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Game #42: Survive! by Aaron

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Anonymous

Edited Post: Go ahead and check out the newer version (!) of the game by checking my post on page 2 of this topic

Hi everyone, it's time for my turn on the GDW. I know I'm fairly new to the site so please don't hate me if you've had to wait longer than me for your chance, I promise I'll review your games.

First of all, I would just like to let everyone know that I am aware my game's name, exclamation point and all shares its' name with a game released in 1982, which is probably far better than my game anyway.

Secondly, I would like to know how you think the card distribution works if you actually play the game.

Third, I already know that the game board should start off blue, but because some people don't want to waste all that ink I left it white with the option of cutting out the pieces (which takes a loooooooong time). Otherwise for a quick version of the game just assume the white spaces are blue, and cut out only the red spaces for use when someone flips a tile.

So what do I want to know? I would like suggestions for a new name for the game to avoid legal issues if I continue forward with this game (which probably will never happen but you never know). I also want to know exactly what the rules say to you so that I can reword them if they are written poorly, and of course I'd appreciate any other feedback. That's about it!

(Links removed, check the second page of this topic to get the new links)

There you have it!

fanaka66
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Game #42: Survive! by Aaron

Initial thoughts:

I'm not sure how the elimination aspect will go over. I think gamers are pretty harsh to games with player elimination before the end.

Reading the rules made me think of Tron, where the players were all racing in some sort of light cycles, with a trailing wall behind them. It seems similar to flipping the tiles to red that you have passed over.

The way the tiles could be flipped over again made me think of a Boom Run. This is a race, sometimes seen on ESPN I think, where the competitors run across logs floating on water. As they step on the log, it starts to sink, but after they step off the log, it floats back to the surface. This is like a tile that you can't move across, but then is passable later.

The Switch Card seems very powerful. I didn't see what the distribution of cards was, but it seems like that could be too powerful, and tough to fit into a theme, unless it was some sort of Star Trek/Science Fiction theme with teleporting.

You may want to develop different starting positions for times when you don't have exactly 4 players. It seems like the game would work fine with different numbers, is there a reason you don't allow more or less?

How much have you played the game?

Thanks for the look,
mikep

Anonymous
Game #42: Survive! by Aaron

Hi, I'm new here so don't exepct much of a review, this is my first time reviewing. I couldn't acutally play the game as I am away from home.

You game is interesting and I can see how a ther could be deep levels of strategy yet the game is easy to learn.

Suggestions:
- Get a theme, it doesn't have to be a thick theme, just something to make the game something easy to learn (I think people find it easier to learn something that isn't abstract) Also, an absract theme game can easly be reproduced at home, eliminating the need to buy the game.

Think, what could the impassible tiles repersent?

- Players shouldn't be able to be eliminated before the end of the game. Maybe once someone is "trapped" they could be declared out but then respawn and start playing again to avenge there intrapment. They would still have lost but it would be fun to chase down your intraper. (this is one of the quilitys of German games).

OOPS... dinner, I will edit my post later to add stuff.

GeminiWeb
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Joined: 07/31/2008
Game #42: Survive! by Aaron

snipy3,

Thanks for the opportunity to look at your game. It sounds quite interesting.

Some quick comments ...

Red/Blue tiles

I can't see any reason that you need two sided tiles ... or that they even need to be tiles as the squares can only be red or blue.

For example, Red = pebble on square, Blue = no pebble on square.

Note that this also opens up many options for re-themeing if required. For example, use fences to fence-up each others cattle ...

If you really wanted red/blue tokens, I'd make them (say) red/white and print with red ink on white cardboard.

Play order

It seems an interesting choice to get someone to replace their card before they perform the action of the card. Usually the redraw would complete the turn.

This variation suggests that someone may want to change the nature of their action based on the card they have just drawn. If that is the case, great! Otherwise, I'd suggest leaving it to the end of the turn so they can read their new card while the next person is having their turn.

Card types

I suspect Reversal and Reverse Reversal should both specify that the action applies to only one tile.

Trade suggests to me some actual trading. Is this just a swapping of hands?

Double trade needs to be clarified. After the first hand swap, I assume your options are:

(A) end your turn
(B) swap your original hand back
(C) swap your new hand with another player

Switch sounds a bit too powerful and easily counters all the hard work someone might do. Why corner someone if they are just going to put you there?

