The GAME Game

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