Ideation Games
Overview of options:
General structure:
The minigames are played to earn specific activities which can be placed on the board.
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Specific minigames are connected to specific activities
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Categories of minigames are connected to categories of activities
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Random minigames are played for random activities
The minigames are played for each square for players to put their activities in.
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Specific minigames are connected to specific squares
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Categories of minigames are played per square
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Random minigames are played per square
Minigames:
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With scoring points:
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Slider: if the asker (game master) gets <50% of respondents then they win the card, next closest are runner-ups
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Drawing: if the artist (game master) gets <50% of respondents then they win, they choose runner-ups
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Head-to-head: first to win, next gets runner-up
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Trivia
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Without scoring points:
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Guess the question: Game master answers a question on the card without reading the question, the rest have to guess what the question was
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Slider: if asker gets <50% of respondents then they win the card, if no then closest wins the card
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Draw: if artist gets <50% of respondents then they win, if no then players who were correct roll a die
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Head-to-head: first to win
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Trivia: first wins
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Extra’s:
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Awarding different amounts of points (1/2/3) for minigames of different difficulty
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Superpowers: Using points to ‘buy’ superpowers
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Keeping your day secret or visible for other players
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Optional to make it more replayable: Include dice/cards to change the day (workday/weekend/holiday) and/or as a kid/teen/adult/elderly person
Comments/wishes:
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Not too many different rules:
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‘buying’ superpowers with points
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including a lot of different minigame-formats
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Including the slider in all minigames to simplify
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Alliances: interesting vs. unique
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Adding pawns or not
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Finding way to allow people to define their perfect day
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Mixing the cards/minigames with ‘unforeseen’ cards
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Making the activity played for visual for everyone vs. keeping it secret for other players
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Speed up the game:
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Adding a timer/hourglass per minigame
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The player cannot move backwards
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Motivation for game master: When you fail as game master, you loose the last activity you won
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Categorize activities:
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Different activities have different categories IE indoor, outdoor, fun, work
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Question/minigame relates to that category
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User picks out a minigame from that color category
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User gets points at the end of the game – More points if it is their exact card, fewer but still some points if it is within their category
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Concept 1
Board:
all players start the game with their pawn on the stats/morning box. The path to the night is made of several boxes which each correspond to the icon of an action of the day.
Perfect Day noter:
A card (or a physical version of it) where u right down 5 actions to make your perfect day.
Deck/Cards:
the deck is one but contains cards of different kinds, cards with mini-games (which each has on it a symbol representing an action of the day), “unforeseen” cards (which can change the course of the game → es.: add one icon of the action breakfast on the next free breakfast box on the board. //Switch your perfect day with the player to your right...).
The icon of the day action is on the side of the task so that the other players don’t know for which action they’re playing.
Goal:
Collect all/the most action of your perfect day.
Evolving of the Game:
The youngest of the players starts the game by picking up a card from the deck, reads it, and has 1/2min(based on the task) to act it out. The other players have to guess the answer to the card to win it; the player that wins the card places they're pawn on the first free box of the action of the card they won. If nobody guessed the acting out of the card, then the player that did the acting will lose the last card they won (in case of the first turn they won't be able to participate in the guessing of the next card). So the next player on the left picks up the next card and so on. If it's your turn and you just won a gym action and you're still on the start box, but either the first box is not gym or the first gym box is already taken, your pawn bounces directly to the next gym box. If then for the next action of the day you win there's no (free) box in front of you, you must go to the night box; so the match ends.
Winning:
At the end of the turn the player that has collected the most actions of their perfect day wins the match.
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Concept 2
Materials:
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central board
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goal cards (+-10)
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activity cards (+- 30 unique + doubles)
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mini-game cards (+- 100 from each category (+- 5 types))
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a stack of paper with a table with all activities
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hourglass
Goal:
The players need to get as many of their own ‘perfect day’ activities placed on the board in the correct order.
Gameplay:
Start: All players get a paper with a table. This table contains all activities that can be found in the activity cards. Additionally, all players are provided with a goal card. This can contain an assignment like; the first box should contain your activity or reverse your day. Each player crosses one activity for each box on the central board in agreement with their goal card. This is the order that they need to make their perfect day in.
Turns: The player who woke up the earliest today can start. This player is now the Game Master. He takes a minigame card from the stack. This can be an assignment like; mime your way of commuting to work; describe your favorite dish, without saying it; make the sound of the first thing you hear when you step out the door in the morning. The assignment must remain unknown to the other players. The hourglass is turned and the one minute starts: The game master does the assignment and the others simultaneously guess what they are doing. If one of the players guesses it within the given minute they earn a point. This means that they can place one of the activities of their own choice somewhere on a box on the board, this box does not need to be empty. If the box is not empty the player simply places the activity on top of the activity card that was already there. The game master is given a superpower if one of the players guesses right. This superpower gives them three options: switch two activities on the board, remove one activity, or add one activity.
Then the next player takes on the role of Game Master and it starts again.
End: The game finishes after 10 turns (the number of boxes on the board) are played, but every player must have had an equal amount of turns being game master. Thus if you are with 4 players; players 3 and 4 still need to take their turn even though 10 turns have already been played. Now, if a player guesses correctly, they, if there is still an empty box, add an activity card. If that is not the case they can, similar to the game master, switch two cards on the board. They are not allowed to remove a card.
Winner: In the end, the tables that were filled in at the start of the game, are compared to the activities that are now placed on the board. The player with the most activities on the correct spot wins. If there is a tie, the player with the most activities on the board (not necessarily in the correct position) wins.
Concept 3
First determine what your perfect day order is à #1-50, write it down on special paper
If you have blank activities, determine them then. Each card has a small number written in the corner, this way it is easier to write down the order.
The youngest player starts, and the game continues by taking turns in a clockwise direction. When it is your turn, you pull and read a card. Whoever guesses your question can put their activity on the board.
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Big stack of cards consisting of:
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Some steal cards
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Some skip-a-turn cards
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Cards that turn around the direction of taking turns
Mostly normal questions:
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More open questions like how do you celebrate your favourite festivity? Draw it or act it out, and the first one to guess it gets the point
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More closed questions like how would you greet someone new write down answers
Winner = the one who has the most corresponding activities with their determined order.