When I first entered this class, I was excited to play board games, and we did the first class. As another class came by, more difficult pieces were put into play. Our next homework assignment to do in class was to make a board game ?! A fully functioning board game?! -- Challenge Accepted.
A fellow class-mate and group-mate Tyler Biback and I teamed up to make a game called Freestyle Boardcross Race-Of-Survival. Through our efforts, the final piece looked amazing. I'm extremely happy with the way that the game turned out and couldn't be happier.
Here is a picture of the game board that was made for the game...
Along with the board game we made comes rules and playing cards, as you can see the blue "icy" card spot, and the yellow "speed" card spot. When I initially thought of this game and cards, I didn't exactly think that it would take long to make them. I was wrong. They sheer amount of creativity and innovation that you have to put into making these cards is ridiculous. However, though ridiculous, it is fun. While making this game, funny jokes were said and I had personally wanted them to be on the cards, but the general feel of the game is for all audiences, so the 'jokes' could not be put on the cards.
There are many rules for this game. On the board, you see certain parts highlighted. The light blue spots, are called "Icy Spots". At an "Icy Spot", you may draw an "Icy" card. The "Speed" cards are drawn every turn to see how many spaces you may proceed forward.
The yellow highlighted spaces are called Quarter-pipe turns.
Quarter-pipe Turns
These turns have massive walls like Quarter-Pipes allowing boarders to ride the wall and gain maximum speed on the corners of the course! If you land on the Icy Spot on the corners, you must draw a Speed Card and get off of the icy corner before you can end your turn. If the Speed card says “Don’t go anywhere,” your turn ends and you must go back uphill 2 spaces.
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Also, as you can see, there are green highlighted spaces, that have a space in-between them. These are called jumps.
Jumps
If you land on one of the icy patches leading to a jump, instead of picking up another Icy card, you must draw a speed card. You do not complete the jump during your current turn; instead you must wait until your next turn and continue normally. The speed card only determines if you will be able to successfully land the jump or not. The speed card must be 3 or above in order to successfully remain balanced and land the jump. If you draw a 2 or below you fall and sprain your ankle which counts as another X towards your Fall Count. Next turn, continue normally.
On your next turn, you must at least move forward 1 space to get past the jump. If you land on an Icy Spot draw an Icy card and continue normally. However, if on the next turn you draw a speed card that says you do not move anywhere, slide backwards uphill 1 space.
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In general, this game was fun to make, and I am excited to see what we have to do next.
...I REALLY need to get a leaving quote...
well...BYE :D !
Kazekumaru -- Peacing Out!
Questions to consider:
1. By the look of our game, would you like to play it?
2. From the brief touch of the rules given in this blog, would you say there is a flaw? If there is, what is it, and how would you fix it?
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