Game Mechanics

Natives and Colonizers

Game Overview Players split into two opposing cultures: Natives (defenders of the land) and Colonizers (conquerors and exploiters of the land). The game board consists of two-sided modular tiles representing different types of land.

To start, the land is all native land, which consists of forests, rivers, mountains, plains, and sacred sites. However, if a colonizer plays a “Deforestation” card, the forest tile they are standing on gets converted to barren land, making the piece easier to capture and industrialise. 

The map can be rearranged each game for variability, making each playthrough unique.

Each side has unique goals:

  • Natives: Protect the land, Expand your tribe, and reclaim your land.
  • Colonizers: Exploit the land, eliminate native resistance, and build cities/factories.

Board Setup

  • Players randomly arrange land tiles to create a unique map.
  • Some tiles are special landmarks (sacred sites) that influence gameplay by being harder for the colonizers to take over (must roll double the tile’s amount in order to complete the action of “deforestation” on a sacred site.
  • Colonizers start at the board’s edge and expand inward, while natives start scattered across the map.

Game Play

  • Players: 2–6 (split into two teams: Natives vs. Colonizers)
  • Map: Hex-based board representing a landscape of forests, rivers, and open land. As well as potential extra barren lands after deforestation which make it easier to claim and take over due to barren land’s number being only 2
    • Grassland (15): Takes a roll of 4 to control
    • Forest (15): Takes a roll of 6 to control
    • Mountain (4): Takes a roll of 10 or higher to control.
      • Mountains cannot be converted into settlements
    • Water (6): Costs one additional move to cross and cannot be controlled or converted
    • Barren land: Created by deforestation of grasslands or forests and takes a roll of 2 to control 
  • In order for either side to claim their land, through either deforestation (colonizers), or maintaining balance (Natives), one must place their action card and roll the same or higher than the amount on the Hex in order to claim that said land. (ex: if a colonizer wishes to convert a grass field, they must roll a 4 or higher when they place their action card) 
  • Objective: Gain control of the map by converting tiles into Settlements, and progressing towards Cities (Colonizers) or reclaiming them as Wilderness (Natives) all the while gaining tribe members until one becomes a Nation.
  • Set-Up: Each player receives 21 landscape tiles randomly selected and take turns building the map. The players will also place their initial settlements during this phase. 
  • Each player rolls 2 D6s on their turn to determine movement across the modular board.
  • Movement rules:
    • Roll a D6 to move freely upon any Hex that is touching.
    • Colonizers: Move efficiently on industrial land. but are -2 movement points in forests, rivers, and cannot cross mountains ever.
    • Natives: Move freely through natural terrain but have -2 movement points on colonized terrain due to stealth restrictions.
    • Crossing water reduces movement by 1

Card Deck System:

A. Event Deck (Global Effects) If any player rolls a 13 in any scenario, draw an event card affecting all players. Examples:

  • “The Great Storm” – Movement is halved this turn.
  • “Disease Breakout” – Natives lose some of their people (which means Natives cannot roll next round).
  • “Spirit Awakening” – Natives gain bonus strength this turn. (plus 4 on their next roll)

B. Native Action Deck Natives draw from a deck with unique abilities reflecting their connection to the land. Examples:

  • “Forest Ambush” – Cancel a colonizer’s move and deal damage.
  • “Spirit of the River” – Move units across water tiles without penalty.

C. Colonizer Action Deck Colonizers draw from a separate deck with industrial, military, and expansion abilities. Examples:

  • “Rapid Expansion” – Place an extra settlement this turn.
  • “Deforestation” – Remove a forest tile.
  • “Militia Reinforcement” – Strengthen military presence on the board.

Game Pieces

Avatars:

  1. Natives
  • Scout
    • Main piece of the natives, roll die to determine movement across board
  • Warrior
    • Can hold owned tiles, granting them plus 2 in order to capture
  • Shaman
    • Can be placed at a religious site or a tribe to add plus 4 to tile
  1. Colonizers
  • Explorer
    • Similar to scout, this piece moves across the board to capture tiles
  • Militia
    • Soldier piece that can hold tiles, granting plus to in order to capture
  • Governor
    • Can be placed at Settlements in order to provide additional support, add plus 4 to the tile. 

Strategy & Balance

  • Players can hold onto cards and play them at strategic moments.
  • Some cards have conditional requirements (e.g., must control a certain number of tiles before using).
  • Deck-building mechanics could be introduced, allowing players to customize their playstyle.

