my poster is about the town of point pleasant WV where they have a whole festival and museum based off of moth man.




design courses, syllabi, schedules, resources and policies
here is the map of where my game will take place still working on the coding
might try and make this one longer in the final form
here is my first loop i may make the video faster in the final
the campaign trail is a game about the struggles and certain unpredictability of running for a political position. certain factors play a lot in weather a candidate can win and weather they have a chance. in this game i have used real data on voter preferences and used those to disadvantage the minority groups running in the game. a lot of people don’t like to think about this gap in preference but it is highly prevalent. like when have seen in the past it is still possible for the minority candidate to win it is mostly just lick of the draw sometimes.
the final rulebook
the campaign trail –
To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game.
Also shuffle the chance cards and ad cards and place them next to the board.
Start the round with the oldest player rolling the 6 sided die.
Play will continue clockwise.
Landing on a red or blue dot will gain you voters and you track this on your ballot card.
You can only gain voters if you land on the color that matches your party.
The amount of voters you gain each time is indicated on your candidate card.
Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.
Chance cards:
Smear campaign:
If you pick up a smear card you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.
1 = .1x of opponents
2 = .15x of opponents
3 = .2x of opponents
4 = .25x of opponents
5 = .3x of opponents
6 = .35x of opponents
Scandal:
Scandal cards will make you lose a percentage of your voters.
That percentage will be said on the card.
Investors:
Some chance cards have investors, these are people interested in giving you money. The card will say the amount of money you gain from this and you rack this on your balance sheet
AD campaign:
With the money that you can get from investors and the money you have at the start of the game you can buy an ad campaign. You are able to buy one per turn and the amount this card gives you is random. Pick it up and keep it till the end.
The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.
the original rule book
the campaign trail –
To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game.
Start the round with the oldest player rolling the 6 sided die.
Play will continue clockwise.
Landing on a red or blue dot will gain you voters.
You can only gain voters if you land on the color that matches your party.
The amount of voters you gain each time is indicated on your candidate card.
Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.
Special spots:
Smear campaign:
If you land on this space you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.
1 = .1x of opponents
2 = .15x of opponents
3 = .2x of opponents
4 = .25x of opponents
5 = .3x of opponents
6 = .35x of opponents
Scandal:
Scandal spaces will make you lose a percentage of your voters.
That percentage will be said on the space.
Ad campaigns:
When you land on an ad space you will pick the card on the top of the ad pile. You will keep this card until the end of the game. At the end of the game you can flip these cards over and add how many votes you get to your score.
The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.
diffrences
as you can see the biggest difference in the game pieces itself is the board. after the first playtest i realized that the white dots were to far apart so i made a standard of 3 4 or 5 dots between white spots. this makes it so people are interacting with cards and making the game drag less in the beginning. i also took off the events being on the spots themselves. the writing is to hard to see on the board so i made cards instead.
in the original game i had excluded the money aspect of the game. i had wanted to see if the games point got across without this mechanic of buying ads for more money but that is a huge part of campaigning as a politician so i ended up putting it back with my final design.
investors are also a big part of running for an office, without investors ost people who run would have a 0 percent chance of being able to be seen and heard before elections. so this was a must.
playtesting
the few playtests i had helped me realize my pacing was dragging, especially at the beginning. players had to role to many times before anything as really happening. so i was able to speed that up.
also players wanted more opportunities to lose voters so it wasn’t jut a game of gaining. so i made the smear and scandal cards more frequent in the deck of chance cards so it would balance the constant gain of voters.
some people had mentioned losing voters if you landed on the wrong color but i feel that was to much losing because i don’t want players to go into the negatives.
Butterfly Effect
Player Questions: the players mostly had questions about how to start, on the board the start had 2 paths but in the rules it didn’t account for this so players were confused.
Learning Curve: the rolling of the dice, i didn’t have a 3 die but a 4 so they had to disregard the 4 but everyone was confused because they were not entirely paying attention to the game.
Player Interactions: most of the interactions were talking about the cards they got and their answerers which i what the game was designed for.
Confusion Points: i tend to write my ruled later in the night so my wording in the rules can tend to be confusing so it was mostly just understanding the rules when they were being read.
Player Enjoyment: i feel the players had more fun talking to each other than playing my game. but that is probably my games fault.
Frustrations: i couldn’t tell if anyone had major frustrations other than my grammar and handwriting but it was hard for players to know when to pick up a charity card because the board was smaller than it should be and i didn’t make the outlines as defined as they needed to be. also labeling the start and finishes.
Takeaways: my players didn’t play through the hole game so they didn’t get to the end to get the takeaway of making a difference by doing thing that help the planet.
The Campaign Trail
Player Questions: i don’t think any of the players had any questions that were not answered in the rules.
Learning Curve: having to do some of the math is a learning curve for players, but it is a different way to play for each player. their aren’t many things to learn this game is mostly about luck of the roll.
Player Interactions: no one landed on this space but stealing voters is one of the biggest interactions. mostly people were just talking about what was happening. i feel like this game has the best opportunity to make more interactions of losing and swapping around voters between players.
Confusion Points: when to lose and gain voters/ remembering what color you are.
Player Enjoyment: i think players enjoyed this game but we didn’t end up finishing it because others had to go work on things.
Frustrations: not landing on your color but no frustrations that i think i can really fix in later versions.
Takeaways: the takeaway of how political campaigns work would have worked better if i had done my initial thought of adding money and investors to help you either buy adds or other things.
barrel of truth (second iteration)
the campaign trail –
To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game.
Start the round with the oldest player rolling the 6 sided die.
Play will continue clockwise.
Landing on a red or blue dot will gain you voters.
You can only gain voters if you land on the color that matches your party.
The amount of voters you gain each time is indicated on your candidate card.
Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.
Special spots:
Smear campaign:
If you land on this space you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.
1 = .1x of opponents
2 = .15x of opponents
3 = .2x of opponents
4 = .25x of opponents
5 = .3x of opponents
6 = .35x of opponents
Scandal:
Scandal spaces will make you lose a percentage of your voters.
That percentage will be said on the space.
Ad campaigns:
When you land on an ad space you will pick the card on the top of the ad pile. You will keep this card until the end of the game. At the end of the game you can flip these cards over and add how many votes you get to your score.
The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.

Players are moving on a board where they have to answer questions at certain points of the board, changing course with each action affecting what their actions could do to the world.
4 players
3 sided die
cards
Boost cards
Players will start their pieces on the planet in the button of the board.
The player that is the oldest will roll the die first and the play moves counterclockwise.
Players move as many spaces as the dice shows.
When a player lands on an impact space marked by the butterfly they must pick up a butterfly card and answer the question yes or no and explain why, it doesn’t need to be every reason, just a few so the group can agree with them or disagree with the player. When a consensus is reached follow the arrow for either yes or no from the card.
If you land on the impact spot in the middle of your move then answer and continue your move.
If a player lands on a charity space(circle spaces with a different outline color) at the end of their move, they can pick up a boost card that counts at the end of the game so keep it until everyone has finished.
The point of this game is not to make it first, it is to see your impact. When every player has reached the finish line, look at how you fared in changing the world. A charity card lets you move over one finish to the left. Whoever is closest to the “ideal world”(farthest left finish) wins the game.


Cry me a pond – Amber and Sarah
Barrel of truth – Collin
overconsumption
keep talking and nobody explodes
this game is very fun simulation of defusing a bomb. it works a lot with blind teamwork. one person ha the manual and one person has the bomb. they can not see each others objects forcing them to describe and decipher colors symbols and actions through nothing but speech.
Ambers game