Card design

Cards could possibly be done using symbols rather than words. For example, Move is just 4 arrows pointing out from the centre of the card (up/down/left/right). Speed would be the same except two arrows would point out in each direction ...

(Nice to remove a dependency on being able to read a specific language ...)

Card distribution

Hard to say without playing. I suggest ditch the Switch ... maybe a few more of Speed ...

Have you considered hand sizes other than 5? ... Just a thought ...

Hope the comments help ...

- GeminiWeb

RookieDesign
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Game #42: Survive! by Aaron

I guess I'll go in the same way as GeminiWeb.

Not very inovative of me, but I read the rules before reading the comments and come up with the same conclusion.

While reading I had a strategy of cornering myself, if I have the switch card then quickly use it to send my opponent in my dead end. I understand the trade aspect can negate this effort but probably I'll try it anyway. I'm not sure about the trade. I don't know why and when should I use it.

In replacement, I'm suggestion you two new cards. (Free of charge). About a pass, where you next opponent skip his turn and reverse turn order. Where the order of the play goes from Clockwise to Counter-Clockwise. With more than 2 players that could be fun.

Question what is your typical play time. Having 64 tiles it look like its gonna be a quick game.

I think the luck factor is too big. From what I read I don't know if I should play to save myself or immobilize the opponent. From the distribution I guess that typically you'll have 4 move and one special. I would try to remove the swtich and try to decrease the very extreme action.

Also change the wording to pictograms. You don't have to read the language. Not that I care but it should be sufficent.

Have a good day.

RookieDesign

GeminiWeb
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Joined: 07/31/2008
Game #42: Survive! by Aaron

More thoughts/ramblings on card distribution

RookieDesign wrote:

Quote:
I think the luck factor is too big. From what I read I don't know if I should play to save myself or immobilize the opponent. From the distribution I guess that typically you'll have 4 move and one special. I would try to remove the swtich and try to decrease the very extreme action.

Let's think about this. Firstly, if all the cards were move cards, there would be no randomness - just the chaos from other players decisions. As such, the randomness comes from the other cards.

60 of the 84 cards (71%) are move cards. The question is 'do we expect 71% of all actions to be basic move actions?'

In an opening 5 card hand, on average we expect to have 3.6 move cards.

With the move card being the basic staple action of the game, it is good to see that the probability of having no move cards is very small ... (1-60/84)^5 = 0.2%.

That said, the probability of having 5 move cards out of 5 is only (60/84)^5 = 19%. As such, there will usually be a choose of playing a special card at any time.

However, as the game goes on, a player's hand will vary according to whether certain cards are hoarded, either because their perceived benefit is low, or their usefulness is specific to certain situations.

If this is the case, the number of special cards in a player's hand will increase over time, providing them with more non-move actions at their disposal.

The trade (and Double Trade) cards put an interesting slant on this however as it may be advantageous to run down you hand of special cards (playing specials in suboptimal times) if you have one of these cards. The point is that when you do trade, your opponent will be left with little flexibility in their hand.

As a result, those 6 cards are likely to have a big impact on the underlying strategy of the game and whether or not you have one of those 6 cards (or the switch cards) is strictly luck-based ... but given you have one of the 24 special cards, these 8 cards make up 1/3 of them anyway ...

Hmmm ...

Aside - I just realised why the draw again phase happens before the action - to cover cases when hands are swapped so hand sizes remain constant!

GeminiWeb
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Joined: 07/31/2008
Game #42: Survive! by Aaron

Oops - repeated post ... not sure how that happened ... :?

Anonymous
Game #42: Survive! by Aaron

Yes, the point of drawing before making your move is for two reasons as stated in previous posts:

1. You could change your strategy based on your next drawn card.
2. When you trade hands, the other player recieves a full hand of cards as you would.

As for the switch card when we played we never thought it was too powerful. Players seemed to save their reversal cards for instances like this and it worked out well, however I will agree that it is the best card in the game. I think I will consider either removing it from the game or at least having 2 instead of 4 of them in the deck.

The odds tell you that you are going to probably be dealt 4 move cards and 1 special card, however like everyone should expect this isn't always the case (one player got stuck with all move cards turn after turn, another player had all special cards, and so on). The thing is while probability can tell us the chance of something happening, it can't tell us that's what is going to happen every single time.