Win Conditions

  • Natives Win If they maintain enough sacred sites, restore destroyed land, and or create 2 Nations.
  • Colonizers Win If they industrialize 14 numbers of tiles, giving them a City

Q n A

  • Questions
    • what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective?
    • I’ve played many different learning games, mostly for school in the past. These include:
    • Study Island: Behaviorism game, as it is a game that rewards correct responses and reinforce learning the more it is repeated/also gives the player results.
    • Assassins Creed Discovery Tour: Constructivism – due to the ability to explore the map to learn more about history.
    • Legos: not sure if this is a game to everyone but its a game to me: Constructionism – due to the playability of building things.
    • For Social Learning: I’d have to say Kahoot, as even though I wouldn’t always get to collab, the ability to play with a partner VS the whole class is a potential for some fun collab work.
    • Constructionism is my favorite but that’s also because I’m a sucker for Legos.
    • is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?
    • Ian argues that gamification is BS due to the fact that instead of working on making a game interesting or engaging to the player, a lot of times people just attempt to make a game with win and loose mechanics rather than engaging the player and making them feel a certain way. This reminds me of the type of games I’ve had to play for school, such as study island, where the games were more fun than the tests sure, however they were the least bit of engaging.
    • What is a serious game and why aren’t they chocolate covered broccoli?
    • A serious game is a game designed with the soul intention of being worth more than just entertainment to the player. This means that there is typically a deeper message or meaning behind the gameplay itself. Its not chocolate covered broccoli because that’s just veggies covered in desert (AKA learning in disguise that isn’t that great at hiding it)

