We Heart Games https://weheart.games/ Board game design & freelance game art Wed, 03 Jul 2024 01:56:02 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.1 https://weheart.games/wp-content/uploads/2025/02/cropped-WHG-logo-square-single-orange-32x32.png We Heart Games https://weheart.games/ 32 32 Ofertu https://weheart.games/ofertu/ https://weheart.games/ofertu/#respond Sun, 18 Feb 2024 15:00:29 +0000 https://weheart.games/?p=8690 Bid with limited resources to add red cards to your hand. Bid *using* red cards to score points.

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“Ofertu” (oh-FEHR-too) is the Esperanto word for “bid” or “offer”.

Goal

The goal is to collect the most red scoring cards… but you can only win them by bidding with red cards.

Setup

Divide the deck into the three colour suits and shuffle each. Set the red deck in the middle of the table, to the side; draw five red cards and place them in a row beside the draw pile. This is the auction row. Leave room on the other side of the draw pile for a discard pile.

Each player randomly chooses one of the other two decks. The player with the black deck is the starting player for the first round.

Each round

  • Each player draws from their personal deck until they have five cards.
  • Placing one card at a time, players take turns placing a total of three cards from their hand face down in front of any card in the auction row, as bids.
    • You may add a card to an existing bid; bidding multiple cards on a single auction card.
  • Once six player cards are placed, the bids are revealed one by one, in order starting from the White Deck player’s left. The highest bid wins that red card.
    • The red auction card goes into the winner’s hand. This is a special bidding card to use for future bids.
    • If the winning bid used a red card as part of the bid, then the card being bid on goes face-up into the winning player’s victory display instead. These cards count as points.
    • In the event of a tie, both players may choose one card from their hand to act as a tiebreaker. If neither player has cards in their hand, or neither player bids again, then the bids for that red card are both discarded.
    • Black and white cards used as bids are discarded. Red cards used as bids go into the auction row discard pile.
  • The player who won the most bids that round becomes the starting player for the next round. In case of a tie, count the pips on the cards that were won; the player with highest number becomes the starting player.
  • Fill the plateau to 5 red cards, face up

Game end

Continue playing until either player has no more cards available to bid with. If necessary, shuffle the red discard to refill the red deck.

When one player runs out of cards, the other may not make more bids. Both players must have an equal number of bids.

Whoever has the most pips on the red cards in their victory display is the winner!

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Rolling Tricks https://weheart.games/rolling-tricks/ https://weheart.games/rolling-tricks/#respond Wed, 07 Feb 2024 15:17:19 +0000 https://weheart.games/?p=8517 A team trick-taking game for 4 players. Features "rolling” for trump, and the ability to cancel another player's card!

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The Game

A team trick-taking game for 4 players.

The Deal

Teams sit in alternating seats: Team A, B, A, B. Shuffle the deck and deal 13 cards to each player.

The Roll

Reveal the final two cards in the deck to determine trump for this round:

  • The low card is the trump number.
  • The high card is the trump colour.

For example: If you flip a black 2 and a red 3, the red 2 cards are trump.

If both cards are the same number, both cards are trump. This means there will be 4 trump cards this round. If two of these are played in the same trick and they are not the same colour, the later trump card played will beat the earlier trump card.

For example: If you flip a black 2 and a white 2, both of them are trump.

The Pass

Players may simultaneously pass up to two cards to their partner.

Tips: Sometimes it’s good to get rid of a colour if you have trump. Sometimes it’s good to pass good cards to your partner to give them an advantage in a colour.

The Play

Starting with the player to the dealer’s left and proceeding clockwise, each player will play a card. The first player determines the colour for the hand, or trick. Everyone else must play the same colour if they have a card of that colour. If you do not have any cards of the colour that was led, you can play trump, or a different colour.

The winner of the trick is the player who played the highest number of the colour that was led, unless someone played trump. A trump card always wins, even if it’s a lower number than the highest card. If multiple trump cards are played, the highest trump card wins.

The winner of a trick plays the first card for the next trick.

