Week 2 Ideas

1. [Courier] 3 players. A standard game of chess, except checkmate results in victory for both standard players. The idea is that these two kingdoms have important information for the opposing king that would surely prevent a looming war. There is a third player, an assassin, who controls a single queen. Their objective is to mate either king before another player does, preventing them from receiving the information and ensuring war. The queen has a set number of lives, and respawns after a set number of turns.

2. [Rubix Board] 2 players. Standard Chess or Checkers, but played on checkerboard Rubix Cubes. Given the constraints of developing a checkerboard pattern on a cube, only one face of the cube would be “playable” at any given time. Each player gets one move of the cube and one move of a piece per turn.

3. [Spiral] 2 players. Player 1 controls 4 pawns, positioned on the edge of the board. By rolling dice, they move their pawns around the board and in a spiral pattern towards the center. Player 2 controls a set of Bishops that attempt to destroy the pawns before reaching the center. Pawns may destroy bishops, Pawns win when 1 pawn reaches a set distance into the board.

4. [BattleChess] 2 players. The same as Chess, however each player is able to call in an aerial strike on any square on the board. The strike takes 3 turns to arrive, and renders the affected square unplayable for the rest of the game. It can not be moved through or landed on. Only one strike per player may be in progress at a time, and both players are aware of which squares are being hit.

5. [Oops All Kings! / Game of Thrones] 2,4,6,8 players. Using normal chess rules, each player controls 1 king placed equidistant from each other near the center of the board. Last man standing wins.

Bonus Game: [EA Chess] 2 players. The classic game of chess is “improved” with microtransactions, allowing players to purchase additional pieces during gameplay.

Week 3 Review/Game Themes

Review:

Last week, out of the two games, Pandemic was my favorite. I like how involved it was and how it was easy to connect with it emotionally. I feel like the game made it seem like you were in a real life situation, and you felt responsible any time there was an outbreak or a city was destroyed. I also like how everyone had to work together in order to succeed, which meant there had to be a lot of communication. As for the panda game, I liked how this game had a strategic value but for me it wasn’t as easy to connect to. It was very confusing at first and took a few rounds to get the hang of. This game was odd because everyone kind of had to work together, but at the same time you were competing against one another.

Game Themes:

1. Crime—this would be a board game where every player is a different character. There would be cards that lead you through the game that will either help or hurt you from finding the criminal. Whoever detects the criminal first wins. If no one detects the criminal and the criminal gets to his destination first, he wins.
2. Love Match—make love matches between different characters based upon likes and dislikes that are on the character card.
3. Money—test your strategy on making and saving money.
4. College Life—based upon personality, interests, and location, players will have to find the best college for their character and help them survive it.
5. Wizards—each player will have a character that is a different wizard with different capabilities. Players will race to the finish line using their powers against one another.

Game theme ideas

Game themes

  1. Dinosaurs
    1. Explore evolution and mass extinction
  2.   Possible bad days, things that go wrong, bad luck
  3. Showers, bathing-routines, products,
  4. Blanket forts
  5. Snoring, sleeping positions, amount of blankets
  6. Trash—recycling, landfills

