





design courses, syllabi, schedules, resources and policies
Loop Animation : https://rmu.andrewyames.com/wp-content/uploads/2025/10/Cat_Sleep_Animation_1_V2.mp4
Interactive Narration: https://scratch.mit.edu/projects/1254431991/editor
Interactive poster:

Aleah Dudek
Aleah Dudek
Splendor
Was it fun? Yes I enjoyed it.
What were the player interactions? yes there are aspects that get competitive.
How long did it take to learn? It took us a lot shorter than other games maybe about 10 minutes.
What was the most frustrating moment or aspect of what you just played? I didn’t really find anything frustrating.
What was your favorite moment or aspect of what you just played? I liked the different moves and you n ever know what card you are going to go for.
Was there anything you wanted to do that you couldn’t? I wish there was cards where you could steal other peoples cards.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? I wish there was more action cards.
Is this a game you would play again? Yes _____ No ______ Why I enjoyed it I Liked the strategy in it too.
Analyze the game using the 3 act structure.
Act 1: The focus is on collecting gem tokens to afford the cheapest development cards. Most players just grab what’s available; strategy is light, and everyone’s building their “engine” from scratch. Victory points aren’t usually scored yet, this stage is about laying groundwork.
Act 2: Players have cards that permanently give gems, making each future turn stronger. Players start racing for medium-value cards, noble tiles become reachable, and blocking moves emerge. Some players aim for nobles, others for big-point high-cost cards, creating diverging paths to victory.
Act 3: The board shrinks in options—players fight for the last few cards that can push them over 15 points. Every gem token and reserved card matters; timing is crucial since the first to 15 triggers the end. Victory comes from a combination of planning (engine + nobles) and tactical plays in the last few turns.
What are the collaborative and or competitive aspects of the game? The collaborative part I think would be not hogging the tokens I guess and the competitive could be the ability to steal a card someone wanted to eventually take.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor : The gems = raw resources of wealth and beauty.
The development cards = mines, transportation, artisans → infrastructure for growing power.
The nobles = recognition and patronage from high society once your wealth reaches a certain level.
The mechanic: Players collect gem tokens .Use gems to purchase development cards, which give permanent gem bonuses .Those bonuses make it easier to buy more expensive, higher-point cards.Noble tiles reward players for meeting certain card thresholds
Aleah Dudek
Compass: is a puzzle-solving game in which the players’ avatars collaborate to reassemble a broken communication networkby placing signal towers, routing energy beams, and coordinating timing in real time.
Read Me: is a communication challenge game in which players work together to pass a secret message across the group by using only gestures, sounds, or objects (no talking) to transmit clues before time runs out.
Tip Toe: is a stealth-vs-guard game in which teams of players try to steal a hidden object by sneaking past “guards” without getting tagged — whichever team extracts the object first wins.
Campus Conspiracy: is a team-based mystery game in which players work together to solve a strange campus incident by collecting clues, interrogating characters (played by volunteers or pre-written prompts), and piecing together evidence before rival teams solve it first.
Human Pretzel: is a physical comedy and teamwork game in which teams of players race to untangle themselves into a perfect formation by following weird, escalating prompts from a “Pretzel Master” without ever letting go of each other’s hands.