As for the person who suggested I try different hand sizes, I have considered making it 3 or 4 cards, but have not tried playing with it that way. We seem to think 5 works well when we play, because most of the time at the start of the game is when most move cards are played, the players stock up on what I call special cards (or in other words any card that doesn't say move), which usually leads to an exciting climax.

I have considered making a two player variant on this game, with a smaller board and a revised deck that would have cards more suited for a two player game instead of a four player game (for instance the removal of double reversal and double trade).

Thanks for all the posts and not even a day into it yet!

Anonymous
Game #42: Survive! by Aaron

Oops I was also going to talk about a theme for the game. At first I thought of making a theme like this:
(Ooh now that I think of this it sounds decent)

Trapped! (obviously changing the name of the game to remove the controversy): Four rival explorers go their seperate ways into a dungeon, each one wanting to claim the prized gold believed deeper into a dungeon, they stumble into a room that will surely decide their fate. As each of the different explorers moves, the piece of ground they are standing on will fall. They decide to make their trouble into a contest that only one will win. Whoever remains standing at the end may continue forth to collect the gold, the others shall fall to their doom.

My only problem with that is how do I tie in the effects of some of the cards (like reversal, where a player flips a tile from red which stands for a hole in the ground to blue which stands for ground a player can stand on?).

Anonymous
Game #42: Survive! by Aaron

fanaka66 wrote:

I'm not sure how the elimination aspect will go over. I think gamers are pretty harsh to games with player elimination before the end.

You may want to develop different starting positions for times when you don't have exactly 4 players. It seems like the game would work fine with different numbers, is there a reason you don't allow more or less?

How much have you played the game?

Thanks for the look,
mikep

First of all we have tried the game a few times. The players who played with me didn't seem to mind so much when they lost, the game didn't usually take much longer from the time a first player was eliminated to the time a second and third player were. Even when it took longer everyone seemed to stay interested in the game as the final two duked it out playing special card after special card to escape from what seemed like an impossible situation.

To answer the question how much have you played the game, we have tried it about 4-5 times. My family isn't much of a gaming family, but for my birthday the whole family came over and we played my game and a few other games.

I have considered making a two player variant, but not a 3 player. It seems like no matter how a 3 player board is made it will somehow give one player an advantage over the other two. I also have considered making a booklet of different possible setups for the board such as a red tiled X going through the board and players starting in different locations, but I haven't actually made one yet. Does that sound like it would add to the game?

Anonymous
Game #42: Survive! by Aaron

Okay so I think I like the theme of the four explorers, but now I just need a way to explain a red tile (hole in ground) becoming a blue tile (ground). Maybe the reversal card which does this could be changed to wooden plank and the double reversal to two planks? Okay that's just bad.

GeminiWeb
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Joined: 07/31/2008
Game #42: Survive! by Aaron

Theme

And now for something completely different ...

Vampire (I warned you)

Players are vampires in a large crypt ... Its dark and all the tiles are black

Now, competition isn't good when you are a vampire so they all want to kill each other.

Move = Move and make a skylight (whole in roof ... white tile) behind you (we all know how much vampires like the sun)

Reversal = Cover a hole

... or ...

Mutant Snails

Players are mutant snails. Snails leave snail snail trails. Mutant snails leave radioactive snail trails which kill everything that touches it once it's exposed to the air.

Reversal = 'neutralizing snail spit' ... well, they are mutants after all ...

Zomulgustar
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Game #42: Survive! by Aaron

Looks interesting, butthe elimination and high randomness factor leave a bad taste in my mouth...though one easily remedied with some sugar and just a dash of vanilla extract.

Here's a thought, though it will twist your idea a little bit. Each player has their own color of tile, and they are all painters trying to color as much of the floor as possible in their color without literally painting themselves into a corner. If they can't avoid this, they respawn elsewhere, but permanently lose one card from their hand limit, and don't have the potential to play a Move (paint) card this turn.

Since there is such an abundance of Move cards, you might want to consider having 15 each of cards of cards which each lack movement in one direction, just to add a bit of variety and hand management, or perhaps even something more restrictive.

