

design courses, syllabi, schedules, resources and policies
Catan is a board game in which players build roads, settlements, and cities to help reach 10 victory points by using dice rolls, currency gained by owning settlements and cities, and using development cards to one’s advantage.
Catan was very fun. I was honed in on expanding my settlement and gathering resources.
Player interactions included collecting resources according to the number rolled, buying buildings or development cards, trading with other players, robbing other players, and getting robbed by other players.
It surprisingly only took about 10-15 minutes to learn. It seemed like a lot at first since the setup took a good bit of time.
The most frustrating aspect was when multiple dice rolls in a row granted me nothing in resources.
My favorite aspect was being able to rob other players and hinder how many resources they would get in future turns.
I wanted to play my development cards in the same turn I bought them in.
I would add the ability to play your development cards in the same turn you bought them in.
I would 100% play Catan again. The game feels like it can have thousands of outcomes, which means every game will be unique. Each game would also be unique since the numbers that are placed on the board are random, so your strategy from one game could be wildly different than the next. I got really into building my settlement to be the strongest it could be.
Setup
Objective(s)
Actions players take
Ending the game (win, lose states)
Example
Dominion is a card game in which the players compete to have the most land owned by using money to buy action cards to use during their turn and property to keep in their deck.
Dominion was sort of fun. The game felt pretty slow and tedious.
The player interactions included buying Victory and Action cards, playing Action cards that affect other players, and putting curses on other players.
The game took about 30-40 minutes to learn. I was confused about when to shuffle my deck and how some action cards work.
The most frustrating aspect of the game was not having enough money in my current hand to buy gold.
My favorite aspect of the game was the Smithy Action card.
I wanted to play more cards during my turn.
I would add a currency above gold (emerald or diamond).
I would probably play Dominion again because I didn’t understand it too well the first time I played it. I think it would be more fun with more knowledge and with an established strategy.
Splendor is a card game in which the players compete to be the first to obtain 15 prestige points by tokens to buy cards that either help them get more prestige points or cards that directly translate to prestige points.
Splendor was a very fun game.
The player interactions included collecting gems and buying cards.
It took about 10-15 minutes to learn how to play Splendor. The concept of the bought cards having benefits took me the longest to adapt to.
The most frustrating aspect was somebody buying a card that I wanted to buy during my next turn.
My favorite aspect of Splendor was the gem borrowing system. I understood it well.
I wanted to take more gems or take gems and buy a card in the same turn.
I would add the ability to buy cards and take gems in the same turn.
I would definitely play Splendor again. The game was really fun, and I really enjoyed the competitive nature of it.
Week 1 (campus)
Week 2 (cards)
Week 3 (collaboration)
I would use the mechanics of parkour to jump on different molecules to offer different obstacles and challenges.
I’m making games for myself and people that will play them and maybe discover a new favorite.
Outside of class, my roommates will be my play-testers.
I was able to play UNO without referring to the rules.
I define a game as having a beginning, middle, and end. It has an objective that needs to be met in order for the game to end, whether that be by competing or collaborating.
Incorporating rules from well-known games can make my games more intuitive.
My gateway game was Minecraft. It didn’t only pull me in, it also introduced me to the world of gaming. I would play Wii Sports to introduce others to gaming.
Gateway games are approachable, having more basic mechanics to avoid a huge learning curve. They also have an appealing theme. Games that are easy to pick up and hard to master are good gateway games.
The ten beautiful game mechanics are Kingmaker’s noblesse oblige, BattleTech’s heat, Set’s set-making, Magic’s card tapping, Battle Cattle’s cow tipping rule, xXxenophile’s popping, Bohnanza’s hand order rule, Mississippi Queen’s paddlewheels, Time’s Up!’s communication breakdown, and Dominion’s constant shuffling. For my game mechanics, I should aim for them to have a balance of uniqueness and understandability.
Luck and strategy can be intertwined. For example, in UNO, if you get more than 1 wild card (regular and/or +4), you might want to save it as your last card so that, unless an action occurs to you, you can place it down. It is considered lucky to get multiple of those cards, but saving one for the end is a strategy you can use.
Hanabi is a card game in which the players collaborate to complete as many fireworks as possible by using the numbered and colored cards and information given by other players.
Hanabi was a fun and collaborative game.
Interactions included determining what would be the best information about another player’s deck to know, determining what cards to play, sorting cards, and attempting to complete fireworks.
The game took about 10-15 minutes to learn. It took a bit to get used to not seeing my own hand, but I got used to it.
The most frustrating aspect was when I would think another player knew what card I was trying to get them to place, but then they placed the wrong one.
My favorite aspect of Hanabi was the information system and being able to get clocks back by discarding a card that you may not know the color or number of.
There was nothing I wanted to do that I couldn’t.
I would add the option of including the number 6 for each color in the deck, like how you can add in the wild cards.
I would definitely play Hanabi again because I thought the concept was unique, while including known elements of already existing games. I was very determined to get as many points as possible, and it was exciting.
Argument is a tabletop board game in which the players stack their pieces in stacks of three by utilizing the specific types of movements and color matching.
I thought the concept of combining well-known rules of well-known games was very fun. Lacking the knowledge of chess and Argument in general hindered the experience.
The player interactions included making moves to place a piece at a different point on the board and jumping other players’ pieces to start/complete a stack.
It took almost the whole time playing the game (about 45 minutes) to learn how it worked. I had trouble understanding some rules, and overall, the game took longer to learn compared to the other games I’ve played in class thus far.
The most frustrating aspect was forgetting what colors went with which pieces to jump them.
My favorite aspect was using the board. I really like the design and color of it.
I wanted to stack the pieces in an order that was forbidden by the rules.
I would maybe have fewer of the three different pieces and add a fourth piece that would have its own movement rules.
I would play Argument again because I think giving it another shot will help me understand the game more. I would also like to try the competitive gamemode because when reading the instructions, it seemed like the more fun way to play, in my opinion.
Munchkin Gloom
Overall, Munchkin Gloom was a fun game to play.
The player interactions included applying positive self-worth to other players’ cards, getting positive self-worth from other players, and interacting with event cards.
Munchkin Gloom took about half an hour to learn. The game was really confusing at first.
The most frustrating moment of the game was when my characters would get killed with a self-worth score of zero.
I really enjoyed the event card where I could take one card off of one character that belonged to each player.
I wanted to revive my dead characters.
I would add a rare card that allows players to revive dead characters to try and get a lower self-worth score on them.
Knowing what I know now, I would play the game again. My greater knowledge will make the game more fun and interesting since I know how the self-worth system works.
Sushi Go!
Overall, I had a lot of fun playing Sushi Go!
The player interactions included passing the cards around until nobody had any cards left.
The game took about 5-10 minutes to learn. However, the chopsticks card was confusing to me and didn’t make sense for a good bit.
The most frustrating moments were when I didn’t get a card that complemented another.
My favorite moments were when I was able to stack as many cards as possible to earn the most points.
There was nothing I wanted to do that I couldn’t.
I wish there were some sort of trading system in the game.
I would play Sushi Go! again. I have a much better understanding of the flow and how certain cards work. I think it would be even more fun than the first time playing.
Rules that I had to follow (they were mine):