Wednesday, March 12, 2025

Gut Buster!


Players: 1-4      Time: 5-10 mins


Objective: 


Be the first to eat 100 percent of your target (or more)!


Welcome to the world of competitive eating!  The Gut Buster Championships are here. Will you achieve gastric glory in gluttony or go home fit to bursting but empty inside?


Put your stomach and willpower to the test in GUT BUSTER!!!



Setup:

Each player starts with 0 percent on the score track (or on paper).

Use 4 six-sided dice (4d6) to represent the percentage of food eaten.

Each player takes three “Iron Will” tokens (use anything to track this e.g coins, buttons etc.)

Players take turns “eating” by rolling 1, 2, 3 or all 4 of their dice.

The player who last ate is the starting player.


Gameplay:


On a player’s turn:

Roll choose to roll 1, 2, 3 or all four dice. The total rolled is the percentage of the challenge you have eaten so far.

Choose to either:

Keep your progress and end your turn.

Keep eating (roll the same amount of dice again) to add more progress but risk overstuffing yourself!


BUT WATCH OUT!

If you roll any 1s, you need a breather and lose ALL bites earned this turn. Your turn ends                 immediately.

At any point a player can discard an Iron Will token to ignore one roll of a 1.

The first player to reach 100 or more bites triggers the final round

The round continues until every player has taken a turn. The player with the highest score wins.


Optional Rules:

“Big Bite Bonus” – Rolling a pair adds another of that die to the score. Three of a Kind adds two more of that value to your score.  Gus rolls 2, 2 and a 4. So he gains an extra 2 to the die roll. (A recommended addition)

“Speed Eater Mode” – Players must roll at least twice per turn.

“Spicy Challenge” – If you roll two 6s or more in one roll, you get the sweats and must skip your turn next round. (you still score this round)

“Team Feast” – Players pair up, working together to hit a combined total of 200 bites.


“Gut Buster Ambassador”  – You have ten rounds to each as much as you can for your live feed. Log the score and try to beat it next time. Your fans will appreciate it. (Intended for solo play, but can also be used as an alternate play method).

Tuesday, March 11, 2025

Shield Surfers



Players: 2+     Time: 5-15 mins


Objective:


Use dexterity and strategy to flick polyhedral dice into a target zone while avoiding obstacles and knocking opponents’ dice out of play. The player with the most points at the end of the round wins!


No one is quite sure of the origin of shield surfing, but adventurers from far and wide come to compete, settle their disputes and gain glory in the age-old event. Grab a shield, ascend to the top of the ramp and let the gods guide you to victory!


Setup:

Each player gets a full set of rpg dice (d4, d6, d8, d10, d12, d20).

Designate a target zone (this can be a circle, a box, or a marked-off section on a table).

Players sit around a flat surface and take turns flicking their dice into the target zone each from the same starting point, can be one location or from a line, decided by the group or games master..


Gameplay:

Rolling for Initiative: Each player rolls a d20. The highest roll goes first, followed by the next highest, and so on.

Taking a Turn:

The player chooses one of their dice and flicks it toward the target zone.

If the die lands inside the zone, they score points based on the die’s highest face (e.g., a d12 showing “9” earns 9 points).

If the die bounces out, no points are scored.

If the die knocks an opponent’s die out, the opponent loses those points unless they get the die back in a later turn


Obstacle Challenges (Optional):

Players can set up small objects (miniatures, coins, erasers, etc.) as obstacles.

If a player’s die hits an obstacle before landing in the zone, they must flick their next die with their non-dominant hand.


Scoring:

Once all players have flicked their seven dice, points are totaled for all dice in the target zone/zones..

The player with the highest score wins the round. Play as many rounds as desired.



Optional Rules:

“Bullseye” Bonus: If a die lands exactly in the center of the target, double its face value for points.

“Ricochet Mode”: Players can bounce dice off the edges of the table for style points (decided by the group).

“Sudden Death”: If two players tie at the end of a round, they flick one last die—the highest number showing wins!

“Instant Scoring”: Tally each player’s points after each turn for the die they flicked rather than at the end of the round.




Monday, March 10, 2025

Lands Uncharted



Players: 1-4     Time: 10-15 mins


Objective:


Be the first player to successfully collect 100 doubloons worth of treasure by drawing cards and banking them.


You're a daring pirate captain, searching for treasure on a dangerous island. Each card drawn represents loot you have found or peril faced. Bank your treasure before disaster strikes, or risk losing it all!



Setup:

1 standard 52-card deck (no jokers)

Paper and a pen/pencil to record scores.

The player who recently handled physical currency is the starting player.


Card Values (Hit Success Points):

Number cards (2–10): Each represents the value of the treasure, lower is smaller but the higher is heavier and more cumbersome.

Face Cards (J, Q, K) = A threat to your treasure - Wild animals, other pirates, indigenous populations.

Aces = An Ally - You've made a friend on your travels that will help you.



Gameplay:

Searching for Treasure (Drawing Cards):

The active player draws a card and adds its value to their treasure total.

After each draw, they may choose to:

A) Go Back to the Ship (bank points) – They successfully collect their treasure and earn the points total of the cards combined. Discard the cards to the discard pile and add the points to the score sheet. Play then passes to the next player.

