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Subject: 2016 Children's Game Contest - YO! Fish - WIP - Contest Ready rss

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todd sanders
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For the 2016 Children's Game Print and Play Design Contest



YO!Fish

a game for 3-4 players ages 6 and up

In YO!Fish, players will place colored fish cards adjacent to one another scoring points for those cards of the same color touching or they may place a card of a higher value on a card of lower value as long as the colors do not match. They score the sum of these cards and then they are removed from the play area.

When the cards run out, the player with the highest score wins.

Included are alternate rules for a more strategic version.


Components required to play - the deck of 54 cards and 8 eurocubes each a different color

Number of players - 3-4

Approximate Playing Time - 15-20 minutes

Categories:
Preschool/Early Reading/Simple Math
Elementary School/Early Sentences/Moderate Math
Matching/Pattern Recognition
Strategy Game
Children's Choice

WIP files - http://pl123.pairlitesite.com/cards/yofish/


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todd sanders
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
rules and card PDF coming soon
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Chris Hansen
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If given the option, I would prefer to play with the green pieces, please.
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
Welcome to the contest! Very nice to have you here.

This sounds like it has very simple rules but will introduce some elements of strategy to the kids.
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todd sanders
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
rules written

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todd sanders
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
will post a print ready PDF tomorrow for players to try out.

As I as writing these rules I began to see there is a bit of strategy about what cards you play when and where. I think this game might be fun for adults as well.
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JK
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
Looks like a very cool game.

Are you concerned about it having the same name as possibly the most widely known kids' card game? I assume the GO bit refers to the game GO, but I would have thought you'd be safer making it GO!Turtles or GO!Bugs or something...
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todd sanders
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
wel i was trying to just make a fun, shouty title mostly. originally i had though about a racing fish game so the 'go' made more sense. maybe i will change it if i come up with a different idea.

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Niklas Hook
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Hook says :"I can paint for you if you need artistic help with you game"
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
Admirably elegant and pure. Nice fishing.

Maybe there should be a bonus to play the first card on an empty table - I assume it is possible that the player before you take away the last fish.?
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
well the table isn't empty. there are 3 cards drawn which form the start of a play area. they are placed a card width apart from each other. the first player is the youngest player and gains a slight advantage.

the only time fish are taken away is when you play a fish of a higher number and different color on top of a fish already played. the card values per suit are

six (1) cards
three (2) cards
two (3) cards
one (4) card

so the number of cards decreases as the values get larger
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todd sanders
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Re: 2016 Children's Game Contest - GO! Fish - WIP - Idea Phase
you found a good hole in my rules Niklas

from now on we'll call this the Niklas Effect

"Note: In the rare instance that there are no cards remaining in the play area due to a player choosing the 2. Action during their turn, the next player will lay down a card, per the 1. Action, forming a new play area."
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todd sanders
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Re: 2016 Children's Game Contest - YO! Fish - WIP - Idea Phase
a slight name change


and WIP files ready to download


WIP files - http://pl123.pairlitesite.com/cards/yofish/
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todd sanders
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Re: 2016 Children's Game Contest - YO! Fish - WIP - Idea Phase
i realized i didn't export the file correctly. fixed now.
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Re: 2016 Children's Game Contest - YO! Fish - WIP - Idea Phase
I love the colors on this, but I'm starting to think the simple shapes might also lend themselves to a coloring book version. Kids could color it in together and then play. You could offer both versions...
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Re: 2016 Children's Game Contest - YO! Fish - WIP - Idea Phase
sure once the game is finished i can offer a line version for kids to color
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Charles Ward
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Re: 2016 Children's Game Contest - YO! Fish - WIP - Idea Phase
Great use of colour. I took a look at http://www.color-blindness.com/coblis-color-blindness-simula... and put your image to the test. It passed with flying colours!
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todd sanders
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we are contest ready by the way
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Marian Babcan
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dumarest123 wrote:
will post a print ready PDF tomorrow for players to try out.

