Showing posts with label Game Creations. Show all posts
Showing posts with label Game Creations. Show all posts

Monday, February 15, 2010

Bellamy Sports: Bellamy Bunny-Oon

If you thought the other Bellamy Sports were odd, then hold on to your hats folks - you ain't seen nothing yet!

What do you do when you're at someone's birthday party and you want to have a little fun? Easy. You play Bellamy Bunny-Oon.

Now what the *&^# is Bellamy Bunny-Oon you ask? You may come to regret asking that, but you're gonna have a lot of fun if you try it.

Bellamy Bunny-Oon came into existence in 2000 at Leah's birthday party. To celebrate ten years of Bunny-Oon, we played it again last Saturday at my birthday party.

For Bellamy Bunny-Oon, you need a few things: friends, seats/couches, and balloons. You can have a few drinks as well, but you'll want to keep them well clear of the play area.

This game is best played with plenty of balloons. About 50 balloons will do nicely, though most are for decoration (it is a party after all).

Players divide into two even teams. Three to five players per team is a good number, as long as you can accommodate that many people sitting side by side. If you have an uneven number of people who want to play, don't worry - as you'll see Bellamy Bunny-Oon caters for that eventuality too. In fact, this game is best if you do have an odd number of players.

The players sit in their two teams facing each other on couches, chairs or benches approximately 1½ metres apart. Each player holds a balloon in each hand. These are known as rabbits. Another balloon acts as the ball and is known as the oon. For best play, the oon should be a different colour to the rabbits. As you may now have gathered, the name Bunny-Oon is derived from these.

One other player (or two if you have an even number of participants) takes part. He or she is not a member of either team, but sits on the floor in between the two teams clutching a rabbit in each hand. This person is the Confusoid. The Confusoid is there to assist the oon to remain in play, and alternately hits the oon in one direction and then the other.

Play commences with an Oon-Up by the Confusoid. The Confusoid hits the oon into the air with one of his or her rabbits. While the Confusoid should not favour either team, it does not matter if the oon goes toward one particular team during the Oon-Up.

At the first Oon-Up, and any subsequent post-goal Oon-Ups, players must hold their rabbits to the top of their heads like big bunny ears until the Confusoid plays the oon. Players then try and whack the oon (this is known as doinking) as hard as they can with their rabbits in an attempt to get the oon to pass over the heads of their opponents and hit the floor or wall behind them, thus scoring a goal.

Players may not doink the oon twice in succession with the same rabbit (a double doink), though there is no limit to how long a player keeps possession by alternating rabbits.

Additionally, at no time may a player's buttocks leave their seat unless retrieving the oon from out of play.

There is no penalty if the oon comes to rest on the floor between the teams. This simply results in an Oon-Up (without the bunny-ears requirement). Should the oon land out of bounds (eg. on a side table) then the last team to touch the oon loses possession, but no penalty is incurred.

At certain times during the game, penalties will inevitably be incurred. If a penalty doink is awarded (read on for penalty doink situations), then the team who incurred the penalty must sit bunny-eared while the other team gets a free doink. The penalised team may not play the oon until it ceases its forward motion or comes into contact with any member of the penalised team or their rabbits (players may not move to make the oon hit them).

Should a team incur another penalty during a penalty doink, then the penalty doink is retaken for the opposing team by the Confusoid.

Should the oon burst (a burstation) then a replacement oon must be found and the last team to doink the oon concedes a penalty doink.

If a player's rabbit undergoes a burstation then not only do they concede a penalty doink, but they must continue playing with one rabbit until the next goal is scored. The rabbit may then be replaced. Should burstation occur to both rabbits before the next goal is scored, then that player must remain seated without taking any further part in the action.

The same rule applies to any player who is de-rabitted (ie. loses hold of one or both rabbits). That player may not recover his or her rabbit(s) until a goal is scored.

There is no penalty if the oon should come into contact with a rabbit-less player. However, should a player deliberately doink the oon with a hand that does not hold a rabbit, then that player not only concedes a penalty, but must also leave the play area until the next goal is scored.

