The Island Adventure
A Quick blurb about my experiences making this Collection
Game; best board game yet.
Now for the longer blurb! The creation process was interesting this time around. We say on skype and threw ideas until someone said the same idea constant enough for them to win. It works, considering this was the funniest one for me to make this time around. I was in charge of cards and card combos, and frankly I could have added a plethora if it wasn’t time to move on. Maybe one day I’ll come back and print out a deck of this for a games night.
Now for the longer blurb! The creation process was interesting this time around. We say on skype and threw ideas until someone said the same idea constant enough for them to win. It works, considering this was the funniest one for me to make this time around. I was in charge of cards and card combos, and frankly I could have added a plethora if it wasn’t time to move on. Maybe one day I’ll come back and print out a deck of this for a games night.
My only concern is its lack of collection. I mean, it technically has collection aspects
to it, and it meets all the required material.
Anywho here are the rules, game map, cards with there
deck amounts, and combos.
The Island Adventure
Each player
chooses their role as a pirates or an island native.
·
2 Players: 1 pirate, 1 Native
·
3 Players: 2 pirates, 1 Native
·
4 Players: 2Pirates, 2 Natives
Players travel around the board via dice
rolls. When the player lands on a “Draw Card” space they take a card from the
deck to collect that item.
Players are only allowed a
maximum of 5 items in their hand at a time. If a player has 5 items and must
draw another. They may discard an item in their hand for the new one, or draw
and discard the new item.
If players land on the same
space they must fan their cards out to their opponent (keeping the face of the
card hidden) and both players simultaneously draw 1 random card from the
opponent’s hand.
At the end of 20 turns the
players tally up their score based on the value of their items (values depend
on their role as a pirate or a native).
The value system:
Items Pirate Value Native Value Deck Amount
Native Knitting Set 0 4 5
Coconut 1 5 4
Banana 3 7 3
Watermelon 5 9 5
Pineapple 7 10 2
Dragon Fruit 8 13 1
(20)
Native Knitting Set 0 4 5
Coconut 1 5 4
Banana 3 7 3
Watermelon 5 9 5
Pineapple 7 10 2
Dragon Fruit 8 13 1
(20)
Pirate Scope 4 0 5
Ivory Carving 5 1 4
Treasure Map 7 3 3
Gold Coin 9 5 5
Gold Chest 10 7 2
Diamond 13 8 1
(20)
Ivory Carving 5 1 4
Treasure Map 7 3 3
Gold Coin 9 5 5
Gold Chest 10 7 2
Diamond 13 8 1
(20)
Sand 0 0 7
Sailor's Skeleton 1 1 6
Water 2 2 6
Fire 3 3 6
Cloth 4 4 4
Rusty old pistol 5 5 4
Gun powder 6 6 4
Rum 7 7 3
_________________________________________________________________
100 100 80
Sailor's Skeleton 1 1 6
Water 2 2 6
Fire 3 3 6
Cloth 4 4 4
Rusty old pistol 5 5 4
Gun powder 6 6 4
Rum 7 7 3
_________________________________________________________________
100 100 80
The other way to increase the points in your hand is to
collect combinations of cards for a large increase in points.
The Combo System:
Combos Value
5 fruit - "Eating Good
Tonight" x1.5
hand score
4 fruit, 1 Dragon Fruit - "Eating Good Tomorrow" x2.0 hand score
2 Watermelon, 2 Pineapple, 1 Dragon Fruit - "Eating Good All Week" x3.0 hand score
2 Banana, 2 Pineapple, 1 Dragon Fruit - "Eating Like A King" x5.0 hand score
5 treasure - "Good Haul" x1.5 hand score
4 treasure, 1 Diamond - "Excellent Haul" x2.0 hand score
2 Gold Coins, 2 Gold chests, 1 Diamond - "Amazing Haul" x3.0 hand score
2 Treasure Map, 2 Gold Chest, 1 Diamond - "Perfect Haul" x5.0 Hand score
4 Coconuts 1 banana - "Suggestive Eating" 40
4 Ivory Carving 1 treasure map - "Promise of Fortune" 40
5 Watermelons - "Melon Party!" 50
5 Gold Coin - "Rolling in Gold!" 50
4 Gold Coin, 1 Gold Chest - "Money, and a place to put it" 60
Gun Powder, coconut, fire - "Explosive Nuts" Combo counts as 15
Fire, Cloth, Rum - "Molotov" Combo counts as 20
4 fruit, 1 Dragon Fruit - "Eating Good Tomorrow" x2.0 hand score
2 Watermelon, 2 Pineapple, 1 Dragon Fruit - "Eating Good All Week" x3.0 hand score
2 Banana, 2 Pineapple, 1 Dragon Fruit - "Eating Like A King" x5.0 hand score
5 treasure - "Good Haul" x1.5 hand score
4 treasure, 1 Diamond - "Excellent Haul" x2.0 hand score
2 Gold Coins, 2 Gold chests, 1 Diamond - "Amazing Haul" x3.0 hand score
2 Treasure Map, 2 Gold Chest, 1 Diamond - "Perfect Haul" x5.0 Hand score
4 Coconuts 1 banana - "Suggestive Eating" 40
4 Ivory Carving 1 treasure map - "Promise of Fortune" 40
5 Watermelons - "Melon Party!" 50
5 Gold Coin - "Rolling in Gold!" 50
4 Gold Coin, 1 Gold Chest - "Money, and a place to put it" 60
Gun Powder, coconut, fire - "Explosive Nuts" Combo counts as 15
Fire, Cloth, Rum - "Molotov" Combo counts as 20
Sailor's Skeleton, Gold Chest - "Dead
Man’s Gold" +5
to hand
Gun Powder, coconut, cloth, rum, fire - "Island Demo-kit" 30
5 Sand - "I like sand" 26
Rusty old pistol, Sand, Fire, Water, Gun powder - "Fixed Pistol" 30
5 Native Knitting Set - "Staying Warm" 100 if Native
5 Pirate Watch glass - "A Way Home" 100 if Pirate
Dragon Fruit, Diamond, 3 Rum - "Lucky Mans find" 120
Gun Powder, coconut, cloth, rum, fire - "Island Demo-kit" 30
5 Sand - "I like sand" 26
Rusty old pistol, Sand, Fire, Water, Gun powder - "Fixed Pistol" 30
5 Native Knitting Set - "Staying Warm" 100 if Native
5 Pirate Watch glass - "A Way Home" 100 if Pirate
Dragon Fruit, Diamond, 3 Rum - "Lucky Mans find" 120
Players can
have combos within their hand (such as the “Molotov” which will count as 20
points), following that, the player adds the value of the last 2 items in their
hand to get the total value.
In some
cases players can have multiple combos. For example you are a pirate with a
“Molotov” and “Dead Man’s Gold”, in this case the Molotov counts as 20 points,
the Sailor’s skeleton is 1 point, the Gold Coin is 9 points, and the “Dead
Man’s Gold” adds 5. Your total would be 35 points.
Thanks for
your time!
Team
members included:
Alexander
G.
Siddharth
P.
And Jason
M
-Jordon
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