As I as writing these rules I began to see there is a bit of strategy about what cards you play when and where. I think this game might be fun for adults as well.


hello Todd

somehow I didn't see this game until now, which could have been a mistake, since I like the idea quite a lot...
and you bet, that there is strategy involved!
I will try to print my own version in the next couple of days and get my family to spend some time with it...

P.S. Did you try it out with two players as well? Could it work?
It's three of us at home only and my wife is not really a gaming person
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todd sanders
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Yes the game could work with two players. 3 or 4 is optimal though for the adjacency issues in the game.

Let me know what you think once you play it. Thanks.
 
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Laura "lelo" D. Arrowsmith Deddens Gerard
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It's great. The components are very professional.

I'm wondering if when scoring, instead of needing different colored cubes, you might make the 4 score cards different colors.

Also, instead of cubes, could you make do with small coins such as dimes or pennies? or buttons? I'm thinking that I could see this game in stores such as Target. And to save on production cost and packaging you wouldn't want to include the cubes. But you would want non-gamer types who don't have cubes on hand to be able to use the game. Of course, you can always keep score with paper and pencil which is how it's done in UNO. I give UNO as an example because it's a game you see in places like Target that has scoring.

I think small children would do better with a score track so they can see who is winning without having to compare numbers and asking each other what their current score is. To keep the printed components limited to card, the 4 score cards could be placed end to end to form a score track as follows:

+---------------+
| 0 0 0 0|
| |
| 1 1 1 1|
| |
| 2 2 2 2|
| |
| 3 3 3 3|
| |
| 4 4 4 4|
+---------------+
| 5 5 5 5|
| |
| 6 6 6 6|
| |
| 7 7 7 7|
| |
| 8 8 8 8|
| |
| 9 9 9 9|
+---------------+
| 10 10 10 10|
| |
| 20 20 20 20|
| |
| 30 30 30 30|
| |
| 40 40 40 40|
| |
| 50 50 50 50|
+---------------+
| 60 60 60 60|
| |
| 70 70 70 70|
| |
| 80 80 80 80|
| |
| 90 90 90 90|
| |
|100 100 100 100|
+---------------+

I'm also wondering if you calculated a highest attainable score? Looks like with 3 cubes for each player, you can record up to 199 points. Is this enough? More than enough? If more than enough, can you make the score cards a little bit less crowded so that there is plenty of room for the use of larger tokens depending on what the players have on hand?

Why a fish theme? I was trying to figure it out and I think that when you do action 1 you are being awarded for shoaling the fish. When you do action 2 you are being rewarded for eating a fish. Perhaps the rules could reflect that. Instead of calling them action 1 and action 2 they could be Shoal and Feed.
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todd sanders
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thanks for the feedback

rainbowrose wrote:
It's great. The components are very professional.

I'm wondering if when scoring, instead of needing different colored cubes, you might make the 4 score cards different colors.

Also, instead of cubes, could you make do with small coins such as dimes or pennies? or buttons? I'm thinking that I could see this game in stores such as Target. And to save on production cost and packaging you wouldn't want to include the cubes. But you would want non-gamer types who don't have cubes on hand to be able to use the game. Of course, you can always keep score with paper and pencil which is how it's done in UNO. I give UNO as an example because it's a game you see in places like Target that has scoring.

[q="rainbowrose"]I think small children would do better with a score track so they can see who is winning without having to compare numbers and asking each other what their current score is. To keep the printed components limited to card, the 4 score cards could be placed end to end to form a score track as follows:


yes the score track could be divided as you suggest. you are right for small children it might be better to provide a linear track. i use cubes in my games manly because gamers have these and the 8mm ones fit well on a playing card score track. if this game ever went into production that publisher would probably provide a score pad or small foldable score track with some fish tokens maybe



rainbowrose wrote:

I'm also wondering if you calculated a highest attainable score? Looks like with 3 cubes for each player, you can record up to 199 points. Is this enough? More than enough? If more than enough, can you make the score cards a little bit less crowded so that there is plenty of room for the use of larger tokens depending on what the players have on hand?


i simply divided the score track up to look even on the card. No i did not do the math to calculate the highest score possible. 199 is far more than enough for the game.

