


design courses, syllabi, schedules, resources and policies
1. The “Burnout” Triage
2. The “Side Hustle.”
3. The “Guerrilla” Urbanist
4. The “Ghosted” Remote Op
5. The “Rage-Bait” Architect
Type: Party card game
Players: 4-8
Time: 15-20 minutes per session
Goal: Win rounds by submitting the worst possible advice for real mental health struggles
Silly goose(Im gonna bring this one into class Thursday)
Its a similar game to cards against humanity except theres three different cards the players use. Those being a problem, excuse, and evidence card. A problem card is drawn at that beginning of every turn and is then played in the middle of the table. Every player then plays an excuse card to go with the problem. After everyone votes on “the best defense” and “the most guilty,” the player that gets the most guilty card gets the goose token. Next round everything plays out normally other than the fact that the player holding the goose token gets to give out an evidence card to go with any of the excuses out on the board. If you dont convince the other players that your not the most guilty, you keep the token. Other wise someone else will get it and repeat the same thing you just did. The game ends by a player holding the goose token for more than 5 rounds or if a player gets the best excuse 10 times. Still trying to play around with the rules a bit more but thats what I have for now.
Bug Clicker game
This is a game I worked on previously but I want to work more on it to make it a better game. To put it simply, you click the lantern fly and gain points. You can use the points to purchase items to make your clicks worth more. Essentially thats it. I want to add more to the base things I have in it right now.
Chapter 1
Bad Advice – Christine’s game
What made the experience fun or not? The content was intriguing – I like games with objective responses to fun prompts
What is the motivating factor to get or keep players playing? to see what the new prompts would say and new advice cards would match up to the prompts
what was frustrating about game? Just the rules not being fully developed so we had to assume the rules and make them up as we go
Is the game persuasive, and what is it trying to get you to do outside of the game? I wouldn’t say it’s persuasive per say but it makes you think about hard challenges in people’s lives and how to deal with them better or how not to deal with them
What is the gameโs metaphor and which of the gameโs mechanics standout? The metaphor is dealing with people’s mental and situational problems – the mechanic of being rewarded for bad advice and then giving good advice to counter it is intriguing
How does the gameplay make you feel? Who does the game make you feel empathy for? There was a lot of the gameplay that we assumed from similar games since the rules weren’t written super clearly so when it is written well it’ll be a smooth gameplay – it let me have fun but also makes me think of real-world situations and how I’d actually deal with them, it makes you feel empathy for the person going through these things
Is the game an activist game? If so what does the game play advocate for? I’d say yes it is an activist game, it’s advocating for people who are struggling with mental health issues or just going through difficult times – it’s helping people know what to do and not to do
Describe the game in 3 sentences or in the form of a haiku
advice, good or bad
help people who struggle
others will determine
Star Sailor – Meredith’s game
Aleah Dudek: The Sims
Limitation
Objective:
To make it back across the starting line together
Materials:
4-6 players
6 age cards (with rules for movement and limitations)
6 dice of different
Your body, mind, and creativity
Setup:
Each player randomly chooses an age card and a dice
Players choose a space to line up (like at a race starting line)
Gameplay:
Each movement is determined by individual dice rolls (in front of each person on the floor or any flat space near you)
Follow the instructions on you age card to see how many steps you can take. Players all roll dice at the same time but don’t roll again until everyone has moved at least one step.
Continue rolling dice and making movements until you have made it to a determined end point and then turn around and make it back to your starting position. The starting position becomes the finish line.
This is essentially a relay race but with limitations
The catch is you must all cross the finish line together to win
Work together to help slower players and give up your movements so you can all successfully make it across the finishing line
Winning/Losing:
When all the players complete the “relay” together they win
If more than one players cross the finish line before the others, you all lose and the players who went alone can be shamed and booed for leaving their fellows behind

Limitations
What was the most frustrating aspect of the game? Honestly none, I thought the game was really fun and that theres a lot of room to move forward.
Was there anything I wanted to do but couldnt? No
What would I change or add? Honestly I feel like obstacles or something like that could be interesting.
What was the games message? To show the way different generations interact and be active.
How did the game make you feel? Honestly made me very happy. I thought the game was very fun and would play it again.
Describe the game in 3 words. Active,Fun, Educational
Andrews Game
What was the most frustrating moment or aspect of the game? The most frustrating aspect is that the game goes very slow. Its pretty much that you play for 10 minutes and nobody makes any progress.
Was there anything I wanted to do but couldnt? At some points I wanted to cheat and move my piece forward.
What would I change? I would add in spaces on the board that benefit each color in a different way to get to the center faster. I would also maybe consider using two different die. One for the direction and the other for the amount you move.
What is the games message? Not 100% sure because the game does not have a name.
How did it make me feel? Bored and frustrated
Describe the game in three words? Slow, directional, Colorful