The GAME Game is
a board game, designed to be played by 4, 6, or 8 players, that allows players
to use several other existing games to drive the action… with a few surprises
of its own thrown in along the way.
Becoming The GAME Game
Champion will require some skill, some luck, and an ability to enjoy the ride,
wherever it may take you.
Requirements:
·
The GAME
Game game board with Earthquake and
Truth or Consequences Cards
·
A flat, two-sided game piece, about the size of
a quarter, with two distinct sides for each player
·
One standard six-sided die
·
One three-“sided” die (such as found in Trivial
Pursuit) (A regular die can be used if necessary, with 1-2 being a roll of 1,
3-4 being 2, and 5-6 being 3)
·
Ten other board/card/video/party/sports/any
games of your choice, the Big Ten,
which you can adapt to be played in a short enough time to accommodate length
of your game night (suggestions can be found at the end of these instructions)
·
A game (either from the Big Ten, or another game of your choice) that will be played to
determine the order players will line up at the Starting Line in The GAME
Game (so the game must not only end with a winner, but a ranking order from
first to last among all players)
·
Another game (or one Big Ten game) to be used in conjunction with the Earthquake Cards, preferably Jenga,
Pick-Up-Sticks, Operation, etc. (a game in which a player has to perform a
certain physical task without failing)
·
Yet another game (or Big Ten) to be used for the Halftime
Show, preferably a party game in which two players compete, and best when
it provides an entertaining spectacle for the rest of the players, such as Face
the Cookie, Thumb Wrestling, Twister, Beer Pong, etc.
·
The following are likely to also prove useful:
·
A timer with variable settings
·
Pencils and paper for each player (in the likely
event that at least one of the sub-games will have you write or draw something)
·
Cell phones for each player (to be used for game
purposes only!)
Setup:
The first order of business is for each player to choose and
declare their Name for the Game. This will be a one-word, easy to remember
nickname that will be used for you from that point until the winner of the game
has been declared. Name tags placed on
players’ shirts can be a helpful thing here, but are not necessary. Any player calling another player by their
real name during game play will automatically become the Gimp (more on that
later) if caught by any player doing so.
An alternative to this is to agree upon a single “taboo”
word which, if caught spoken by any player, confers Gimp status upon them.
Next, choose your games:
One to determine pole position at the Starting Line, one to serve as the Earthquake Card game (optional), one to serve as the Halftime Show, and the Big Ten games that will run the action.
Assign each of those ten games a number between 0-9. How you do this is up to you. You can do it randomly, take turns picking
the order, allow the first person who lands on each of the ten numbers to pick
an available game to be assigned to that number, etc. Use your imagination.
It’s time to play!
Order of Play:
First, play your chosen game for pole position to start The GAME Game. Once the opening game is complete and the
ranking is determined, place the game pieces on The GAME Game game board in order, with the winner at the head of
the line and the loser at the end. All
players, except for the one who finished last, place their pieces on the board
with the “heads” side up. The player who
finished last places their piece with the “tails” side up. They will start the
game as the Gimp (don’t worry,
nobody stays Gimp for very long… unless they have terrible luck).
Being the Gimp
means that when you roll for advancement, you use one three-sided die rather
than one six-sided die (unless you happen to also be in last place at the
time). If you’re the Gimp, you’re gimpy. You can’t move as fast. Also, you may find yourself called upon to
participate in the results of an Earthquake based on your gimpy status.
Let The GAME Game
Begin:
The goal of The GAME
Game is simple: Be the first to get to the Winner’s Circle (and wield your Rock/Paper/Scissors skills to
victorious effect).
The player who won pole position rolls and moves to start
the action, with all other players moving up one spot on the Starting Line.
Important note about movement: no two players can occupy the
same space at the same time. If a player
rolls to land on an occupied space, where they land depends upon where they
ranked in the game prior to their roll.
If the player is in the leading half of players, they go back to the
nearest available space (it’s possible that this will mean you don’t get to
move at all). If the player is in the
trailing half of players, they move ahead to the nearest available space.
There are three types of spaces a player can land on.