Week 3 Reflection

Game design

Reflection
week 3
1/23/17
Games Played: Pandemic, Takenoko, 8 minute per un impero
These games in a sense of gateway game, which as described by Lisa Steenson as a a game in which to bring people together and non-gamers to get non gamers involved. Gateway games usually have some assemblance of the following: easy to learn, slightly complex, a theme, some aspect of luck, a duration of around 1hr-1.5hr, originality, and replay-ability. While this list may seem like a lot of qualifications or a checklist for that matter in order for games to “make it”. However if you have a good concept and a thoroughly thought out set of rules, this is very much achievable. In regards to the 3 games played in class, some of these qualifications were apparent.
Takenoko, a game that first grabbed my attention and interest through its use of graphics and movable parts. Everything included in the game was very intricately designed and purposeful to unify every different element. The overall theme/ plot of Takenoko was to in theory feed a panda while maintaining the emperor’s bamboo gardens.  While it seems like a simple original goal and idea, the makers of this game were able to turn it into something more complex with a variety of parts and actions. Of all 3 games, I think this one ranked highest in terms of being a gateway game. While it took a little bit to learn, it definitely kept your attention and interest throughout the learning curve. The different components and mechanics allowed for complexity but also to make the game more interesting and more subject to change-which allows for re-playability. These different pieces included building bamboo, customizing the board, cards, and character pieces. Because of the ability to change the game board and tactics depending on the players, Takenoko lends itself to being very gateway friendly
Pandemic’s theme is centered around major outbreaks of disease and illness as they spread across the earth affecting different civilizations. The overall goal is to cure the 4 different diseases before your time runs out and you’ve had too many outbreaks. This game is team oriented where everyone playing is a contributing party to the same goal. This twist was interesting as its the first time I’ve ever really played a game where everyone was on the same team. For this reason it was a little hard for me to grasp at first because you have to turn a competitive attitude into a collaborative one. I think because of it’s unique approach, it qualifies as a gateway game.
8 Minute per un Impero was definitely the hardest game to understand, especially as the time spent on this was far lesser than the previous two. I think a big part of the confusion was contributed to the translation of the instructions so some things were unclear and a lot of the game was left up to guessing. I think this game made the most sense when we didn’t rely so heavily on the instructions and just went with our gut and talked out our own opinions on how the game should run.

Reflection Week 3

Audrey Miller

 

The three board games played this week were Pandemic, Takenoko, and Impero. During the game Takenoko, we played in 4 groups of 2. This game took contribution of all players for one team to win. It was a very confusing game because each icon had a specific type of move to make and we had to keep referring to the instructions to remember. While playing Takenoko, it was obvious that the game was made around the story and the images on the game pieces were well planned and executed. The mechanics of the game seemed to be the final thing the game designers thought about. It was hard to follow at first, and every question we had, the answers were not in the instructions. The next game we played was Pandemic. This game seemed to have a lot of setting up, that was only needed for one person. After the game was set up, we just jumped into the game and didn’t read the directions because one player already knew the rules and just taught us as we went along. Pandemic was definitely and easier game to play but required everyone to contribute. Instead of one person or one team winning, everyone won. We didn’t play the whole game because we ran out of time when the other group was done playing Impero. But we finished the round with curing 2 dieses. The next game played was Impero. All the instructions were in Dutch or French or who knows what. There were a set of English instructions, but they seemed to be just google translated over because we felt as if it was missing more information. The directions told us to start somewhere that was not specified on the board, and the board had these little arrows on them that we couldn’t figure out what they meant. This game was over all insane. It was not a quick game to play. It took us about 20 minutes to play it. The other thing was we didn’t know how people won. We understood that if you take over a continent then you won that way, but the point system was not right. Then the six cards that sat on the top of the board that you could either pay for or get one for nothing, didn’t seem right to me. Because in my mind, of course people are only going to take the free cards because who wants to waist their coins when having more coins might mean something in the end. Just over all it wasn’t a good game and it needed some t.l.c.

Week 2 – Game Design

Chess Board Game Ideas

  1. A Piece of Cake
    Players start with an 8×8 square chess board. Roll a die and go to the square with the corresponding number or a multiple of that number. Each turn, a player must remove a square from the board itself. Choose your steps wisely.
  2. Players start with a 2×2 square chess board. The game includes action cards, a die, tokens, and player pieces. If a card reveals an action such as roll the die. The player must roll and place their player piece on the board corresponding to the die roll. Board squares include instant death, resurrection, one token, or a shield to protect you for one round.
  3. Sushi Master
    The game includes 4 4×12 square chess-like boards, 48 sushi pieces (flat round graphic discs), and a deck of cards. 2 to 4 players can play and start by choosing their preferred sushi roll. Each turn a player must pick up a card and complete the action. The first player to fill their sushi board wins. Players could use real sushi if desired.
  4. Lactose or Intolerant
    Players start with a 6×6 square chess board, choose a dairy token, and pick up a card each turn. There are 3 decks. According to the square you go to, pick up a card for the deck labeled the same. You can only take 4 hits of dairy before you’re eliminated.
  5. Musical Square
    Players work with an 8×8 square chess board and decks. Players land a square of the same numbered deck and must answer questions on the musical genre. The first player to collect 5 cards wins. Musical genre decks include rock/alt, pop, international, country, classical, rap, jazz, and metal.