B) Push Forward (draw another card) to attempt to increase their total.

Run For Your Life! (Bust Rule):

If a player draws two Face Cards (J, Q, K) they fail the this round, gaining nothing this turn. The hunt is too dangerous and no treasure horde is worth your life! 

If a player draws two of the same number, they have also drawn too much attention to themselves and must flee.

Play then passes to the next player.

If the deck runs out before the game ends, reshuffle the deck and continue to play.


Aces are Allies (Drawing an Ace):

As soon as you draw an ace keep it to one side of your play area. This is a friend you have made along the way.

Whenever you Bust due to Face cards or two of the same number you can discard an ace in your play area and the card which you have drawn to counteract it's effect.

Play then continues, you can either Go back to the ship or Push Forward as before.


Scoring

The last round is triggered when a player banks a total that pushes them equal to or above 100 doubloons worth of treasure. Play continues until the final player takes their last turn.

The player with the highest score is the winner.

If there is a tie, the player who scored the fewest times wins.

Eg: 

Player A: 10, 25, 55, 12 = 102

Player B: 5, 5, 17, 8, 10, 7, 5, 45 = 102

Player A would win the tie as they got to their total in fewer steps. While they failed more, their massive hordes will be remembered over smaller deliveries. 


Optional Rules:

“Buried Treasure” Bonus: If a player banks exactly 21 coins in one turn, they get +5 bonus gold for their smart timing.

“Double or Nothing” Dare: After a player reaches 90 coins, they may take one last turn attempting to hit 100 exactly. If they bust, they go back to 80 coins!

“Cursed Idol” Rule: Use as many of the following as you like, maybe even invent your own!

If a player draws a Queen of Spades, they must discard the highest numbered card they have drawn so far in the round.

If a player draws a Queen of Clubs, they instantly bust.

If a player draws a Queen of Hearts, they must draw two more cards.

If a player draws a Queen of Diamonds, they must keep drawing unless the card is above an 8 in value.


“Lone Explorer: Short on Funding” Solo Game Mode: You have ten rounds to get the highest score possible. Log your total and try to beat it next time!


Sunday, March 9, 2025

High-Stakes Hit List


Players: 1-3      Time: 5-10 mins


Objective:


Be the first player to successfully complete 5 hits by drawing cards and banking points without getting caught.


You’re a contract killer working through a list of high-profile targets. Each job requires careful planning, but the more you push, the greater the risk of getting caught. Complete a set number of successful hits before your rivals to claim the title of the world’s top assassin.


Setup:

1 standard 52-card deck (no jokers)

Paper and a pen/pencil to record scores.

The player who recently watched an action scene in a series or film is the starting player.


Card Values (Hit Success Points):

Number cards (2–10): Each represents how “clean” the hit was—higher numbers mean more success but also more heat.

Face Cards (J, Q, K) = Security Threat - Police, Organised Crime Bosses etc You’ve been noticed...

Aces = Assassin’s Choice

Play it safe (1 point)

Go bold (11 points, but risk getting caught at 21+)!


Gameplay:

Planning the Hit (Drawing Cards):

The active player draws a card and adds its value to their job total.

After each draw, they may choose to:

A) Execute the Hit (bank points) – If they have at least 15 points, they successfully complete the hit and bank 1 successful contract. Place this in its own standalone pile to the left of the player.

B) Push Forward (draw another card) to increase their total.

Botching the Mission (Bust Rule):

If a player’s job total exceeds 21, the hit goes wrong, and they fail the contract, gaining nothing this turn

If they draw two face cards in one job, security is alerted, and they fail the contract.

In either case turn the cards face down into a stack and set it to the right of the player. This is a botched job and counts as -10 points. 

The first assassin to complete 5 successful hits triggers the last round.

Each player that has not had a turn this round takes their final round.

If the deck runs out before a player reaches 5 hits, the game also ends.


Scoring

When the game ends each player adds up all of the values of their cards (Aces worth either 1 or 11 depending on how they were used.) 

Face cards count as zero points.

Then deduct 10 points from the score from each botched job.

The player with the highest score is the winner.

If there is a tie the player who has the fewest botched jobs wins, if that is tied the player with the most hits, if that is also tied the player with the highest scoring individual hit. 


Optional High-Stakes Rules:

“Silent Assassin” Bonus: If a player executes a hit with exactly 21 points, they complete 2 hits instead of 1 and gain a 15 point bonus.

“The Ghost” Bonus: If a player gets no botched contracts they gain a 20 point bonus. (A recommended addition)

“Rival Interference” Rule: If a player draws a pair of the same number, they may steal one card from a successful hit at random from another player.

“One Last Job” – On their last hit, a player must draw at least 3 cards before they can bank points, making the final kill a true test of skill.

“The Long Haul” – Combine two decks of cards and the game ends when the deck runs out.

“Bad Life, Bad Choices” – If you botch 6 jobs you get executed by those watching you. The police, the syndicate etc. Whatever you prefer.


“Lone Gunman” – For solo play, play as normal but the game ends on 5 successful hits, the deck running out or 6 botched jobs. If you botch 6 jobs you are hunted down and executed. You score zero points this game. Otherwise log your score and try to beat it next time.