But how to incorporate it? At first, I thought that instead of rolling a die/spinning a spinner, you could rhyme words - with each successful rhyme counting as a movement point. That idea then evolved into two different modes of boosting a roll: rhyming words and rhyming "thoughts." With the core concept in mind, I started trying to come up with a name and a board. After lots of rough drafts in my sketch book for both a title, logo and board, I finally created this:
MC HUSTLE!
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| This is prototype for the board. |
RULES
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MC Hustle is a game for all aspiring rappers. Each player
dons the persona of an MC who is in line with (up to) four other rappers for a
record deal. Each has been chosen, so now it’s just a race to get there first!
Kill the other competition with your ill rhymes to have a smooth ride to the
end; but watch out! Other MCs can mess with your gigs and slow you down! SO GET
OUT THERE AND VIBE!
Set up: Shuffle and place the card piles next to the board.
Select your MC and place the MC on START. To decide who goes first, have a rap
battle or roll for the highest.
Play: When it is your turn, you begin by either rolling the
die OR performing a rap boost. There are two kinds of boosts: “Rhyme Time” and
“Kill the Flo’.”
·
Rhyme Time: Look at the word on the top most
card. Rhyme as many words as you can with that word and have someone else keep
track. If you take longer than 5 seconds to think of a word, someone else can
yell “Steal the Mic,” ending your boost. The boosts are as follows:
o
5 words: 1x to next roll
o
10 words: 2x to next roll
o
15 words: 3x to next roll
o
20 words: 4x to next roll
· Kill the Flo’: Look at the theme on the top most
card of the pile. Rhyme together as many “complete thoughts” (this is left to
the discretion of the players) based on the theme selected. The rhyme pattern can be ABAB or AABB. Your
boost ends when you mismatch a rhyme. The boosts are as follows:
o
2 “thoughts”: 2x to next roll
o
4 “thoughts”: 3x next roll
o
6 “thoughts”: 4x next roll
o
8 “thoughts”: 6x next roll
“Wack MC” cards:
these are played at the beginning of an opposing MCs turn. Using this card, you
gain control of the other MC when he wishes to use a boost. For Rhyme Time
cards, you can pick the starting word or add twists (e.g. words ending in
“-ing,” etc.). For Kill the Flo’ cards, you can pick the theme or even the beat
(if you are using one). WATCH OUT! There
is one card called the “Career Breaker.”
This card can make or break careers. If you can rhyme 10 “thoughts” you can put
another MC out of the competition. HOWEVER,
mess up and it’s the end of the line for you.
The Streets: when
in the Streets (the alternate coloured section of tiles), your boosts are
halved, unless you have drawn the “Street Cred” card.
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This game was a load of fun for me to create and coming up with the various play ideas was more fun then I thought it would be. However, there are some rules that (after exploring more in-depth through play testing) I found didn't keep the game fair or interesting. For example, the amount of words you need for Rhyme Time boosts is a bit too high. I would've liked to lower it/modify it to something better so you can actually get more that a double boost on occasion. I'd also change the time limit before someone can yell to either 2s or if the rapper that is going stutters/pauses briefly to thinking. I would also have added more emphasis on players deciding what counts as a whole thought in Kill the Flo' modes.
Developing a game can be tough sometimes, but once the ball gets rolling, creating it can be a snap. However, even once a game is complete, it's never really finished. There's always room for tweaking and modification until you've achieved perfection.


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