Any deliberately induced burstations of either the oon or rabbits will also concede a penalty doink and result in the offending player's ejection from the play area until the next goal is scored. Any player who falls foul of a deliberate burstation by another player may immediately replace his or her rabbit.

If any penalty situation occurs due to the actions of the Confusoid, then, while no penalty is incurred, all players are free to leave their seats and doink the Confusoid soundly on the head with their rabbits.

A goal is scored when one team manages to doink the oon past their opponents, by hitting the floor or wall behind the opposing couch. It's best to have some space between the back of the couch or chairs and the wall to allow for swinging rabbits.

The first team to score five goals wins the round. The teams then switch positions and play again. The first team to win two rounds wins the game.

In summary, teams can incur a penalty doink if:


  • a player's buttocks leave their seat when doinking the oon; or
  • a player moves a rabbit out of the bunny-ear position before the Oon-Up; or
  • a player moves a rabbit out of the bunny-ear position while defending a penalty doink, and before the oon stops its forward movement; or
  • a player does a double doink; or
  • they were the last team to doink the oon before a burstation; or
  • a player's rabbit undergoes a burstation; or
  • a player doinks the oon with a rabbit-less hand; or
  • a player deliberately causes a burstation.

    The final two penalties also result in the player being kindly asked to remove himself or herself from the play area until the next goal is scored.

    Phew!! That's the general gist of Bellamy Bunny-Oon. As long as you remember your doinks, penalty doinks, oons, rabbits, burstations, bunny-ear positions, and Confusoid, you'll have a wow of a time. :-)
     
  • Sunday, January 17, 2010

    Bellamy Sports: Bellamy Volleyfoot

    Bellamy Volleyfoot is the third Bellamy Sport, following in the footsteps of Bellamy Tennis and Bellamy Football.

    Bellamy Sports came indoors with the advent of Bellamy Volleyfoot. The accolades for the name of this game go to Heidi. Also present at Bellamy Volleyfoot's inaugural game were myself, Paul, Narelle, Mick, and Leah.

    This game actually has nothing to do with volleyball, and even less to do with football. So what does it have to with? Stuffed if I know, but it's a lot of fun!

    For this game you need an even number of players (six is best), a soft miniature football and a largish living room, preferably with couches and a coffee table. Cushions or other similar sized objects serve as goals.

    From there it's simply a matter of each team placing their goals in an open space (eg. on top of a couch or propped up against a wall), team members placing themselves in strategic positions, and then pelting the opposition's goal with the ball.

    Prior to commencement of play, players' positions should be defined. No player may start within an arms width of their own goal, and a maximum of two can be just outside arms width. Any other player must be within their own half of the room, generally strategically placed beside the coffee table.

    Players' starting positions normally involve buttock contact with a particular item of furniture. For example, player one's starting postion may be defined as having one buttock cheek on a rug, while player two's left buttock must be in contact with the couch. If one team is defending a goal on a couch, one player may kneel behind the couch, with their starting position defined as having both arms flat on the back of the couch.

    Players may not move from their starting positions until the ball has left the hand of an opposition player having a ping at goal. Once the ball is flying through the air towards the goal, the defenders can dive in front of the goal in an attempt to stop the ball hitting it. There is no restriction on how much arm waving there is prior to a shot at goal (except, that is, for any player behind a couch whose starting position requires their arms remain on the couch).

    If the ball misses the goal, then the nearest player grabs it, regardless of who had the last possession. If the ball comes to rest outside the reach of all players then anyone may leave their position to fetch it, but they must return to their starting position before playing on.

    Team members may pass the ball between themselves as much as they like in an effort to gain an advantageous shooting position. When they do shoot for goal, the ball may not hit the wall above a goal and then drop onto it (if this happens it does not count as a goal). However, ricochetting into the goal off another player, the floor, a side wall or the coffee table still counts as a goal.

    The first team to nine goals is the winner of the game. Teams then change places and play again. The first team to win two games is the winner.