“Special” Spaces:
The first space on the game board is False Start. A player
rolling a one to start their night (unless they are last to get out of the
gates) is sent to the back of the Start
Line and becomes the Gimp. The player who moved up into pole position then
rolls.
At the midpoint (duh!) is the Halftime Show. It takes up
two spaces and landing on either (for the first time only for each player)
initiates a Haltime Show. The player chooses any other player to
challenge at the game chosen for this purpose.
The winning player choses the next Big
Ten game to play. The losing player
becomes the Gimp (if they weren’t
already) and must move to one (available) space behind the winning player.
Optional: If, when the first player arrives at or passes the
Halftime Show, players may decide
that the pace of the game is too slow.
If so, after passing the Halftime
Show, each player rolls both the six-sided and three-sided dice to
determine movement (just the six-sided die for the Gimp).
Finally, if you come up just short and land one space before
the Winner’s Circle, you have
managed to Trip at the Finish Line. You will have to roll the three-sided die and
move backward to the next available space (going farther back if spaces are
occupied). The player in last place
chooses a Big Ten game to continue.
Card Spaces:
Players draw the top card from the appropriate deck and act
on it, returning the card to the bottom, face UP, upon completion. If all of the cards in either deck get used,
shuffle them into a new stack.
Each Truth or
Consequences Card has a “Have you ever…” question on it. The player must answer the question, with
details, or choose to face the consequences.
The consequences of choosing not to answer are that you become the Gimp (if you’re not already), and you
move to a space behind the player directly behind you (unless you’re already
bringing up the rear). No player can get the same card twice (possible after shuffling), so re-draw if this occurs.
When an Earthquake
is landed upon, the player must first perform a round of the game you (may)
have chosen for this purpose. If the
player fails in the task, they become Gimp
and the player in last place (even if that’s you) chooses a Big Ten game to continue
play, with the card not being drawn. If you win, you may confer Gimp status on any player you chose. Then draw and follow the instructions on the Earthquake Card. Don’t forget to duck and cover!
Game Spaces:
These are the numbered spaces that correspond to your Big Ten games. Landing on these spaces initiates the playing
of the game that has been assigned to that number at the start. The winner of the game gets the right to roll
(3 if Gimp, 6 if not) and advance.
End Game:
When the first player reaches the Winner’s Circle, they are placed in the First Place position. But they haven’t won just yet. They must play a best two-out-of-three game
of Rock/Paper/Scissors with the
player in last place. If they win, they
are The GAME Game Champions! If they lose, they wait where they are until
someone else reaches the Winner’s Circle (although they are still subject to
being moved backwards along the Winner’s Circle rankings by the effects of an
Earthquake!). The player in last place
choses a Big Ten game to resume
play.
Whenever another player arrives in the Winner’s Circle, they are placed behind the existing players there,
unless any have moved backward, in which case they occupy the first available space
after the player in the lowest Winner’s
Circle position.
Then, starting with the player in the best position, Rock/Paper/Scissors is again played against
the player in last place. A win means a
Championship. A loss means the next
player in line in the Winner’s Circle
has their shot. If the player in last
place beats them all, they chose a Big
Ten game and play continues.
Repeat
until you have a Champion!
Big Ten Game Ideas:
These are ideas for adapting existing games to produce a
quick winner for use as Big Ten games.
In these, “Player” refers to the player who chose the game or landed on
the spot that initiated the game.
Pictionary
Teams: First place player + last place, second place +
second to last, etc.
Player chooses blindly from among the Pictionary game pawns
and die to determine the first category.
(Black pawn = brown category, Die = green.)
Before the card is drawn, the player trailing on each team
decides whether they will draw in the first of three rounds, or their teammate
will. The player drawing for each team alternates
until the end of the game (as in the real game).
After the first round is played, Player draws another game
pawn to determine the next category. Play
and repeat one more time to have played three rounds.
If there is a tie between more than two teams, repeat the
process again for another three rounds.
If two teams are tied at the end of three rounds, play a round of
Pictionary Cards to break the tie.
The player in the lead on the winning team rolls the 3-sided
die and moves, but does not act. The
winning player trailing rolls the 6-sided die, moves, and play continues based
on where they land.