HW

  • Discuss:
    • ARGs: A World Without Oil:
    • I feel like this is a good real world scenario that not only helped players become more conscientious about the environment, but it also pushed them to make an impact through gardening, biking to work, or participating in local farmers markets.
    • Discovery Tour by Assassin’s Creed:
    • I feel like this took all the fun out of Assassin’s Creed, as you couldn’t play the traditional game mechanics in these historical sites. However, from a strictly historical standpoint, I would say it was worth the knowledge of these places architecturally in their true forms.
    • Detroit Become Human:
    • Although I’ve never played this game, I hear that it draws emotions out of the players, and the fact that there are so many different ways that the game could play out, I think that is something as game designers we should strive for.
    • Factorio:
    • This game partially influenced one of my future prototypes that I am currently in the conceptual stage with. I tried incorporating the sense of colonizers Vs Natives in an attempt to steal resources to take over their land. If I had a critique on this game, maybe they shouldn’t have made it so fantasy, like prof. Ames said, and instead shed some light on the struggles of the natives due to these factories being built.
    • Outer wilds:
    • This game screams fantasy and future dystopian in an alien yet sorta familiar world. I think this game succeeds in the idea that sometimes nature can be scary, and that sometimes one must defend themselves from it.
    • Gris:
    • I loved the art and seamlessness of the animations and the actual playing of the game, as they all looked uniformed to each other and worked super well. Although it was hard to get the hang of it at first, understanding that sometimes a game is just there to make you think differently but not stress out too much about it was reassuring. Beautiful style and theme.
    • Gone Home:
    • Idk why but this game reminded me of that one game where you’re in that house and you try and escape from an evil granny.
    • The Layoff Game:
    • I think this is one of those satire games that people shouldn’t get too upset about, as the developers took a real world issue, and simply poked fun at the matter. Do I agree with the message, no. However, I wouldn’t go as far to feel offended by it.
  • Homework:
    • Generate a list of five game ideas that revolve around the theme of empathy. Wrinkle: Take one of the five ideas and make it an alternate reality game.
    • 1. Emotional Pictionary: players must draw a feeling that they have in under a minute. Then it is up to other players to guess what it was that made them feel that way.
    • 2. Poverty POV: Engage in a POV from all different walks of life, resulting in understandment for what other cultures must go through around the world in 3rd world countries
    • 3. Pet paradise. This game consists of players competing to rescue as many stray dogs as possible in order to bring them from their life on the streets, into a pampered home, by playing different challenges and rolling a percent die to determine the outcome.
    • 4. shroompathy: Players take on the role of someone experiencing a deep, emotional, and slightly ridiculous psychedelic journey. Other players must guide them through it in the most empathetic yet funny way possible.
    • One player draws a Trip Card (weird, surreal experience).
    • The other players respond with Guide Cards (comforting or unhelpful things a “trip
    • sitter” might say).
    • The tripping player awards the point to the most comforting but absurdly funny response.
    • 5. Ink Memories: this game is set in a dystopian world where people forget their past, but tattoos preserve their memories. As a tattooist, players restore lost moments through symbolic ink-work. Clients’ reactions change depending on how well the tattoo captures their forgotten experiences.
    • Read: Chapter 1 and 3 from Flanagan, Mary. Critical Play Radical Game Design, MIT Press, 2009
      • From chapter 1:
        • How does Mary Flanagan’s definition of a game differ from Chris Crawford’s, Katie Salen’s, and Eric Zimmerman’s?
        • Chris Crawford defines games as interactive and competitive. In which players make decisions to reach a goal. Overall, he focuses heavily on conflict and competition.
        • Katie Salen & Eric Zimmerman define games as much more structuralized set of rules. Which in turn determine the outcome of the game. Their definitions highlight systems, player interaction, and experience
        • Mary Flanagan, Defines games as tools for expression, social commentary, and activism. She pushes that games have the ability to challenge cultural norms and create new forms of engagement beyond simply being played for enjoyment or entertainment. This is a lot like the definition of an activist game.
        • what is an activist game?
        • An activist game is a game designed to promote social change, critique issues with how our world is run, or raise awareness about real problems in the world.
        • From chapter 3 –
  • go and chess are examples of games that feature “perfect information”, what other games share that feature?
  • Checkers, Shogi, Tic-Tac-Toe
  • why might chance or gambling games hold spiritual or religious importance to ancient cultures?
  • Bc Ancient societies believed that randomness/luck was connected to the divine.Dice games, lot-drawing, and other gambling mechanics were often used for:
  • Decision-making by deities
  • Predicting the future
  • Determining leadership or settling disputes.
  • when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized?
  • In Ancient China (3000 BCE), these rulers attempted to restrict gambling due to its association with disorder. Currently, games that I can think of that have been banned are games like happy wheels in schools, as it was too gorey for children to play according to the teachers and staff.
  • what is a fox game, and what would be a modern example?
  • strategy board games in which a predator tries to catch prey. A similar modern game to this could be Agar.io as you spawn for the soul purpose to eat smaller circles than you.
  • what was the purpose or intent of the game: Mansion of Happiness?
  • Mansion of Happiness was a christian morality-based board game that rewarded players for good behavior. All the while punishing sins such as pride, idleness, and gambling.
  • Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone?
  • Fluxus artists used games to challenge traditional art forms as well as a critique on capitalism.
  • Surrealists saw games as a way to unlock the unconscious mind, in a way to free creativity
  • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?
  • During World War II, pinball machines were redesigned to feature military themes, in a hope to make the players more patriotic.
  • What statements did Fluxus artists make by reskinning games like monopoly and ping pong?
  • It allowed them to give a critique on capitalism, as well as turn a competative game, into something more collaborative
  • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlow using war games?
  • to critique political powers
  • Why is it important for players to have agency in a critical or serious game?
  • it helps players engage deeper with the message that a game tries to push.

