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.
Friday, February 29, 2008
Sunday! Sunday! Sunday!
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Dwight Sullivan
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Thursday, February 28, 2008
Sex, Lies, and Hatchets
This was an early draft of this GDS enrty. I can not find anything else.
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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.
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And they lived happily ever after:
After four scoring rounds the team with the highest score is the winning team.
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Dwight Sullivan
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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!
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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.
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