Moving Day
Designed by P.D. Magnus
Players 2
Length 15 minutes
Extra Material 2 dice, special tokens

a game for 2 players, using the Decktet

This page is kept around just for historical purposes. In November 2013, Moving Day was rethemed as Monster Day so as to better fit the idiom of the Decktet. The new one has the same game play, but is niftier looking.

You and your roommate have lived together for years, so your collections of geek totems have become hopelessly intermingled. There are shelves full of rare anime, cabinets full of prized board games, and so on. But now neither of you can say which is whose. Today you are both moving out and heading your separate ways, and all of your friends are here to help you pack. You want to take as much as possible, but you can't let your roommate see you packing the contested collections. With some manipulation and a little luck, though, your friends will pack them for you. It's only a short time before the moving vans arrive!

Components

You need a Decktet, two (ordinary, six-sided) dice, and four collection tokens. The collection tokens are marked 1 through 4; they represent the anime collection, the comic books, the action figures, and the board games (respectively).

movingday-tokens.gif

Setup

Remove the Aces from the Decktet. Shuffle them together and deal them out one next to another in a line between you and your opponent. Leave a gap large enough for the collection tokens between the third and fourth Ace; all the collections start there. For example:

movingday-board.gif

This forms the game board. Each Ace represents a moving box. The three boxes nearest to you are yours, the three boxes on the other side of the gap belong to your opponent.

Shuffle the remainder of the deck. Deal three cards each to yourself and your opponent, and put the rest in the middle of the table as a draw pile.

The player who has lived in the most different places during their life takes the first turn. If there is a tie, roshambo for it.

Game play

On your turn, (1) wheedle the packers, (2) take you chances, and (3) draw a card.

Wheedle the packers. Play one card from your hand next to one of the boxes on the board. You may only place a card next to a box that matches one of its suits. For example: If you play the 8 of Wyrms and Knots, you may play it next to the Ace of Wyrms or the Ace of Knots.

If there is already a card next to the box, then the new card completely covers the old one. Covered cards have no further effect on play.

You may play cards next to your own boxes or next to your opponent's boxes, as allowed by matching suits. Sometimes good cards will only match your opponent's boxes or bad cards will only match yours, but that's life. Getting geeks to help you move can be like herding cats.

Take your chances. Roll both dice. Die results of 1-4 make the packers to move one of the collections. If both dice give the same result, just move the indicated collection once. 5s and 6s have no effect; if both dice are 5 or 6, then nothing moves this turn.

  1. Each player totals the ranks of odd-numbered cards next to their boxes. If you have no odd-numbered cards, then your total is zero. (Ranks 3, 5, 7, and 9 count; Crowns do not.) Move the anime token one box closer to the player with the higher total.
  2. Each player totals the ranks of even-numbered cards next to their boxes. (Ranks 2, 4, 6, and 8 count; Crowns do not.) Move the comic books token one box closer to the player with the higher total.
  3. Each player totals the ranks of any personality cards next to their boxes. (Personalities are the cards done up like face cards, with two close ups of a single figure. Crown personalities count as 10.) Move the action figures token one box closer to the player with the higher total.
  4. Each player totals the ranks of all cards next to their boxes. Crowns count for 10. Move the board games token one box closer to the player with the higher total.

Tokens move to a box nearest the gap the first time they move. After that, they skip over the gap and will always be in one of the boxes.

If both players have the same total, then the token does not move.

If a collection is already in the box closest to a player when the result that would move it closer to them, leave it where it is.

Draw a card. If there are any cards left in the draw pile, draw one. If not, gesture as if you were drawing a card. Your turn is over either way.

Play alternates until the end of the turn in which the very last card is played.

Victory

You score points for each collection in one of your boxes when the game ends. The anime, comic books, and action figures are worth one point each. The board games are worth two points.

For scoring purposes, it does not matter which of your boxes has a collection in it. All that matters is that it's yours.

The extended deck

If you want to spice up the game, you can add in some or all of the extended deck cards. Just shuffle them in at the beginning of the game.

The Excuse: The Excuse can be played on any box and counts for zero.

Pawns and Courts: When you need to know the rank of a Pawn or Court, the player who owns the box with the Pawn or Court on it rolls both dice. The card's rank is counted as the sum of both dice. Roll every time the card's rank is relevant to a collection moving.

Variants

Tetrahedra: This game was originally designed to use four-sided dice. It may add more geek cred to play that way. If you roll doubles using d4s, then nothing happens. If you roll two different numbers, then move both collections.

Credits

Game design: P.D. Magnus

Playtesting: Cristyn Magnus

This game was created for the August 2008 Game Design Showdown at the Board Game Designers Forum.

Comments

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License