- Me, the blogger
This week we were tasked with doing a little -chikka chikka- REMIXING. We were asked to remix two games: Tic-Tac-Toe and a game we had created previously. As I'm sure we all know, Tic-Tac-Toe is played by one person assuming the role of X's and the other O's. Players play on a 4x4 grid and take turns placing their respective symbol on one of the spots. The first person to get three in a row in any direction (including diagonal) wins. If neither player achieves this, it is a tie. Our objective was to add another rule to this game and make it challenging/fun for players of all ages while adding some form of random element. I quickly came up with a concept - some sort of tile rearranging system that dictates who can place their symbol down. This could be done with either two players or four players, although the four player board would need a bigger matrix of play.
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| 2 player board. |
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| 4 player board |
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| Board cards. |
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| Player cards. |
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Set-up:
- Shuffle both the decks of cards. Place the board cards one-by-one onto the board, turning each face-up as you do.
- Each player then draw's three cards.
- Players take turns placing matching cards on the board. The first to 3 cards in a row wins. If neither player succeeds, its a tie.
After playing the game a couple times, I found that the game become more tolerable than regular Tic-Tac-Toe (I lied, its not that fun. When its come down to Tic-Tac-Toe, save yourself). The only problem was when it came down to neither of us being able to draw a card that we needed to play to win; the card would either already be played elsewhere or just at the bottom of the deck. Regardless, this is a nuisance that helps keep that "random" element of the game.
After finishing that hot track, I started working on the next. I decided to remix the game H.A.C.K.E.R.S., created by myself, James Creavalle and Divakar Dev (see my blog post about it here.)
In H.A.C.K.E.R.S., each player tries to over take the others by collecting power bits and overtaking other player's nodes. The random element of the game that I've added is a random number generator from 1-9 or a spinner. This spinner would replace the flat rate of acquiring bits that players used to get each turn. Players would collect their respective role and then continue play as normal.
RULES:
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Set-up: Each player chooses a Faction to represent in the
war by choosing a colour of bead. Factions then roll to see who goes first or
play Rock, Paper, Scissors. Players chose a starting node based on turn order.
Each node is assigned 10 bits of power. Players then decide how many turns the
game will run for. At the end of the last turn, the player with the most nodes
wins.
Play: Each node runs on bits. Players accumulate bits at the beginning of each turn by either spinning a spinner or using a random number generator from 1-10. Players amass bits based on what they roll with a boost based on how many nodes they own, according to the following chart:
- · 3 nodes = +2
- · 6 nodes = +4
- · 9 nodes = +5
- · 12 nodes = +7
After capturing 12 nodes, you gain +1 for every 2 more
captured nodes. The collected bits are then distributed to each node based on
the players choosing. Nodes are indicated by placing the small blue beads on
the node you control.
There are 3 phases per turn: Transfer, Boost and Hack. During
the Transfer phase, players can transfer power to any nodes that they are
connected to. When a bit is sent, it is subtracted from the current total as
well, (e.g. if node A has 12 bits and sends 4, node A will have 8 bits after). Players may only transfer bits once per
turn. Nodes can only hold 30 bits max.
In the Boost phase, players may sacrifice bits to set up Firewalls. Firewalls make you harder to
hack during the Hacking phase and disappear on your next turn. To indicate a
Firewall has been placed, select a bead colour for “Firewalls” and place it on
your node. Firewalls are powered up based on the following:
- · Firewall Lvl 1 (costs 5 bits): reflects 2 bits of damage
- · Firewall Lvl 2 (costs 7 bits): reflects 3 bits of damage
- · Firewall Lvl 3 (costs 9 bits): reflects 4 bits of damage
- · Firewall Lvl 4 (costs 12 bits): reflects 5 bits of damage
During the Hacking phase, players may sacrifice bits to
attack other players. When sacrificing, players must leave at least 10 bits in
the node to sustain their capture of it. Players may only attack once. To
attack, players select any node they are connected to. Players may then attack
that node with any other nodes they own that are connected to it. The defender
then decides how many bits to use to defend. If the defender uses more bits
than the attacker, the difference is dealt in damage to the attacker; e.g. if
the attacker sends out 10 and the defender defends with 15, the attacker loses
5 bits on their node(s).
The game played basically the same with the now added annoyance of gaining less when you may have needed a higher roll to survive. Again, this (although maybe not the greatest addition) still remixes the game while keeping the random element in place.







