With international table top day just around the corner, here's an idea I've been toying around with that I have to get down.
Game concept: 4 DJs compete for fame and followers at a multi-level dance club
Game materials include:
- DJ cards
- Cards: Mixes, Events, and Goers
- 1d4 sided die
- Deluxe Club Gameboard
DJs randomly select a DJ card from the set. Each DJ has special rules and capabilities. Make sure to read all of these before the game begins as they may affect the rest of the game. The DJs each have a different dance floor with a different vibe and multipliers. DJs randomly get assigned an initial room if they .
DJs, at the beginning of their turn, can either draw mix or event cards, which they can play on their own floor or on other DJs, depending on the card. Mix cards typically have several symbols on them, which the DJ attempts to match with previous cards to either build sets of the same symbol, or diversify. The cards accrue score, until a break card is played. If a DJ does not want to play a card in their hand for their turn, they can forfeit their turn, discard two cards, and draw two new ones.
Example mix cards include:
- Vocal
- Synth
- House
- Rhythm
- Brass
- Guitar
- Bass
- Cymbal
- Steel Guitar
Example event cards include:
- Strobe match (positive)
- Laser plane (positive)
- Fog machine (positive)
- Fresh air (positive)
- Confetti sprayer (positive)
- Balloon drop (positive)
- Bubble blower (positive)
- Acoustically perfect setup (positive)
- Hype the funk (x2 funk)
- Kickin' rhythm (x2 rhythm)
- Piano Solo (x2 chords)
- Fiddle Solo (x2 country)
- Skip a groove (negative)
- Too much fog (negative)
- Lasers in the eyes (negative)
- Stinky area (negative)
- Too many bubbles (negative)
- Broken glass (negative)
- Slippery floor (negative)
- Torn speaker (negative)
- Power outage (negative)
- Mosh pit (depends)
- Stage diver (depends)
- Conga line (depends)
- Troublemaker (negative)
- Smelly dancer (negative)
- Creepy dancer (negative)
- Someone got sick (negative)
- Too loud (negative)
- Too quiet (negative)
- Generous bouncer (depends)
- Leave the club (depends)
- Trade rooms with DJ side/across/die (depends)
Club goers wait outside in a queue, until let in by the throw of a die. The die determines how many can come in.
Example goer cards include:
- Pro dancer (positive)
- Cage dancer
- Medium dancer
- Girl dancer
- Boy dancer
- Glowstick dancer
- Shadow dancer
- Table dancer
- Swing dancer
- Punk rocker
- Foot Loose dancer
- Pop/lock dancer
- Hiphop dancer
- Line dancer
- Buzzed dancer
- Jumping dancer
- Geek dancer
- New wave dancer
- EBM dancer
- Emo dancer
- Gay guy
- Gay girl
- Ordinary guy
- Ordinary girl
- Fraternity guy
- Fraternity girl
- 70s guy
- 80s guy
- 90s guy
- Millenial
- Supermodel guy
- Supermodel girl
- Mafia guy
- Mafia girl
- Shaker dancer
- Triphop dancer
- Disco dancer
- Rollerskate dancer
- Country dancer
- Bollywood dancer
- Western dancer
- Industrial dancer
- Bouncer
- Pack of dancers (depends)
- Local Celebrity & Entourage
- Undercover cop
- Bachelorette Party
- A band who plays here tomorrow night
- Costumed guy
- Costumed girl
- Waiter on break
- Waitress on break
- Doctor dancer
- Nurse dancer
- [Insert profession here] dancer
End cards include:
- Cymbal Crash
- Drop the bass
- Freak the funk
- Reverb drop
Different dancers are looking for different things, for instance, when they enter the club, they will go to the floor that currently has the most of what they are interested in. For ties, or if there is nothing, roll a die to determine which floor they will go to.
When you play an end card, you get to score the number of points in the floor area.
In the first edition of the game, the cards will be rendered simply, cartoon-like. In subsequent versions, the people depicted on the cards will come from real club goers who have volunteered their action photo taken in a live club for future fame and credits in the rulebook. The club which allows the photo area will get a credit in the game as well.
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