A word play on “I Don’t Think So!”
This game is a mix between
- That’s Not A Hat! => memory gift-giving game.
- Halli Galli! (or something like Whoosh! from Artipia Games) => you collectively reveal cards until some pattern comes up, then you must be the first to react.
- Coup => claiming to have powers so you can use them for your own benefit.
The idea is to do the second, but with the secrecy and memory aspect of the first, using the third for general actions and spice to glue it together.
Final Rules (Simpler)
Setup
Deal all cards fairly among the players. Whatever is left becomes a faceup discard.
Objective
The game ends as soon as one player is out of cards. The number of cards in your hand is your score.
Gameplay
You are offering each other drinks.
Each round, three new target cards are placed facedown in the center of the table.
For example: “5 blues” or “1 of each type” or “0 reds or greens”
The start player picks a card and makes an offer with it.
- An offer always means shoving facedown cards to another player
- Then claiming what’s inside (considering all cards).
- And taking one action related to what’s supposedly inside.
“Here you go. This is a BLUE card. Now I’ll take the BLUE action.”
The other can accept or refuse.
- Accept? Add a card of yours, without looking at the offer, then offer all this to a new player. (Cycle repeats.)
- Refuse? Check the cards, but keep them secret for everyone else!
The loser of that challenge (the one who was wrong about what’s inside), must add a card from their hand faceup to the table.
At any time, if you think all the cards played (both in the offer and faceup on the table) match a target on the table, say “I Don’t Drink Soap!” and tap that target card. (Example: A target says “3 blues, 2 red” and you think the current card pile/offer has exactly that.)
- If you’re right, reveal that and win the round. You get all cards played; next round!
- If wrong, you lose 4 hand cards and are out of this round, but play continues.
Possible ACTIONS.
Remember these are taken after you make the offer and claim what it is.
- RED = discard one card from the offer
- BLUE = look at one of the target cards
- YELLOW = reveal one of the target cards permanently (@NOTE: we really want multiple powers around target cards, otherwise it’s too hard to get this information)
- PURPLE = look at the offer
- GREEN = the receiver must reveal their hand cards to everyone
- BLACK = draw the top card from the discard
(Just write these actions on the cards themselves. No need to be vague or difficult about this.)
Expansions & Variants
EXPANSION: Add special rules/actions on the target cards. Once rotated faceup, they trigger imemdiately or are true for the rest of this round.
EXPANSION: Two more possible colors.
- PINK = stop the current offer (place the cards faceup in the center of the table / OR just discard them?), then start a new one from one of its cards.
- WHITE = pay a hand card to swap all target cards for new ones, which only you may see first.
- ANTIDOTE = removes/negates all instances of a certain type
- DOUBLE/WILDCARD = shows multiple colors/drinks, or becomes the same type as the majority present in current offer
VARIANT: If you want more control/certainty about what other players might have or add to offers, use the following rule.
If you have 4(+) cards of the same type, you must add that type to offers (when passing them along).
VARIANT: If you want more knowledge about what others have in their hand and a bit more leniency when it comes to losing cards, use the following rule.
The winner only gets all facedown cards. All faceup cards are distributed among the losing players. (Take clockwise turns from the losing player, picking one faceup card, until all are given away.)
Old idea, convoluted and worse
- Each player receives a secret mission card at the start. That’s the pattern they’re looking for?
- You reveal your card faceup initially. But after one round, all those cards turn facedown and are moved inward. Play another round. Once you’re certain all cards revealed so far match a pattern, be the first to slap the center of the table.
- Besides revealing a new card, you can also pick a facedown card and swap it with one of yours. (This effectively means you DON’T lose a card.)
- If you do so, you must say what’s on the card.
- The table votes whether you’re telling the truth. (Thumbs up/Thumbs down?)
- If majority disagrees (or tie), the card is revealed.
- You were right? All other players lose a card.
- You were wrong? You lose X cards?
This is a step in the right direction, but too convoluted. Too disjointed.