And despite the previous remark, as I have started a pattern of hypocritically recommending, there's nothing about this game which demands the square grid as a board. If you want to handle any number of players from 2-6 with a perfectly symmetric starting configuration, try a board based on
this. For 2 players, start on opposite points of a hexagon. For 3 players, start on alternating points of a hexagon. For 4 players, start on 2 points of the innermost pentagon and the diametrically opposite points of the outermost pentagon. For 5 players, start on all points of a pentagon, and for 6 players, start on all points of a hexagon.

The card play does make the elimination very random, but if there's respawning and possibly a scoring mechanism taking something into account beyond mere survival, you should be OK.

Anonymous
Game #42: Survive! by Aaron

Random Ideas:
- players control more then one pawn/vampire/snail/whatever
- some sort of portal tile that can transport you accross the board

Anonymous
Game #42: Survive! by Aaron

GeZe wrote:
Random Ideas:
- players control more then one pawn/vampire/snail/whatever
- some sort of portal tile that can transport you accross the board

The portal tile was a thought that did come into my mind when designing the game, but I never used it. I instead put the Switch card in which lets a player switch places with another, although many people have told me already that it seems too powerful. As for controlling multiple pawns that never crossed my mind, and I don't know how that would work, but I will certainly consider it.

Thanks for all the feedback everyone!

P.S. The snail idea was very interesting, although so far the Vampire twist is by far the best theme.

Brykovian
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Game #42: Survive! by Aaron

Five cards seems like a nice hand size for allowing players to plan ahead a bit -- allowing a little bit of luck-of-the-draw, without making it too strong.

Also, I actually like the elimination aspect of the game -- especially, if each player gets 2 pawns. (Perhaps you could play/draw 2 cards per turn. Each card played could be used on either pawn.)

Instead of Switch, perhaps a simple Teleport -- where you need to move your pawn to any "blue" tile on the board (switching the previous tile to red). This would avoid the situation where you allow yourself to be trapped, then switch positions with the other player. And, I think maybe 2 of them in the game would be enough.

You could work your adventurer/dungeon theme if the pawns were wizards ... the reversal would simply be a spell that allows them to "heal" the floor.

-Bryk

Anonymous
Game #42: Survive! by Aaron

Brykovian wrote:
Five cards seems like a nice hand size for allowing players to plan ahead a bit -- allowing a little bit of luck-of-the-draw, without making it too strong.

Also, I actually like the elimination aspect of the game -- especially, if each player gets 2 pawns. (Perhaps you could play/draw 2 cards per turn. Each card played could be used on either pawn.)

Instead of Switch, perhaps a simple Teleport -- where you need to move your pawn to any "blue" tile on the board (switching the previous tile to red). This would avoid the situation where you allow yourself to be trapped, then switch positions with the other player. And, I think maybe 2 of them in the game would be enough.

You could work your adventurer/dungeon theme if the pawns were wizards ... the reversal would simply be a spell that allows them to "heal" the floor.

-Bryk

First of all thanks for the comments. As far as I know you are the first person who hasn't played the game who actually thinks 5 cards works well (I have to tell you, after playing the game a few times, this turned out to be a real riot because strategy was everything, and later into the game luck played a small but not at all game-deciding role).

The elimination aspect forces players to always be on their toes, knowing that if they move into a narrow one column path as opposed to walking out into the open, they may get trapped but on the other hand might be able to survive longer than the other players because they took that risk. Often times players would secretly stock up on reversal cards before doing anything dangerous. The thought of having two pawns instead of one is rather interesting, I will have to look into that.

As for you recommending I replace Switch with Teleport, I have thought about it before, and I have thought about just adding a Teleport type card into the game, but I've never gone through with it. My friend Molly was one of the play-testers and after I told her I was getting the game reviewed and people wanted to throw out the Switch card, I thought she was going to grab me by the collar of my shirt and tell me to not do it if my life depended on it (that's kind of a stretch, but you get the point).

Also, the idea of wizards is a good one with the ability to maybe "float" for a turn or heal the ground. Now that I think of it I already see a future in that theme.

Thanks again for the reply!

Brykovian
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Game #42: Survive! by Aaron

A quick point about the elimination factor. This game seems like it's a rather quick play. This is why I think the elimination aspect won't be a problem. It's most likely that those who get knocked out will have it happen later in the game, and it won't be a long wait to see who wins.

Longer games with elimination (thinks of "Risk" and "Monopoly" as good examples) are not fun for those knocked out early.

