-Apples-
Apple Imperialist
This is my second entry to the Creativity Blog, but the first creative idea you will ever see on my blog. Like I said before, I will have some creative ideas as I post blog entries on TBT.
This idea is a board game idea I came up with two years ago. You may all know about board games. Monopoly, Trouble, Aggravation, Sorry, Mouse Trap, Hungry Hungry Hippos, and some more classic ones like Chess and Checkers. And don't forget those board games where you have to be the first one to get to the finish line. This idea I have is more unique.
Lights is the name of the game. The board game kinda looks like a Trouble Board Game, but only different. The board itself is 12 inches by 12 inches with a height of 1 inch, excluding what's on the board. I have both the description and the rules.
That's all I can say about this board game. If you like, you can leave a comment.
This idea is a board game idea I came up with two years ago. You may all know about board games. Monopoly, Trouble, Aggravation, Sorry, Mouse Trap, Hungry Hungry Hippos, and some more classic ones like Chess and Checkers. And don't forget those board games where you have to be the first one to get to the finish line. This idea I have is more unique.
Lights is the name of the game. The board game kinda looks like a Trouble Board Game, but only different. The board itself is 12 inches by 12 inches with a height of 1 inch, excluding what's on the board. I have both the description and the rules.
Description:
- Like said earlier, the board has an area of 12"x12" with a height of 1 inches. On the top, there is the game surface, an unpoppable dome with a spinner underneath, six buttons, two card spaces, and 64 LED lights in four different colors around the outer sides of the top face. Of the six buttons, one is the power button while the another is the spin button that only works when the power is on. The other four buttons will cause the corresponding lights to flash.
- The color of the lights and the color of the buttons that cause the lights to flash are the same colors of the players (red, green, blue, and yellow).
- The 2-D image of the board game is under a transparent plastic piece that protects the image. It shows the map of the board game.
- On that image, there are two rings. The outer ring contains 40 orange spaces. The inner ring contains 12 purple spaces and 4 player color spaces. Both rings are irregular octagons, but have four pairs of parallel lines that are equal in length (per ring). The diagonal lines are shorter than the vertical and horizontal lines.
- Between the outer ring and inner ring, there are four sections that are two beige spaces long. These are known as bridge spaces. The center spaces on each horizontal and vertical spaces of both rings are adjacent to the bridge spaces.
- The start spaces are adjacent to the center spaces of the diagonal spaces from the outside. They are the same color as the player's color. The center spaces of the diagonal spaces from the inner ring are the same player color of its side.
- The LED bulbs that surround the playfield: the buttons that trigger the flashing lights are at the corners of the board, but next to the start spaces of the same color. There are 8 LEDs in a row on one side, and 8 on the other side. Both LED rows intersect to the same button, and they are all the same color as the button. Generally speaking, one corner has a blue start space, a blue button, 8 blue LEDs in a single file on one side next to the button, and 8 blue LEDs in a single file on the other side next to the button. The same is true for the green corner with the green lights, yellow corner with the yellow lights, and red corner with the red lights.
- The order of the color corners clockwise: blue, green, yellow, and red.
- The card spaces and the buttons are in the gaps between the outer ring, inner ring, and bridge spaces. Special cards are on the blue corner, power button is on the green corner, battle cards are on the yellow corner, and the spin button is on the red corner.
- The center is the dome with a spinner, which is surrounded by the inner ring.
- The spinner has six spaces it can land on, five of them being numbers from 1 to 5, and the other being a broken light bulb space.
- The pawns are opaque, light bulb shaped pieces that come in the colors of blue, green, yellow, and red.
- The electric unit pieces are lightning bolt shaped. They are all light blue.
- The space for the special cards is magenta. The space for the battle cards is cyan.
- On the outer ring, 20 of the spaces are plain orange. Every two spaces, there is a dot that is either cyan or magenta. The four spaces with a magenta dot are always next to the bridge spaces.
- The outer ring is known as the "battle zone". The bridge spaces and inner ring are both part of the "safe zone".
Rules:
- Beginning the game - you need 2 to 4 players to play the game. Power must be on. To see who goes first, all players must spin the spinner. The one with the highest number goes first. The broken light bulb is read as 0. All light bulbs must be on the same color start spaces.
- When playing, you must move clockwise while you're in the battle zone, but counter-clockwise when you're in the safe zone.
- When moving in either ring, it's an infinite loop until the game is over.
- When it's your turn, you must press the spin button to spin the spinner. The spinner tells how many spaces you can move.
- If you land on a broken light bulb, you lose a turn. Not to mention, you can't move on your current turn.
- If you land on a space with a cyan dot, you will pick up a battle card where you can gain or lose electrical units. The magenta dot spaces will yield picking up special cards instead.
- If the battle card says that you earned electric units, spin the spinner to see how many electric units you earned. If it lands on the broken light bulb, you don't earn any.
- If the battle card says that you lost electric units, spin the spinner to see how many electric units you lost. If it lands on the broken light bulb, you survive.
- Spinner spaces in electric unit transaction: 1 and 2 - 1; 3 and 4 - 2; 5 - 3.
- If you never even got any electric units before, but the card says you lost some, ignore the card. If you already have, but you don't have enough electric units, you lose a turn and not lose a single electric unit.
- All electric unit transactions must be made in the battle zone. If someone is in the safe zone and a card requires all players to give/take electric units from someone, that player is exempt.
- You need at least 15 electric units to access the safe zone. If you have enough, you can take the nearest bridge in a clockwise run.
- When you're on the inner ring, there's no turning back, but you have to follow the move rules as you play.
- If you land on your color space while being in the safe zone, press your color button, and you win the game.
That's all I can say about this board game. If you like, you can leave a comment.