The Cancellation

During a trick if two players play the same card (same colour and number), those cards cancel each other out and are discarded. If a third copy of that card is played it will count. For example: Player 1 plays 6 of Black, Player 2 cancels it with a 6 of Black, now Players 3 or 4 can play a 6 of Black and it will be the highest card of the led suit.

If all cards are cancelled in a trick, set the cards aside; the winner of the next trick wins this one, too.

The End

The round ends when one team has won seven tricks; they score one point. The first team to three points wins the game!

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Astro Lander https://weheart.games/astro-lander/ https://weheart.games/astro-lander/#respond Sat, 20 Jan 2024 15:33:59 +0000 https://weheart.games/?p=8567 Play as space truckers harvesting resources from asteroids across the galaxy and hauling them home. In an act of friendly competition, you challenge one another for who can deliver the most valuable cargo!

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For two players.

Setup

  1. Separate out one set of 3-6 in each colour, and lay them out face-up in a grid. These are contracts.
  2. Shuffle the remaining deck and deal each player 3 cards; place the deck in the middle of the play area to form the draw pile, which is also the port.
  3. Flip 6 asteroid cards creating a circle with the draw deck (port) to form a ring. The centre of the ring (currently empty) is reserved for the discard pile.
  4. Determine a starting player randomly, or whoever last delivered something.

Gameplay

Players will alternate taking turns, starting with the starting player, and continue until the draw deck runs out for the third time.

On your turn, perform one of the following actions:

Lastly, if necessary, draw back up to a hand of three cards. Then your opponent begins their turn.

Build a harvester.

Harvesters must be built before you can harvest resources from asteroids.

Add cards from your hand to your harvesters, following these placement rules:

  • Harvester cards played in a single turn must be the same number.
  • Each harvester is a single column of one colour, placed in front of you.
  • Each harvester must be ordered with cards in a sequence from low to high; the sequence may have repeated numbers or skipped numbers. For example: 1-1-3-4 is an acceptable harvester sequence.
  • If you play multiple cards (remember, they must be the same number), they do not need to be the same colour, but they must all follow the low-to-high sequence rule for placement.

A harvester will generate a number of resources equal to the number of cards the harvester has, each time you harvest an asteroid. In the above example image, harvesting from a red asteroid would generate one resource, white would generate three, and black would generate two.

Harvest an asteroid.

Fly to asteroids to harvest their precious resources, but you must have harvesters to take full advantage.

  1. Discard one or more cards that add up to 6 or less to fly to an asteroid.
    • The total of the cards played will be used to move that number of spaces clockwise from port. Below, we’ve played a 4 to move to the fourth planet.
  2. Gain resources from a harvester matching the colour of that asteroid (if any).
    • For each harvester card you have that matches the colour of the chosen asteroid, take 1 face-down card from the deck and tuck it horizontally under that harvester. Below, our black harvester has two cards, so we take two resources.
    • Each harvester can carry any amount of resources.
  3. Take the asteroid card itself into your hand.
  4. Add a new asteroid from the deck in the empty spot.

Deliver to port.

Fly to port to deliver resources and fulfill contracts!

  1. Discard two or more cards from your hand that add up to 7 or more to “land at the port”.
  2. Discard resources from one harvester equal to the number on a contract of a matching colour to claim it.
  3. Place the contract card near you.

Contracts grant points equal to their value at the end of the game.

Game End

When the deck runs out on a player’s turn, shuffle the discard pile back into the draw deck. The game will end the third time the deck runs out. If you need additional resource cards on that final turn, you may use any cards in the discard pile.

When the game end has triggered, the current player finishes their turn. Then, starting with their opponent, players take turns fulfilling any contracts they can, using their remaining resources, one contract at a time. Then perform the following:

  1. Discard any leftover resources and cards in hand you have not used.
  2. Collect all cards remaining in your harvesters, flipping them facedown; each is worth one point.
  3. Collect your contracts, keeping them face up. Add up their value to total their points.

