I started to think about humorous or interesting events that could be transferred from real life to a card game format, I have had 4 initial ideas which are:
1. Walk of Shame - It's a race home against the other players, you've been a dirty stop out and you now have to make your way home as quick as possible before you get caught by your mum. The first player home wins and it is a point based race.
There would be 3 types of cards, CHARACTERISTIC CARDS which add traits to you as you try to get home which affect how the other two types of cards score when you pick them up. An example of a characteristic card would be 'Fancy Dress' which would put your character into fancy dress and most likely slow down their journey.
The other two card types are DRAWBACK cards and ADVANTAGE cards which basically do what they say, the drawbacks take away points from your journey and evidently slow you down. The advantage cards do the opposite.
2. Passing of Wind - Just by the title you can guess it's a silly game. The aim is to build up the biggest gas release that you can (in as many forms i.e. burps, farts) and release it when the time is right, once you do there is a turn limit for the remaining players to release their own, which if they want to win must be bigger than yours.
There will be various types of gas, and various factors within each - smell, noise, warmth etc. - that affect how the players score. Gas cards will be seperate to Factor cards.
3. Accident and Emergency - Each player represents their own hospital who compete to save as many VICTIMS as they can, the scenario? The board of medical health are going to give extra funding to the hospital that saves the most victims.. or something like that :).
The game has 4 types of cards and 2 decks, one deck is the Victim deck thats is filled with VICTIM cards and the other is a mixed Game deck that includes MEDICAL, DEADICAL and SHUFFLE cards. You win by saving 2 out of 3 of your victims, 1 is allowed to die, 2 and you lose.
The game starts with each player having 3 victim cards and drawing 3 cards from the mixed game deck each. On each victim card there is a unique set of conditions which show which cards will save the victim, and which will kill them. To save a victim all the medical cards listed to save them must be drawn, to kill them only one of the deadical cards has to be.
A forced card rota will take place at the end of every turn where each player shifts 1 card they do not want to the player to their left, it's not a negotiation the card must be accepted.
SHUFFLE cards mix the game up a little bit, they are unique cards that state conditions to make the game more unpredictable i.e. change all your cards at hand.
4. Infection - Each player represents a faction and determines which one they are with the first card that they draw, but keeps it hidden from the other players. Once they know the aim is to engineer a virus, bacteria or parasite and infect the other players decks.
There will be specific cards in a mixed deck to determine what each player gets, i.e. INFECTION cards; some virus, bacteria and parasite cards, but once you have one you cannot change it. once a player has their infection type they can draw cards from the deck but can only keep those relevent to their infection.
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