I'll think about your linear track idea once the contest is over and play around with the score tracks cards.


rainbowrose wrote:

Why a fish theme? I was trying to figure it out and I think that when you do action 1 you are being awarded for shoaling the fish. When you do action 2 you are being rewarded for eating a fish. Perhaps the rules could reflect that. Instead of calling them action 1 and action 2 they could be Shoal and Feed.


originally the game was called GO! Fish but people found that confusing because of the venerable old game Go Fish. I just though fish were fun graphically on the cards flopping about together as if they were in a lake.

No real theme thinking behind this one this time unlike more of my other games. It was just for the graphic quality.
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Laura "lelo" D. Arrowsmith Deddens Gerard
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dumarest123 wrote:
rainbowrose wrote:
Why a fish theme? I was trying to figure it out and I think that when you do action 1 you are being awarded for shoaling the fish. When you do action 2 you are being rewarded for eating a fish. Perhaps the rules could reflect that. Instead of calling them action 1 and action 2 they could be Shoal and Feed.


originally the game was called GO! Fish but people found that confusing because of the venerable old game Go Fish. I just though fish were fun graphically on the cards flopping about together as if they were in a lake.

No real theme thinking behind this one this time unlike more of my other games. It was just for the graphic quality.


Still, I think that the theme does work with the mechanic and you can get more out of your theme by calling the actions Shoal and Feed. It would also be more educational as the kids learn the vocabulary words.
Shoal (v): To collect in a shoal; to throng.
Shoal (n): A large number of fish (or other sea creatures) of the same species swimming together.
Feed (v): To eat
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todd sanders
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Thanks to all who played the game and voted in the 2016 Children's Contest for it.

I appreciate the support!
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Charles Ward
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Hi Todd

I played for the first time today and it did not work for me. Not sure why. I'm sure I missed something.

We played a 3 player game.

Player 1 placed card over one of the 3 starting cards - takes total score.
Player 2 does the same.
Player 3 does the same.
Player 1 has to place a card Q.1 Do they score the value of that card?
Player 2 places a card and takes that card.
Player 3 has to place a card.
Player 1 takes it as above.

There just seems to been little incentive to play a card next to another card.

I felt that some the rules could be reversed and it would make more sense.
Specially the following:
A) When taking action 2 the card must be different colour to the card placed and higher value. I felt that the same colour would be easier to plan for and it would limit the number of cards that could be used to take this action, forcing players to spread out more.
B) When taking action 1 the cards score the total of the cards (the one you played and the one you played it next to) if they are different colours. I felt that this should be when the same colour.
C) When taking action 1 the cards score 1 point for each card next to the one you played if the same colour. I felt that nobody would play a card so that it would create that situation. Instead, if you scored 1 point for each colour it did not match, you spread out more and create more options.

I felt that in general the game was about reducing the options, as supposed to games I'm used to like carcassonne that increase the options as one plays the game.

On the other hand, I felt that 6 cards in hand usually gave you the option to play a card on top. If the hand was smaller you might be 1) forced to spread out and 2) forced to play a big card too early.

Am I missing something?
 
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todd sanders
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well if you play a card over a previously played cards, you then remove both cards. so if all 3 players placed a card over one of the staring ones you would not have any cards left.

so yes then the next player places a card and because there are none adjacent (i.e. none adjacent of the same color) they would score the point value on the card.


so yes this something that needs to be addressed. it was my hope that players would be laying more cards in order to score adjacencies and this is balanced by the removal of cards when played on top.


i don't think you are missing anything. i suppose my initial impetus for this game was playing with small children so i was trying to use mechanics that they would pick up easily and understand. concepts of higher numbers and neighboring cards of the same color to match.

i may have in the end pitched the strategy too simply for adult players.

you give me definitely reasons to rethink the rules. thanks
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Charles Ward
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Cool. Thanks for hearing me out
 
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