-Bryk

Anonymous
Game #42: Survive! by Aaron

And that's the other thing, the games took about 15 minutes max.

GeminiWeb
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Game #42: Survive! by Aaron

snipy3 wrote:

Quote:
First of all thanks for the comments. As far as I know you are the first person who hasn't played the game who actually thinks 5 cards works well

Don't get me wrong - I wasn't saying 5 card hands wasn't right. I was just wondering if you had considered other size hands.

Also, thinking abut the luck ... I think the game isn't quite as luck-dependenet as people make out. The main issue seems to be whether some special cards are a lot more powerful that other special cards ...

Best of luck with the game

- GeminiWeb

Anonymous
Game #42: Survive! by Aaron

yes that does seem like the main topic for discussion with this game, I am pretty sure the switch card will be removed or at the least reduced to 2 instead of 4. I like the idea of having move cards with arrows on them so you can only move in certain directions (15 with left and down, 15 with down and right, 15 with up and right, 15 with up and left), and I like some of the suggestions given for new cards and spaces for the board. Thanks everyone for your help this week I look forward to reviewing your games in the future.

Anonymous
Some ideas

This is my first post (and it is a long one). But I figured, I tried your game out (I made a simple board and used glass beads to mark the board for impassible squares) so I should give you my reactions.

First, the game is simple, and easy to learn. I tought it to a 12 year old during lunch. He actually thought it was too easy. We played three games, with the same four players, and the first ganme took about 35 minutes including explaining the rules. The second & third games took about 25 each.

Now onto my suggestions (These are independant ideas, they do not depend on each other unlese noted):

  1. I agree that "switch" is a powerful card. It doesn't need to be removed however if there is a way to counteract its power. Perhaps a method for a player to counter another players action

  • Lets say you use a 64 square board, and marker stones instead of flipping tiles over. And what if you give each player a color (for arguments sake lets say Yellow, Black, Green, and White). And instead of just placing a generic marker down when a player moves they place a marker of their color. This would allow for some interesting interactions. Like you can say a player can never remove a marker of his/her own color.
  • The boy I taught the game to suggested adding best 2 out of 3 to the rules. This might have been just because I beat him, but I figured I would pas that on. I would add the looser should have the choice to go first in each subsiquent game.
  • You could also make the game by having the deck composed of 84 cards, but only two different cards. One a "move" card, this working as indicated by the rules. The other an "action". If you play an action card, that player gets to roll 2 dice (marked with the different actions). That player then chooses one of the dice to play that action. If that action is not possible, it is forfiet. Suggestion for dice distrobution:
  • Die 1 (6 sided):
    1=Speed
    2=Reversal
    3=Trade
    4=Reverse Reversal
    5=Mind Control
    6=Switch

    Die 2 (6 sided):
    1=Speed
    2=Reversal
    3=Trade
    4=Reverse Reversal
    5=Double Reversal
    6=Double Trade

    I am not sure if that will ruin your game (I have not play tested this variation) but it could add a different element to the game. Just a thought.

  • As a variation on #4 the first player rolls both dice as indicated. The die they did not roll is left alone. The next player to play an action card rolls only the the "used" die, but can choose either action.
  • For example:

    Stan is the first player to play an action card. He rolls die one and gets "Speed" and on die 2 he gets "Trade". Stan elects to play the "Trade" action, so "Speed" remains for the next player to choose.

    Ted (the next player to play an action) then only gets to roll die 2, he does so and gets "Double Trade". Ted can now choose from "Double Trade" or "Speed". (Speed was previously rolled by Stan)

    [/]
    Anonymous
    Game #42: Survive! by Aaron

    Thanks for the comments, and especially thanks for playtesting the game, you're doing all the work for me =)

    Actually the dice thing was something I had thought of, but I liked the idea of cards for the sole purpose that players could save them for later in the game or throw them all away at the beginning and end up with a hand full of move cards.

    Your idea of counter-acting the switch card sounds great, I'm just not sure how that will work. I guess I'll have to look into that.

    Best 2 out of 3? I suppose players could incorporate their own variations into it, but I think if the game takes 25 minutes at the minimum that by the time one game is over most people aren't going to want to play a second (from personal experience playtesting the game).

    As for the player's own color spaces I have already looked into that, too. This is about the only thing I have already begun planning into the game because I haven't noticed a single thing wrong with the idea (I even have plans for a new end-game using the color spaces).