Game Reviews

Dominion is a card game in which players must build their decks and use their current hands to their advantage. We started the game very skeptical of the many decks and purposes of cards. As we played we each slowly pick a strategy of cards we should buy or get rid of. The pacing of the game seemed well divided between the beginning, middle, and end of gameplay. We start slow in order to learn the rules and grow confident in the system by adding cards to our decks. The middle of the game seemed to be when we ran out of the first or second deck of cards. The end felt near when each player started scrambling for estate cards before the third deck ran out. No one really could tell who was the winner until each counted their estate cards.

Munchkin Gloom is a card game whose theme is a miserable story for each character. Players goals are actually to kill their own characters before the other players. This humorous game can be fairly competitive and fast-paced with each player only having 4 characters to kill. Each action card and retaliation card adds an interesting storyline or twist that makes the game a fun experience.

Reflection week 2

The two games we played in class this week were Gloom Munchkin and Dominion. Playing Gloom Munchkin didn’t exactly make me feel gloomy. But now I see why it is called gloom. Because you have to kill off your own characters and who ever kills off all their characters first basically wins, unless you do not have as many points as someone else. From what we learned, is that you should not kill off all your players so soon. If you keep adding up your points first, then killing them, you will have a better chance at winning than someone who kills all their characters first. Because if the first thing you do is kill them, you might not have that many points. So, it’s a game of strategy and skill. You must pay close attention to what everyone else is playing so you do not make any mistakes. Sometimes it’s just luck of the draw and you end up making a mistake because someone picked up a new card that ruined your plans. But in the end, everyone has a gloomy day because they just killed off their own characters for their own self benefit to win a game. We were able to play this game a couple times because our first round went too fast because we all played cards that ended the game sooner and we didn’t have that high of scores. In the game Dominion, you must dominate and own everything. This is a super long game we only got to play for what seemed to be like 30 minutes. As soon as we all started to pick up on the logistics of the game, class was over! I think we made it into phase 2 of the game by that point because we were out of one deck of cards, and we all were starting to buy points and more gold and the higher-ranking cards. I do want to know what it would be like at the end of this game because it is all about how you play the 5 cards you have in your hand and if you play them right you will have a good chance that turn.

Week 2 Ideas

  1. In a pool- The floor is lined with a checker board and the players are the pieces. Normal checker rules apply. But when a person is ‘king’ the player gets another one of their players on their shoulders.
  2. Use of Lego characters. The goal is to rescue the Puppy that is placed in the center of the board. The first one there has to carry the puppy back home (to the starting position). The other players can chase down the lego man with the puppy to steal it. First one who makes it back home safe with the puppy wins. Roll (1) dice to move character. 2-4 players.
  3. Eels and escalators. Use pipe cleaners as the eels and popsicle sticks as the escalators. Land on eel, you must slide down to the tail. Land on an escalator, get to climb to the top. Goal is to make it from the bottom left of the board to the top right. Roll (1) dice to make moves. 2-4 players
  4. 4 in a row. Everyone starts off the board. Everyone has different colored chips. The goal is to get 4 of your color in a row, right to left; up and down; or diagonal. First person to get 4 in a row wins. Everyone gets to place one chip per turn. Everyone except the first player on the first turn, has to place a chip in a square that is next to another chip. 2-4 players
  5. The board is Velcro. Hang the board on a wall and set up the board like a normal chess or checkers game. To play, you must pick up the piece you want to move and you must stand back and throw the piece. Where ever it lands on the board, it must be played. Even if it landed on the wrong colored square. If the piece is thrown and doesn’t make it on the board, keep trying until the piece is played. After 3 tries the person must give up turn and place the piece back on the board in the original spot it was picked up from.

