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Sumo Checkers

Download PDF

No Joke?!

Rules

Objective - The game is set up like a political debate.  Be the first candidate to reach 50% in the polls.   


Game Pieces -  

  • 7 Historical Candidate figures 
  • Red, white and blue dice 
  • 50 Issue cards 
  • 300 Quote cards 
  • Moderator token 
  • Game board 


Setup - Each player selects a candidate figure and places it at the zero marker on one of the poll columns.  The issue cards are placed face down in the space on the board. 


Order of Play - Deal seven quote cards to each player.   

Players take turns being the debate moderator.  Each player will roll the white dice.  The player with the highest number will be the first moderator.  


At the start of each round, the moderator draws the top card from the issue card deck and places it in the issue slot on the game board.  Some issue cards are marked with specific dice colors which limits the moderator's choice of dice.  The moderator selects a dice color from the options listed on the issue card and rolls their selected dice.   

Each number on the dice corresponds to a particular political group listed in the tables below: 


Blue Dice              

1 - Bureaucrats

2 - Democrats in Congress

3 - Labor Uniions

4 - Left-wing Media

5 - Socialists

6 - Urban Elites


Red Dice 

1 - Corporations

2 - Republicans in Congress

3 - Right-wing Media

4 - Rural Folks

5 - The One Percent

6 - The Religious Right


 White Dice       

1 - Conservatives

2 - Moderates

3 - Non-Citizens

4 - Politicians

5 - Progressives

6 - The American People


The moderator then reads the prompt using the political group from the dice and the issue card.  Each player then selects a quote card from their hand they believe is the bast answer to the prompt.  They submit their cards face down and anonymously to the moderator. 


The moderator must decide which quote response is the best for the given prompt.  The candidate who submitted the chosen card is awarded five points in the polls.  The moderator is also awarded five points in the polls.  That player and the moderator will then advance their candidate figure on the poll column. 


At the end of each round, the moderator token is passed clockwise.  Each player will draw a new quote card, except the moderator.  Play continues until a candidate reaches 50% 

Arbor

Rules

Objective - Be the first player to balance branches and leaves worth fifty points. 


Game Pieces -  

  • Four sets of twelve identical branches and ten leaves.   
  • Game base with attached tree roots. 
  • Tree trunk with variable holes 
  • Twelve base branches (four long, four medium and four short 


Game Setup -  

Place the tree trunk into the root base as desired.  Divide the base branches evenly between the players.  Each player takes turns selecting a hole in the trunk to insert their base branches.  Once all the base branches have been placed, play begins with the youngest player.   


Gameplay and Scoring -  

Branches are each worth three points when balanced properly on the base tree.  Leaves are each worth only one point.  Play proceeds clockwise as players balance their branches or leaves on the base tree.  Branches must be balanced with their edge sides down on the base tree or previously placed branches.  Leaves must be placed on their sides, and other players may not place branches over any balanced leaf piece.  The first player to cause any branch or leaf to fall to the base plate will lose the number of points for the piece they were attempting to place.  All other pieces that have been successfully placed will be added to each player's score.  


The next round begins with the player after the one that caused the collapse.   


 If a player's piece falls to the base plate during their turn and no previously placed pieces fall, the player may attempt to replace the piece.  However, they are only allowed to place the piece they were attempting at the start of their turn. 

Counter-terror

Rules

 MATERIALS 

----- 

  • 28 Terror cards (eight targets, eight groups eight attacks, one lone wolf and three decoys) 
  • 24 Counter-terror cards (eight N.S.A experts, eight C.I.A. agents and eight F.B.I. guarded targets)  
  • Investigative note pads (optional) 


OBJECT 

----- 

For the government players, the object is to successfully deduce the terror group, attack, and target. 

For the terrorist player, the object is to secretly depoly a terror group, attack, and target. 