HW

  • Discuss:
    • generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)
    • 5 game ideas for climate change, energy, politics, etc.):
    • 1. steal the election: A board game in which players compete as candidates in an election. Each player has to commit as many fraudulent acts as they can in order to win the election (collect fake votes, skew ballets, or push un fact-checked ads to be publicized)
    • 2. Fire Starters: Each player plays as different people involved in the California fires. (Ex. Rich Millionares, the US government, as well as campers. (The Millionares must stop the fires before it burns their expensive houses, the US Government can choose to aid in the support against the fires or aid in the support for more fires to start. The richer you are, then you can bribe the US Government to save your sector of the map, but sabatoge other rich players that you don’t like. The campers can choose to vote for which rich person they want to be in office, depending on if they want to let the forests live or burn to the ground)
    • 3. Extinction Mania: Attempt to make as many animals extinct as possible with the help of global warming and unethical practices. (Kill all the polar bears by opening factories in the arctic circle. Drain the water holes in Africa to open a spa. Get rid of the lemurs by leveling out all of the trees in madagascar to make one giant golf course. Raise the temperatures of the oceans to bleach the coral reefs and destroy the entire aquatic ecosystem. Kidnap as many penguins as possible to sell in the wet markets)
    • 4. Energy Tycoon: Use whatever methods you can through completing side quests and mini games within the game that allow you to gain total control over the electric industry (like monopoly but based on energy)
    • 5. What Musk I do? Players play as Elon Musk as they attempt to buy out as many companies as possible, so that they can own pre existing branches and firms that they never started up themselves. Then you can then use your money to buy your way into the government, all so that you can defeat the final boss: gaining access to the treasury department’s payment system.
    • Post thoughts on what we played in class
  • Play:
    • The McDonalds Game: Good cometary on how crazy a corporation can get just to sell a cheap burger and make a buck. I think the graphics and game play is high quality for what they are trying to accomplish and would for sure recommend this game to someone who enjoys satire as well as real world issues.
    • Monopoly: with the new set of rules, not only was this game impossible for anyone other than the wealthier people, but sadly enough it gave quite a real world outlook on how monopolistic culture in our society truly works. I think this is good commentary on capitalism and consumerism.
  • Homework:
  • Read: Advergames from Bogost, Ian. Persuasive Games: The expressive power of videogames
    • what advergames have you played? did they influence a purchase?
    • Although I personally haven’t played any advergames, I’ve witnessed countless advergame walkthroughs. Such as Pepsiman, or Burger King’s Sneak King. These games reinforce brand identity but don’t really influence direct purchases. Overall, they can increase brand awareness and affinity for that said brand.
    • why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
    • Tooth Protector works because it integrates the push for dental hygiene into its gameplay, reinforcing the brand’s goals at the end of the day. It also allows the player to miss a day brushing their teeth, which makes it more real life. Escape works due to it’s target audience that it is pushing for already. The other games fail, however, as they lack engaging gameplay, making them feel like a weak promotional gimmick rather than a compelling game that makes the player want to come back, or engage more with that brand in general.
    • what does volvo’s drive for life accomplish? 
    • It accomplishes a positive message, as it urges the players to drive safely, utilizing safety features in the game as well that are a part of their cars.
    • what company used in-advergame advertising 
    • Burger King effectively used in-game advertising with its Sneak King advergame
    • what was one if the first home-console advergames and what beverage was it for?
    • Kool-Aid Man- promoting (You guessed it)….Drum roll please…. *Kool Aid* 
    • what makes the toilet training game sophisticated and do you agree?
    • because it uses interactivity to reinforce behavior patterns. The game cleverly incorporates play into an everyday task, making it an engaging way to teach children. I think its not that crazy though.
    • what do advergames and anti-advergames have in common, and what principles do they share?
    • Both communicate messages through gameplay. However Advergames typically attempt to get the player to buy more than just the game, as the game is simply a bridge to that consumer buying other products by that said brand.

Q n A

  • What are the issues Ian Bogost raises about social games with Cow Clicker?

At first, what was originally supposed to be a commentary on how mind numbingly stupid and easy a game can be, after users began gaining a cult following to Cow clicker, its creator also raised awareness on the addictiveness of these types of games which led to copious amounts of stress on the creator to supply such cow clicking fiends with more cows.

  • How do social games like FarmVille enframe friends?

I feel like there are both positives and negatives when it comes to playing with friends, whether that be together, or from far away on modes like co-op mode, theres always a way to engage with one another through the game. Though, in co-op mode, I hear things can get pretty nasty. Typically friends don’t screw one another over but greed and not playing by the house rules can sometimes cause friendships or bonds to break due to certain greedy players finding loop holes in the system.

  • How do social games destroy time outside of the game?

We can get so wrapped up and engulfed in a “social world” that prevents us from being socially aware of our true surroundings. Though people can still have a social life on these virtual platforms, sometimes in extreme cases, we forget about the bonds we’re meant to grow naturally, as well as family relations and real world problem solving skills. Not to mention, nature is beautiful too and sometimes we’re not out there enough.

Da Final Rules

Rees Edwards

Gallery Grippers: An Art Heist Game

Game Overview: Gallery Grippers is an art heist board game in which 1 to 6 players assume the roles of Burglar Masterminds. Your goal is to assemble the best heist team, bypass high-security obstacles, steal valuable art pieces from four iconic museums around the world, and fence them off for monetary value.

