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Space Cube

Finally finished getting my Space: The Convergence cube done. I only contributed a few cards, but this is my favorite.

Space Cube

Finally finished getting my Space: The Convergence cube done. I only contributed a few cards, but this is my favorite.

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Five Drop Frenzy
A Magic variant for 2 or more playersSet up: Each player needs a smart phone pointed at http://askmomir.altervista.org/answer.php?cmc=5 and a way to track life.
Five Drop Frenzy is a quick Magic variant that you don’t need cards to play. It’s based on the popular Momir Vig format and follows regular Magic rules.
The differences are:
   1. You have no hand or library. You cannot lose the game by being unable to draw a card.
   2. You have no lands. Instead you may add up to 5 mana of any type to your mana pool in between each of your untap steps. This means that you could pay 3 mana during your turn and 2 mana during your opponents turn. 
   3. Once per turn before you attack, you may have a player Refresh their creature. Refreshing means that player refreshes the webpage above to randomly generate a 5 cost creature and put it onto the battlefield without paying its casting cost. Any creature that was on that phone before is treated as though it were exiled.
Like Momir, some of the cards are whiffs and some of the cards are bonkers. But it’s fast, portable, and hilariously swingy. 
Some options to consider: 
   - “Constructed” FDF - Each player chooses five basic lands and begins the game with them in play. These lands replace rule 2.
   - Five drops were chosen because they represent a nice range of sizes, lots of evasion, but weren’t too huge. Feel free to play around with the number.
Questions?

Five Drop Frenzy

A Magic variant for 2 or more players

Set up: Each player needs a smart phone pointed at http://askmomir.altervista.org/answer.php?cmc=5 and a way to track life.

Five Drop Frenzy is a quick Magic variant that you don’t need cards to play. It’s based on the popular Momir Vig format and follows regular Magic rules.

The differences are:

   1. You have no hand or library. You cannot lose the game by being unable to draw a card.

   2. You have no lands. Instead you may add up to 5 mana of any type to your mana pool in between each of your untap steps. This means that you could pay 3 mana during your turn and 2 mana during your opponents turn. 

   3. Once per turn before you attack, you may have a player Refresh their creature. Refreshing means that player refreshes the webpage above to randomly generate a 5 cost creature and put it onto the battlefield without paying its casting cost. Any creature that was on that phone before is treated as though it were exiled.

Like Momir, some of the cards are whiffs and some of the cards are bonkers. But it’s fast, portable, and hilariously swingy. 

Some options to consider: 

   - “Constructed” FDF - Each player chooses five basic lands and begins the game with them in play. These lands replace rule 2.

   - Five drops were chosen because they represent a nice range of sizes, lots of evasion, but weren’t too huge. Feel free to play around with the number.

Questions?

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Dibdib is a party game for 3-6 players. This game includes two cloth bags, round wooden discs and cardboard heart markers. Each player takes two heart markers. The wooden discs are put into one of the bags and the other bag is left empty.

The first player reaches into the bag with the discs and grabs any number of discs and places them into the second bag. The first player then offers both bags to one of the other players. The second player then has a choice. Either take both bags or take only the second bag. If the second player takes both bags, that player will repeat the steps that the first player took. If the second player takes only the second bag, then the contents of both bags are revealed. The first player counts the discs in the first bag and the second player counts the discs in the second bag. The person with the most discs wins. The loser flips one of his heart markers to the broken-hearted side.

This process is repeated until a player has turned both of his heart tokens to the broken-hearted side.

Dibdib is a party game for 3-6 players. This game includes two cloth bags, round wooden discs and cardboard heart markers. Each player takes two heart markers. The wooden discs are put into one of the bags and the other bag is left empty.

The first player reaches into the bag with the discs and grabs any number of discs and places them into the second bag. The first player then offers both bags to one of the other players. The second player then has a choice. Either take both bags or take only the second bag. If the second player takes both bags, that player will repeat the steps that the first player took. If the second player takes only the second bag, then the contents of both bags are revealed. The first player counts the discs in the first bag and the second player counts the discs in the second bag. The person with the most discs wins. The loser flips one of his heart markers to the broken-hearted side.

This process is repeated until a player has turned both of his heart tokens to the broken-hearted side.

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Hikyō na kōmori (“Cowardly Bat”) is a card game for 4-7 players of bluffing in which players try to piggy-back on other players’ cards to score the most points.

Set Up: 17 cards of three beasts, birds and bats.

