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Bored? Try doing these things in Pony Town!
Below are videos and text that, when combined, give you over 25 things to do in Pony Town!
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Labyrinth Game By Blackwood
Set up a maze with an obvious center and a cookie table at the end of the maze. Safe zones are also a good thing.
There are 3 types of players: Runner, Chaser, and an optional Score Keeper/judge.
The Runner's goal is to get through the maze, get a cookie, and bring it back to the beginning without a Chaser catching them.
If a Runner is tagged (shadows touching each other) they lose a point and must go to the beginning of the maze. They also drop their cookie if they have one. Each Runner has their own points and will score if they can successfully bring back the cookie.
The Chaser and the Score Keeper can't score points. The Chaser's goal is to mess up the Runners game. The Chaser's must run on the ground.
The Runners can fly but cannot run the entire game from safe zone to safe zone around the maze.
The Chaser always begins under the "tree" in the maze's center. The score to win is decided among the players.
The amount of Chasers should depend on the amount of players and the amount of exits in your maze. However it is usually best to only have 1 Chaser.
Safe zones are spaces that Runners can't be tagged (shadows touching each other) by the Chasers. You can stay here as long as you want but you can't score points this way.
The Ship To Brazil
Start by setting up a board similar to the one above with a center area made of floor tiles. And many spaces around it.
There are 4 types of spaces:
PINK = You earn 1 point for landing here
WHITE = When landing here you may change its color to black, blue, or pink (the changed color won't effect you this turn)
BLUE = Go directly to the boat (center area)
BLACK = Remove 1 floor tile from the boat.
The goal of the game is to stay out of the water! If you are on a floor tile on the boat when it's removed and you fall into the water you lose the game.
After being sent to the boat you must stay there until your next turn (you may move around while on the boat). Once your next turn begins go back to the space you were on when you got sent to the boat and continue your turn normally.
You can spend 3 points to return a floor tile to the boat but not if you have already lost or while someone is choosing to remove a tile.
Once there are no more tiles left on the boat, any player sent to the boat instantly loses unless they can spend 3 points to return a tile to the boat.
NOTE: The player on the boat does not lose if they are floating above a spot of water. They must actually be submerged in the water. Flying isn't allowed.
The last player standing wins.
Lava Tiles By Lillydachic
Start by clearing the house. Then place black or dark tiles such as stone or black carpet. These represent obsidian. Place a handful but do not cover too much of the house with them. Once this is done each player, except for the "Lava Holder" and "Roller" (if a "Roller" is assigned) moves to one of the obsidian tiles. More than one player is allowed on the same tile.
Assign a "Lava Holder" and a "Roller" (optional). The "Roller" must roll dice out of 20 (/roll 20) to tell the "Lava Holder" to place lava tiles equal to the roll. This roll can be sent through whispers or done outside the game, but some form of warning should come to players that lava is about to be placed. Lava tiles are represented by red carpet. The "Lava Holder" places the lava, starting on the edges and working their way to the middle.
As the game progresses, and there is fewer obsidian tiles remaining, the "Roller" must start rolling out of 10 (/roll 10). After even fewer spaces are left, the "Roller" must roll out of 5 (/roll 5)
If 'X' amount of lava tiles need to be placed, the "Lava Holder" cannot put a few on one side of the house and then the rest elsewhere. All lava placed per turn must be connected to another lava source. You should not see lava randomly being placed in the middle although lava may be "stretched" to reach for the middle.
If you have multiple players still alive but only 1 obsidian tile then you must place an obsidian tile for each player and have them randomly choose one before continuing the game.
If lava touches a player that player "dies" and loses the round. The winner is the last surviving player.
MINE!
"Mine!" is a simple game of greed. Start by creating color coded platforms for each player or team. Put these on the edges or corners of the map or house. Decide a "Placer" then the rest of the players chooses their color and move to that platform. Each player will equip a crow bar and get ready for the assigned "Placer" to place furniture.
Make sure the house is unlocked then have the "Placer" randomly spawn furniture anywhere in the house or map except for the colored platforms. The players on the platforms must remain on their platforms and use the crowbars to quickly take whatever the "Placer" places and move it to their colored platform.
After the object limit is reached and there are no more objects that can be taken, the house owner locks editing again and counts how much each team has on their platform. The one with the most wins.
>>>Easily customizeable! Try assigning certain bits of furniture as double points!