Week 1 Ideas

1. [Love Triangle] 3 to n players. Each player attempts to confess their love to the person to their left. The first person to confess wins. In order to confess, you must have a certain level of confidence, your love must have a certain level of trust, and you both must have a certain level of charisma. These stats can be altered by cards.
2. [Pawn] ~4 players. Players need to meet a certain gang quota, and do so by “robbing” the deck and each other. Some cards are item cards to be pawned at the end of each round, and some cards are action cards that interact with item cards. Not meeting the quota at the end of a round, or being caught by police, results in elimination. Item cards have certain characteristics that makes them easier/harder to hide or worth more/less. Winner is last person standing.
3. [Math] 2-6 players. Players attempt to simple solve math equations that they themselves create with a deck of standard playing cards. Each player plays 1 card per turn, in a line following previous cards. If the card can be considered the “solution” to the previous cards, the player wins all cards on the table. A solution means that the previous cards can add or subtract to equal that card, and the player chooses the operators and order of operation. Whoever wins the most cards at the end wins.
4. [Witness Protection] 3-6 players. Players work together to find and kill the witness card. An entire deck of action cards are dealt, then a smaller deck of characters are dealt. One character is the “witness,” and whoever is dealt the witness is secretly the “rat.” Each player keeps their hand in order. Action cards are used to deduce the contents of players hands, to shuffle hands, and to kill characters. The “mobsters” win when the witness is killed. The “rat” after x turns or too many non-witnesses are killed.
5. [Crossroads] 3-6 players. Players use their devilish charm to bid on items and souls. Auction cards trigger a round of bidding for something. Action cards can steal other’s items/souls and impact the outcome of an auction. The player who acquires the most souls at the end of the game becomes the crossroads king, winning the game.

Checkerboard Ideas

 

  1. Hopscotch concept where you build the board with chalk at random- this will prohibit moves later on—you can only draw signs on your specified color. objective is to get your pieces across.
  2. Checkers—but objective is simple to occupy the other side—territorial
  3. Play with ingredients, and collect secret ingredients along the way, objective is to make a food based on a drawn card
  4. Set the table—each team has different dinner themed items ( i.e. table cloth, plates, utensils, cups)—objective is to obtain what you don’t have to build a place setting for your dinner party—like checkers
  5. Floor is lava concept—can’t step on one of the certain blocks but have to “rescue” one of your team members on the other side
    1. -have add ons after so many rounds to limit board use (i.e. trees, overspill of lava, tunnels)
  6. capture the flag—like battle ship, but its underneath side of checker so you don’t truly know where it is
—if squares were magnetic so you could build the exact structure of the board

Week 1 Game Review

Flux: This was my least favorite of the games we played. It was very complex and easily became confusing. What I did enjoy about the game is that there was (almost) constantly a new task to complete or rule to follow.

Hannabi: This game was especially interesting because it required everyone to work together. It was a game of trust. You must trust the instinct of your fellow players in order to win the game.

Love Letter: This was my favorite game of the three. Its very interactive but easy to understand. I like that it has a very laid out story to follow. It makes the game more interesting and easy to connect to.

Reflection Week 2

Game design
Reflection
week 2
1/16/17

Games Played: Munchkin Gloom and Dominion

The main focus for the games played this week focused on the different acts/stages that take place during the game. For the most part, every game is broken up into 3 acts (learning the rules/familiarizing oneself with the goal, 2. getting more comfortable with the rules of the game, and 3. (typically towards the end of the game) when everyone focuses on the goal and is completely comfortable). By playing these two games I was able to loosely pinpoint when these acts were taking place and changing.

