You will need
- A disease counter
- An immune response counter
- A 20 sided die
- A deck of ACTIVITY cards (yet to be designed) (These will never be designed)
- Put the disease and immune response counters on the 0 space on the track.
- Shuffle the deck and draw a hand of seven ACTIVITY cards.
- First you must plan your day. Choose three ACTIVITY cards that you want to do. Each will have a ‘sense of achievement’ score and a secondary action. In order for this to be a legal play, the ‘sense of achievement’ scores have to add up to 5. If you are sick (disease track above 12) this requirement is relaxed.
- Resolve the effects of each card in turn. For example the ‘work late’ card reduces your immune response by 1.
- At the end of the turn, increase the disease score by 3. Then subtract the immune response score from your disease score. Finally, roll a 20 sided die. If the roll is below your disease score, your body notices it is under attack, and you can increase your immune response by 1.
If the disease score ever reaches 25, you need to go to hospital and you lose. If not, and you manage to maintain your ‘sense of achievement’ scores throughout the ordeal, you win!
Question: Some of the games we make are obviously ‘bad’. What are some of the things that we get out of making these ‘bad’ games?