4 PLAYER GAME- 7 rounds 

----- 

Setup - Each player assumes a role as either the terrorist, FBI, NSA or CIA.  Divide the terror cards into three stacks (groups, attacks and targets).  Shuffle each stack seperately.  Give the 'Classified' cards to the NSA player and the  'Top Secret' cards to the CIA player.  The FBI player will control the eight target defense cards.   The terrorist draws the top four cards from each terror card stack.  Play always proceeds in the following order: terrorist - CIA - NSA - FBI. 


Round 1 -  

Terrorist turn - Each round, the terrorist will discard either a group, attack, or target card from their hand.   

CIA turn - The CIA player will first have the opportunity to select a single card from those remaining in the terrorist's hand.  They will secretly note what is on the card and return it to the terrorist.  The CIA player then must discard one of its agent cards.  On later turns, if the CIA player wants to recall a dismissed agent, they must forfeit their ability to spy on the terrorists remaining cards.  They will exchange the desired agent from the discard pile with an unwanted agent remaining in their hand.  They will then complete the discard for that round.   

NSA turn - The NSA player is allowed to take the top card from any discard pile.  Any intelligence they receive in this way can be shared directly to the relevant agency (targets to the FBI and groups to the CIA).  If the other agencies have any intelligence regarding the attack type, they are only allowed to share that information when the NSA has information for them.  After any information sharing, the NSA player will complete their discard for that round. 

FBI turn - The FBI player must choose one of the following actions:   

1. Place a guarded target card, face up. 

2. Collect any single discard pile.  This includes the unused terror group, attack and target cards from the game setup phase.  However, only one stack may be collected per round.    

3.  Once two guarded target cards have been played, the FBI player may exchange a played card with one remaining in their hand.  Only two targets can be guarded at a time. 


Round 2 - This round, the terrorist selects the group that will attempt the attack.  The group card is placed face down in front of the terrorist player.  This action counts as the terrorist's discard for this round.  Group, attack, and target selections must be kept separate fron the discards and cannot be viewed or altered by any player once played.  The other players proceed as in round one.   


Round 3 - The terrorist will discard any card from their hand as in round one.  The other players proceed as in round one.  However, after the FBI player completes their turn, the CIA and FBI have a secret nintelligence briefing.  During the briefing, the FBI and CIA players can share notes on intelligence they have gathered and plan their next moves.   


Round 4 - This round, the terrorist selects the type of attack to be attempted.  The attack card is placed face down next to the group card.  This action counts as the terrorist's discard for this round.  Play continues as in previous rounds for the other players.   


Round 5 - Play proceeds in the same manner as for round one. 


Round 6 - This round, the terrorist selects the target for the attempted attack.  The target card is placed face down next to the group and attack cards.  Play proceeds in the same mannar as for round 1.  After the FBI player completes their turn, the FBI and CIA players have a final intelligence briefing.   


Round 7 - Play proceeds in the same manner as for round one. 


Aftermath - Once the FBI player completes round seven, the CIA and NSA will each reveal their final card.  The terrorist then reveals its group, attack and target cards.  .  The table below defines victory conditions for each possible outcome. 


Terrorist total victory - No government matches  

Terrorist major victory - One government match 

Terrorist minor victory - Two government matches 

Government victory - Three government matches 


3 PLAYER GAME- 7 rounds 

----- 

Setup - Each player assumes a role as either the terrorist, FBI or CIA. Sort the terror cards into two stacks (only groups and targets).   Add a decoy card to the top of each stack.  Shuffle each stack seperately.  The terrorist draws the top five cards from each terror card stack.  Give the 'Top Secret' cards to the CIA player.  The The FBI player will control the eight target defense cards.   Play always proceeds in the following order: terrorist - CIA - FBI. 


Round 1 and 2 -  

Terrorist turn - Each round, the terrorist will discard either a group, attack, or target card from their hand.   

CIA turn - The CIA player will first have the opportunity to select a single card from those remaining in the terrorist's hand.  They will secretly note what is on the card and return it to the terrorist.  The CIA player then must discard one of their agent cards.  On later turns, if the CIA player wants to recall a dismissed agent, they must forfeit their ability to spy on the terrorists remaining cards.  They will exchange the desired agent form the discard pile with an unwanted agent remaining in their hand.  They will then complete the discard for that round.   