Cash Cab
This game is played only by the Player landing on it,
providing them with a chance to move ahead unchallenged… unless their own brain
is not up to the challenge.
First, if you are the Gimp, you may name any other player
Gimp.
Then a Cash Cab card is chosen by the Gimp, who reads the
first question to the Player. If they
answer incorrectly (at any time), they become the Gimp and the last place
player chooses a Big Ten game to continue play.
Cash Cab cards contain four questions, becoming more
difficult as they progress, with the final “Red Light Challenge” being
particularly tough. Answering the first
question correctly allows you to move ahead one space, or risk that for a
chance to go farther by answering more questions. A second correct answer moves you ahead two
spaces. A third answer gets you four
spaces. Succeeding in the “Red Light
Challenge” will get you seven spaces.
But don’t forget, you get gimpy and go nowhere for a wrong answer.
If you do move ahead, play resumes based upon your landing
spot.
Apples Against
Humanity
This works by simply playing a round of either game, but if
you want to mix it up…
Each player draws both five Apples to Apples and five Cards Against
Humanity “answer” cards.
Player is the first judge, selecting their choice of either
an A2A or CAH “question” card. Play the
game as usual, with players able to choose any of the ten cards in their
combined hand to answer. (Make sure the
judge doesn’t see which type of card each player plays). Obviously, more often than not, A2A cards
will match up best with A2A cards and the same for CAH. But judges might be extra impressed with good
cross-game answers.
Play continues clockwise with each player being judge once,
alternating between A2A and CAH “question” cards.
Any players tied with the most cards at the end of a round
play a tiebreaker round. If two players
are tied, a single game is played between the two, with the last place player
(among those not in the tiebreaker) serving as judge.
All players should replenish and keep their card desks for
use in potential additional playings during the game.
Yahtzee!
If it’s the first time the game is played, Player choses
whether the top or bottom half of the scoresheet will be the only portion used
and goes first.
In the event of a tie, each tied player rolls one Yahtzee! “hand”,
with the best (highest point total) of these declared winner (repeat if
necessary).
If there are further occurrences of this game, alternate between
playing the top and bottom halves of the cards.
Boggle
Play one round of Boggle.
Any players tied for first play a tiebreaker round in half the time. Repeat as necessary.
Uno!
All of the cards are dealt out until each player has the
same number of cards (there may be some left over, and that’s okay). Player chooses a card to start play.
Play by the usual rules of Uno!, except that Draw 2 and Draw
4 cards require the next player to instead Play 2 or Play 4 cards sequentially
(if possible). When a player is forced
to play multiple cards, only the final card (if a Skip, Reverse, or Draw) is
acted upon by the next player.
Any time a player finds themselves unable to play a card,
they are eliminated.
The last player to survive elimination, and still have cards
in their hand, wins.
Tips: Draw cards are much more effective weapons late in the
game, hold on to them to use strategically as the end draws near. Also, don’t forget to say Uno! before you play
your second-to-last card. If someone
catches you with an unannounced Uno! Before the next card is played, you are
eliminated.
Trivial Pursuit
Player blindly draws a pie piece to determine the category. Card is drawn, photographed by the last place
player (who will do their best not to “peek” at the contents too much while
doing so), and texted to all players. All
players open the image at the same time and the timer starts. Players have two minutes to write down the
answers to as many questions as they can.
Winner is the one with the most correct answers.
Tiebreaker rounds are played as necessary, with the player
involved trailing on the board choosing the category (but may not repeat if tie
isn’t broken on first attempt).
Monopoly
Before play begins, each player blindly draws three Property
cards.
Play as with the standard game, with the following adjustments:
Owning two properties of the same color is enough to be able
to improve the properties (buy houses).
There is no trading or selling pf Property between players.
Landing on Free Parking allows you to steal one unimproved
property from any player of your choice.
Game play ends if any player becomes bankrupt or after the
last player has reached or passed Go! a third time.
Count up personal wealth, as per the normal rules of the
game, to determine the winner.
Hedbanz
Beginning with Player, each player plays a round of
Hedbanz. Most cards captured wins. In the event of ties, play additional rounds.
Pictureka!
TBD