Recording:

Make a copy of this, rename it as <First Name Last Name> Game Rules, and share it with me.

You will type directly on this document.  Erase the descriptions below each header after you work/complete on that section.

 

Your game rules and setup MUST include all of the following categories.  You may choose to subdivide the categories as your games require. You must provide examples and later, pictures and examples to explain game setup and play.

Anything in purple italics should be deleted after you write each section.

 

Splendor’s Rules: http://www.spacecowboys.fr/img/games/splendor/details/rules/Rules_Splendor_US.pdf 

Title by <your initials ex: K. M.>

What are you going to call the game that grabs attention and reflects the nature of your game?

 

Game Story

Write a paragraph or so long story that provides a context for the game to get players excited and to provide an overall perspective on the game.

Example from Dirty Birdy:

Life in the city is hard, but certainly for you pigeons, it’s a matter of life, death, and poop.  It’s hard enough to poop on people and cars, but you have to avoid hungry falcons, looking to devour you down to your feathers.  Can you poop on the most people? Can you survive the divebombing falcon? 

 

Player Objectives

  1. Explain the role players are taking on. (Note the example from the game Zooloretto in bold).

Each player is a zoo owner, trying to build the best zoo.

  1. Explain what players will do during the game. This should cover the main actions and events of the game.

Players score points by attracting as many visitors to their zoos as possible. To accomplish this, they must collect matching sets of animals. If a player manages to obtain many animals for his zoo, he will find it worthwhile to expand his zoo. Once all the enclosures are occupied, newly acquired animals must go into the barn. Vending stalls next to an enclosure guarantee a minimum number of visitors.

  1. Explain how the player wins in general.

At the end of the game, players score each enclosure of the zoo and counts those points. A player loses points for each animal type they have left in the barn. The player with the most points wins the game.

 

Components

List the different pieces (with exact quantities of each) used in playing the game.  Eventually you will insert pictures.

You will describe how to set these components up in the order they are listed below, so list them in order that makes sense for setup.

#

Component Name

Picture

#

Component Name

Picture

1

Game board

4

Player Pawns (red, blue, yellow, green)

Setup

List the steps in order to set up the game.  Be sure to explain what to do with each kind of component. These steps need to match the order that components are listed above.

  1. Place the gameboard on a flat surface where all players can reach it.
  2. Each player chooses a color, takes the pawn, and places it in front of them.
  3. End with how a start player is chosen. Pick something thematic.

 

Game Play

Game Play Overview

In the Game Play Overview, you explain how the game plays in regards to player turns. If your game has rounds, phases, and/or different turns, you explain that here. You should explain how each turn/phase/round plays. You may add how the game ends.

Game Rules

Explain the game play on each turn with a short list of actions players may take.

  1. Be sure to explain how many actions a player must take, may take, and any limits to actions (if they can only use a particular action once or twice, for example).
  1. Use numbers if a turn has actions that must go in order
  2. Use bullets if actions can be taken in any order.
  3. See example below from Dirty Birdy.

        

  1. Finally, explain each action in depth. See the examples below from Dirty Birdy and Zooloretto.
  1. Fly

A. ADD A TILE TO A DELIVERY TRUCK

The player draws and reveals the topmost tile from any stack and places it in an open space on any untaken delivery truck of his choice.

His turn is then over.

Each delivery truck has room for no more than 3 tiles. Should all delivery trucks already have 3 tiles on them, then the player cannot choose this action. He must then choose either action B or C.

Important: tiles from the stack covered by the wooden disc can only be drawn once all other stacks have been exhausted!

End Game Conditions

Explain clearly how the game ends.

        

Example from Splendor:

When a player reaches 15 prestige points, complete the current round so that each player has played the same number of turns.

Example from Ticket to Ride:

When one player’s stock of colored train cars gets down to only 0,1 or 2 trains left at the end of his turn, each player, including that player, gets one final turn. The game then ends and players calculate their final scores.

Example from Cthulhu in the House:

When only one character remains in the house, the game ends and each player reveals their secret character tokens. (goes on to explain scoring)

Once scoring is done, put all characters back in the house, shuffle all portals and place 3 of them, face-down, in random rooms, shuffle and deal two new secret characters to each player and then the player with the fewest points starts the next rumble. The winner is the player who has the most points after three rumbles in the house!

 

Victory Conditions

Explain clearly how the game is won and lost. Use game language here, be specific in terns of quantities.

Example from Splendor:

The player who then has the highest number of prestige points is declared the winner (don’t forget to count your nobles).

Explain tiebreakers.

Example from Splendor:

In case of a tie, the player who has purchased the fewest development cards wins.

        Example from Nothing Personal:

        Follow this procedure for any ties:

  1. The tied player with the Capo Ring wins. If neither player has the Capo Ring…
  2. The tied player who controls the highest numbered active Gangster wins. If neither player has any active Gangsters…
  3. The tied player with the most money wins. If the tied players have the same amount of money…  
  4. The player with the most Influence markers on the board wins. If they players have the same amount of Influence markers on the board…
  5. The player with the most Influence cards in hand wins. If the players have the same number of Influence cards…
  6. The player who rolls higher on the die wins. If this also is tied…
  7. The first player to physically throw the game off the roof wins.

Acknowledgements

List the names of people who helped you playtest your game.

 

Challenge Rules OR Strategy Hints (optional)

What variations on the game can a player include increasing the level of challenge?  Or, what strategies or hints can you give to players to help them play the game better?  (Note: some players hate “hints” sections, they would rather figure it out on their own.

 

Player Aid (due at end of unit) (optional)

A separate player aid card, no larger than half a sheet of a paper, condenses the essential rules to allow for ease of reference in the game.

Example: