than YESs then the piece is passed to the player on your left and they have to try and get a positive vote to place that piece. If they fail it is passed to the left again. If the piece comes back to you, you can then place it anywhere you want.
Spent vote cards return to the deck.

HINT – Spend your vote cards wisely. You can only replenish your vote cards on your turn.

4 – Place the piece:
Whoever wins the vote should now tell everyone exactly where and how you plan to place the piece. You can not deviate from anything you promised before the vote.You can place the piece on the directly on the board or stacked on other pieces. If stacking a stick it has to have at least two other pieces under it, one on each end.

You can not have a stick hang over into the green areas of the board and you can not place a cube on a spanning stick such that it is over the green areas of the board.

HINT – You want your colors to be stacked as high as you can so let the other colors be on the lower levels.


Play then moves to the left.

Game end:
The game ends when all the pieces are on the board.

Scoring:
Each Clique card shows how it will score. It has three colors and two campus areas. A piece of the right color in either area is a scoring piece. A scoring piece on the board level is worth one point, on the second level up is worth two, and so on.

Example:
The Beatniks want Green, Yellow, or Red in the Library or Arts department. So far in this example they will score 6 points for the green stick on the 3rd level, 2 points for the stick on the 2nd level, 1 point for the green cube on the 1st level, and 2 points for the red stick on the 1st level.




In this example the Beatniks would score a total of 11 points.

The winner is the person with the highest score.

Saturday, February 23, 2008

safari party

By Dwight Sullivan and Mark Galvez

This is a block stacking game.

Players: 2 to 6
Age range: 5 to 9
Game time: 10 to 15 minutes

Howie’s Small Party
One day, Howie the hippo decided to have a small party for some of his friends at the zoo. So he called his other hippo friends, Lucy, Fred, Ethel, Sam, Bill, and Marietta.

Marietta asked if she could invite a couple of her friends. Howie said sure a couple more couldn’t hurt. So she called her Elephant friends Frank, George, Sean, Matt, Marry, and Susan.

Susan then asked if she could invite a couple of her friends and Marietta said sure a couple more couldn’t hurt. So she called her Giraffe friends Tom, Mark, Nancy, Dean, and Bob.

Bob then asked if he could invite a couple of his friends and Susan said sure a couple more couldn’t hurt. So he called his Monkey friends James, Jack, David, Brian, Max, Tory, Nick, Rob, and Morgan.

Boy was Howie surprised when everyone showed up!


Parts:
6” X 6” Board
18 Elephant blocks
18 Hippo blocks
18 Giraffe blocks
30 Monkey blocks
Buzzer (small 12 second timer that buzzes when the time is up)








Set-up:
Place the board in center on a flat steady surface.

Place the buzzer near the board.

Give each player: 3 Elephant blocks, 3 Hippo blocks, 3 Giraffe blocks, and 5 Monkey blocks.

The youngest player goes first and then play continues to the left.


Each Turn:
On your turn choose one of your animals then start the Buzzer.

You have to add the animal anywhere on the board or on other animals.

You can place it any way you want as long as it stays on the board or the other animals. No animal can touch the table.

You can only touch your own animals. You can not push or move the other animals.

If the Stack falls and one or more animals touch the table during your turn then that your are out and the remaining players have to start a new round.

If the Buzzer goes off that you have to end your turn and it’s the next players turn.

If you are playing your last piece you have to cry out “Safari Party”. Otherwise it’s the next players turn.


Winnner!
If it is your turn and you have no more pieces to play you win!

OR
If you are the last player in the game you win!