Sunday, September 9, 2007

wildCard Civilization




Inspired by the Darwin's theory of Evolution, the "survival of the fittest" and the well known Rise of Nations (by Microsoft), this card game takes the player through a story of growing civilizations, competing with one another for food, shelter and glory!!

The game can be played by upto 6 players, where each player starts with a default set of cards and in addition will be given a number of random cards from the common set. This game is meant for anyone who understands how to play!

Objective: As a player, you are responsible for your civilization and it is your responsibility to strengthen your civilization. You can wage wars with you neighboring civilization to win over them and expand your ruling territory.

How to Play:

This game first requires a person to monitor the game, hold inventory and people cards. This person can be viewed as a gamekeeper, or a banker. For no particular reason, I chose to call this person, the Nature. The function of Nature, is to hold the different Inventory cards and people cards (which is explained below) and trade them for their corresponding needs with the players, as and when they want.

Default cards:-
Each player, gets a set of default cards, which will include
1 attack card (used when keeper wishes to attack a neighboring civilization)
2 Soldiers with swords
3 each of Blacksmith, Woodcutter, Miner
4 farmers

Common:-
The common set of cards, is equally divided among the players (The rest can be given to NATURE)
The common set of cards, consists of the following types:
Food, Farms,
Wood, Forrest,
Metal, Quarry,
Gold, Goldmine.


Inventory:-
The inventory (possessed by the NATURE) consists of three types of cards:
The first one being the same as the cards from the common set.
And the second type being people which include Farmers, Woodcutters, Blacksmiths, Miners and finally strong and loyal Soldiers.
The third type of cards include weapons Bow&Arrow, Catapult (more will come later)


So when its the turn of a player, he/she can do the following trades with the NATURE (BUT ONLY ONE TRADE PER TURN)

1 gold = 2 metal
1 gold = 3 wood
1 gold = 4 food
(so you can figure out how much metal makes how much wood / food etc...)

1 farmer = 2 food
1 woodcutter = 2 food + 1 metal (he needs an axe, come on!!)
1 blacksmith = 2 food + 1 gold
(note: Blacksmiths will make the price of weapons cheaper)
1 miner = 2 food + 1 metal + 1 wood
(note: miner can be used both for Quarry and Goldmines)
1 soldier = 3 food + 1 metal + 1 wood + 1 gold

Weapons:
1 Bow+Arrow = 1 wood + 1 metal + 1 gold + 1 soldier (meaning that the soldier is converted to the archer the nature just gave you!!)
1 catapult = 2 wood + 1 metal + 1 gold + 2 soldiers (the two soldiers are now in command of the catapult!)

Before the TRADE with NATURE, the NATURE gives the player the following cards:

1 food card for each farm or farmer (whichever is lesser)
1 wood card for each woodcutter or forrest*2 (whichever is lesser)
1 metal card for each miner or quarry*3 (whichever is lesser)
1 gold card for each miner(not working at the quarry) or goldmine*5 (whichever is lesser)

NOTE: At this point, it must be noted that the idea behind the above step, is to increase the resources of each civilization as it grows.

IF THE PLAYER CHOOSES, the player can ATTACK THE NEIGHBOR !!

trumpet plays in the background are two armies prepare for war !! But who will win? Lets find out..

Each player is requested to total their points using the following key:

1 catapult = 5 pts
1 archer = 2 pts
1 soldier = 1 pts

In the end, the PLAYER with more points wins the Battle and is now in control of both the civilizations (meaning that he gets the other players cards as well)

But here's the catch!! If they are equal .... then they both lose their army alone. They are back to square one with no army and have to rebuild from the resources they have. And and, each player has only one ATTACK card.. so in the even of a no-result war... the player who waged the war, loses the attack card to NATURE and hence can only sit and accumulate resources, since someone is going to attack him!!



Saturday, September 8, 2007

mathCards



When it comes to games, especially like card games or board games, one of things that I'm really interested in is creating games for children that are educational. "mathCards", is one such game I've been thinking and re-thinking about, which will help children not only learn math, but become extremely quick at it. And they do this while enjoying the game.

What I have in mind, is have a set of generic cards, which look like the ones below. Each mathCard has a big central number, and four number around it. If you notice, all the four numbers add up to the central number.



Using a set of such cards (total number TBD), with the central number ranging from 1-9 (thats right, no zeros!!), I plan to design multiple games around it.

And, just for the heck of it, I'm going to name the central numbers as the "value" of the card.

Now these are the couple of games I have in mind:

1. mathCards - Windows (EASY)

Objective & Rules: This rummy style game, will basically start off with 4 cards being dealt to each player. And the rest of the pack is kept in the center, with only the top card facing up. In order to win the hand, each player must arrange the four cards like shown below, in such a way that the four numbers that meet in the center, must add up to [X - TBD].





1 + 3 + 2 + 0 = 6


-On a players turn, he/she can exchange one of his/her cards for either card on top of the two piles (facing down and facing up).
-If more than one players finish on a round, then the winner of the hand is the one with greater sum of the "values" of the four cards in hand.



2. mathCards - iEquate (MEDIUM)

Objective & Rules: This also a rummy based game, and like the previous will start off with 4 (or more, upto 6) cards being dealt to each player. And the rest of the pack is kept in the center, with only the top card facing up. In order to win the hand, each player, must create an equation with his/her cards, and the following mathematical operators { +, - , * , / } and a mandatory '='. Like shown below



3 * 4 = 6 * 2


-On a players turn, he/she can exchange one of his/her cards for either card on top of the two piles (facing down and facing up).
-If more than one players finish on a round, then the winner of the hand is decided on who has a higher value on either side of the "=" operator.