Munchkin Gloom, simply put is Gloom under the art and humor of the Munchkin brand-which put a humorous twist on the game itself. This game is card based, and each player is assigned a set of character cards. The overall premises was to kill off all of your characters while lowering their self worth. The person with the lowest score of self worth of dead characters wins. In my limited game experience, this was the first time I’ve seen the concept of losing masked as winning. Although the goal was set in stone, I did appreciate how there can be different approaches to winning the game. In one round of playing alone my group went through tactics of blackmail, throwing each other under the bus, prioritizing negative self worth or prioritizing the killing of characters. Because of this aspect it is anything but a game where you can keep to yourself and bank on luck. It forces you to take notice of your teammates hand and strategize. The most enjoyable aspect of this game was clear to everyone, the transparency of the cards that allowed moves to be played on top of one another by either enhancing or negating a character. This mechanic was very original and intriguing- I’d love to be able to incorporate this type of ingenuity into my own game design in the future.

As far as the acts were concerned in Munchkin Gloom the first act of the initial understanding of the rules and concept was a little slow at first and definitely took the longest. The instructions on the cards were most helpful in this instance and made us communicate and talk out the game with the other players. After the first act transitioned into the second the pace picked up and we very quickly skipped our way to the last act.

Dominion took some getting used to personally. The overall concept was to collect money to buy cards that acted as tools which in turn yielded more money. Then with all that money you buy victory points. In order to win this game you must have the most victory points, however the game ends when certain stacks of cards are depleted. What I liked about dominion is that there are so many possibilities for different strategies and options of games to play, therefore it doesn’t have to be the exact same strategy and routine game after game. The acts during this game make me wonder if they are one continuous transition or if each player has their own variation. I struggled to latch onto a strategy for the majority of the game, therefore I feel that it is the latter. If given the opportunity to play more than once I definitely think I would gain a better sense of what to do and how to benefit but I think the different options and possibilities were slightly overwhelming at first which held me back in the beginning.

5 Ideas for Card Games

  1. “Who Said It?” 2-6 players: Based off a tv show/movie. A quote is laid in the center of the playing area, players will have cards with the characters names from the show, and the first player to lay down the correct name wins the round. The player who gains the most cards wins.
  2. “Finish the Lyric” 2-6 players. Cards will be color coded by genre. Part of a lyric is placed in the center of the playing area, each player will write down the next line. Whoever gets the line correct wins the round, the player with the most correct answers wins.
  3. “Stars” 2-4 players. 16 stars will be placed around the table. Each round player will pick up and discard one card. Per round, the player will pick up a card with a task (ex. lay 4 spades). Whoever completes their task first takes a star. The player that collects 6 stars first wins.
  4. Multi-Solitaire. 2-4 players. One person lays down a card and calls whether they want it built up or down. Other players must build up or down. ex. player 1 lays down a 2 and wants to build up, player 2 will lay a 3, player 3 will lay a 4. If you don’t have the correct card on your turn, you must draw 2.
  5. 2 players. Each player has 6 cards in hand . They simultaneously choose one card for their opponents hand and the highest card wins the round. The player to get to “50” first wins.
  6. Lyrical “Cards Against Humanity” One player puts down a card that contains an existing lyric. All players put down a card that could serve as the next line. The player who laid the initial card chooses the best.

Week 1 – Game Design

Card Game Ideas

  1. Mind of a Serial Killer
    A murder-mystery card game that requires deduction and chance. First, you receive a character card in which determines your strategy and goal. Second, a player chooses a crime/story card. Keep your identity to yourself and complete your goal first. 3 or more players are needed.
  2. Camp-or-Die
    A game of chance and elimination. Each player is a camper and must complete activities to win. Players have to avoid elimination cards that might that might prevent them from these activities. Cards include activities, badges, accidents, deaths, and actions. 2 or more players are needed.
  3. Carnival Recruit
    It’s your first day on the job at the local carnival. As a new recruit, you must perform mediocre tasks to qualify for a better position. Compete with players to advance to a new job/ride, and who knows…maybe you could run the place. Each player starts with 5 cards and 3 tokens. Use tokens to buy tasks. Recieve tokens and a new job when you complete a task. The more difficult the task the better the job and more tokens you receive. Each round you can either buy a task, use an action, or pick up another card. Use action cards to give yourself an advantage over other players. 2 or more players are needed.
  4. Stranded
    You’re stranded on an island and can either build a shelter or build a raft. Choose wisely because both have their consequences. Each player starts with 5 cards and collects 1 card each round. The players must collect the numbered/textured card according to their chosen survival strategy and must lay them out in the right order. You must do this before dark. A timer is set for 5 mins. When the timer goes off each player receives a problem. You may lose a card, have to reset, switch seats, etc. Reset the timer and begin a new day.
  5. Pioneer
    Build your world and become a successful pioneer. Each player starts with 6 cards. According to the card, you may need to roll between a certain number or a specific number to gain money. Use the money to build structures in town. Each structure you build gives you a higher status. (I’m not sure where I want this one to go…)