    That's Bellamy Volleyfoot. Don't forget to use a soft ball. It's also probably a good idea to remove breakables from the room before starting - this game can get particularly violent! Enjoy.
     

    Saturday, January 16, 2010

    2010 Games Quest

    To my myriad of readers, my 2010 quest may not come as a complete surprise, given that I've already mentioned it a few times, and that it is that part of my 2009 quest that I failed to complete. Or even get off the ground really.

    My goal this year is to produce a workable, playable, enjoyable board game. I'm not talking about getting it published - though that is a future goal. I'm talking about developing a working prototype with a board, pieces, cards, and rules.

    Preferably I'd like to work at it and get it on the table for multiple play tests with interested/bribable folk.

    I'm not starting completely from scratch, however. I do have quite a few pages of thoughts, ideas, scribbles and diagrams to work from. It's been slowly cobbled together over the last two or three years, and has already seen a number of changes from my original concept. No doubt it'll see some more as I discover what works and what doesn't.

    Now I'm not going to give out any info about the game here. Not yet anyway. I'm intending to keep a diary of the progress that will one day see itself in the pages of this blog, and I may decide to post thoughts/snippets of the game here as I go.

    Ultimately, I see this quest as the next step in my evolution as a gamer. Here's hoping I don't develop some hideous mutation and slide into extinction.
     

    Wednesday, December 30, 2009

    Bellamy Sports: Bellamy Football

    Continuing with the Bellamy Sports series, it's time for sport number two: Bellamy Football.

    Bellamy Football became the second Bellamy Sport in early 2000. It evolved from a social kick around and quickly overtook Bellamy Tennis in popularity.

    What you need for Bellamy Football is a large open field or park, an even number of players, and an Aussie Rules football (though a rugby ball will do at a pinch).

    The game is a version of "Forcings Back" where one team must kick the football to their opponents' boundary in order to win. The boundaries must be determined prior to the game commencing. The original Bellamy Football game was played in a park surrounded on all four sides by fences. If no fences exist on any side, then an imaginary border must be decided upon.

    There is also no requirement for the field of play to be fully open or, indeed, flat. Our official Bellamy Football field had an asphalt path running diagonally across it, trees planted every twenty or so metres on either side of the path, a park bench with a rubbish bin next to it, a children's play area at one end complete with swings and slides, and a nasty downhill slope at the other end. Any obstacles and slopes should be taken into account when deciding the starting point of the game.

    A toss of a coin is held before the start of the game. The winner of the toss may decide either who starts with the ball, or which end they wish to attack. The loser of the toss has the other choice. Once ends and initial possession are decided upon, the game commences.

    The team with possession starts at the designated spot - generally the halfway line - and then handballs the ball as far as possible towards their opponents' end of the ground. All handballs must be made Aussie Rules style and must be made with the person's non-preferred hand. Any handball made with the person's preferred hand will result in a penalty.

    The receiving team must then catch or grab the ball as far upfield as possible. The ball must be in a players possession before it stops moving. If the ball comes to a complete standstill then the receiving team are penalised (see below). Once a player is in possession of the football, they must then kick it mightily towards their opponents' boundary.

    When a player kicks the ball, they must not move their non-kicking foot from its position on the ground. That is, the non-kicking foot must remain planted firmly where it was when the ball was picked up, while the other foot kicks the football. This is the no-step kick rule that Bellamy Football employs. There are only two exceptions to the no-step kick rule.

    The first exception is the one-step kick that players are allowed if they mark the ball (ie. catch it on the full from an opposition player's kick). On marking the ball a player may take one step forward with their non-kicking foot and kick at the same time.

    Additionally, if a player marks the ball they earn a free handball. This allows them to handball (again, with their non-preferred hand) to a team mate further up the field before that player takes the kick. Earned handballs may be accumulated and used at any time a team is in possession of the ball, though handballs may not be carried over from game to game. For example a team may take three marks during the course of the game but not use the handballs. When they get within striking range of their opponents' boundary they can then handball three times to bring the ball even closer for a shot at winning the game. If a player attempts a handball and it is not caught by their team mate, then they immediately lose any accumulated handballs and must return the ball to the original player for a penalty kick.

