Players: 2-4
Materials Needed: Normal card deck (no jokers)
Setup: Shuffle 1-2 decks and give each player their portion of the cards.
Progression: Each round players may look at their next 3 cards and decide whether to play 2 or 3 of them. If a third card is not played, it is put back into the bottom of the player's deck. When the cards are put into battle, the highest sum wins that battle and the winner receives all the cards in the battle. This means players must decide whether to risk losing an extra card in order to increase their chances of winning.
Wars: When a war occurs, both player put 3 cards face-down as usual. Next they take two cards from the top of their deck but cannot look at them. Simultaneously each players puts their 2 cards face-up on the 'battlefield' and the first player to call out the total sum of the 4 cards wins. Each player only has one chance so they must make sure the answer is correct before yelling it out. An ace is one, and jack, queen, king are 11, 12, and 13 respectively.
In the case that both players incorrectly guess the answer, all cards involved in the war are taken out of the game permanently. The winning player in a war gets all the cards as per usual. This war variant combines a risk vs reward decision factor, as well as a quick-thinking component for winning wars.
To illustrate the war system: The players put down their 3 face down cards, then at the same time put down 2 more cards face up. The cards add up to 28 but the first player incorrectly blurts out 27. The second player now can take his time to make sure he gets it right. The influence of a speed-based war system means that these moments are very intense and should get the players really into the game.
Resolution: The game ends the same as per the original version.
Results: I played a match of Sum War with my little brother (since we used to played War a lot when we were younger) and it went over fairly well. We both liked the choice of being able to play all 3 cards because it was awesome when it paid off. On the other hand it was a major upset when 3 cards lost to 2 better ones, but that was all part of the game. The wars themselves were really tense moments and were definitely enhanced by the manic-nature of competing to get the answer right first. My brother is a math wiz as well so we were pretty evenly matched.
Part 2) Tic-Tac-Throw
Players: 2
Materials needed: Special tic-tac-toe board with notches for where the pieces go, and coin-shaped game pieces (X on one side, O on the other side).
Setup: Each player receives 5 game pieces, and stands several feet from the game board (can be on a table, floor, etc).
Progression: The players can decide who goes first, then taking turns they must toss their pieces onto the game board into one of the slots. If the pieces bounces out of the board, the player gets his piece back and then the other player may take his turn. It works similar to pool in that the first player to get a piece on the board will be X or O depending on which side landed face-up. From this point on the players take turns throwing their pieces onto the game board.
Skill: A player who practices throwing the piece onto the board could get very precise (much like improving at any sport), making the outcome dependent on their throwing skill. The core game remains the same but a player with experience will have better aim and consistency than someone playing for the first time. A new player could end up getting the wrong side of the piece and making their opponent win!
The Twist: Since there is both luck and skill present, this game could be similar to other drinking games for adults such as the popular Beer Pong. The loser of the game (or best 2 out of 3 games) would have to drink upon defeat. Also bets could be placed on X or O winning, making this variant into a gambling game since there is still a degree of luck involved in most cases (unless someone gets really good!).
Resolution: The game ends when 3 in a row is made or a draw when the board is full.
Results: Since the game board I envision is fairly tricky to make, I didn't really play-test this one. I assume it would be fun at parties though because it is similar to Beer Pong and those types of activities. The concept is pretty simple, its just a matter of spicing it up with adult-oriented rewards.
Part 3) You First, I Insist!
Players: 2
Materials: Game board and 4 game pieces
Setup: Each player chooses their colour then rolls to see who goes first (lowest goes first)
Original Game: The original called You First! was made by my group, consisting of myself, Alex-Bedard-Reid, Thomas Coupland, and Connor McCarthy in the second week.
Game play of original: You First! is a simple race to the end board game with the twist that the first player to reach the end loses, and vice versa. Each turn the players roll a die to see how many spaces their game piece moves. Certain tiles on the board have special conditions when the player lands on them, the most important being the pink 'switch places' tile.
Concept of the original You First! game board. |
Results: Adding this variation to the movement rules made the game a lot more compelling but not necessarily more fun. While it was amusing to be able to choose when to mess somebody up by switching with them, the game largely played as it normally would. It was still a good bit of fun but became a little bit predictable by the end. The original in my opinion was a bit more exciting because of its chance-based nature, where anything could happen. I think to make this variant more exciting, new special tiles would have to be added with even more game-changing effects.
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