Hourly Game Day (Joel Shempert) Game #6 Happiness

Game 6: Happiness, AKA a simulation of my life

A game for one or more players.

Materials: A deck of Playing Cards for each player, plus one extra. A bunch of glass beads.

Place one deck in the center of the play space. This is the Day Deck. Each player uses one deck. This is their Effort Deck.

Decide if you will play a Week, or a Month. After shuffling the Day Deck, count off that many cards (without looking at them) and set the rest aside.

Deal three cards from the Day Deck and place them in a row, 2 face up and the third face down. These represent Today, Tomorrow, and the Day After Tomorrow.

The suit in each Day Card is the weather for that day:

HEART: Glorious, sunny day.
DIAMOND: Dry, overcast day.
SPADE: Drizzly day.
CLUB: Downpour.

Each player deals three cards from their Effort deck, face up, turned sideways. These cards represent Chores. Keep them in the left side of your personal playspace,

Each player deals two more cards from their Effort Deck, face up, turned sideways. These cards represent Projects. Keep them in the right side of your personal playspace, clearly separate from your Chore cards.

At the start of your turn, draw your hand up to 5 cards from your Effort Deck.

Cards in your hand represent:

HEART: Leisure (activity done for pure enjoyment, which brings you Happiness)
DIAMOND: Distraction (activity done to pass time, which brings you nothing in particular)
SPADE: Craft (activity done out of a creative impulse or passion, which completes Projects)
CLUB: Drudgery (activity done out of obligation or basic maintenance, which completes Chores)
Play three cards from your hand, as follows:

Drudgery cards count their value toward Chores (J-A = 11-14). If the Drudgery Cards stacked on a Chore card are equal or greater than the Chore value, the Chore is completed. Extra Drudgery points don’t count for anything.

Craft cards count their value toward Projects (J-A = 11-14). If the Craft Cards stacked on a Project card are equal or greater than the Project value, the Project is completed. Extra Drudgery points don’t count for anything.

Leisure cards are placed in the discard pile (sideways, below your deck), and score you Happiness points (light colored glass beads) equal to their value.

Distraction cards are placed in the discard pile (sideways, below your deck), and score nothing.

At the end of your turn, Move all cards from your Completed Pile, beside your deck, to the discard pile. Move newly completed Chores and Projects to your Completed pile. Turn over 2 cards from your Effort Deck, and place the first in your Chore area, and the second in your Project area.

After every player has taken a turn, discard Today, replace it with Tomorrow, turn over the Day after Tomorrow Card, and deal a new Day After Tomorrow Card from the Day Deck, face down.

Special Rules

Each uncompleted Chore subtracts 1 from the value of a Craft card played that turn (track with dark colored beads), and from the Happiness score of a Leisure Card played that turn.

Each Chore in the Completed pile adds 1 to the value of a Craft card played that turn (track with light colored beads), and to the Happiness score of a Leisure Card played that turn.

Each Project in the Completed pile adds 2 to the Happiness score of a Leisure Card played that turn.

Today’s Weather adjusts the value of cards played as follows:

HEART: -2 to Drudgery, -1 to Craft, +2 to Leisure
DIAMOND: -1 to Drudgery, +1 to Leisure
SPADE: +1 to Drudgery, +1 to Leisure
CLUB: +2 to Drudgery, +1 to Craft, -2 to Leisure

At the end of the week or month, compare happiness scores!

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