    Thanks everyone for the input, I was actually coming here to post for the next GDW but it isn't up yet, guess I'll check back tomorrow.

    Anonymous
    Game #42: Survive! by Aaron

    Update! I can't think of any new games to begin work on, so over the past few weeks I have made a few changes to the game (I haven't uploaded them yet since they aren't done, when they are though I will be sure to upload them to my games site).

    1. The game is now called Outwit because as it stands, I can't use Survive!

    2. Switch cards were thrown out by popular demand, replacing them are the ever so awesomely named Eradicate cards (sigh).

    3. All cards now only contain the name of the action on them, the explanations have been removed. In spite of this I am creating player aids so that the rules for each card can be in one spot instead of the same card having the same text over and over.

    4. A few new cards have been added. To name a few there are Diagonal and Jump.

    5. A two player variant is in the works, still tweaking that one.

    6. An alternate way to play using a scoring method has been "brainstormed". I use this word because I have not put it into the game yet, but I think it is a good enough idea to start working on.

    7. All "Move" cards now specifically state two directions, 12 say North and East, 12 say North and West, 12 South and East, and 12 South and West, which means that now you can only move in one of the directions on the card.

    8. There are (this is experimental to see how it works) two decks, a movement deck and an action deck. At the beginning of the game players are dealt 4 movement cards and an action card. Each player now gets a movement phase and an action phase (See where this is going?). Basically a turn now consists of:

    1. Discarding a movement card to the movement discard pile
    2. Drawing a new one to replace it
    3. Following the card action
    4. Discarding an action card to the action discard pile
    5. Drawing a new one to replace it
    6. Following the card action

    (Players can elect to not play an action card but must play a movement card)

    This eliminates the choice for a player to play a non-movement card to help extend their chances of staying alive when surrounded, and makes the game a little faster.

    I'll post the new stuff in a few minutes!

    Anonymous
    Game #42: Survive! by Aaron

    IT'S FIXED! For some reason it takes a while for WORD to upload the picture of the compass rose so be patient! If you do play I WANT TO HEAR FROM YOU, especially about the new penalty/reward system. Thanks again for all your help guys (and girls).

    The New Files:
    http://www.bgdf.com/files/My_Uploads/snipy3/OutwitBoard.doc

    http://www.bgdf.com/files/My_Uploads/snipy3/OutwitCards.doc

    http://www.bgdf.com/files/My_Uploads/snipy3/OutwitCards2.doc

    http://www.bgdf.com/files/My_Uploads/snipy3/OutwitRules.doc

    Anonymous
    Game #42: Survive! by Aaron

    Edited Post:
    I added a few features to the game (available in the above post, described in a nutshell here).

    1. Each player now has a "Reward track" and a "Penalty track", the penalty track goes both into negatives and positives, the reward track goes from 0 to 3, at the start of the game both start at 0. When a player plays an action card they incur a penalty based on the power of the card, and must advance their pawn along the penalty track. If a player chooses not to play an action card (Again it may help if you read the revised rules that I am about to post) he recieves one reward point and advances his pawn one space along the reward track. If the reward pawn reaches 3 he may deduct one penalty point from the penalty track, HOWEVER if you play too many action cards and get too big a penalty you will be "in the red" and you will not be allowed to play action cards until you gain enough rewards to get out of the red. I still have yet to playtest this and I already think I will need to do some tweaking but it adds a new element to the game.

    2. Players now have their own individual boards with their penalty and reward tracks on them, plus the board in the center of the table.

    Again this has not been playtested so your input counts (I should be able to playtest this a few times this weekend, we are going to a Twins game at 3:30 A.M. as we sit outside and wait to get collector's bobbleheads, so we will be playing a lot of cards).

    Anonymous
    Game #42: Survive! by Aaron

    fanaka66 wrote:

    The way the tiles could be flipped over again made me think of a Boom Run. This is a race, sometimes seen on ESPN I think, where the competitors run across logs floating on water. As they step on the log, it starts to sink, but after they step off the log, it floats back to the surface.

    Sorry this is wayyy late (like 2 months late), but I have to say on an unrelated note that I have always loved watching the Boom Run.

    Anonymous
    Game #42: Survive! by Aaron

    Edit: meant to post this on Collectibility page, I moved it.

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