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Gym Class
Based on the Health Theme
Created by: Jesus Olivares
Challenge your friends to see who can become the healthiest player at
the end of the month in a game of Gym Class
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Goal
To have the highest number of health points at the end of the game. Cards are used
to gain advantages or possibly disadvantages against other players.
Items Needed
Anywhere from 2 4 players
Game pieces, one for each player (any object will do, as long as the object can
stand on its own).
A square or circular board that has 40 squares or spaces going around the
edges or circumference.
A standard deck of cards without kings, queens, jacks, jokers, or aces.
Paper and pen/pencil to keep track of health points, stamina, and number of
days (in this game, turns are called days).
Straws of different lengths (shortest straw goes last and longest straw goes
first).
Setup
1. All players draw straws to determine the order players take turns. The
shortest straws go last and the longest straws go first.
2. Prepare a sheet of paper and write down the health score and stamina for
each player. Write down 30 for health and 20 for stamina.
3. Players must place their game pieces on the starting square/space.
4. Shuffle the deck and each player takes turns drawing cards until each player
has three cards.
5. Begin playing.
Play
1. All players draw straws to determine the order players will take turns.
Afterwards, all players have 30 health points and 20 stamina points to start
off with. Then the deck is shuffled and each player, one at a time, draws one
card until everyone has three cards. This concludes the setup phase.
2. Afterwards, the player draws one card.
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3. At the beginning of each turn, the players health decreases by 4 points
(health cannot decrease any lower than 0) and Stamina increases by 2 points.
4. Then the player has the option to move his/her game piece, play a card, or
pass(a player cannot move and play a card on the same turn. Also, if the
player does not have any stamina, the player cannot move his/her game
piece.):
a. Move a game piece: the player must move his/her game piece forward
3 spaces. The players health increases by 1 for each space they move.
Stamina decreases by 1 for each space the player moves. (Note:
Stamina cannot decrease any lower than 0.) If a player has less than 3
Stamina, the player can only move as many spaces as their Stamina.
th
Also, if your game piece passes the 40
space, you have completed a
lap. Player earns 20 health for each lap completed.
b. Play a card: cards have different effects depending on the cards
number and shape. Also, players have the option to play up to 2 cards
per turn. However, in order to play a second card, the player must lose
5 stamina. If the player has less than 5 stamina, the player cannot play
a second card on the same turn. After using a card, it is discarded.
Discarded cards are placed back in the bottom of the deck.
i. Heart: a heart card increases health by the cards number.
(example; if the card number is 5, then health increases by 5)
ii. Clover: a clover card increases stamina by the cards number.
(example: if the card number is 7, then Stamina increases by 7)
iii. Diamond: a diamond card is an equip card. This card is
placed underneath the players game piece (equipped) and
moves along with the player piece. This card allows your game
piece to move the number of spaces equal to the number on
the card (this is in addition to the 3 spaces you can move per
turn). Also, if the equipped diamond cards number is 5, 6, 7, 8,
9, or 10, then as long as the card is equipped, your stamina
decreases by 3 at the end of each of your turns. If the number is
1, 2, 3, or 4, then this rule of losing 3 Stamina at the end of your
turn does not apply. The same rule of stamina and health
applies to this (for example; if the diamond card you equip is a
5, your game piece can move 5 spaces in addition to the 3
spaces you can move, totaling 8 spaces you can move. This also
means your stamina decreases by 8 and health increases by 8).
Diamond cards can only be equipped for 2 turns (not counting
the turn it was equipped) before being discarded. (Note: you
cannot equip more than one equip card)
iv. Spade: a spade card is an equip card just like the diamond
cards. When equipped, the player cannot lose any health.
Spades can only be equipped for 5 turns (not including the turn
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it was equipped) before being discarded. Unlike the diamond
cards, spade cards can be voluntarily discarded by the player at
any time. Also, if another player lands on the same space as
your game piece, your game piece lands on the same space as
an opponent, or you equip a spade while on the same space as
another player(s), your equipped spade card is discarded, and
the other player loses Health equal to your spade cards
number. However, if the other player is equipped with a
diamond or spade, then they will discard their equipped card
and not lose any Health (you still have to discard your spade
card).
c. Pass: the players turn ends.
5. After the player decides to move his/her game piece, play a card, or pass,
their turn ends and it is now the next players turn. The game consists of 28
rounds, or days. A day ends when all players have had a turn.
6. If 28 days have passed, the game will end.
7. The remaining stamina is divided by 3, then rounded to the nearest whole
number. That number is then subtracted from the remaining Health (at this
point, Health CAN go lower than 0). The final number is the players final
score. The player with the highest score wins.
