022 - "We Need To Get Off This Moon" Card Game Cards

This game started out as a simple family game and while I started to write the rules, it turned into something a bit more hairy. I'll still need to print out the cards and test it out to see how it goes.

The game has players walking around a small moon, revealing and resolving encounters, and trying to collect all four ship pieces so they can get rebuild their ship and get off the moon.

I'm slowly finding the niche of these print-and-play games. I think if I can finalize this one and Sadie Cat: Cook Out, I'll be in a pretty good place to make a dent in the world.

021 - Sadie Cat Stories: Order of the Trap Makers

I've been having trouble finding my voice lately in the stories that I want to write. What is the age level I'm aiming for? Certainly not adult fiction, but probably not even teen fiction. My target may be in that 1st to 3rd grade level. Allegedly, Harry Potter is 4th grade level.

One night I rewrote the same three sentences over and over again. They're not even very good sentences. I may just be worrying to much about style and should just get the bulk of the story down.

Below I've outlined the story. Now to fill in the gaps.

  • Sadie Cat and Mao are in an abandoned shopping mall looking for supplies.
  • They spot a stack of vegetable cans.
  • Mao pushes by Sadie Cat to grab them and it triggers a trap.
  • Sadie Cat eventually gets down the hole where Mao has disappeared and enters a network of tunnels
  • Mao is found, in a wooden cage.
  • Sadie Cat encounters a group of hooded folks: The Order of the Trap Makers
  • Trap Makers are an old organization. Mao fell for the trap, thus is their captive. Ready to trade for his life: lots of money.
  • Sadie Cat doesn’t have much on her to give. Asks if there is another way.
  • They can challenge to outwit the highest trap maker. The trap makers are very confident bunch, think highly of themselves.
  • Sadie Cat agrees to the challenge. It is over an ancient game similar to chess.
  • Sadie Cat wins.
  • Trap masters are sore losers. Going to capture Sadie Cat. Chase her through the underground caverns, making their way up.
  • Eventually Sadie Cat notices multiple traps inside the abandoned mall and tricks them to fall int one.
  • The trap master is caught in their own trap, dangling above the spikes. Sadie Cat saves them.
  • They apologize, make both Sadie Cat and Mao honorary members, and let them go.
  • They leave without the vegetable cans. Whoops.
  • Abandoned Mall disappears. Mao is annoyingly wanting to eat canned vegetables.

020 - Diorama Kit v1

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I designed a diorama kit inspired by this one section in the recent Flow Book for Paper Lovers annual. Each panel measures 3.5" x 3.5". I'm not sure why I decided to have a circle cutout in the center there. It was actually a little annoying to cut. I may remove that in the v2.

I'll eventually post the blank template for folks to use.

019 - Color Patterns

Yesterday was a volunteer day at Oliver's preschool. I took up the activity tables. It was unusually quiet in that area for most of it, so I sat there and made these patterns on the egg-shaped color peg boards.

There is a definite sense of calm just following a pattern and repeating the same movements over and over. It's like those adult coloring books and paint-by-number things. Not a lot of thinking, just doing and at the end you have something that looks nice. We need more of that creative calm in our lives.

017 - ASWG: Dark Match Rules (v3)

This game is from 2016. The old rules were not great. Time to fix them.

SETUP
=====
1. Shuffle cards 1 - 9 and create the Draw deck.
2. Shuffle cards 10 - 13 and create the Spot deck.
3. Deal 5 cards to each player from the Draw deck.
4. Deal 2 cards to the center of the table from the Spot deck. This is the Spot Goal.

HOW TO WIN
==========
First player to win three Spots wins.

WHO GOES FIRST
==============
Youngest player goes first. They are the jobber, after all.

PHASES
======
1. Action (one of the following)
    a. Attack: Play a valid card
    b. Pass: Discard
    c. Irish Whip: Change the color of the card.
2. Draw
    a. From Draw deck
    b. From Discard pile

PLAYING A CARD
==============
First player may play any card from their hand into the Play deck.

Attack:
A card is valid if adding the card to the sum of all Play deck cards does not exceed the Spot Goal and...
1. If it is the same color, it may be of any value.
2. If it is a different color, the value must be higher than the previous card played.

Pass:
If a valid card cannot be played, the player must discard a card face up to the Discard pile.

Irish Whip:
If a player has at least two cards in their hand, they may perform an Irish Whip. To perform an Irish Whip, a player must play a card face down to the Play deck. The player must now play another card face up to the Play deck. Because the previous card was face down, any card counts as a valid card.

DRAWING A CARD
==============
A player may draw the top card from the Draw deck or the top card from the Discard pile.

SPOT GOAL
=========
If a player plays a valid card and the sum of all cards played equals the Spot Goal, that player wins the Spot.

The winning player may keep up to 1 card. The losing player may keep up to 3 cards. Shuffle the remaining cards numbered 1 - 9 and deal a new hand of 5 cards to each player. Deal 2 new Spot cards to create a new Spot Goal. The player who won the last Spot chooses who goes first.

HAND SIZE
=========
A player may not have more than 7 cards in their hand.

013 - Sadie Cat: Cook Out Test

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Went through five games of Sadie Cat: Cook Out this afternoon. Some good changes to the rules to make it a bit more competitive.

  • If you have any unassigned dice at the end of the "Food Prep" phase, each one is worth -1 point.
  • You calculate the penalty prior to cooking the recipes.
  • 1 Time token can be used during "Food Prep" to move or discard up to any 5 dice. This includes moving ingredients from one recipe to another, discarding ingredients from a recipe, or discarding any unassigned dice.

What I noticed is that when you get down to the last 5-7 Time tokens, you start to really weigh your options. You have a handful of incomplete recipes, some that will take 3+ Time to cook, but you still have to spend 1 Time token to roll 5d6. You also don't want to lose points for wasted ingredients, so maybe you throw them away now.

It gets pretty push-your-luck and risk-management at the end there. I liked the feeling.

Somehow this game also plays a ton faster than Honeycomb Cavern. You get, like, 4-5 rolls total. Must be the 20 Time token limit. I may have to increase that.