Teamturns

Twin with my _Puzzle Species _ idea. This is the simpler version of the idea.

The big difference is that you’re now combining your cards with other players.

  • It’s more about bluffing and guessing, instead of just playing the best combos. (Because others can just lie about the benefits they’ll give you or try to ruin your combo?)
  • There’s also no concept of “killing” each other or attacking each other.
  • There’s no concept of “multi-combos” (with multiple puzzle pieces needing to slot into each other)

The rules, as always, are simple.

Setup

Give everyone X cards. Once picked up, you may not change their order anymore.

Objective

The game ends when everyone is out of cards. Players count the scores of the 2-card combos they collected; highest score wins!

Gameplay

On your turn, present one card from your hand and ask who wants to “team” with you. Players may say anything they want to convince you to pick them—or not to pick them.

Then pick your teammate. They must also play a card from their hand, but they may only pick one of the cards at the edges (left-most or right-most).

Every combination of two cards scores points and creates an action. You must now decide if you want the points or the action; your teammate gets whatever you didn’t pick.

  • If you want the points, you get the combo and place it in front of you.
  • If you want the action, you simply execute it immediately.

If the combo is “rotten”, then you must take the points yourself and the other player gets nothing.

See Cards & Combos for the specifics on how they work.

Cards & Combos

Every card shows a recipe (which determines score) and some food icons. Some also show an action.

The recipe shows one or more food icons and how much they’re worth. (For example: Circle 3, Square -2.) This recipe applies to the types on the other card.

For example, if card A says “Circle is worth 3”, and card B has 2 circles, then card A scores 3 * 2 = 6 points.

An action is an icon (to make the base game textless!)

If both cards have an action, the action with the higher number is the one you must choose. If none of the cards have an action, this combo is called “rotten”.

POSSIBLE ACTIONS:

  • Destroy a combo. (Either completely or rip away one card?)
  • Move hand cards.
  • Study another player’s hand.
  • Get the next turn.

Expansion: Megamoves

This adds cards with some more advanced actions.

It also adds modifiers instead of actions. They modify how your turns are played or which combos you’re allowed to make.

  • Example: “This card must be combined with a Red card.”
  • Example: “You can’t create combos anymore with your left neighbor.”
  • Example: “You can’t combine this card with one your teammate has already scored.”
  • Example: “On your turn, you play the first card of a combo facedown.”
  • Example: “This card (if played first) requires a combo of THREE cards.”

Note that a modifier is not an action, so if a combo only has cards with modifiers, it’s still “rotten”.

Expansion: Cookyclasses

This adds cards with some other way of scoring.

  • Example: “I am worth the number of combos you have.”
  • Example: “I am worth +3 points if the other card has no action.”
  • Example: ""

@NOTE: Do keep the “Teamturns” in mind at all times => all these actions/modifiers should rely heavily on how you combine cards and combine with other players.

Variant: Puffplays

AAARGH WHERE DOES THIS RULE FIT? (Not really in this game or Puzzle Species …)

When you’ve won, you can still call an “extra round”. (Everyone else gets one more turn, not you.)

  • If you don’t, you simply get X points.
  • If you do, and you still win after that round, you get bonus points.
  • If you do, but now you lose, you get nothing.