Game Components:

  • Game Board: Features 4 famous museums, each with unique art pieces and security levels.
  • Specialist Cards: Crew members with specific abilities (e.g., Stealth Specialist, Master of Disguise, Hacker).
  • Attribute Cards: Tools and bonuses for specialists (e.g., Added Stealth, More Tech, Steroids).
  • Museum Description Cards: shows each museum’s art that matches with that said museum.
  • Percent Dice (2 d10) and Standard Dice (d6).
  • Score Sheets: used to track success percentages and strikes.
  • Art Cards: Represent unique artworks with monetary values and stat modifiers on their backs.

Setup:

  1. Each player selects 6 starting cards (3 Specialist Cards and 3 Attribute Cards) to form their heist crew to start.
  2. Shuffle the remaining cards into two decks (Specialist and Attribute) and place them beside the board.
  3. Match each museum quadrant with its corresponding artwork
  4. Place Art Tiles in the designated art quadrants of each museum on the board.
  5. All players start at the base/black market tile

Gameplay:

Throw a D6 to determine who goes first. Highest number rolled goes first. If there is a tie, rock paper scissors to determine who goes first. Then players take turns clockwise. Each turn involves the following steps:

  1. Roll to Move: Roll a six-sided die to determine how far you move on the board.
    • If you land on an Airport Tile (Blue): you must move to any other Airport Tile.
    • If you land on a Recruitment Tile (Green): Draw one card from either deck.
    • If you land on a Security (Black) or Alarm (Red) Tile: Attempt to bypass the obstacle through adding up your total percentage roll with your base success rate and bonuses.
    • Yellow Tiles (Trading Posts): Potentially Trade attribute cards with other player’s Attribute Cards 
    • If you land on an Art quadrant: Steal one piece.
  2. Obstacle Tiles (Black or Red):
    • Choose a max of one Specialist Card and/or one Attribute Card to address the obstacle.
    • Roll the percent dice (d10) and add:
      • Specialist bass success rate.
      • Attribute card bonuses.
      • Base roll percentage.
    • A total score of 100% or higher bypasses the obstacle.
    • If your total is less than 100%, you receive a strike.
  3. Strike Rules:
    • First Strike: Continue your turn.
    • Second Strike: You must leave the museum and return to the nearest Exit Tile (E). You then have the choice to leave the museum premises and reset your strikes on the next roll, or go back into that same museum with your previous two strikes still accounted for
    • Third Strike: You are out of the game.
  4. Exiting the Museum:
    • Successfully leave via an Exit Tile with the artwork to keep it.
    • If caught while carrying art:
      • No prior strikes: you have the ability to ditch the art and take one strike, or keep going with two strikes.
      • One strike already (which means this would be your second): Lose the art and return to an Exit Tile.
  5. Art Quadrant:
    • Upon reaching an Art Quadrant, you can steal one artwork.
    • Each art piece has:
      • A monetary value (e.g., $700,000,000).
      • A success rate deduction (e.g., -35%).
    • These modifiers affect your ability to leave the museum with the artwork, as the deduction is taken from your overall percentage roll.

Additional Rules:

  • Reupping on Cards: once a player has no more cards left, they must roll one D6 to determine how many cards they can pick from either deck
  • Selling Art:
    • Deliver art to a Black Market Tile to sell it for its face value.
    • Holding multiple pieces increases value (e.g., fencing two pieces together adds $200,000,000 when sold).
    • The first player to earn $1,000,000,000 wins.
  • Discarding Cards:
    • Used cards are discarded. When a deck runs out, shuffle the discard pile to replenish it.
  • Recruitment:
    • If a player has 1 or fewer cards, roll a d6 to draw that many said cards from either deck.
  • Art and Stat Modifiers:
    • Carrying art reduces your overall success percentage, making escape harder.
  • Airport Rule:
    • Players must move to a different Airport Tile when landing on one.
  • Be Smart:
    • Not all Specialist and Attribute Cards are equally strong, adding challenge.

Winning the Game:

  1. Last man standing

OR

  1. Reach $1,000,000,000: Automatically win by earning this amount.

Tiles Breakdown:

  • Red Tiles (Alarm): Trip a wire; use cards and roll to bypass.
  • Black Tiles (Security): Confront a guard; use cards and roll to escape.
  • Green Tiles (Recruitment): Draw one card from either deck.
  • Blue Tiles (Airport): Move between airports.
  • Yellow Tiles (Trading Posts): Potentially Trade attribute cards with other player’s Attribute Cards 
  • Art Tiles: Steal one artwork.
  • Exit Tiles (E): Leave the museum.

