Skitters
Skitters is a luck driven dice fest.
2 – 4 players | 10 min | 5+
Object
Have the most points in your color dice at the end of the game.
Materials
48 6d6 dice - 12 dice each in four colors
Setup
Each player takes 12 dice in his color.
Play
Youngest player calls out start.
At the start players simultaneously roll one die from their hand trying to place as many dice as possible into sequential order, from 1-9.
The first player to roll a one calls out one, and places this die on the table starting a train of dice.
Then players continue to roll one die trying to be the first to get the second number in the sequence, this would be a two in this case placing this die next to the first one.
This calling out of numbers and placing dice continue until die number 6 is placed.
Then you pick up and roll all your remaining dice, when two dice come up with 7 call it and place them near the end of the train.
Continue like this until 8 and 9 come up, the game then ends.
Scoring
Add up all the pips in each players color to determine a winner, highest score wins.
Saturday, September 20, 2014
Friday, September 5, 2014
New Card Game: Kathmandu
Kathmandu
2-player card game
Designed by Rey Alicea
Object
To score the most points after three rounds by arranging the entire hand into melds.
Materials
52 card regular deck
22 tokens in two colors, 5 red and 17 blue
A way of keeping score
The Deck
A 52 card regular deck, ranked A-K-Q-J-10-9-8-7-6-5-4-3-2-A.
The Deal
The dealer shuffles the deck and one at a time deals out face down 10 cards to each player. The rest of the cards are placed face down in the center of the table forming the draw deck. Also each player places 1 red token and places it in front of them.
Next place the remaining 3 red tokens adjacent to the draw deck and spaced about a card width apart from each other on the tableau. Then draw 2 cards from the draw deck placing them face up and adjacent to the red tokens.
The blue tokens are placed nearby so that both players can easily reach them.
Melds
Melds come in two flavors.
Group – Three or four cards with different suits and the same rank.
Sequence – Three or more cards of the same suit with ranks in sequential order.
The Play
The game is played in three rounds.
The non-dealer starts, turns alternate.
A player on her turn must take one of the following actions.
1. Exchange a meld from your hand with a blue token, these cards are placed face down forming a discard pile or
2. Exchange cards from your hand with red tokens from the tableau, these cards are placed face up to the tableau or
3. Take all of the red tokens from the tableau, replacing them with the same number of cards from the draw deck, these cards are placed face up to the tableau or
4. Exchange any number of red tokens with an equal number of cards in your hand to the tableau or
5. Exchange any two cards from the tableau with two cards from your hand.
Players may have no more than 10 cards in their hands during play.
The game ends when either the draw deck is empty or all the blue tokens have been taken.
Scoring
Each blue token is worth 5 points each. Each red token is worth -2 points each and each card left in a player’s hand is worth -1 point each. Tally each player’s scores per round. Then tally each player’s final scores per round, the player with the highest score wins.
New Card Game: Train Robber
Designed by Rey Alicea
3 or 4-player | 25 min | 7+
52 card standard deck.
Each player picks a suit.
Cards are ranked from A-2-3-4-5-6-7-8-9-10-J-Q-K-A
The Object
Score the most points by taking the most cards in your suit, while trying to have the least number of cards in your hand at the end of the game.
The Deal
Shuffle the deck and deal out 5 cards to each player one at a time face up.
Next deal out six cards face up in a straight line along the long edges of the cards to the tableau. These cards are considered the train cars.
The remaining cards are placed facedown and adjacent to the 6 face-up cards on the tableau, this will be the draw deck. The draw deck is considered the engine of the train.
The Play
The player to the dealers left starts and the turn moves clockwise.
So on your turn you will take the following actions.
You may play any number of cards in front of you at the start of your turn to the end of the line of train cars, also...
• If the rank on the card last played is greater than the number of train cars in the line, no cards are taken.
• If the rank of the last card played is less than the number of train cars in the line you will do the following…moving towards the engine, skip that many train cars in the line equal in value to the last card played, leaving them behind and taking the cards that are left placing them in front of you.
• Any cards you’ve taken in your suit you keep in a face-down pile next to you, the rest of the cards stay in front of you face-up.
• If the number of cards in front of you is less than 5 then you will draw cards from the draw deck and raise your cards in front of you to 5.
When the draw deck is empty players take one last turn or pass, then the game ends.
The Score
The number cards in your suit are worth face value and the court cards are worth 10 points each. The cards left in front of you are worth -1 point each this includes any cards in your suit.
Highest score wins.
New Game: Turn-coats - Form a straight line of four adjacent pieces in your opponents color to win!
Turn-Coats
2 player | 25 min
Designed by Rey Alicea
Materials
A hexhex5 board
A supply of bi-colored stones
Definitions
Adjacent – meaning, orthogonally or diagonally.
Object
Form a straight line of four adjacent pieces in your opponents color to win.
Setup
Set the empty board between the two players and place the bi-colored stones nearby so both players can reach them.
Play
The bi-colored stones are communal.
One player plays black the other player plays white.
Black starts, turns then alternate.
On a player first turn they will place one stone friendly side up onto an empty cell on the board.
Henceforth players on their turn must take one of the following actions, which consist of two steps.
1. Place a stone onto any empty cell friendly side up. Then move another friendly stone already on the board a queens move (without capturing or jumping over friendly or enemy stones) onto an empty cell and ending the move by flipping the stone to your opponents color or
2. Place a stone onto any empty cell friendly side up. Then using another friendly stone that is already on the board jump over two friendly adjacent stones and ending the jump on an empty cell directly after. Complete the turn by flipping the two friendly stones that where jumped over to your opponents color.
A player wins if he manages to form a straight line of four adjacent pieces in his opponents color or his opponent is unable to take his turn.
2 player | 25 min
Designed by Rey Alicea
Materials
A hexhex5 board
A supply of bi-colored stones
Definitions
Adjacent – meaning, orthogonally or diagonally.
Object
Form a straight line of four adjacent pieces in your opponents color to win.
Setup
Set the empty board between the two players and place the bi-colored stones nearby so both players can reach them.
Play
The bi-colored stones are communal.
One player plays black the other player plays white.
Black starts, turns then alternate.
On a player first turn they will place one stone friendly side up onto an empty cell on the board.
Henceforth players on their turn must take one of the following actions, which consist of two steps.
1. Place a stone onto any empty cell friendly side up. Then move another friendly stone already on the board a queens move (without capturing or jumping over friendly or enemy stones) onto an empty cell and ending the move by flipping the stone to your opponents color or
2. Place a stone onto any empty cell friendly side up. Then using another friendly stone that is already on the board jump over two friendly adjacent stones and ending the jump on an empty cell directly after. Complete the turn by flipping the two friendly stones that where jumped over to your opponents color.
A player wins if he manages to form a straight line of four adjacent pieces in his opponents color or his opponent is unable to take his turn.
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