This week for our collection game, my group made a casual collection game called Gem Hunter.
We stuck to the basic principle of KISS this week, after last week where are game was still good but had complex rules.
The game involves players moving around the board trying to recover more of gems than any other player, they do this by rolling a die and moving tiles, they can reveal the tile that they land on and resolve it.
In order to play this game, you need the 100 tiles, 1 d4 die, 1 d6 die turn order, 40 assorted gem tokens and 4 player tokens.
Set Up & Rules
- All 100 tiles (or as many as players have decided on) must be shuffled and laid out on a 10 x 10 grid (or to the specifications of players).
- All 4 players take turns to roll the dice. The player with the highest roll begins. If 2 players roll the same highest number, they roll again.
- The player with the highest roll then proceeds to choose a tile to enter the board on. Should this tile be a trap tile, the player is kicked off the board and must try again on his next turn. Play passes on to the left of the player.
- As all players enter the board, the objective of the game is to collect the most gems while avoiding trap tiles. To do this, players roll the dice and move the appropriate number of spaces in any direction (including diagonal).
- NOTE: No player is allowed to land on the same tile as another player, simply move to a tile beside him/her.
- If a player lands on a trap tile in-game he/she loses a gem collected and must skip his/her next turn. If the player owns no gems, he/she must simply skip their next turn.
- Should a player land on an empty space or a trap tile, they turn over the tile once the effect has occurred. Gem Tiles, however, remain flipped up.
- Once all gem tiles are turned up, the player with the most gems wins the game and is crowned the "Gem Hunter"!
- Should 2 or more players have the same amount of gems once all Gem Tiles are flipped, ...
Inspiration:
Our original concept was a much more complex gem collection game based in a lost tomb, we discussed many aspects but quickly the rules became complex and we decided instead to strip out the complexity and stick with a basic concept of moving around tiles and collecting gems, we add randomness in as well because the tiles are flipped down.
Pictures:
These are the different tiles that we have in the game.
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