









design courses, syllabi, schedules, resources and policies
Pokemon 4D Studio Version
Use 40 cards in a deck.
Flip a coin to see who goes first.
Whoever goes first cannot attack during their first turn.
Draw 4 cards and place them facedown in front of your deck. These would be considered your prize cards. When you knock out your opponent’s Pokémon, draw a prize card. When you draw all 4 before your opponent does, you win. You also win if your opponent has no remaining pokemon on the field.
The game continues even if a player’s deck runs out of cards.
Both players draw 7 cards at the beginning of the game. If you don’t have at least 1 pokemon in your hand to play on the playing field, shuffle your hand into your deck and draw 7 new cards. Repeat until you are able to play at least 1 pokemon.
*Optional (You also have the option to reshuffle if you only have 1 pokemon in your hand and do not wish to play it down.)
Each player draws one card at the beginning of their turn.
Each player can only have one attacking Pokémon and a maximum of five on the bench.
Each player can play as many Pokémon on their bench up to the 5-bench maximum.
For this game, disregard the energy costs and effects such as burned, poisoned, paralyzed and asleep.
Each player can only attack once per turn and if the damage counters total or exceeds the HP of the Pokémon, the Pokémon would be knocked out and placed in the discard pile.
Trainer cards can only be played during the player’s turn. And a player can play as many as they have in their hand. Once played, the trainer card is discarded.
Stadium cards are placed on the field separately and any player can replace them with another stadium card.
Pokémon powers can only be used once per game per Pokémon.
Evolution cards are placed on top of the pokemon they correspond with (the card will say “evolves from X”)
During attacking, choose the attack and if the attack does damage place the damage counters on the defending Pokémon and the other appropriate Pokémon if applicable. Once you attacked, your turn is over.
You can have an unlimited number of cards in your hand.
You are allowed to retreat your attacking pokemon and switch it with one of your benched pokemon, this is allowed only once during your turn. And this is done before your attack.




Play Test Notes
I feel that the experience the other student had with this version of the game seemed more technical than the other games within the classroom. The trainer cards had a wide range of impact and can change the experience of the gameplay very quickly. Some students picked up on the rules more quickly than others.
This version of the game seem to have had a positive engagement for the students that tested this game.
Fire truth heard,
carpet designs available,
in couples my cooks about,
the logic about identity
if you enjoy home, your myself.
I’ve recently been obsessed with the game Inscryption, it is a card game that you play online, it has storyline, secrets, and it is so absolutely frustrating. I highly recommend watching videos of people playing it, and playing it for yourself!
I had rolled to play the 1% in our game. I had the most advantage when it comes to the entire game, though it didn’t feel right. Yes, it is 100% fun to win at Monopoly, but the meaning behind all of our roles in the game put me in a position where it felt like cheating. I didn’t enjoy watching the other players have to be careful with their money, and constantly be put into jail.
I’ve never personally played any advergames, and I’ve also never been influenced to purchase anything from them.
In Tooth Protector, the game’s underlying theme is to show the player to consider the reality of eating sugary snacks, it’s rationalistic. In Chase, the game is trying to convince players to buy the product and it isn’t considering that players may need a better reason to just buy it (or convince their parents to buy it)
Dodge used this advertising, in their Dodge Stow n Go Challenge, they advertised Bed Bath and Beyond’s store to buy.
Because not only were the mechanics of the game great to play, it let the player experience the demonstrative advertising, with procedural representation of their products. I do agree!
They show that products and services have a function whether it’s good or bad, “the reasoned and conscious interrogation of individual wants and needs, rather than manipulated subservience to corporate ones”
Ian lists his most important concerns such as, Enframing, Compulsion, Optionalisim, and Destroyed time.
I actually agree with him, especially in the Compulsive area.
Social Games like FarmVille enframe friends by not making them friends, but as Ian says makes them valuable sources for materials, it’s not that you’re working together with them, you’re just using them.
Social games can cause a compulsion, which can almost cause an addiction, and that wastes (or destroys) time out of your day, because you and your friends start to rely and expect each other to play (enframing)
Trolls Riddle Run
Players: 3-5 Players
Game Pieces:
Character piece
6-sided dice
3-sided dice
Chance cards
Chance coin (for sneaking over bridges)
Starting the game:
Youngest player starts the game.
Turns move clockwise.
Moving Through the Board:
Roll the 6 sided dice to determine the number of spaces you move in a turn.
If an even number is rolled on the die, pull a chance card from the pile after you have moved the correct amount of spaces. When pulling a chance card, the card must be completed that turn unless otherwise stated.
Bridges:
Slimy Swamp
Billy Goat Bridge
Thorny Thicket
Fae Forest
When you land directly on a bridge you must answer a riddle and if you get it right you can roll again. If answered incorrectly, pull a chance card then can move forward or backwards after that.
If you come upon a bridge in the middle of a move, you flip the chance coin to determine your ability to sneak across the bridge unnoticed by the troll. Landing on the noisy side means you have to answer a riddle to complete your roll, the muted side means you can sneak across unnoticed and complete your turn. If you answer the riddle incorrectly you are stuck on the bridge until your next turn (no need to answer a riddle on your next turn, just move across the bridge). If the riddle is answered incorrectly pull a chance card from the deck
Riddles:
When answering a riddle, riddle cards should be drawn by a different player than the one answering the riddle. If the riddle is answered incorrectly by the player do not say the answer allowed (in case, it comes back around). Place the riddle card at the bottom of the pile if answered incorrectly, discard if answered correctly. Players get 45 seconds to complete a riddle but they can guess twice during that time limit. The Easy Riddles are for bridge crossings, the Hard Riddles are for the final battle.
Chance Cards:
1 of each bridge in the chance deck, if pulled, move to the chosen bridge even if it is behind you on the board. There are 8 kinds of beneficial chance cards and 7 kinds of damaging chance cards.
Lucky Charm – Hold onto to skip one chance card in the future
Forest Guide – Roll 3-sided die to move forward extra spaces
Battered Map – Look at the next 3 chance cards and put them back in any order you would like
Mischievous Fairies – Swap places with person closest to troll
Playful Pegasi – Everyone player moves forward 1 space
Troll Call- Hold onto to get past any 1 riddle. (can be used in the final battle against the troll)
Riddle Swap- Hold onto to swap 1 hard riddle for an easy riddle.
Clever Camouflage- Hold onto to bypass a bridge of your choosing without having to flip a coin, or answer a riddle.
Whispering Woods – Roll 3-sided die to move backward.
Goblin Tricksters – Swap spaces with the person furthest from the troll.
Sudden Darkness – On your next roll attempt to move the correct amount of spaces forward with your eyes closed. If you land on an incorrect spot, move backwards to the closest bridge
Trolls Footprints – All players move backwards 1 space
Spooky Fog – Move backwards for your next roll
Echoes of Doubt – Move backwards for your turns until you roll an odd number. (If you roll an odd number on your immediate next turn you can continue to move forward)
Gift of Generosity- If you have any stored beneficial chance cards, give one away to a player of your choice.
Final Battle With the Troll:
When you reach the end space with the troll, you will stay there for 3 rounds and you have to answer a riddle correctly each round to win. If you get 1 riddle wrong your turn ends and your correct riddle tally goes back to 0 for the battle.
First player to answer 3 riddles correctly wins the game.
