Monday, April 14, 2025

Dog Hat Donut




Players: 2-6      Time: 5-15 mins


Objective: 


By way of deception, bluff and clever guess work, be the only player remaining with lives left.


Contents:

12 unique cards, each featuring:

A number from 1 to 12

An Animal (one unique animal per card)

A Donut or a blank space


Setup:

Shuffle the deck of 12 cards.

Place the deck face down.

Each player starts with 3 lives (use coins, tokens, or keep count).

Each player draws a card without showing their opponent.

Choose the play style: Number Bluff, Clothing Bluff or Animal Bluff.

You can alternate each round or pick one for the full game.


Gameplay:


1. Make a Statement

The active player whose turn it is must say either:

Number Bluff: A number (any 1–12) 

Clothing Bluff: Whether their animal has Glasses, a Hat or a Bowtie

Animal Bluff: Name an animal, claiming it’s the one on the card in their hand.

(e.g. “It’s the crocodile”)

They can tell the truth or lie, but every statement is claiming that the information they have said is on their card in their hand.


2. The Opponent to their left then Responds

The other player must say:

Number Bluff: Whether the number they have said is Higher, Lower or the same as the card in their hand.

Clothing Bluff: Claim whether the opponent's statement is True or if it’s a Lie.

Animal Bluff: Claim whether the opponent's statement is True or if it’s a Lie.

Then, the card is revealed.


3. Resolve

If the opponent guesses correctly, the player who drew the card loses a life.

If the opponent guesses wrong, they lose a life.

If that is their last life they are out of the game if not the active player discards their card and draws another from the deck. (reshuffle when the deck has run out).

The player to their left then takes a turn.


Donut Round (Final Bluff) (Optional)


When a player is down to 1 life at the start of their turn, they may declare a “Donut Round” at the start of their turn 


How It Works

Make a Statment about their card in hand like so:

“This card has a [nothing/donut].”

The opponent guesses “truth” or “lie.”

If they guess wrong, the bluffing player wins the game immediately, even if they were losing.

If they guess correctly, the bluffing player is out of the game and play continues.


Winning

Last player with lives remaining wins.



Optional Rules:

Open Season: For a more ruthless game anyone can make a response in the resolution phase not just the player to the left.


The Judge: As soon as a player is eliminated they become The Judge. From now on that player always takes part during the resolution phase as well as the player to the left.

Once both responses have been made the active player resolves. The Judge can neither lose lives or win the game. 


Animal Activity: Players have to make the sound or an action of the animal they last played when they reveal their card. If they forget or get the sound wrong they lose a life. No player is allowed to look through the discard deck. 

If a player thinks another person has made the wrong sound they can look through the discards. If they are correct the active player loses a life. If the challenging player is incorrect they lose a life instead.







Thursday, April 3, 2025

Taxi Hustle - WIP Cards

 


Here is the format for the deluxe version of Taxi Hustle.

This is our model Jabari as a high flying businessman.

The B represents his suit.

The $15 is his payment upon completion.

The dice at the bottom represent the Full House needed to complete his fare.

Each suit will also have their own colour and there will be a suit and roll reference card also.

More to come soon!

Taxi Hustle


Players: 1-4      Time: 15-30 mins


Objective: 


The day has started, the keys are in the ignition. Your mind wonders what the day will bring.

It is time to slap on that smile and start your shift and become the best taxi driver in town!


Be the first to earn $100 (the currency is really your choice!) Be the first taxi driver to earn by picking up and delivering

passengers.


Players roll dice to determine how well they complete their ride—better results mean bigger tips, while failures mean they

must keep driving the same passenger on their next turn.


Setup:

Standard deck of cards (remove Jokers)

Five six-sided dice (5D6s)

Paper & pen (or poker chips) to track money

Shuffle the deck and place it face down as the Passenger Deck.

Reveal three passenger cards face-up next to the deck. These represent available rides.

Each player starts with $10 as their initial cash.

The player who last drove a vehicle or took a ride in a car is the starting player.


Gameplay:


Each turn consists of three phases:


1. Pick Up a Passenger (Choose a Card)

Choose one of the three face-up passengers and place it in front of you.