The player with the highest score is the winner. In the case of a tie, the player with the most valuable total harvester cards wins. Otherwise, share the victory.

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Set 7 https://weheart.games/set-7/ https://weheart.games/set-7/#respond Sat, 06 Jan 2024 05:48:08 +0000 https://weheart.games/?p=8505 A Blackjack-style push-your-luck game.

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Goal

The goal is to make sets of cards that total up to 7, without busting the hand.

Gameplay

  • Deal 2 cards face-up to each player.
  • Going clockwise around the table, each player can choose Hit or Stay.
  • Hit: The dealer deals one new card face-up to that player.
    • If the player has 2 cards of each color, or 4 cards of any one color, they immediately bust and earn 0 points for the round.
  • Stay: The player is finished for the round and takes no more cards.

Scoring

  • Each player earns 1 point for each of their sets of cards that total 7.
  • Sets can include more than two cards.
  • Each card may only be used for one set.

The first player to earn 7 total points is the winner. In case of a tie, the participants of the tie play another round until the tie is broken.

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Threeport Shipping https://weheart.games/threeport-shipping/ https://weheart.games/threeport-shipping/#respond Wed, 03 Jan 2024 05:32:06 +0000 https://weheart.games/?p=8489 Rival captains pilot their ships between three islands, picking up and selling cargo for the best rates.

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Version 1.1

Requires: pencil and paper for keeping score.

Setup

  • Find a white 1, 2, and 3. Create a stack with the 3 on the bottom and the 1 on the top. This is your first island.
  • Repeat for black and red, so that you have three different-coloured islands. Space them out so there’s a fair amount of room between them.
  • Shuffle the deck and deal one card, face-up and horizontally, onto each island.
  • Deal one card, face-down and horizontally, to each player. These are your boats, and they start near you; not at any one island yet.
  • Randomly determine the starting player.

Turn Sequence

Each turn you must take one action:

  • Move your boat to any island. Note: On your first turn this is the only available action.
  • Load cargo from your current island onto your boat.
    • Take the top cargo card from the stack at your current island and place it on your boat.
    • If you take the last cargo card from an island, deal one new card from the deck to all islands, stacking them so that you can see the card below. If the draw pile is empty, shuffle the discard pile to form a new draw pile.
    • Your boat has a maximum capacity of three cards.
  • Sell cargo from your boat to the island.
    • You can only sell cargo that matches the colour of the island you are at.
    • You may sell up to three cards at once.
    • The order of cards on your boat doesn’t matter. For example: if you have black/red/black stacked on your boat, you can sell both black cards.
    • The price of your sale is equal to the value of each card, plus the island bonus, plus the upgrade bonus (if applicable; see below).
    • The island bonus is equal to the value of the current island card. You receive this bonus for each card in a single sale. For example: If the island bonus is currently 1 and you sell a 3 and a 4, your total sale is 3 + 1 + 4 + 1 = 9.
    • Sold cargo cards are discarded.

Upgrading Islands

Islands are upgraded when a sale is made there that includes a number of cards that is equal to or greater than the island’s current level. When an island is upgraded, discard the top card from the island’s pile.

For example: When any sale is made at a level 1 island, that island is upgraded; the 1 is discarded revealing the 2 below. To upgrade a level 2 island, you must sell at least two cards at once.

When a sale of 3 cards happens at a level 3 island, calculate the score from the sale, then discard the island and any cards on it. Remove all cards of that island’s colour from the game. In subsequent turns, if a card of that colour is drawn from the deck, discard it and draw a new one.

Upgrade bonus: Every time an island is upgraded, that player gets 5 bonus points.

Game End

When someone reaches 100 points OR two islands have been removed, the game ends immediately. The player with the highest score wins!

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Planetary Defence System https://weheart.games/planetary-defence-system/ https://weheart.games/planetary-defence-system/#respond Sun, 31 Dec 2023 15:09:14 +0000 https://weheart.games/?p=8392 In this solo deckbuilder, a large group of meteors are heading straight for earth! Build up your defence system to ward them off before they strike.

