A downloadable Board Game

Game introduction

Emotion Kills, Emotion Heals is a board game for 2-4 players based on the theme of people's everyday emotions. The main inspiration for this game is the map of consciousness levels. No one can predict who they will meet and what they will see in their day. Emotion Kills, Emotion Heals is set up to simulate what the player might experience in a day, by simulating people meeting random people and experiencing different things in their daily lives in the city. Players need to stabilize the resulting mood waves, interact with the rest of the players and with some luck to keep their emotional value close to 0 to win. 

Game rules

The shop owner, thief, and the psychiatrist can only move in four directions: up, down, left, and right. 

The takeaway can only move diagonally. 

Each action can only reach the nearest grid in this direction. If you encounter a square without a card, go directly to the nearest square with a card in this direction. 

When the player moves to the corresponding grid, the event card on the corresponding grid can be obtained. 

On the back of the event card, players can know what kind of event they have experienced, their emotions, and how much emotional value they have gained or lost. 

After the player knows the changed emotional value, he needs to take the corresponding value card. Players can replace or return the excess value cards to their hands in time. Scorecards need to be seen by the public. 

After the supermarket owner obtains the sixth event card, he can activate the purchase skill to obtain an additional value card. 

Collective event: When a player gets a collective event card, the player will get the card and the corresponding emotion value on the card. In addition, all players need to perform the events on the card, and then get the corresponding emotion value. 

Shop event: The takeaway and the psychiatrist execute the original event on the card when they pass by the supermarket. 

The thief and the shop owner can choose to ignore the original events on the card and decide whether to use their character skills. 

Player interaction: 

After the thief moves, if there are other players in the adjacent grids of his up, down, left and right directions, the thief can activate his skills to draw a value card from the player. 

After the psychiatrist moves, if there are other players in the adjacent grids in his four directions, the psychiatrist can activate his skills to give one of his value cards to this player. 

Game over: When all players collect 12 event cards, the game ends  

Players need to check the value cards in their hands to calculate the emotional value. 

The player with the emotional value closest to 0 becomes the winner. 

Game booklet


Event cards


Value cards


Download

Download
Emotional_Value.zip 78 MB

Development log

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Comments

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(+1)

Wow the board game looks so amazing ! Wish I can have the chance to play it !

If u are in London now, we are all willing to play this wonderful board game with u!!!