DJ Jimmy Shimmy

Published Sep12 2024 by Cerise Talis.

Update (Sep13 2024): Added Modifiers, and incorporated Clarifications. Included an example game. Fixed typo. Added to the Playtesters list.

Update (Sep22 2024): Removed bonus rules. Tweaked the scoring template. Added to the Playtesters list.

Update (Oct28 2024): Major rework of game sheet and rules for clarity and theming. Renamed Modifiers to Boosts. Removed example game with old game sheet. Added to the Playtesters list.

Update (Dec06 2024): Clarified sequencing using action headings and order numbers. Added to the inspirations and Playtesters lists.

Summary

You are the world's worst DJ! Scratch up a record in style.

Place samples, travel away to increase their value, then visit your samples to score points.

Requires a pencil, three four-sided dice (abbreviated 3d4), and optionally a ruler.

Player Count - 1 to ∞

Playtime - 10 minutes

📁 View PDF

Background information and credits

Inspired by the navigation app Luftlinie, the astounding instruments of Love Hultén, and a top-notch conversation with my partner Autumn.

Playtesters:

Layout

Sample Trackers

Boost Slots

Roll Trackers

Disc

Name + Date

Your needle starts at the center of the disc.

Gameplay

Step 1Roll 3d4. Write these numbers into the first unused roll tracker.

Step 2Take neither, one, or both actions in any order. Cross out the numbers you use.

ACTION - Place a sample 🞚

Shade the first unused sample tracker at value 1.

Choose two numbers as coordinates. Write the sample's letter ( A → G ) at these coordinates on the disc.

Samples you place cannot touch, not even diagonally.

ACTION - Move the needle ⮙

Choose a number. Travelling through exactly this many cells, draw a straight line from your current dot to a target dot.

1. Mark every dot you pass through. Your movement may intersect itself, but cannot visit a dot twice.

2. If you visit a sample, claim it. Shade the box above the sample's tracker. This freezes the value.

3. If you move away from an unclaimed sample, increase its value. If you increase a sample's value past 8, the sample loses all value.

Step 3 Cross out remaining numbers, and shade the first unused knob. Repeat for twelve rounds.

Distances

4 4
3 3 3
2 3 2
1 1 3 3
1 2 3 4

When moving the needle, measure distance by the number of cells your line visits. This chart shows potential movements for rolls 1 to 4.

When determining which samples increase in value, ignore this distance metric. Instead, measure distance in fractional units, like a ruler would.

Boosts

Boosts are an optional addition to DJ Jimmy Shimmy. To play with boosts:

At the start of the game, roll 3d4. Assign these numbers to the three boost slots. These slots are associated with Samples A, B, and C.

Once you claim a sample, you gain its boost. At any point, you may add the boost's value to a single rolled number.

Once you use a boost, shade its slot.

Game sheet and example game. Includes a large circular grid of squares, a round tracker, and a value tracker. In the preview game, a path of line segments darts around the grid.