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Card Types

Red  cards deal damage to enemy cards, when played from your hand.
White cards are credits, and allow you to buy new cards from the row when played from your hand.
Black cards are meteors. Damage these with red cards from your hand to remove them from play.

Setup

  • Create your starting deck: White – three 1’s, three 2’s. Red – three 1’s, one 2. Shuffle this and set it aside, forming your draw pile.
  • Shuffle the remaining cards and set them aside, forming the space pile.
  • Deal five cards from the space pile face-up in a row.
  • Draw five cards from your draw pile into your hand.

Each Turn

ACTION PHASE

  • Play cards from your hand in front of you. These are your total credits and/or damage for the turn. Use these credits and damage in any combination and in any order. You can take a number of actions; see Actions, below.

ADVANCEMENT PHASE

  • Draw five new cards from the space deck and place them in the row. These are placed on top of any cards remaining in the row; shift them slightly downward so that you can see the card underneath, forming five columns. 
  • If there are no cards left in the space pile, place the scrap pile above the leftmost column. During each advancement phase, move the scrap pile one column to the right.

DRAW PHASE

  • Discard unplayed cards and draw five new cards. If your draw pile is empty, shuffle your discard pile to form a new draw pile.

Actions

  • Buy a white or red card from the row by spending credits equal to the value of the card(s) that you purchase. Unused credits do not carry over to the next turn. Purchased cards go into your discard pile.
  • Attack a meteor in the row by spending damage points equal to the value of the card(s) that you attack. Unused damage does not carry over to the next turn. Defeated meteors go into the scrap pile.
  • Engage shield. Spend 5 damage points to draw half the cards (rounded up) during the next advancement phase. Place each card, one at a time, on the column with the fewest cards. If there is a tie, move left-to-right. If there are no cards left in the space deck, the shield does nothing.
  • Buy an action for 3 credits. Spend 3 credits to do any one of the following actions. You can do this as many times per turn as you can afford.
    • Move a card in the row to an adjacent column.
    • Scrap an unplayed card from your hand. Scrapped cards go into the scrap pile.
    • Draw a card.

Note: Actions may only affect cards that are topmost on any pile; you may not interact with a card in the row that is below another card.

Game End

If you remove all the meteors before the scrap pile reaches the fifth column during the advancement phase, you win!

Hard Mode

After the Action Phase, include the Damage Phase:

DAMAGE PHASE

  • If there is at least one black card on top of any of the columns in the row, reveal the top card of the space deck. If it is a red or white card, scrap it. If it’s a black card, put it back on top of the deck.

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The Collector https://weheart.games/the-collector/ https://weheart.games/the-collector/#respond Sun, 31 Dec 2023 15:08:50 +0000 https://weheart.games/?p=8423 A tri-peaks-style collection solitaire game.

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Setup

  • Separate the red cards; shuffle both piles. 
  • Deal the black and white cards face down into six stacks in a row; flip the top card face up.
  • Place the red cards face down. This is your draw pile. Flip one card and place it beside the draw pile to start your collection pile.
Setup diagram

Gameplay

Gameplay is similar to Tripeaks Solitaire:

  • The top card of your collection pile is always the currently active card. Each turn, take a card from the stacks that is one higher or one lower than your active card, and add it to your collection pile. Note: six wraps to one.
  • When you take a card from a stack, flip the new top card of that stack.
  • You must take a card that is the same colour as your currently active card. If you take a different colour, you must discard a penalty card from your draw pile.
  • If you cannot take a card at all, draw a red card from your draw pile and place it on top of your collection. Then draw another red card and place it face-up on top of any stack of your choice.
  • Red cards are wild; you do not have to discard a penalty card when changing colours to or from a red card.

Game End

  • If you need to draw or discard a card from the draw pile and it is empty, you lose.
  • If you collect all the black and white cards, you win!

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Process of Elimination https://weheart.games/process-of-elimination/ https://weheart.games/process-of-elimination/#respond Sun, 31 Dec 2023 15:06:31 +0000 https://weheart.games/?p=8436 You don’t know what team you’re on, but you might be able to figure out from talking with others. Can you eliminate the players on the other teams and protect your teammates?