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point, health CAN decrease lower than 0). The result is the final score. The
player with the highest score wins.
Actions:
Draw a card
Move game piece
Play a card from your hand
Equip a card to your game piece
Discard card
Transitions:
Complete a lap.
A day ends after each player has a turn
Game ends after 28 days
Items:
Players (2-4)
Standard deck of cards (without kings, queens, jacks, jokers, or aces)
Game pieces (one for each player)
Game board (any shape as long as there are 40 spaces along the edge)
Straws (to decide the order players will take turns)
Paper
Pen/pencil or any other writing utensil
Setup:
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health but it has no effect on the game itself so there is no meaningful choice
in this action.
Draw the player draws a card at the beginning of their turn. This is a
mandatory rule of the game so there is no meaningful choice.
Choose the player can choose to move their game piece, play a card (but not
both), or pass. The decision the player makes could affect their chances of
winning in future turns, which means there is meaningful choice in this
action.
Move the player can move their game piece, which allows them to gain
health and lose stamina. Although this action and its effects are mandatory,
the player previously had the choice of whether or not to do this and a card
they have in play could have some effect on this action, which gives this
action some meaningful choice.
Play the player can play a card from their hand. Cards have different effects
depending on the symbol and number of the card. Also, the player previously
had the option to do this or not. Depending on what kind of card the player
play, their chances of winning could increase or decrease, making this action
a meaningful choice.
Pass the player can choose to pass their turn and lose 2 health. Previously,
the player had the option to choose this or two other options and deciding to
pass could aid or hurt the player in some way. This makes this action a
meaningful choice.
Pay the player can choose to pay 5 stamina in order to play a second card.
This option is entirely optional and could help or hurt the players chances of
winning, making this a meaningful choice.
Equip the player can decide to equip a card to their game piece. This is
entirely optional and could hurt or help the players chances of winning
making this a meaningful choice.
Discard discarded cards are returned to the bottom of the deck. This is a
mandatory rule so there is no meaningful choice in this action.
Negate if a player lands on the same space as another player equipped with
a spade card and the player currently has a diamond card equipped, the
spade cards effect is negated and both players discard any cards equipped.
This is a mandatory action if conditions are met so there is no meaningful
choice.
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Start
Setup
Draw Straws
Shuffle Deck
Play
Phase
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No
End
Phase
Yes
Increase Health
and Stamina by
card number
Have 28
Days Passed?
Discard Equipped
Spade
Yes
5 turns
passed since
equipped?
Yes
Spade
card
equipped?
No
No
Next Player
Yes
Lose 3 Health
Diamond
card 5-10
equipped?
Pass
Start
Draw a card
Diamond
Card
Equipped?
No
Spade
card
equipped?
No
Lose 4 Health
Gain 2 Stamina
Yes
Yes
Move
Phase
Have
2 turns
passed since
equipped?
No
Yes
Discard Diamond
Card
Card
Phase
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Start
No
Move 3 Spaces
Forward
Increase Health by
same number of
spaces moved
Decrease Stamina
by same number of
spaces moved
Landed
on same space
as another
player?
Yes
Yes
Spade
Card
Yes
No
Discard Spade
Return to
Play Phase and
continue from the
Move Phase
circle
No
Is the other
player equipped
with a diamond or
spade?
Yes
Other player discards
equipped card
Is the
other player
equipped with a
spade?
No
Yes
Decrease your health by
the same number as the
other player's discarded
spade card number
No
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Is this
the second card
you played this
turn?
No
Have 5
or more
Stamina?
No
Yes
Equip Diamond
Card
Increase Health by
Card Number
Diamond
Play 2nd
Card?
Heart
Return to
Play Phase and
continue from the
Card Phase
circle
No
Yes
Start
Spade
Clover
Increase Stamina by
Card Number
Lose 5 Stamina
No
Yes
Are you on
the same space as
another player?
No
Yes
Discard Your
Spade Card
Is the
other player
equipped with a spade
or diamond
card?
No
Decrease the other
player's health by
card number
Yes
Play 2nd
Card?
Yes
Have 5
or more
Stamina?
No
No
Is this
the second card
you played this
turn?
Yes
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No
Start
Divide Remaining
Stamina by 3
Does
the number
have a
decimal?
No
Subtract Resulting
Number from
Remaining Health
Do all
players have their
Final Score?
Yes
Yes
Round To Nearest
Whole Number
End
Game