    A team is also allowed to use one sideline handball if the ball is within two metres of a side fence. This handball cannot advance up the field but must travel laterally or back towards that team's own boundary. Failure to adhere to this will result in a penalty kick.

    Penalty kicks are the second exception to the no-step rule. Any time a team is penalised their next kick must be taken while taking one step backwards. The player must step back with their non-kicking foot and kick the ball simultaneously. This isn't quite as hard as it sounds, though it can lead to some amusing moments.

    Play continues until either one team kicks the ball into the opponents' boundary or boundary area, thereby winning the game, or one team kicks the ball out of bounds, thereby immediately losing the game. The teams then change ends and play a second game. The first team to win two games is the winner.

    Penalty Summary

    A penalty is awarded against a team when a player from that team:

  • drops an attempted mark; or
  • drops an attempted handball; or
  • handballs with their preferred hand; or
  • takes the wrong kind of kick; or
  • moves after taking possession of the ball; or
  • allows the ball to come to a complete stop before picking it up; or
  • handballs forwards at a sideline handball; or
  • handballs when the team has no accumulated handballs remaining.

    Note: Penalties in italics also indicate the team loses any accumulated handballs.


  • And that, my friends, is Bellamy Football. Things to remember are:

  • make sure you use the correct "step" rule when you kick;
  • always handball with your non-preferred hand;
  • grab that ball before it stops rolling;
  • don't kick the ball out of bounds or you'll lose immediately;
  • have fun; and
  • wherever possible, laugh and/or jeer at your opponents.
     
  • Saturday, December 19, 2009

    Bellamy Sports: Bellamy Tennis

    This is the first of a series of posts detailing the legendary Bellamy Sports: games I created with the aid of friends in 1999 and 2000. "Bellamy" is my nickname among my circle of friends with whom these increasingly ridiculous games were created and played.

    The first Bellamy Sport,
    Bellamy Tennis, came into being during a doubles tennis match (well "match" isn't perhaps the best description as it was more of a social hit around) in 1999. The four players who were blissfully unaware of what they were about to start were myself, Leah, Steve and Mick. After a couple of regular games with various partnerships, the game suddenly changed...

    Imagine, if you will, a standard doubles tennis court, with fences or walls (boundaries) at either end and perhaps to the side as well. Any side without a boundary is deemed a penalty area, and the edge of the penalty area should be determined prior to the start of the game. Any area outside a boundary is out of bounds.

    There should be four players taking part as in standard doubles tennis. Bellamy Tennis cannot be played with only two people. Ends are chosen by the flip of a coin or other fair or unfair means as the case may be.

    The game commences with a serve from behind the baseline. Each serve from then on will be taken by the team that won the previous point. The server must alternate each time a team serves. A serve does not have to land within the diagonally opposite service court, but must land within the court proper. For example, a serve may land in the doubles alley near the baseline and still be in play.

    The receiving team then attempts to return the ball. The ball must be struck by both players before it travels back over the net. No player may hit the ball twice in succession without another player touching it. As in volleyball, each team is allowed a maximum of 3 hits before the ball must return over the net.

    There is no restriction on how many times the ball bounces before it is hit. As long as the ball is played when it is still in motion, then play continues. A ball could be rolling along the back fence, for example, and still be in play.

    When a ball is returned in general play there is no requirement for it to land inside the court, but it must travel directly over the net. As long as the ball lands in bounds it is in play. A ball is also still in play if it hits a boundary on the full, as long as it comes down in bounds or in the penalty area.

    The penalty area comes into effect only when the ball is played directly over the net into that area, in which case the point is lost by the team that hit the ball. If the ball hits a boundary before travelling into the penalty area, it is still in play. If the ball travels into the penalty area off a player before it is returned over the net then it is also still in play.

