Rock. Paper. Scissors. KABOOM?

A fun little game design experiment

Hot take: I’ve never fully trusted Rock Paper Scissors.

For a game with no components, it gets away with quite a lot.

Too many last-second switches. Too many people acting like they were born with elite Rock Paper Scissors instincts, when in reality they’re just very good at spotting my move before I can even finish throwing it. My reflexes can be blamed, but whatever.

Seeing as I sucked at it BIG time, naturally, I took the most reasonable path possible.

I tried to redesign it.

So about a year ago, I ended up turning this schoolyard classic into a tiny card game. Not by stuffing it with a zillion things and calling it innovation. Just a few tweaks. A few nudges. Just enough to make it feel more like a proper contest and less like my opponent was getting away with crimes.

First came the cards. Lovely little things. No more shady hand business. You pick Rock, Paper, or Scissors and reveal. Nice and clean.

But that alone was not enough for me.

So I added time. And a tracker board.

A short, noisy, two-minute battle where every win pushes a tracker deeper into enemy territory. Suddenly there’s pressure. Panic. A comeback always feels one good call away.

And then, as a trump card, I added Dynamite.

A one-time blast that can swing things dramatically, unless both players get cheeky and throw it together. In that case, BOOM, both trackers go back to neutral. Absolute chaos. Wonderful chaos!

At the end of 2 minutes, if the tracker ends up in your opponent’s territory, you win. If it’s in yours instead... whoopsies.

This version never tried to stop being Rock Paper Scissors. It just tried to become a better version of itself. Still fast. Still goofy. Still the kind of thing that gets people leaning in and laughing. Only now, with a little more bite.

And there’s no price tag on it. For you, my folks, it’s free.

Enjoy this little PnP project, particularly if your reflexes are as poor as mine.

- Tas.

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