Example Scenario:

  • Player lands on a Red Tile.
  • Chooses a Hacker Specialist (+30%) and a Tech Attribute (+20%).
  • Rolls a 50% on the percent dice.
  • Total = 30% + 20% + 50% = 100% (success).
  • If the roll were less than 100%, they’d receive a strike.

Plan your moves, recruit wisely, and master the art of the heist!

Q & A yo

Question Set 1

  1. What is the difference between a “working” and a “display” prototype?
    • A working prototype is designed for the soul purpose to have working mechanics and overall have all its features be playable and cohesive with itself. A display prototype is what the name says it is… “for display” its just a model of something, an idea of the final product without any functionality put into thought. Mainly designed for the investors or marketers rather than actual playtesters, developers, or designers which would be the ones playing a working prototype.
  2. What is required of a working prototype, and what might cause one to fail?
    • A working prototype must ensure that the player is able to play the game how the game is intended to be played. This means there can’t be any bugs or loopholes within the mechanics of the game itself. If there are bugs or loop holes in the mechanics, a working prototype is no longer playable and is a failure. (Back to the drawing boards)
  3. What makes for a good prototype according to Dale Yu?
    • Functionality Over Perfection, Clarity and Simplicity, Adaptability (how easily modifiable it is), Focus on Core Mechanics, Playability and Durability.
  4. What advice from Richard Levy will help you pitch your game?
    • Know Your Audience, Highlight the Hook, Keep It Simple, Demonstrate Gameplay, Prepare a Strong Visual Presentation, Be Ready to Answer Questions, Practice Your Pitch, Show Passion and Confidence, Understand the Business Side, and don’t forget to follow up. Also, while pitching your game, remember to tell a story with it. present your game in a way that captivates the audience and makes them want to learn more.
  5. Where might you pitch your game?
    • I’ll definitely pitch my game in class, but if it’s good enough who knows, I can pitch it even further
  6. What do publishers look for in a game?
    • they look for qualities in a game that give it it’s commercial potential, aligns with their brand, as well as appeals to their target audience. Who is this game made for depends on who your publishers are, no different from record labels. Each game has its own genre.
  7. What makes a good set of Rules?
    • Clear, concise set of descriptions on how to play aligned with visuals and detailed step by steps on how to start and how it will end.

Question set 2

  1. Describe the best game you’ve made this semester in 200 words.
    • This is a crazy question, as at first I was really excited about making Tasty Travels, and I wanted to continue with that concept even further than I had, but after making a working prototype, I felt as though making the game more complicating would mean I would have to have an extensive background in culinary arts and crafting dishes from scratch and all that. However, after I came up with my art heist game, everything clicked. It not only felt more at home for me as an artist, but I felt a sense of thrill when creating the story lines as to how the art could or could not get stolen due to the obstacle tiles as well as the different levels in which each attribute and specialist card has. Overall I can’t wait to finish making the final game of Gallery Grippers as I want to give an artistic touch to the game board and pieces themselves. Hopefully this game turns out well and is a good final.

BTS

This is how I made the card tiles look in my most recent prototype, Freezing Frolly. Though I did this project with a partner, I may incorporate this design in another solo project that I am going to do for the final (Gallery Grippers)

HW

  • Question Set 1
  • what is the difference between a game designer and a game developer?
  • Game designers are responsible for the conceptual side of creating a game, including the mechanics, the story, Avatar concept, level or round concepts, and overall player experience. Whereas the developers are the artists and creators who actually create the physical game to be a real thing.
  • what commonly occurs during the game development process?
  • Conceptualizing, brainstorming, prototyping, art style planning, arranging core mechanics, building parts
  • what are the challenges of balancing a game?
  • making everything make sense and have a clear reasonable end purpose in the game
  • what should every player of your game believe? why?
  • They should believe that this will be not only fun, but also witty, because there are many aspects of this game that you can literally do by yourself, or with 6 people. A lot of versatility.
  • how can you avoid stealing players fun?
  • By making the mechanics not too complicating, nor simplistic either. Balancing it out.
  • what 10 maxims should you follow when writing rules?
  • 1. Use real words rather than made up jargon
  • 2. Make no more work than necessary when it comes to laying out the steps
  • 3. Make it understandable so that anyone can comprehend your writing
  • 4. Be concise, Keep rules as short as possible without sacrificing essential details
  • 5. Organize rules in a logical order. Go from start to finish as though you are playing.
  • 6. Use examples, don’t just name a card, describe whats on it as well
  • 7. Use visual aids, include diagrams or pictures that correspond with what you’re talking about
  • 8. Anticipate questions so that you know what to explain for a new player in the final rules
  • 9. Separate setup and gameplay rules so that it’s not confusing
  • 10. Make the rules engaging and approachable.
  • Question Set 2
    • how has play testing changed your game?
    • Play testing allowed me to discover that anyone can play this game solo, and that multiplayer is only necessary when one wants to compete more. It also gave me other outlooks in terms of how much I can add to the game, to not only make it more engaging, but more competitive as well.
    • who from class would you like to play test your next game or version 2 of your first game?
    • Dylan. I also wanna play his game too. Maybe Evan again as well.
    • who is the audience for your game?
    • My target audience is a group of people, such as a group of artists, classmates, family, or friends. I don’t want my game to be too niche to the point where its too exclusive to be enjoyed by anyone. I’d rather share this game with as many people as possible.
    • who should play test your game outside of class?
    • Johnny, Kiora, Robert, maybe family too

