Game 2. Dice Fighters.
Each player takes three dice, in secret.
Roll them and reveal them. Who wins?
1) The highest die showing wins by STRIKE (one HIT), unless…
2) One or more players has two or more die results “in a row.” (such as 2, 3, 4). In which case they win by COMBO. If there are multiple COMBOs, the one with the lowest showing die wins. If there’s a tie among that, the longest combo wins. Otherwise, no one wins. COMBOs count for their length in hits (so 4, 5 is two HITs). unless…
3) If a non-number face is showing (like a skull or a rose or a target or a smiley face or some bullshit) that’s a REVERSE. REVERSE doesn’t count for winning and losing, but it reverses winners and losers … so the ranking becomes: COMBOs are the worst, and lowest showing die wins a STRIKE. If two or more REVERSEs are showing that’s a DOUBLE REVERSE which is the same as regular.
After each round, each player may swap out one die in their hand for another die of their choice.
Play until five HITs.
Game 3: Kung Fu Masters
You are two kung fu masters who have met for the first time. Because of circumstances, you must fight to the death.
Take up a fighting stance, then meet each other’s eyes. Each of you must now play out the fight in your mind. Imagine what your opponent is going to do, how you counter, how they, in turn, counter you, and so on and so forth.
If you reach the conclusion that you will lose the fight, nod in acknowledgement of their superior skill and back down. You will spend your next 10 years training to defeat them. This is an honorable loss.
If you reach the conclusion that you will defeat them, strike now! As soon as you move to strike, they have the initiative and will defeat you. This is a dishonorable loss.
If you both back down at the same time, this is a friendship move. You will train together and become brothers-in-arms.
If you both strike at the same time, this is a mutual kill. Sad for you.
If one strikes and one yields simultaneously, the one who strikes is the winner, and must live with the regret of what they have done.
Game for not getting out of bed.
Play The Spoon Game.
You start with zero spoons.
If this was the internet age, I would totally be a gangster with a bad-ass assault rifle.
A game whose title is also an example of play.
You play the first generation of kids born to human colonists on GJ 667Cc. Life is super-boring. To pass the time, you imagine how much cooler life would have been if you had been born 2000 years ago, during the internet age.
Everyone takes turns reminiscing about the internet age, except when they fail to take turns, or fail to talk about the internet age. Prizes go to:
Saddest present-day life
Most hilarious historical error.
1) Love someone.
2) Play passes to the left.
(Inspired by Hit a Dude, which I thought lacked conflict.)
Suwena — A mancala variant.
Played in Ashwe. (attn: +AJ Luxton )
There are five pits on each side. Fill all pits on one side with black stones, all pits on the other side with white stones, four in each pit.
On your turn, you can pick up all the stones in one pit from your side of the board and deposit them in consecutive pits, ala standard Mancala rules. If you end on an empty pit, you must take another go and you must choose to distribute stones again (you can’t use this to score). If the pit you pick up has a combination of black and white stones, your opponent decides what order they are placed (in practice, the player whose turn it is points to a pit and the opponent distributes the stones.)
As an alternative to doing this, you may take all the stones in one pit on your side and place in them your scoring pile (you may not score an empty pit.)
Play lasts until one player cannot make a legal move (all pits in front of them are empty on their turn.)
Each pair of black and white stones scores 1 point.
Each unpaired black or white stone scores -1 point
revision: If you end on an empty pit, you automatically score all stones in the pit “across” from it, rather than taking an extra go.
(FYI guys, my creativity is seriously running dry here.)
Lamanca, a game from Shadow Aragon (another Amber game reference. hahah.)
A hex board, 8 on a side. Opposing corners are marked as “home space.”
Black and white stones
On your turn, do one of the following:
1) Place a piece on your “home space”
2) Move a piece any number of spaces along a diagonal.
Pieces which touch an opponent’s piece but non of your own are “captured” and cannot be moved.
If you cannot make a move, you must pass. You cannot pass if this is not the case.
Play continues until the board is full.
Your score = number of pieces of your color on the board.