Game Reviews

Star Fluxx had sci-fi themes from popular movies and tv shows. The Fluxx game was very involved and constantly changing. The game began as very difficult and complicated to understand but evolved to eventually become competitive and fast-paced. As my group played we had shifts in strategy, momentum, and rules that added a risk factor.  The challenge was to complete a goal to win as the game is constantly, shifting in rules and actions.

Love Letter plays on strategy and risk as you act as a potential love interest of the princess and compete against other players to win her affection tokens. With only sixteen cards, one must deduct what cards the other players have in order to give their letters. The game seemed fast paced because it was quick to learn and there were few cards.

Hanabi is a group effort card game in which players team together to play a series of cards in a certain order to set off a firework display. This game was rather complicated because each player couldn’t see their own cards but they could see the cards of other players. We had to follow the actions available and try not to light the fuse early. The game was interesting but it did not hold my attention for too long and seemed counterproductive. The game involved memory, deduction, and group cooperation.

Week 1 Ideas

  1. Backwards go-fish. Everyone else knows your hand. On their turn they either have to tell someone a hint, ask for a hint of their own cards, or if they know they have a match they can put it down. If they tell someone else a hint, their turn is over – do not go fish, do not put down matches. If they ask for a hint saying “do I have any 2’s?” if yes – that is it. If no, go fish. If they try to put a match down and it’s right, they get to pick up 2 more cards from the middle. If they try to put a match down and it’s wrong, they have to give the cards to the next player. Whoever has the most matches down on the table at the end wins.
  2. Every player is dealt a country from the “countries” desk. Then someone randomly selects a “time period” card from the Time Period deck. Next everyone gets 3 helper cards to begin with. No one else can know the country besides the owner of that card. Everyone else has to try and figure out what country everyone else has based on the type of helper cards they play for that country during the time period. The winner is whoever played the least amount of helper cards until your country was guessed. Play until everyone’s country is figured out. The player whose country is guess first gets to still play as guessers on their turn but do not get the helper cards anymore.
  3. Periodic table cards. To win you have to have all the semimetal cards (6). Everyone gets 6 cards to begin with. There are 118 cards all together, one for each element. This game could be played many ways. Basis of the game is to have all the matching cards of a property. The semimetals are easiest because there are only 6 of them.
  4. Good Cop Fake Cop. Everyone receives a card saying if they are a good cop, fake cop, witness, or random bystander who knows nothing. No one knows the rule of each player, but everyone is dealt 7 cards that have statements telling that person what to do when they play the card, either accuse someone for the crime, answer interrogation questions, etc. But with the cards that are played, if it is a ‘cop only’ card, only the real cop can play it. If they are interrogation question cards that have to be answered at the time of play everyone can play it. From the story line you must answer questions honestly. The good cop is trying to pick out the fake cop, and the witnesses and random bystanders are trying not to go to jail. If the Cop takes the wrong person to jail, he is fired and loses the game and everyone else wins. If the good cop takes the fake cop to jail then the good cop wins.
  5. Paleontology cards. Team work to build a dinosaur while being timed. Almost like the fireworks game, the dinosaur has to be built from the feet up or else without the body and feet the dinosaurs head will fall and break. This game will come with dinosaur plastic body parts to put together so you have to build from the bottom up. This all has to be done in a 15 minute time period.