DA RULES 2

Gallery Grippers: is an Art Heist game in which players assume the roles of a Cat Burglar Mastermind trying to assemble a team to collect the most valuable art pieces from a series of high-security museums across 4 corners of the world (a game board). The board features 4 different famous museums, each with unique artworks. At the start of the game, out of the 4 to 6 players. Each player at the beginning, sets up their heist crew, by choosing 6 cards (3 specialist cards and 3 Attribute cards) 

Specialist cards: Are your added crew members to your gang (the stealth specialist, the master of disguise, the hacker, etc.) 

Attribute cards: include tools for the specialists to use (Such as Added Stealth, More Tech, Steroids, etc.) These cards can increase your percentage roll total once you add them to the rest of your stats.

  • After the players set up their crews, the leftover specialist and attribute cards are shuffled and placed down on the side  of the board, so that later on in the game, if someone lands on a recruitment tile, they get to pick from the unused specialist/attribute cards to gain another teammate.
  • Players must roll a six sided die to determine how far they move on the board
  • Players must use specialist cards and attribute cards to bypass the security guards and alarm systems
  • Players must roll a percentage die when they land on any of the Obstacle Tiles (Red Alarm tiles or Black Security tiles) to determine if they receive a strike. or if they bypass that said obstacle and move closer to the art tiles in hopes to collect the art (2 strikes and you must return to the E tile at the exit of the museums) A score of 100% or higher bypasses a security system. Anything lower gives you a strike.
  • *IMPORTANT*: Each player has a Score Sheet which they can add up their total percentages on (both from their rolled number, plus from their added or subtracted attribute percentages from the attribute cards, as well as from the base percentages of success rates on each specialist card) which are added to the total percentage of your chance of bypassing an obstacle. Your specialist’s Success Rates increase based on which Attributes they choose (what that means is that if you have a team with a Muscle Specialist card with a 20% success rate, and you draw a Steroid Attribute, you will earn a plus 10% to your percentage roll for Matching a Specialist with a corresponding Attribute)
  • When a player lands on an obstacle, they must choose one specialist card and one attribute card to use to fend off against that obstacle, as well as a percentage roll which is added together on their Score Sheet. Each player gets two potential strikes of getting caught by one of the obstacles whenever they enter a museum before getting sent to the exit tiles of that museum 
  • Once a player reaches the ART tile, they can choose one piece of artwork from that museum. Only one artwork available to players per museum break in. (this means that if you break into the Louvre, you can steal only one of the Louvre’s pieces. If you wish to steal two of the Louvre’s pieces then you must either travel to a different museum and back, or to home bass and back. (You can’t abuse one corner and stay in that corner the whole game)
  • If a player successfully steals 5 pieces of art, they win
  • If there’s no more art left on the board, whoever has the most art wins

Tiles within Museums:

Alarm tiles– you tripped a wire on this Red tile, now use your specialist and attribute cards to ensure whether you either bypass the alarm or not 

Security Guard Tiles- This is the Black tile, You encounter a security guard. Now you must use your specialist and attribute cards to ensure whether you escape the guard or not

Art Tiles– These are in the corners of each museum, 

Tiles outside the museums:

Airport tiles- any Blue tiles are airport tiles, which allow a player to travel from one airport tile to another if they land on it.