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Setup

Shuffle the deck and deal a card to each player. Players should hold the card facing out so they cannot see their own card but all other players can see it.

Cards

Your card’s colour determines what team you’re on. The rank determines your speed and how valuable you are to your team. A low rank is faster and a high rank is more valuable.

Gameplay

Play proceeds as follows:

Set a timer for three minutes. During this time, players may openly discuss the game and others’ cards, truthful or not, but may never look at their own card. Players may also point at another player they intend to eliminate, and may adjust their target.

When the timer ends, all players should loudly count “THREE, TWO, ONE” and point at another target player. When the countdown is done, players may no longer change their target.

Game End

All players now place their card face up on the table. Each rank from 1-6 called. When a rank is called, all players with that rank eliminate their target and then stop pointing. If a player is eliminated before their rank is called, they should stop pointing and will not get to eliminate a target.

Once all eliminations are complete, each team should add up the ranks of all non-eliminated players on their team. Whichever team has the highest total wins!

Elimination Example

The game setup and pointing after the countdown are pictured below.

1 goes first and eliminates a 5. 2s act next and they eliminate both 4s.

There are no 3s or 4s remaining, so the remaining 5 acts, but their target is already eliminated, so nothing happens.

Lastly, the 6 eliminates a 2.

White team wins with a total of 9 vs black team’s total of 5 and red team’s total of 0.

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Dice Blitz https://weheart.games/dice-blitz/ https://weheart.games/dice-blitz/#respond Sun, 31 Dec 2023 15:05:42 +0000 https://weheart.games/?p=8466 A frantic and fast-paced game inspired by the likes of Dutch Blitz, Bananagrams, and Speed.

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Setup
  • Shuffle the entire deck and place one card in the centre of the play area.
  • Put one card back in the box.
  • Deal all the remaining cards into two piles.
  • Each player takes a pile and draws five cards.

Gameplay

  • When ready, someone says GO. All play is simultaneous.
  • Play cards from your hand into a grid on the table, like a scrabble board.
  • You may draw back up to five cards in your hand at any time.
  • Cards must be played in a row or column.
  • Each row must be a sequence of the same colour (6 wraps to 1) . 
  • Each column must be the same number of any colour.
  • There is no limit to the length of a row or column, except the edge of the table. If you get to the edge of the table you can’t play a card there. Playing on the floor instead of a table is allowed; your play space will be pretty big.
  • If at any point, neither player can play, you both simultaneously draw another card. This temporarily increases the hand limit.

Game End

  • The first player to play all their cards wins.
  • If you get to a point where neither player can play at all, the player with the fewest cards left in their hand and deck wins.

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Gridlock https://weheart.games/gridlock/ https://weheart.games/gridlock/#respond Sun, 31 Dec 2023 14:09:47 +0000 https://weheart.games/?p=8450 Place cards within a 5x5 grid to create sets or sequences of your colour; red cards can be used by either player and count double!

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Setup
  • Separate the white, black, and red dice cards. One player takes white, the other black. Shuffle the red cards and deal them equally to each player. Each player shuffles all their cards together.
  • Each player draws three cards.

Each Turn

  • Place a card from your hand in a grid on the table. Placed cards must be connected to an existing card (orthogonally or diagonally adjacent) and cannot be played on top of another card.
  • You may not play a card in such a way that it would make the play area larger than 5×5.
  • Draw a card.

Score a Set

  • If you have three connected cards of your colour in play that are the same number, or are in a sequence (6 wraps to 1), pick them up and put them in a scoring pile near you.
    • Connected cards forming a set do not have to be in a straight line.
  • Red cards can be scored by either player, and are worth double. 
    • You may not score a set on the turn you play a red card.
  • It’s possible to score more than one set in a turn.

Game End

  • Once all cards have been played, count the cards in your scoring pile: black/white cards are one point, red cards are two points. The highest score wins!

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