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Ballo dei Pagliacci (Dance of the Clowns)

Thanks to all of the positive feedback and encouragement in the April 2009 GDS Critiques Thread, I decided to post a new version of the game here.

Ballo dei Pagliacci (Dance of the Clowns), as entered, is unplayable. There are not enough stacks and too many restrictions to give the cooperative players a decent chance to defeat the Evil Joker. Here are my ideas on improving the game, based on the feedback and further development:

Story

The clown car rolls into the fairgrounds and begins disgorging a seemingly endless number of clowns. They cavort with the appreciative audience as they make their way to their assignments in the sideshow tents. Suddenly, a trouper emerges from the clown car, stares balefully at the rookie clowns and regally marches toward the Big Top. He is not happy with all the accolades the audience bestows on his lesser brethren and vows to steal the spotlight. Things are about to turn ugly…

Object:

There are two possible outcomes: a Trouper Victory (Stealing the Spotlight) or a Cooperative Victory (Sharing the Spotlight)

Number of Players:

3+

Equipment:

Game board, six dice, a poker deck with one Joker, a pile of poker chips and a dealer's shoe (optional) which represents the clown car

Setup:

Set the Joker aside and shuffle the remainder of the deck. Stick the Joker somewhere in the middle and place the deck into the shoe. Place the pile of poker chips near the Big Top. They represent the audience accolades and are paid out during the first phase (Clown Car Follies). Roll one die into each sideshow tent and two into the Big Top. Each die represents how many accolades are paid to a clown as he enters the tent. Youngest player gets to be the Evil Joker and operate the clown car. Game Board

This board has to be large enough to accommodate a spread of cards in each tent. Alternatively, designate four separate areas of the tabletop as the sideshows and reserve the center for the big top.

Play

Clown Car Follies

The clown car drives around to each player and disgorges one clown. If the Joker comes out during the first round, stick it deeper into the deck. The driver doesn’t get a clown. After every player has a clown, they take turns placing their clowns face-up into one of the four sideshow tents. Each player receives accolades based on the value of the die. As each clown enters a tent, be careful not to completely cover any other clowns currently performing inside. Once all the clowns are inside the tents, the car makes another trip around the table. Repeat this phase until the Joker emerges.

Joker’s Wild!

As soon as the Joker emerges, place it inside the Big Top and collect the accolades represented by the two dice. Any clowns that just came out of the car must follow the Joker into the Big Top, but they receive no accolades. Instead, the Joker bops each one on the head and receives another round of accolades. This gets old quickly so, each time a clown enters after the first bopping; the Joker must reduce the accolades by two pips BEFORE collecting them. If the accolades reaches zero, the crowd begins to boo.

If the Joker was the first clown out of the car, there will be no additional clowns. In this case, deal three more clowns from the car and place them in the Big Top, one by one, with the same bopping antics. Separate the clowns in the Big Top so that other clowns may be stacked on top. Nothing goes on top of the Joker! Set the clown car and any remaining audience accolades aside.

Calling All Clowns

In this phase, the Evil Joker will attempt to steal the spotlight from the other clowns in the circus. Naturally, the other clowns must band together to prevent this.

Begin with the player to the left of the Joker. Decide whether to perform a daring acrobatic feat or go for a simple comic gag. If the player fails to amuse the audience with a comic gag, the momentum swings to the Joker - temporarily. After any antics by the Joker, play resumes with the next player on the left. Every player except the Joker gets one turn.

  • Acrobatic Feat: from any one sideshow tent, take one clown and stack it on top of one of clowns in the Big Top. Both clowns must be wearing the same suit, but their ranks can be anything. The crowd roars its approval and the Joker gives every player an accolade.

  • Comic Gag: There are three gags available to the player, which begins by bringing in a clown from any one sideshow tent. The clown must stand beside the other clowns on the floor.

    • Squirting Flower: roll one die. If the value is less than five, the Joker is splashed. The audience chuckles and the Joker give the player as many accolades as appear on the die. However, if the roll is five or six, the Joker whips out a garden hose and soaks the hapless clown. The audience roars and the clown must give the Joker as many accolades as appear on the die. With the momentum going to the Joker, he can hose another clown by rolling either a five or a six. He can continue for as long as he rolls fives and sixes, except that he can't hose the same player twice in a turn. For each successful hosing, the player gives the Joker as many accolades as appear on the die. When the Joker rolls a four or less, the hose cuts off and play continues with the next scheduled player.
    • Pie in the Face: roll one die. If the value is less than four, the Joker gets creamed. The audience laughs and the Joker gives the player five accolades. However, if the roll is four or higher, the Joker ducks and the player to the RIGHT of the clown gets smacked in the face. The audience roars and the pied clown must give the Joker as many accolades as appear on the die. With the momentum going to the Joker, he can whip out a pie of his own and plaster the current clown by rolling a four or higher. A successful hit nets the Joker three accolades. He only gets one shot before play resumes with the next scheduled player.
    • Pants Pull: This gag requires the cooperation of two clowns. The current player can ask a second player if she wants to distract the Joker while he sneaks behind the Joker to yank down his pants.
      • If the second player declines, the current clown runs out of the Big Top and is not used again. The turn resumes with the next scheduled player.
      • If the second player accepts, she selects another floor-level clown inside the Big Top and each player rolls one die. If the second player's roll is greater than the first player's, she has successfully distracted the Joker. In this case, if the first player's roll is three or higher, his clown is able to pull down the Joker's pants! The delighted audience claps long and loud and the Joker gives each clown as many accolades as appear on their respective dies. Of course, if the two pranksters fail, the Joker bops both of them on the head and collects from the instigator as many accolades as appear on both dice. (The second player doesn't give the Joker any accolades, but the clown must leave the Big Top and sits out the rest of the game.)

Exit Stage Right

Audiences today have a short attention span. After all players have had a chance to help outshine the Joker, tally up the accolades. If the collective group has at least as many accolades than the Joker, they share the spotlight and declare a Cooperative Victory. If the Joker has more accolades, he has stolen the spotlight and declares a Trouper Victory. The Joker abandons his evil ways, rejoins the group and passes the clown car to the individual with the most personal accolades.

Comments

Interesting..

This sounds cool Mitch! Interesting theme. And I love all the game materials you mention. I need some time to get through this. Since I have most the the materials you mention besides the game board, I should be able to test it.

Testing, Testing

I used scrap paper, but that's too small. I'm going to see if my kids will suffer through a test...

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blog | by Dr. Radut