>>>Try creating dud furniture that makes players lose points for having them!
>>>Try making the game the opposite and have players try to move objects into opponents platforms for a set amount of time and have the one with the most be the loser!
Vibe Squares
Set up the board like you see in the image above. Next set up 6 carpets for each player. Make sure each player gets a different color carpet.
Take turns rolling out of 6 then place one of your carpets onto a square equal to your roll. The bottom right corner is always available regardless of your roll!
If you place or move a carpet onto a square that has another player's carpet on it, then any of those players, including yourself, may choose to Vibe or Fight. If any of you decide to Fight then you must all roll out of 6 and the highest roll will win and remove all the opponent's carpets in that square.
If you have more than 1 carpet on a square that's Fighting, then you get a +1 for each of your additional carpets on that square. So if you roll a 3 and have 2 carpets on that square you count your roll as 4 instead. If you still lose that Fight you lose all your carpets on that square!
When you run out of carpets to place, you will begin moving your carpets that you've already placed. You must still roll out of 6 to determine where they can be moved.
Candle Game By Zeta
Start by setting up multiple torches around the party house. 6 to 8+ torches depending on the difficulty you want to set/how many players you have playing.
1 player must be assigned to keep track of the player's score and time.
To win, a player must "blow out" all the torches, either the fastest or the most within the allotted time if you use a timer.
Difficulty ranges from EASY - 1 torch per person.
NORMAL - 2 torches per person.
HARD - 3 to 4 torches per person.
Mix obstacles such as rocks, trees, and furniture to spice things up!
Barricade Checkers
Set up the board as it's shown here.
(To win, reach the enemy spawn with 3 of your carpets, capture, all your opponents carpets, or block your opponent for 3 turns in a row.)
Players take turns using the /roll 6 command to roll out of 6 then moving either their barricade or their carpets that many tiles. (You cannot split your roll) All pieces move diagonally and cannot cross a tile it's already been on that turn. You can move in any strange shape as long as it doesn't cross a tile more than once or end you where you started.
Barricades cannot capture or score points and are only intended to be used to block your opponent. However, barricades can still be removed by opponents if they land in the same space as it with a carpet and an exact number. If a player does this, they lose the carpet they used to remove the barricade. Carpets cannot move through barricades. They HAVE to land exactly in the same space as it to remove it. If you only have 1 carpet left then you will not have to remove that carpet in order to remove the barricade, but you must still land there with an exact number.
You can capture your opponents carpets by landing exactly 1 space above theirs. You must land there with an exact roll. Passing by does not count. Once captured, remove that piece from the board. Captured pieces can be returned if you score.
You can score by reaching the other end of the board on the same row your opponents carpets start. You have to land there with an exact number. If you score and have a carpet that's been captured you can return it to one of the 4 starting places on your end of the board. Carpets that have scored cannot be captured or be moved again. If you land directly above or below another carpet and score at the same time that carpet is still captured.
If you roll a number and cannot move any of your pieces that many spaces then your turn is skipped. If this happens to you 3 times in a row, you lose the game.
Guess Who
Everyone creates a copy of the same character (usually the default) and make sure they have the same name. All of them meet up, either in the party house, or somewhere they won't be bothered. 1 of them is chosen to be the Picker. The Picker chooses another player to act as "The Real One".
Once these are declared everyone must line up in front of the Picker and remain their usual OC for now. On the Picker's mark everyone switches to the "Copy Character" (usually the default pony) and spin around and mix themselves together for anywhere between 10 to 30 seconds. (This is called "Shuffling")
Afterwards they must all line up in front of the Picker. The Picker is given X amount of guesses to find the "Real One". When you are picked at this point you must turn back into your usual OC. If the Picker picked correctly they get a point and a new Picker and "Real One" may be assigned.
>>>Be sure to switch to offline and to keep your social unlinked to the "copy character" so that no one can easily guess based on either of those factors.
>>>You are NOT not click the character before they are mixed as this allows you to highlight their shadow!
Grid!
Start by setting up an 8 by 8 grid of black and white tiles. You and your opponent may place 1 colored tile anywhere on the grid to start. (Whoever placed a tile first may roll first.)
Take turns rolling out of 6 then choosing one of your colored tiles to "move" off of. Your "RANGE" is the number you rolled. You can now place a new colored tile anywhere within "RANGE" of that selected tile. This must be in a straight line (diagonal, horizontal, or vertical). You cannot go through an opponent's tile but you can go through your own.