FBI turn - The FBI player must choose one of the following actions:   

1. Place down a guarded target card. or 

2. Collect any single discard pile.  This includes the unused terror group and target cards from the game setup phase.  However, only one stack may be collected per round. 

3.  Once two guarded target cards have been played, the FBI player may exchange a played card with one remaining in their hand.  Only two targets can be guarded at a time. 


Round 3 - This round, the terrorist discards as in rounds one and two.  The other players proceed as in rounds one and two.  However, after the FBI player completes their turn,  the governtment players (CIA and FBI) have an intelligence briefing.  During the briefing, the government players can share notes on what intelligence they have gathered and plan their next moves. 


Round 4 - This round, the terrorist selects the group that will attempt the attack.  The group card is placed face down in fromt of the terrorist.  This action counts as the terrorist's discard for this round.  .  The other players proceed as in rounds one and two. 


Round 5 - Play proceeds in the same mannar as round one. 


Round 6  - This round, the terrorist selects the target for the attempted attack.  The target card is placed face down next to the group and attack cards under the edge of the map.  Play continues as in previous rounds for the other players.  After the FBI player completes their turn, the governtment players have a final intelligence briefing.   


Round 7  - Play proceeds in the same manner as round one. 


Aftermath - Once the FBI player completes the final round, the CIA plaer reveals their remaining agent card.  The terrorist then reveals their group and target cards.  The table below defines victory conditions for each possible outcome. 


Terrorist total victory - No government matches  

Terrorist minor victory - One government match 

Government victory - Two government matches 


NOTE - If playing with the 'Lone Wolf' option, make the following adjustments: 

  1. During the setup phase, place the 'Lone Wolf' card on the group deck instead of the decoy group card.    
  2. The terrorist must reveal the "Lone Wolf" card as part of their turn in round three.    
  3. The CIA will be allowed to place a third guarded target card from the FBI player's hand.  This "Operation: Red Riding Hood"  can only be done during the CIA player's turn on the final round.   
  4. If the 'Lone Wolf' is used by the terrorist, victory is solely determined by whether a guarded target card is played that matches the selected target. 


2 PLAYER GAME- 6 rounds 

----- 

Setup - Each player assumes a role as either the terrorist or the FBI.  The terrorist plays with the full stack of target cards, including the decoy target card.   The FBI player plays with the eight guarded target cards.  Play always proceeds in the following order: terrorist - FBI. 


Round 1 through 4 - Each round, the terrorist must discard a target card .  The FBI may either place a guarded target card or collect the terrorist discard pile.  Once two guarded target cards have been played, the FBI may choose to replace a played card with one from their hand. 


Round 5 - The terrorist, rather than discarding, will select the attack target from the remaining cards in their hand and place it face down separate from their discard pile.  The FBI player continues as in rounds 1 through 4. 


Round 6 - The terrorist has the option to change their target, however, they must discard the original target and another discard for round 6.  If the terrorist changes their target, the FBI is allowed to collect the remaining discards AND exchange a guarded target card.  If the terrorist does not change their target, the FBI continues as in the previous turns.  The FBI may choose to do nothing if they believe they have covered the terrorist's intended target. 


Aftermath - The terrorist will then reveal their selected target by flipping the attack card face up. 

The FBI wins if they have played a target defense card matching the target selected by the terrorist. 

The terrorist wins if their selected target is not matched by a played target defense card. 


NOTES 

----- 

Attacks   Attack Defenses 

Vehicle Attack                     Perimeter Team 

Poison Gas                           Poison Countermeasures Team 

Assassination                      Sniper Team 

Hostage Crisis                     SWAT Team 

Cyber Strike                         Anti-Hacker Team 

Nuclear Device                   Nuclear Deactivation Team 

Mass Shooting                    Lockdown Team 

Suicide Bomb                      Explosive Detection Team 


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