Immediately replace the taken card with a new one from the Passenger Deck.

The card value determines the base fare and the minimum roll requirement (see table below).



Card Value

Base Fare

Minimum Result Needed

2-5 (Short Ride)

$5

At least a Two Pair

6-10 (Medium Ride)

$10

At least a Three of a Kind

Face Cards (J,Q,K) (Long Ride)

$15

At least a Full House

Aces (VIP Ride)

$20

At least a Four-of-a-Kind


The suit represents the passenger type and affects bonuses/penalties (see below).


Hearts

Tourists - Keen to Sightsee

+$2 If you have a straight or better.

Diamonds

Business People - Rushed & Serious

Must roll at least a Two Pair or Lose $2. Time is money!

Clubs

Partygoers - Drunk & Rowdy

Must roll at least a Three of a Kind or Lose $3. No tip or worse… they left a mess…

Spades

Criminals - Shady

If you roll a Full House or better you get a $5 tip, but if you fail to get a Two pair or higher you get robbed, lose $5 and they exit the vehicle (Discard their card)


If a player fails to meet the minimum dice result, they must keep the same passenger and try again next turn. They cannot pick up a new passenger until they succeed.


Chain Bonus for Same Suit Pickups:

If you pick up a passenger of the same suit as your last ride, you get a + $3 chain bonus for consistency.


2. Drive the Passenger (Yahtzee-style Dice Rolls)


Now, roll all five dice to determine if you can successfully complete the ride.


Each player gets three total dice rolls per turn:

First roll – Roll all five dice.

First re-roll – Choose any dice you want to keep, and re-roll the rest.

Second re-roll – Choose any dice you want to keep again, and re-roll the rest.

After the third roll, your final dice result is locked in.

If you meet or exceed the minimum dice requirement, the ride is complete, and you earn your fare plus any bonuses.

If you fail, you must keep the passenger for your next turn and try again.


Dice Result

Ride Quality

Tip Modifier

Five-of-a-kind

“Beat Ride Ever!”

+$10

Four-of-a-kind

“Amazing Service”

+$5

Full House (3 of one, 2 of another)

“Smooth Ride”

+$3

Straight (1-2-3-4-5 or 2-3-4-5-6)

“Good Route Choice”

+$2

Three-of-a-kind

“Decent Trip”

No Change

Two Pair

“Did the Job”

No Change

One Pair or worse

“Rough Ride”

Lose $3

No matching dice (all different)

“Disaster!”

Lose half the base fare  (rounded down) 



3. Drop Off & Get Paid

If the player met the minimum dice requirement, they drop off the passenger, adjust their fare based on bonuses/penalties, and add the money to their total.

If the player failed to meet the minimum requirement, they keep the passenger for next turn and do not collect any money yet.

When a player reaches $100, the final round is triggered, continuing until every player has had their last turn. The player with the most money is the winner.



Optional Rules:

Gas Costs: Pay $1 in gas per turn before choosing a passenger.

Rush Hour Surge: If two players pick up passengers of the same rank in a row, all face up fares currently in play increase by $5, put a token on each fare to represent this.

Speeding Gamble: After a roll, players may choose to reroll one die for $3.

Shift Over: If no one reaches $100 after 10 rounds, the richest driver wins.



Example Turn:

1. Pick a Passenger: Player 1 chooses the King of Diamonds (Long Ride, $15 fare, must roll at least a Full House).

2. They picked up a Diamond last turn, so they get a +$3 chain bonus!

3. First Roll: 2, 2, 5, 6, 6.

4. First Re-roll: Keep 2s and 6s, re-roll the 5 → rolls a 3.

5. Second Re-roll: Re-roll the 3 → rolls another 2.

6. Final Roll: 2, 2, 6, 6, 2 → Full House! (Ride completed).

7. Final Fare: $15 + $3 (Full House bonus) + $3 (Chain Bonus) = $21 earned.



Solo Rules:

Lone Driver: You have 10 rounds to score the highest possible. Log the result and try to beat it next time!