Hourly Game Day (Ben Lehman) Game #6 Love Someone

Love someone.

1) Love someone.
2) Play passes to the left.

(Inspired by Hit a Dude, which I thought lacked conflict.)

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Hourly Game Day (Ben Lehman) Game #7 Suwena

game #7
Suwena — A mancala variant.

Played in Ashwe. (attn: +AJ Luxton )

Setup
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.

Play:
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.)

Scoring:
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.

Hourly Game Day (Ben Lehman) Game #8 Lamanca

Game #8
(FYI guys, my creativity is seriously running dry here.)

Lamanca, a game from Shadow Aragon (another Amber game reference. hahah.)

Set up:
A hex board, 8 on a side. Opposing corners are marked as “home space.”
Black and white stones

Play:
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.

Scoring:
Your score = number of pieces of your color on the board.

Hourly Game Day (Ben Lehman) Game #9 To The Esteemed Florists, In Our Hour of Need (A Nobilis Game)

Game #9

To The Esteemed Florists, In Our Hour of Need (A Nobilis Game) (attn and h/t +Jenna Moran )

A Garden ARG.

Background:
You are a person in the Nobilis setting. You are not yourself a Noble, nor do you necessarily have any awareness of the underlying fabric of reality. But you can speak the language of the Flowers.

You do not do this much. Flowers are quiet, and you are a busy, modern person (or perhaps you are whatever you are) and you do not have time to spend listening to and understanding each flowers.

But the Flowers have grown more and more desperate. Flowers, you see, cannot speak to one another — their voices are too meek to carry the distance between them. Their traditional messengers, the bees, are fewer, and fewer, dying of broken hearts for their own particular causes.

So you must, or rather, to play the game, you must decide to, fill in the gap.

Play: Go to a living flower. Don’t pick it! You’re not a barbarian. Lean in very closely, touch your ear softly against it, and listen until you hear what it has to say, and to what other flowers. Is it a missive of love? A declaration of revenge? Idle gossip? Political commentary? Whatever it is, you are the messenger.

Seek out the other flowers, and gently whisper to them, in the language of flowers spoken in wind and pollen. Give them their messages. Then listen, in turn, for their own.

Games ends when flowers have nothing more to say.

Hourly Game Day (Ben Lehman) Game #10 How to Get Your Games on the Hourly Game Day Site

Game #10

Getting your games posted on the Hourly Game Day blogsite

Hourly Game Day has a blogsite! hourlygameday.wordpress.com

Here is how you get onto it:

Method 1: Put +Ben Lehman on a comment on your post, telling me to please post it for you.
Method 2: Send it to me at benlehman@gmail.com
Method 3: If you have a bunch of games to post, let me know and I will set you up with a log-in to the blog so you can post them yourself.
Method 4: Wildcard method!

This is for games, play reports, ideas, anything that you’ve done for #hourlygameday .

(note: for the purposes of respecting creator IP, I will not post anything on the site unless I am specifically told to.)

Score one point per thing you post.

The winner is everyone!

Hourly Game Day (Ben Lehman) Game #11 Picket Rummy

Game #11

Picket Rummy.

Each player should be assigned Runs or Blocks at the beginning of the game. One player gets Blocks: all other players get Runs.
Runs are A-2-3-4-5-6-7-8-9-10-J-Q-K-A in suit.
Blocks are any triples or more of a particular ranked card.

Play as regular rummy, but the Block player can only play, or add to, blocks. Run players can play anything.

If you have a playable set of cards of your type, you must play it. Run players can decide whether or not to play, or add to, Blocks.

If a complete Block is formed (four cards same type), the Block player wins.
If a complete Run is formed (2-A or A-K in suit), the Run players win.
If any player plays out their hand, they win, individually.

Hourly Game Day (Ben Lehman) Game #12 The 2000 Year Dream

Game #12

The 2000 year Dream

This is a game sketch, so half points.

A military strategy game for 3-6 players.

The game is set during the Sino-Japanese War.
Players control the Beiyang Fleet, the Nanyang Fleet, the Fujian Fleet and the Guangzhou Fleet, as well as the associated armies. A fifth player controls the Japanese. If there is a sixth player, they control the Korean pro-Chinese forces (Korean pro-Japanese forces are controlled by the Japanese player.)

Each player has a win condition. If this is met, they win! Instantly.
If the Japanese player wins, all Chinese (and Korean) players lose.
If the Japanese player is driven off the board, all Chinese (and Korean) players share in victory.

Play focuses on establishing lines of control and supply chains to your troops. I’ll need to work on properly historical but game-balanced victory conditions for each of the Chinese players: at the moment I’m not exactly clear what the differences were that prevented cooperation amongst the Chinese navies.

Ideally, the Japanese are considerably more powerful, but can be defeated with mostly cooperation from most of the Chinese players.

Also ideally, there are rules for playing the game with the Japanese on auto-pilot.