Game 1: Hourly Game Day

The rules of hourly game day: Designer mode.
1) Write a game once an hour, on the hour, every hour you are awake.
2) If you like, take inspiration from what you did or experienced in that hour.
3) Game sketches are half points.
4) Share!

The rules of hourly game day: Player mode.
1) Play a different game once an hour, on the hour, every hour you are awake.
2) Record the experience in some way.
3) Games you wrote are half points.
4) Games you play with other people are double points.
5) Share!

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Game 2. Dice Fighters.

Each player takes three dice, in secret.
Roll them and reveal them. Who wins?
1) The highest die showing wins by STRIKE (one HIT), unless...
2) One or more players has two or more die results "in a row." (such as 2, 3, 4). In which case they win by COMBO. If there are multiple COMBOs, the one with the lowest showing die wins. If there's a tie among that, the longest combo wins. Otherwise, no one wins. COMBOs count for their length in hits (so 4, 5 is two HITs). unless...
3) If a non-number face is showing (like a skull or a rose or a target or a smiley face or some bullshit) that's a REVERSE. REVERSE doesn't count for winning and losing, but it reverses winners and losers ... so the ranking becomes: COMBOs are the worst, and lowest showing die wins a STRIKE. If two or more REVERSEs are showing that's a DOUBLE REVERSE which is the same as regular.

After each round, each player may swap out one die in their hand for another die of their choice.

Play until five HITs.

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Game 3: Kung Fu Masters

You are two kung fu masters who have met for the first time. Because of circumstances, you must fight to the death.

Take up a fighting stance, then meet each other's eyes. Each of you must now play out the fight in your mind. Imagine what your opponent is going to do, how you counter, how they, in turn, counter you, and so on and so forth.

If you reach the conclusion that you will lose the fight, nod in acknowledgement of their superior skill and back down. You will spend your next 10 years training to defeat them. This is an honorable loss.

If you reach the conclusion that you will defeat them, strike now! As soon as you move to strike, they have the initiative and will defeat you. This is a dishonorable loss.

If you both back down at the same time, this is a friendship move. You will train together and become brothers-in-arms.

If you both strike at the same time, this is a mutual kill. Sad for you.

If one strikes and one yields simultaneously, the one who strikes is the winner, and must live with the regret of what they have done.

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Game for not getting out of bed.

Play The Spoon Game.

You start with zero spoons.


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If this was the internet age, I would totally be a gangster with a bad-ass assault rifle.
A game whose title is also an example of play.

You play the first generation of kids born to human colonists on GJ 667Cc. Life is super-boring. To pass the time, you imagine how much cooler life would have been if you had been born 2000 years ago, during the internet age.

Everyone takes turns reminiscing about the internet age, except when they fail to take turns, or fail to talk about the internet age. Prizes go to:
Most emo
Best reminiscence
Saddest present-day life
Most hilarious historical error.

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Love someone.

1) Love someone.
2) Play passes to the left.

(Inspired by Hit a Dude, which I thought lacked conflict.)

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Suwena -- A mancala variant.

Played in Ashwe. (attn: +AJ Luxton )

Setup
There are five pits on each side. Fill all pits on one side with black stones, all pits on the other side with white stones, four in each pit.

Play:
On your turn, you can pick up all the stones in one pit from your side of the board and deposit them in consecutive pits, ala standard Mancala rules. If you end on an empty pit, you must take another go and you must choose to distribute stones again (you can't use this to score). If the pit you pick up has a combination of black and white stones, your opponent decides what order they are placed (in practice, the player whose turn it is points to a pit and the opponent distributes the stones.)

As an alternative to doing this, you may take all the stones in one pit on your side and place in them your scoring pile (you may not score an empty pit.)

Play lasts until one player cannot make a legal move (all pits in front of them are empty on their turn.)

Scoring:
Each pair of black and white stones scores 1 point.
Each unpaired black or white stone scores -1 point.
Highest score wins.
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Ben Lehman
Playtesting has revealed that this game is horrifically unbalanced in favor of player 1. Working on a revision, possibly for next hour.
Feb 2, 2012
Ben Lehman's profile photo
Ben Lehman
Easy revision: If you end on an empty pit, you automatically score all stones in the pit "across" from it, rather than taking an extra go.
Feb 2, 2012
Ben Lehman's profile photo
Ben Lehman
That should at least make things less horrifically unbalanced.

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Lamanca, a game from Shadow Aragon (another Amber game reference. hahah.)

Set up:
A hex board, 8 on a side. Opposing corners are marked as "home space."
Black and white stones

Play:
On your turn, do one of the following:
1) Place a piece on your "home space"
2) Move a piece any number of spaces along a diagonal.

Pieces which touch an opponent's piece but non of your own are "captured" and cannot be moved.

If you cannot make a move, you must pass. You cannot pass if this is not the case.

Play continues until the board is full.

Scoring:
Your score = number of pieces of your color on the board.

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To The Esteemed Florists, In Our Hour of Need (A Nobilis Game) (attn and h/t +Jenna Moran )

A Garden ARG.

