Jungle Jumble (Remastered)

Materials:

– Jungle Jumble Animal Parts
– Minimum of 3 players (Can only play with odd number of players ex. 3, 5, 7, etc.)
– Jungle Jumble Categories

Instructions:
– Each player draws 5 cards from the random animal part pile.
– One player draws a card from the category pile.
– This card determines what the players build their animals based on.
– Then the players pitch their animals as to why their animal is the best.
– Players can give etymologies, describe features, personalize animals, etc.
– Players collectively discuss the animals and vote on which one they think best fits the topic.
– Players cannot vote on their own animals.
– Player that wins gets the category card.
– The player who gets 5 cards first wins!

Compare & Contrast From First Version:

The main and most obvious reason this version of Jungle Jumble is better than the it’s predecessor is because of the new materials that we have. Initially we had random sized animal parts, not enough animal parts, and boring animal parts. In our latest version we have a much more assorted, fun, and random animal parts. Another thing that we decided to add was a storyline element of the game. We added this after a suggestion made by our classmate after our first version of the game. The storyline is that players are mad animal-poaching scientists that need to create a team of animals to take over the world.

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Mah-merr

Materials:

– Mah-merr Noun, Verb, and Topic decks
– 2 Timers
– At least 4 players

Instructions:

– Set one timer to 2mins, the other timer will be used to time players’ turns. If a player takes longer than 15secs to make their story they get docked for a strike. 3 Strikes and the player is removed from the game.
– Player 1 draws a topic card, noun card, and verb card.
– Player 1 must create a story using the theme of the topic and the noun/verb.
– Next player draws a noun and a verb then immediately continues the story with the theme of the topic.
– Play continues until the 2min timer is finished.
– The player that the timer ends on is removed from the the game.
– Process continues until there’s only 1 player left!

Why it works:

– This game is particularly fun because of the twitch element that it has. Because it is a fast paced game players try to create their best stories in the shortest amount of time so they don’t lose. As the round progress, so does the fun as player turns become even more quick and adrenaline even takes over.

Jungle Jumble

Materials:

– Random animal body parts
– Minimum of 3 players
– Pile of categories

Instructions:
– Each player draws 5 cards from the random animal part pile. One person becomes the judge and draws a card from the category pile. This card determines what the other players build their animals based on. Then the players pitch their animals as to why their animal is the best. The judge picks the winner and gives the category card to the player. The player who gets 5 cards first wins!

Compare & Contrast:
– This game is fun and innovative because it is similar to snake oil however, it has a more imagery making it more interactive and funnier. Anyone can play it which makes it easy to pick up. I believe the game works more for the younger audience however, my peers and I did have fun playing it for a few rounds.

Chaboo

Materials:

– Taboo cards

– A die

– Minimum of 4 players

– Taboo timer

– Sketchpad and pencil

Instructions:

– Team A draws a card from the Taboo card pile. And roll a die to determine what constraint will be placed on them. Member 1 of Team A must then do charades using the cards that are given and can ONLY act out  the words on the bottom of the card. Member B must then guess the word at the top of the card. The team continues to go until the timer runs out.

Constraint die rules:

Roll a 1: No constraints
Roll a 2: Player cannot use their hands
Roll a 3:Instead of acting, Player must draw out clues using their non-dominant hand
Roll a 4: Player must have their eyes closed while acting
Roll a 5: Player gets half the timer but points are 2x
Roll a 6: Player gets double the timer but points are .5x

Compare and Contrast:
This is a simple game that is a combination of Taboo, Charades, and even Pictionary! After playing it extensively, our group found that this is a fun game for all. There were a few changes we made in regards to the constraints because of the probability of rolling certain numbers as previously mentioned in class.

MFRK (Game Prototype #2)

  • Description of materials needed:
    • A pair of die
    • MFRK board
    • Access to http://listofrandomwords.com/
    • 2 token pieces
    • Minimum of 4 players (2 teams of 2 people each)
    • Timer
  • Instructions for the game:
    • Team A rolls the die.
      • Number rolled is the letter count of the word that Team B will generate for Team A.
    • Team B generates a word of the length that was rolled or lower if desired
    • One member of Team A must first rhyme 3 words with said word.
      • This is worth one move forward. If they cannot complete it within 30seconds they are penalized by moving one space backward.
    • The other member of Team A must then spell the word out. Correctly spelling the word advances the team one move forward. Spelling it incorrectly penalizes the team one move backward.
  • Photographs coming soon!
  • Compare and Contrast: This game is a unique combination of the board game Trouble and CVC Spelling Board Games. This game is aimed to cater to 7+ year olds. The elements of reaching your goal before your opponent comes from Trouble whereas the spelling aspect comes from CVC Spelling Board Games. We put a creative spin on our game by making the die the determining factor in the word length rather than the number of spots you can move.
  • Why our game works: After much trial and tribulation, our group had to remove a lot of factors from the initial prototype. For example, after playing through the game a few times, we decided to add the partnership aspect in the game where working together helps your team move faster. We also made changes in the logistics of the game which can be seen when the word is generated by the opposing team. Instead of having the team spell the word first we decided that it makes more sense to have the person rhyming to come up with 3 words first so that they don’t try to gain an upperhand by thinking of words to rhyme as their teammate spells the words out.