This is a remake of something I wrote over 4 and a half years ago when I actually had and wrote in a blog-type thing (my god I was an idiot back then). I figure that I've explained the basics of my card game well enough, and my board game is several times simpler than that, so here you go.


If you hate backstory and stuff like that, skip to the "Structure of the Game" part.


To start, I've always been making little games ever since I was young. My mind was really getting these ideas out of nowhere when I was around age 5. I kinda want to return to that age, just to try and piece past and present together now. Yeah, I'd make up all kinds of things, like powering the tricycle an entire lap around the backyard or hitting as many little made up targets as possible with foam darts. One of the most odd yet incredibly cool things I did was adjusting the slope on a treadmill, releasing about 8 marbles from the top of the slope, covering the holes, and watching them all slide down to see which would hit the bottom first. Those were some damn exciting races.


Whenever I got bored enough when I was young, I would create a board game using paper and pencil. To put it nicely, they were all... very crude and simple. Most of them were never used more than three times before it lost its novelty, but oh well, it was a start.


These games ended up being too short or too predictable for their own good, like Candy Land. They all had a Start and a Finish and interesting spaces in between. Games like Monopoly were really cool because the board constantly went in circles and there was a different way to win. Eventually, I came up with my own theme, involving exchanging tokens. So, I took this concept, built on it a little bit, turned it into an actual board game, and tried it out. The game didn't suck, for once. I expanded on it and made a few more boards for it. However, this occured sometime during seventh grade, which was definitely not the best point in my life. Midway through this time, the game was slowly forgotten...


At some point, though, I realized that I couldn't have hit the nail on the head more than I did with the concept of this game. It had a simple concept, could be as short or as long as I wanted, was entertaining for people much older than me and much younger than me, and still had strategic parts to it.


With that, I started on it again with all new boards, scorecards, and a faster pace. The name for this game was suggested by somebody I know, who wanted it to be called "The Colors Of Wisdom". I agreed with that name, and after doing some abbreviation rules, I now call it by its shorter nickname, "The COW".


Structure of the game


Each player chooses a small, insignificant object to represent themselves. Favorites have been small coins and pebbles and the first object smaller than a quarter that somebody finds. As long as it can fit on the squares of the board, it works.


Next, all players place themselves on START, always in the bottom-right corner of each board. Then the order of turns is decided, usually by rolling dice with the highest number winning.


After that, players simply take turns rolling the die, following where the arrows point and obeying whatever the space you landed on commands them to do. The board usually goes in laps, with no finish line.


If there's no finish, how do you win? Players decide on if they want a timed game or a set game. If it's a timed game, the one with the most tokens when time is up wins. If it's a set game, the first one to get a certain number of yellow tokens wins; what exactly that number is determined at the start of the game (the more you play for, the longer the game will last).


Many spaces on the board make people gain or lose blue, red, green, or yellow tokens. Key spaces give a player a key; this key grants them the option go through a locked area if passed on the board. A space with a dark letter on it - W, A, R, or P, gives you that letter. Anyone that manages to get all the letters temporarily goes to a "WARP zone", where they can gain a tremendous lead and hordes of tokens. Other spaces include losing a turn, rolling again, switching places with an opponent, or going direclty to another space.


Before rolling, a player can choose to exchange their tokens for higher ones. 10 blue tokens can be exchanged for a red one, 10 reds for a green, and 10 greens for a yellow. Tokens can never be de-exchanged. This is where the strategy comes in. If there's a space ahead that causes a player to lose a lot of red tokens, but they have 12 reds, they can exchange for a green token so that they'll only lose their last 2 reds by hitting that space. There are also spaces such as "Pay 70 blue tokens to steal a yellow from an opponent" which encourage people to save up their tokens and not just exchange immediately. Knowing when to exchange and when to keep tokens is quite important.


Recently, to include better direct competition, I added the "Reroll Chip". Each player starts with 1, and can use it immediately after any die is rolled, whether it was rolled by that player or an opponent. When used, that roll does not count and the player that rolled must do it again. It can be used to save yourself from a very bad space or to deny an opponent something very good, but this power can only be used once. I have edited old boards so that there's 1 or 2 spaces that let you get it back, but it's still very limited.


There are currently 6 boards, each one with their own theme, so there's always a good amount of variety. I may make more in the future, but it's not a high priority. I may also draw or scan a sample board to show how one generally looks like. And like I said with Arrows, maybe I can eventually program a working version of it. ;)