Background:
You are a person in the Nobilis setting. You are not yourself a Noble, nor do you necessarily have any awareness of the underlying fabric of reality. But you can speak the language of the Flowers.

You do not do this much. Flowers are quiet, and you are a busy, modern person (or perhaps you are whatever you are) and you do not have time to spend listening to and understanding each flowers.

But the Flowers have grown more and more desperate. Flowers, you see, cannot speak to one another -- their voices are too meek to carry the distance between them. Their traditional messengers, the bees, are fewer, and fewer, dying of broken hearts for their own particular causes.

So you must, or rather, to play the game, you must decide to, fill in the gap.

Play: Go to a living flower. Don't pick it! You're not a barbarian. Lean in very closely, touch your ear softly against it, and listen until you hear what it has to say, and to what other flowers. Is it a missive of love? A declaration of revenge? Idle gossip? Political commentary? Whatever it is, you are the messenger.

Seek out the other flowers, and gently whisper to them, in the language of flowers spoken in wind and pollen. Give them their messages. Then listen, in turn, for their own.

Games ends when flowers have nothing more to say.


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Getting your games posted on the Hourly Game Day blogsite

Hourly Game Day has a blogsite! hourlygameday.wordpress.com

Here is how you get onto it:

Method 1: Put +Ben Lehman on a comment on your post, telling me to please post it for you.
Method 2: Send it to me at benlehman@gmail.com
Method 3: If you have a bunch of games to post, let me know and I will set you up with a log-in to the blog so you can post them yourself.
Method 4: Wildcard method!

This is for games, play reports, ideas, anything that you've done for #hourlygameday .

(note: for the purposes of respecting creator IP, I will not post anything on the site unless I am specifically told to.)

Score one point per thing you post.

The winner is everyone!


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Game #11

Picket Rummy.

Each player should be assigned Runs or Blocks at the beginning of the game. One player gets Blocks: all other players get Runs.
Runs are A-2-3-4-5-6-7-8-9-10-J-Q-K-A in suit.
Blocks are any triples or more of a particular ranked card.

Play as regular rummy, but the Block player can only play, or add to, blocks. Run players can play anything.

If you have a playable set of cards of your type, you must play it. Run players can decide whether or not to play, or add to, Blocks.

If a complete Block is formed (four cards same type), the Block player wins.
If a complete Run is formed (2-A or A-K in suit), the Run players win.
If any player plays out their hand, they win, individually.

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The 2000 year Dream

This is a game sketch, so half points.

A military strategy game for 3-6 players.

The game is set during the Sino-Japanese War.
Players control the Beiyang Fleet, the Nanyang Fleet, the Fujian Fleet and the Guangzhou Fleet, as well as the associated armies. A fifth player controls the Japanese. If there is a sixth player, they control the Korean pro-Chinese forces (Korean pro-Japanese forces are controlled by the Japanese player.)

Each player has a win condition. If this is met, they win! Instantly.
If the Japanese player wins, all Chinese (and Korean) players lose.
If the Japanese player is driven off the board, all Chinese (and Korean) players share in victory.

Play focuses on establishing lines of control and supply chains to your troops. I'll need to work on properly historical but game-balanced victory conditions for each of the Chinese players: at the moment I'm not exactly clear what the differences were that prevented cooperation amongst the Chinese navies.

Ideally, the Japanese are considerably more powerful, but can be defeated with mostly cooperation from most of the Chinese players.

Also ideally, there are rules for playing the game with the Japanese on auto-pilot

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John Woolman is Coming

A LARP for 3 or more players.

The game is set in 18th century America, pre Revolution, in a slave-owning Quaker household.

There must be at least one slave, as well as the head of household, and John Woolman. The head of household is White, Male, Quaker, and rich enough to own at least one slave.

Additional players should be additional household members (wife, children, relatives, hired servants) or additional slaves.

In a finalized version there will be character creation questions and background on John Woolman and what he did (for now check wikipedia.)

Prelude: Introduce the time, place, and John Woolman as a character. Talk about 18th century American Quakerism. If everyone is onboard, this step is optional

Act One: Daily Life
Play through an ordinary day in the household, for each character. Figure out what the reality of daily life is like for everyone. John Woolman's player should frame the scenes, and everyone should cooperate on scenery, etc.
This is a regular day. If you find yourself verging into crazed territory: murder, slave uprising, sales of slaves, etc. rewind the scene and try it again. Part and parcel of this is that, if something happens, it is part of daily life in the household (so if there's a rape, say, that means that this is part of what daily life is like.)

Act Two: John Woolman is coming
Play through a day in the household after they learn that John Woolman is coming. How, if at all, does this affect daily routine? What do people think is going to happen?

Act Three: Emancipation
Play through the day, during John Woolman's visit, that the head of household decides to free the slaves and pay them back wages. Play it through the end of the day. How do people react? What are the emotions like? Will the former slaves continue to be part of the household.

Afterword: Decompression. Talk about the game, what it meant to you, what the problems were, how it affected you, whether or not it was bullshit. This step is mandatory.

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Shadow Tag

Played like regular tag, but you tag someone by touching their shadow, not them.

Player who is "it" when the sun goes down loses.

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