Posted: Thu Apr 21, 2005 11:07 pm
Change of plans: the next task will be posted Monday at 7:30 PM EST.
The biggest forum about Weird Al Yankovic
https://www.weirdalforum.com/
Both teams missed the obvious "Twister" connection, but otherwise, very good job on both games!!
It's a tough decision. The directions on "Risk: Albuquerque Edition" are rather complicated, but I imagine that's not unlike the real game of "Risk," which I've never played. I'm going to assume someone who has played "Risk" before would be able to pick up on the Albuquerque edition rather easily. Nice job on bringing song references into the game. This game is more for the serious gamer than a quick I've-got-a-few-minutes-to-waste game.
The "Weird Al Trivia Game" more appeals to my kind of game, and one thing it has going for it is that the rules are simple enough and the game should play quickly enough that fans can whip out the game at a concert or other gathering and play a game or two. And 4,000 trivia questions about Al, that's something to get excited about!
Having said that though, I think the "Weird Al Trivia Game" has some holes in it. Maybe I'm missing an obvious connection, but what does a baby have to do with original songs, or even Weird Al for that matter? And I'm afraid that there's not enough Al trivia to make 4,000 challenging or interesting questions based on the categories given. I mean, any Weird Al fan worth his or her weight in spatulas better be able to sing the lyrics. Plus I'm afraid once you've gone through the game enough times, you'd exhaust all the trivia cards, and the game would end up collecting dust on the shelf next to your Milli Vanilli CDs. At least with "Risk: Albuquerque Edition" it sounds like you'd get a different game every time you play, and the possible game combinations are endless.
Mr. Trump, as I said, it is a tough decision, but I suggest that you market...
"Risk: Albuquerque Edition."
Mr. Trump's Iron Lungs wrote: http://img260.echo.cx/img260/1135/box0km.jpg
Rules
Risk: Albuquerque Edition Instruction Booklet
Game pieces:
5 containers of differently colored troop pieces
Three attack dice (red)
Two defense dice (white)
Instruction booklet
Game board
Sauerkraut cards
How to Play:
This thrilling game can support from 2 to 5 players (of 8 years and up). Each player starts by choosing a color to play as and taking the respective container of game pieces. Each different model of game piece is worth a different amount of troops. The numbers go as follows:
Donuts: 1 troop
Homaphrodite: 5 troops
Oncoming Train: 10 troops
Starving, Crazed Weasel: 25 troops
Albanian Women: 50 troops
The objective of this game is to take over all of Albuquerque by having at least one troop on each Block. There are four differently colored sections of the Albuquerque board. These are called Districts. Each District acts as a Continent would, if you have played the other versions of Risk. If not, they will be explained shortly. Each district is divided up into different shades of the color. These are called Blocks. There are anywhere from 26 - 56 blocks in each District, making the different Districts more or less difficult to capture. Blocks are the equivelent of Countries in other versions of Risk.
At the beginning of the game, each player gets a certain number of troops to begin with. In a two player game, each player gets 156 troops. In a three player game, each player gets 104 troops. In a four player game, each player gets 78 troops, and in a five player game, each player gets 65 troops.
The game begins by each player taking turns placing one troop at a time on an unoccupied Block. Once every block is full, the players can now place as many troops as they want on any of their controlled Blocks.
Once all of the troop setting is done, the war begins. At the beginning of each turn, everyone gets a number of troops, with which, they can place anywhere they like. Each player gets a total of three free troops, along with Sauerkraut Card bonuses, and bonuses for capturing entire districts. Here are how the bonuses work.
There is a pile of cards included with the game called Sauerkraut cards. Each card has the picture of either Jerry's Bait Shop, mint-flavored dental floss, or Torsoboy. A player collects one after a turn if he or she has captured at least one Block during that turn. Once a player has either three of the same cards or all three different cards, they may then turn them in and get a troop bonus on their next turn. The bonuses start at 5 extra troops with the first turn in, 10 with the second, 15 with the third, and so on.