You lose the game if you cannot place a tile.
Gay Box
Yes this is a real game.
To begin set up something that looks just like the image above with 13 stripes and walls above and below.
Every player except for 1 goes inside and the player outside of it equips a saw and makes the walls tall so they can't see inside the box. They also seal the box so that players don't accidently walk out of it.
Once this is done, the players inside must run around inside the box until the player outside tells them to stop. Everyone inside must then stop on one of the colors. NOT BETWEEN THEM!
The player outside the box chooses a spot to put a wall through the box. Once a player is stuck between 2 walls and can't travel left or right as a result, they are eliminated and can walk straight up or straight down to reveal that they were caught. (Walking straight up or straight down in this case should allow them to walk through the top or bottom wall and out of the box)
The game continues like this until there is only 1 player left in the box. That player is the winner.
Trap Hole
Start by setting up carpets, mattress's, log slices, or whatever item you can stand on and move across easy, over the entire floor. Leave no visible floor left.
Each player moves to the same corner or space. Take turns using the "/roll 3" command. Afterwards move spaces equal to the amount you rolled. (You cannot move to the same space twice in one turn.)
After moving place 1 tile of water somewhere in the house.
1 tile is equal to 4 spaces in the shape of a square. The next player rolls then moves then makes another tile of water.
The game continues until a player walks into a tile of water and loses as a result.
50+ (creator unknown)
Start by getting a handful of friends and have everyone, including yourself, create a copy of your oc to use as a "blank slate".
Each player takes turns requesting the party to change their oc in a specific way. For example a player may say "Add red wings to your oc".
Each of the other players must then use the /roll command to roll dice. If you roll over 50 you must do the requested action. In this example it is "add red wings to your oc"
(optional twist: if a player rolls exactly 100 then the player who requested the change is the only one who must change their oc and/or if a player rolls exactly 1 then they are the only ones out of the players who must change their oc.)
The game ends when you choose to end it collectively.
The Bookshelf Game
Place 3 or more bookshelves in your party house with a small gap between so you could see if someone moved between them on the other side. Afterwards assign 1 player to be the guesser and the rest to hide. The hiders will choose one of the bookshelves and hide while the guesser waits outside. Once outside the guesser will count to 10 while the hiders hide behind any bookshelf they want. After finishing their counting, the guesser will return to the house. Now inside, the guesser will guess which bookshelf the players are hiding behind. The hiding players will then walk straight up to reveal which bookshelf they were hiding behind. Alternatively, the guesser can guess by deleting a bookshelf. The guesser wins if they guess correctly. If not, the hiders win. If multiple players are hiding the guesser can continue guessing as many times as they want until they guess incorrectly or find all the hiding players.
"Musical" Chairs.
Set up a circle of carpets, or other furniture that can be sat on to begin. Select a player to be the music (usually the owner of the party house). The pony chosen to be music will walk around the house. While they do so the other players must walk in a circle around the carpets.
Randomly the pony chosen to be music may stop and sit down where they are. When they do, the remaining players must race to a carpet and sit on it. The last player to sit on a carpet is removed from the game. Afterwards, remove 1 carpet from the circle of carpets then continue the game.
The game ends when there is only 1 player left in the game. That player is the winner. (The pony chosen for music never sits in the circle of carpets and cannot be a winner.)
Chess
You can play chess in Pony Town! Start by building the board in your party house. Follow the set up as you see above. You will take the place as the king but you can use whatever pieces you want instead if you play on mobile and can't see the entire board properly. Barrels and Boxes are Rooks. Rocks and Bushes are Knights. Torches and Lanterns are Bishops. Tree and Pine Tree are Queens. Red Carpet and Blue Carpet are Pawns.
I won't explain the rules of chess here but this is the setup if you wanted to play it in Pony Town. You can easily move your pieces by equipping the Crowbar Tool!
Host a comedy night
Comedy night?! Grab some friends and take turns doing stand up or sharing funny stories. Best done inside the party house so as to avoid randoms who may try to ruin the fun.
Barrel Dip
Line up barrels with vertically with enough space between them for you to move between them.
Put water on both sides of your barrels. Enough so that you are able to swim in it.
Race your friend through the barrels, making sure to go between each one, If you slip into the water you must start over.
The winner is whoever can go through each barrel first.
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