Recruitment Tile– these are the Green tiles that when landed on, allow players to pick one of the face down attribute or specialist cards from the miscellaneous deck on the side board.

Exit Tiles– Border each museum, and are the tiles that say E on them. If a player gets caught twice within a museum, they are sent to an exit tile bordering that said museum.

Each museum will have one Museum Description card. There are 3 description cards to match the 3 museums on the board. On the description cards, it reads the intensity level of that said museum’s security, as well as that museum’s art pieces. Higher security museums will be harder to break in and out of, yet have higher valued art.

Everyone must roll a die to determine how far they move from their base each turn

Attributes:

  • Added Stealth
    • Determines likelihood of avoiding detection from any of the two obstacles
      • +5% chance added to your total percentage of bypassing the triggering of alarms on alarm tiles
      • +10% Chance added to your percentage roll of bypassing the security guard tiles
  • Steroids
    • Physical movement and obstacle navigation with strength
      • Subtract 1 added movement of a tile space per turn 
      • +10% success rate added to your total percentage on physical challenges such as fending off a security guard on a security guard tile
  • Charisma
    • Ability to talk through situations and manipulate Guards
      • +10% added to your total percentage for social interactions with the security guards on a security guard tile
      • Subtract 10% from your total percentage for talking too much; which in turn, gives a higher chance of tripping a wire on accident on an alarm tile
  • More Tech
    • Ability to bypass surveillance
      • +20% added to your total percentage for your success rate of shutting down alarm systems on the alarm tiles
      • Add 1 extra space moved each turn for your attempts at reducing the heat

Sushi Go

Was it Fun?

This game was fun and engaging

What was the interaction?

all players had a fun time competing against each other to collect the right amount of sushi cards.

How long did it take to learn?

very fast

Would you play again?

yes

Act 1-

Everyone started grabbing random cards

Act 2-

Everyone started learning which cards did what

Act 3-

Everyone competed once we all knew exactly what we were supposed to be doing.

5 game ideas revolving around collecting

  1. Tasty Travels is the game that I was talking about last week, in which players must travel across the board to collect ingredients before making their dishes.
  2. another game idea which involves collecting would include Plant Life: Theme: Botanical Collection
    Gameplay: Players cultivate their own gardens using a grid-based board. Each player collects different types of plants and herbs (represented by tiles or that are placed on the grid) that require specific conditions to grow. Players must gather water, sunlight, and soil cards from the conditions deck in order to nurture their plants. Special events can change the environment, affecting what plants thrive. Collecting rare plants earns bonus points, and players can also trade plants at a market. The market is where it gets competitive. Here, payers must sell their tiles with the cards attributed to them. If the cards are the perfect conditions for the tile (as listed on the tile’s underside) they get the full amount of points. If it is off, they will make less depending on how severe the conditions are for their crops.
  3. My Little Monsters is a fantasy collection game set in a whimsical market where players collect magical tiny creatures and monsters. Each player starts with a small amount of currency and must navigate a market board to acquire these pet creatures/monsters through auctions, in which you can buy a creature from someone else, or trades, in which you can swap a creature with someone else. There are also duels in which you can kill a creature/monster with your monster and it dies completely and can’t be used anymore. these creatures have different abilities and rarity levels, affecting their value. Players can form alliances or sabotage others to gain valuable creatures. The goal is to have the highest valued collection by the end of the game.
  4. Oceans 14: is an Art Heist game in which players assume the roles of art thieves trying to collect the most valuable masterpieces from a high-security museum (a game board). The board features different rooms, each with unique artworks. Each player when it is their turn must draw a card, and role a die to see how far they move on the board. Players use strategy cards to bypass the security guards, but they can also set traps for rivals. such as smoke bombs, bear traps, or slippery oil. The goal is to collect the most points from stolen art. However, players risk losing points if caught by the security guards. This is if they land on a security guard square on the game path.
  5. Scribble n’ Sell: is a Drawing based collecting game in which Players create their own art pieces using drawing prompts provided by cards. Each turn, a new theme card is drawn (e.g., “fantasy landscape,” “abstract emotions”), and players have a set time to draw their interpretation (there will be a two minute long timer). Once completed, players can trade their art pieces at the trading post for various art supplies or other player artworks. Players earn points based on creativity, originality; all judged by their successfulness or unsuccessfulness with their trade of the artwork. Each bid is documented. The game ends after 10 rounds, and the player with the most valuable artwork spread wins.