Skip to main content

A Glimmer & A Game

Bit of a stretch, eh?
Well, my last post came two days before being laid off from my cushy 9-5 job.  I immediately had to change gears and start looking for a job.  I've since been working multiple jobs to cover rent, bills, loans, etc.  BLAH BLAH SOB STORY, I've been getting by alright, and I've also been as busy with theatre stuff as ever (perhaps even more so) so in general, I haven't had time at a desk to sit and update this.  But I've certainly still been turning the gears; in fact, my primary place of employment right now is the fabulous Cat n Mouse Game Store, here in Chicago.  I was incredibly lucky to get the job, especially so soon after being laid off, and it's meant a great grounding in all things to do with games, puzzles and toys.  Unfortunately, it's not a desk job, and I spend my time actually working in the store rather than whiling away on the computer (couldn't anyway, the computer's a bit of a relic).
So anyway, I've been cogitating on game design, just not blogging about it.  In fact, I've got a few designs to share with you.
For today (since it is a special, if not necessarily meaningful, day) I've got a new take on an old classic, themed for the "holiday".

The Sweet Game

Valencala! Or ManVala.  Whatever you'd like to call it.
Components:
- Standard Mancala/Kalah/Oware Board with two rows of six wells, and a well for each player at the end.
- One bag of small candies that Player 1 loves and Player 2 does not.  At least 36 candies.
- One bag of small candies that Player 2 loves and Player 1 does not.  At least 36 candies.

Setup:
- Combine the two bags of candy.
- Mix thoroughly.
- Seed the board: Place three randomly selected candies in each of the twelve small wells.

Gameplay:
The game is a co-operative, rather than competitive, version of Mancala, where the players are trying to use Mancala well-moving rules to separate the candies by preference into each player's well.
- On  each player's turn, that player takes all the candies from one of the smaller wells and moves clockwise, leaving one candy in each well until there are no more.
- If the last candy is deposited in one of the larger Player wells, the player whose turn it was goes again.
- The game ends when all of the candies have been played into the two larger Player wells.
- Tally the number of Player 1's candies that are in Player 2's well, and add that to the number of Player 2's candies that are in Player 2's well.  That is your final score.  Try for the lowest score.

Notes:
- You can always choose which kind of candy to leave in which well.
-  Because this game is co-op, it should theoretically be solvable.  However, the random seeding of the candies allows for replayability, and overly cautious play will grow boring and stale.  Get together with your honey and just try to have fun!



Gross, isn't it? Ah well, it's just a simple game.  Don't let it bother you.  Just go out and have a good night, however you want to.
More game design to come.
Slan!

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

Building My First Deck in Tabletop Simulator

Well well, a new week.  How original.  I had an idea for a possible Mechanic Monday but it turned out to just be Stratego.  C’est la vie! (Although maybe it could still work if the forces weren’t all set in stone, and player’s had a limited number of reserve forces that they could secretly commit prior to each combat, and also instead of larger forces wiping out smaller ones, they would deal the difference in force sizes as damage) (Also note to self: Each player starts with a different hidden amount of VP/Currency that they have to pay (plus interest) at game’s end, as a way to truly hide who’s in the lead.) Anyway it’s Wednesday, so there’s no time for any of THAT stuff.  Today, I’m going to kvetch informatively about Tabletop Simulator. So, TTS is, near as I can tell, an incredibly powerful and useful tool.  It’s also absolute ass to parse, as someone coming to it cold.  The official guides are largely unhelpful for the designers whose experience is limi...

TTRPG Tuesday: The Secret Calendar

Welcome back to TTRPG Tuesday! Have I done any this year? Looks like no! On pace to be a pretty low-posting year I guess. Today I actually have a full-fledged one pager TTRPG to share.  I was listening to a Ludology with Camilla Zamboni as the guest and was inspired by her collection Roll for Learning.  The Secret Calendar came to me pretty much fully formed as I walked and listened to the episode, though I do want to acquire RfL to get layout inspo. Anyhow, the first draft can be found HERE .  I think this could be a fun activity for students (was also thinking of Wolfenoot) and maybe I’ll publish it or submit it at some point. Okay I’m out of practice so that's it buh bye!