All cards are dealt to the players. Each round players take turns playing a card on the table one by one and announce whether it is a Beast or a Bird. Cards may be played face up or face down, and players are free to lie about the card they have played. After each player has a card on the table, face-down cards are revealed and the outcome of the round is determined:

If all cards are the same type: Everyone wins a point.
If cards are of two types, then if there are only Beasts and Birds, the side with the most cards wins a point. If, however, there are Bats and anything else, the side that is not the Bats wins a point.
If cards are of all three types, then if there is a majority of Beasts or Birds, the side with the most cards and the Bats get a point. Otherwise if the number of Beasts and Birds is the same, they all get a point and the Bats get nothing.
Play continues until players run out of cards. The player with the most points wins.

Hikyō na kōmori (“Cowardly Bat”) is a card game for 4-7 players of bluffing in which players try to piggy-back on other players’ cards to score the most points.

Set Up: 17 cards of three beasts, birds and bats.

All cards are dealt to the players. Each round players take turns playing a card on the table one by one and announce whether it is a Beast or a Bird. Cards may be played face up or face down, and players are free to lie about the card they have played. After each player has a card on the table, face-down cards are revealed and the outcome of the round is determined:

If all cards are the same type: Everyone wins a point. If cards are of two types, then if there are only Beasts and Birds, the side with the most cards wins a point. If, however, there are Bats and anything else, the side that is not the Bats wins a point. If cards are of all three types, then if there is a majority of Beasts or Birds, the side with the most cards and the Bats get a point. Otherwise if the number of Beasts and Birds is the same, they all get a point and the Bats get nothing. Play continues until players run out of cards. The player with the most points wins.

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Amidst the mists and coldest frosts, With stoutest wrists and loudest boasts, He thrusts his fists against the posts, And still insists he sees the ghosts.

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Bookquake!
A game for 1 or more quietly prepared bibliophiles

Setup: You need a 52 card deck with 2 Jokers and a timer (stop watch)

Goal: Be prepared! As a member of the LAPL (Los Angeles Public Library), you and your team need to practice regular drills in case the Big One strikes and earthquakes your stacks. In order to do so, you and the other players must assemble suited runs (A-5, 6-10, or a trilogy J/Q/K all of the same suit) as quickly as possible while still adhering to the golden rule of the library: SILENCE.

Play: Shuffle the deck and spread out the cards facedown messily over the table. Start the timer. Once the timer has started, players may pick up cards from the table into their hands. A player may have a maximum of 5 cards in their hands at any time, but may discard cards face down on the table in order to draw new cards. There are no turns, but play continues as players assemble completed runs. The required runs must be of the same suit and must be either A-5, 6-10, or a Trilogy: J, Q, K. When a run is finished, it is placed face up to the side and that player may draw new cards.

Remember, this is still a library, so there is to be no talking and players may not show cards to other players.

Jokers: When a player finds a Joker, there is an aftershock! Each player sets aside their hand and shuffles the face down cards around on the table. While the cards are being shuffled, players may speak normally and discuss what they have in hand. Remove the Joker face up with the completed runs.

Mastery: Once all of the runs have been completed, the drill is over! Record your time. Attempt to beat your fastest time, or compete versus another group to see which team of Emergency Librarians can save the day!

Bookquake! A game for 1 or more quietly prepared bibliophiles

Setup: You need a 52 card deck with 2 Jokers and a timer (stop watch)

Goal: Be prepared! As a member of the LAPL (Los Angeles Public Library), you and your team need to practice regular drills in case the Big One strikes and earthquakes your stacks. In order to do so, you and the other players must assemble suited runs (A-5, 6-10, or a trilogy J/Q/K all of the same suit) as quickly as possible while still adhering to the golden rule of the library: SILENCE.

Play: Shuffle the deck and spread out the cards facedown messily over the table. Start the timer. Once the timer has started, players may pick up cards from the table into their hands. A player may have a maximum of 5 cards in their hands at any time, but may discard cards face down on the table in order to draw new cards. There are no turns, but play continues as players assemble completed runs. The required runs must be of the same suit and must be either A-5, 6-10, or a Trilogy: J, Q, K. When a run is finished, it is placed face up to the side and that player may draw new cards.

Remember, this is still a library, so there is to be no talking and players may not show cards to other players.

Jokers: When a player finds a Joker, there is an aftershock! Each player sets aside their hand and shuffles the face down cards around on the table. While the cards are being shuffled, players may speak normally and discuss what they have in hand. Remove the Joker face up with the completed runs.

Mastery: Once all of the runs have been completed, the drill is over! Record your time. Attempt to beat your fastest time, or compete versus another group to see which team of Emergency Librarians can save the day!

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#tag

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#Tag
is a word game for specific people

In the game of Tag, you avoid being it. In the game of #Tag, you avoid saying “it”

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Felt

An Ultrasmall Strategy Game for 2 or More People and a Felt Pen

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tbsveryfunny:

Brian might be related to Cousin It. Just saying. #KingoftheNerds

#hashtag

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The perfect ios7 wallpaper for an iPhone 4.