Board Game + Card Game Experiments
Various in progress board game designs.
Measures
A cousin to Rummy 500, players play cards to create sets/groups that fill required beats in a measure of music. The first player to be out of cards, wins.
Rules:
A time signature must be played to start, determining the amount of beats in the measure.
On each turn, players play cards from their hand and add them to the table. They can add their notes to the current measures on the table. Players can also move and rearrange cards on the table to create a new measure, as long as all the measures have the beats required for their time signatures.
If a player cannot play, they must pick up a card.
At no point can a measure be missing or in surplus of beats.
The first player to be out of cards, wins.
Paradiso
A blend of circle and cross game (Parqués, Pachisi, etc.) and chess mechanics in which the familiar chess characters pursue enlightenment rather than war—though conflict is still possible. The first player to move all their characters to the centre wins.
Rules:
On each turn a player can move one of their characters by rolling a dice.
Players can move their piece in any direction following their current sphere.
To get on the board, a player must roll a 6. The player can move all their pieces onto the board as soon as possible, or move one character at a time. It depends on their strategy.
To move to a character to the next higher sphere, a player must roll a 1.
If the player’s character collides with an opponent’s character, the opponent’s character is knocked off the table and sent back to the start.
Some characters have special abilities:
Pawns can choose to share a space with another Pawn rather than knocking them back to the beginning.
Knights move 2x their roll, including when rolling 1, which moves them up a sphere, then over one space.
Bishops, when hit, drop one sphere rather than being kicked off the table..
The first player to have moved all their characters to the centre wins.