There are also District Bonuses that one can obtain at the beginning of every turn if that player has at least one troop in every Block in a District. The player is awarded 9 troops for controlling the Hotel District, 6 troops for controlling the Airport District, 6 troops for controlling the Sizzler District, and 3 troops for controlling the Donut District.
It is now the turn of the youngest player's (the player whose date of birth is farthest away from that of Jesus') turn to advance his troops. The player may choose to attack another adjacent Block with the troops he or she has in the Block the player is attacking from. The player may choose to send as many or as few troops as they desire, except they must leave at least one troop out of combat.
Battling
To battle, the attacking player takes up all three red dice (if he or she is attacking with at least three troops, if attacking with two, the player may only use two dice. If they're only attacking with one, the player may only use one die. If they are using zero troops, or any fraction of a number less than one but above zero, the player should be slapped for such foolish behavior. War is not a game.)
The attacking player rolls the dice or die they are holding as the defending player rolls the white attack die (again, both if he or she is defending with at least two troops, and only one if he or she is defending with only one troop). The results of the dice rolls are then compared. If the attacking player scored the highest roll higher than the defending player's highest roll, one defending unit is removed from the battle and vice versa. If the attacker's second highest roll is higher than the defender's second roll, a defending troop is removed from the battlefield and, again, this works both ways. If one or more of the dice rolls land on the same number, the defending player automaticly wins that roll, or those rolls. Units removed from the battle are dead, and cannot fight anymore, but can be used again when the player scores more units.
Once the player is done attacking, he or she may attack again as many times as he or she likes to, or he or she may move any of his or her troops from one of his or her own spots to another. The only requirements are that you leave at least one unit behind, and that you have a straight line of adjacent spaces, in which you move. Once a player moves his or her units, his or her turn is over, they may not attack or move any more.
It is now the next player's turn.
Continue this process until one player has at least one unit in every Block on the board. This player has conquered Albuquerque and is the winner of the game. They deserve candy. Go celebrate, for you are now the winners of our brilliant new board game.
Map:
It keeps getting cut off in the preview, so here's a link to it
Bad Hair Days wrote: Game Objective:
Object of the game is to be the first Close Personal Friend Of Al. to do this you must
must move your game token 27 spaces to the end of the game board . You move your game token by correctly answering questions about the Great One's music, movie and T.V. appearances
Game Contains:
one six sided die, six accordion shaped game tokens in assorted colors,one game board, TV style redscreen, and 1000 question cards. There are four categories of questions on each question card
game play:
Each player rolls The six sided die. The first one to roll the accordion side begins. There are four categories of questions on each question card.Player one rolls the die and watches where it lands. the roll of the die determines the category of the question. the Player to the left then places a question card into the Video Redscreen and asks the question from the selected category. If the player answers correctly, he/she moves one space on the game board, Play then proceeds to left. If at any time the player rolls the 14 on the die, he/she loses that turn. Anyone who rolls the Yoda symbol gets to select a category and move two spaces if correctly answered.
Die Symbols:
Accordion, Baby, T.V.Screen, Poodle,14 & Yoda
-Accordion-
These questions require you to sing the lyrics from the song on the card. Player must sing any line from that song.
-Baby-
These questions relate to the original song that Al parodied. Player must name either the song, or group to get the answer right.
-T.V. Screen-
These questions relate to the video made for that song. Player's knowledge of the videos will help make this topic a piece of cake.
-Poodle-
These questions relate to general information about the song. Players who know their music will find this topic very simple.
-14-
This means you lose your turn.
-Yoda-
This green master of the Force will allow you to move two spaces when you correctly answer the question .
Game End:
The first player to move 27 spaces and reach the Close Personal Friend Of Al space on the game board will win the game
http://img180.echo.cx/img180/297/alapalooza33qy.jpg
Most likely here....gtrmu @ Apr 29 2005, 06:23 PM wrote: Anth, the chatroom still isn't working, where should we go for the boardroom?