    Each team is awarded 1 point whenever they win, or their opponents lose, a rally. The only exception to this is the Bellamy Rule. If the first player reaches the ball on the full they may call "Bellamy". Their partner must then also hit the ball before it touches the ground and pass it back to the first player, again on the full, before travelling over the net. If that team goes on to win the point then they are awarded 2 points. The other team will still only score 1 point if they win. However, if one team calls "Bellamy" and fails to complete the 3 hits on the full and successfully return it over the net then 2 points are awarded to their opponents.

    The first team to reach 9 points wins the set. The first team to win 2 sets is deemed the winner.

    Summary

    One (1) point is awarded to a team's opponents if:

  • the serve lands outside the sidelines or over the baseline; or
  • the ball is returned without both players hitting it; or
  • the ball is hit 4 or more times before returning over the net; or
  • one player hits the ball twice without the their partner hitting it; or
  • the ball passes into the opponent's side without travelling directly over the net; or
  • the ball comes to a complete stop before it is returned; or
  • the ball is hit out of bounds; or
  • once returned over the net, the ball passes directly into the penalty area.

    Two (2) points are awarded to a team (the Bellamy Rule) if, at some point during the rally:

  • the ball is played on the full by the first receiver; and
  • the first receiver calls "Bellamy" before or while hitting the ball; and
  • the ball is then played to the second receiver on the full; and
  • the ball is then played back to the first receiver on the full; and
  • the ball is then returned directly over the net; and
  • the ball does not then go directly into the penalty area; and
  • they win the point.

    Two (2) points are awarded to a team's opponents if:

  • a team member calls "Bellamy"; and
  • any of the first six requirements of the Bellamy Rule are not met.

    And there you have it. Bellamy Tennis. The game that started it all. When taking this on, be prepared for some very long rallies. Remember, the ball is still in play as long as it is moving. By the way, the winners of that inaugural game were myself and Leah in straight sets. :-)
  • Thursday, January 24, 2008

    Giggles' Airport Game

    I really don't know how this blog ended up morphing into an outlet for my current obsession with games. Not that it was something else to begin with, but I've wanted to try my hand at blogging for some time, and, well, it coincided with this sudden urge to play games.

    I've liked games for years. I grew up in a family that likes games. Over the years I've played plenty of computer games, but the board game side of the ledger has been pretty empty. Which, in a round about way led me to come up with my own game creations.

    I've created a number of silly little games as time has gone by, usually with the help of friends, and I'll blog about those too no doubt as time goes by. For now though, I'll kick off the whole Game Creations part of the blog with a game created not by me, but by The Giggling One. With my help of course.

    Giggles' Airport Game, or GAG for short came into being at - you'll never guess this - an airport. I know! It's not a board game, but it could be called a "bored game" - you know, if you're waiting for your flight to be called and you're really bored. Or perhaps a "pre-board-ing game".

    Tacky puns aside, it amused us to play this game while we were waiting at the airport to fly to Melbourne one day. The idea is that you take it in turns to choose an action that is going to, or is likely to occur, somewhere within your sight in the airport. You designate two possible outcomes of that action, making them as even as possible, and then the other player gets to choose which of the outcomes they think will occur. The person who designated the event takes the other option.

    So, using examples of events we picked at the time, one person could say "The sex of the next person to walk up to the counter of the muffin bar", or "The next airline to land on the runway" (we only had two airlines servicing our airport at the time), or "The half of the eating area where the next person will sit", or "the first person to get up out of the two sitting at that table over there", or "the first person to spot us when The Giggling One's parents get here" (they were flying to Melbourne with us).

    And so on. You get a point if you're right. Whoever has the most points by the time your flight is called, or you get sick of the game, wins. It's simple and fun and a good way to spend the time waiting for your plane. You don't have to pick all the events before you start either. You can just keep making them up as you go along.

    I'd also better state that The Giggling One was the winner in that first game, or she'll not be pleased. The next time we fly anywhere, I plan to have my revenge. Goes without saying really doesn't it?