Homework Questions

Madison Hurst

[Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

Lights Out is a card game in which the players have to hold their card up on their face without seeing what it is and have to guess what number it is. The only trick is the person who is the farthest from their number will have a restriction or punishment (by adding the amount of cards to their deck they are trying to get rid of in order to win.) The tools needed is a deck of cards.

Heist is a board game/card game in which the players chosen con artist avatar have to compete against other players as they compete to get 1 million dollars out the bank by using various cards/game pieces that could help them or hurt them.

Battles of the Forest is a board game in which the players get to choose a unique/mystic animal that could potentially lead them to victory through their superpowers and by points systems. The game provides benefit cards and natural selection cards.

Cups is a board game that includes cup stacking in which the players have to stack the cups into a pyramid and back down in order to roll the dice and move their piece across the board. The faster you cup stack, the more chances you get to win.

Nothing But the Truth is a card game where the players have to say how much money was on the card they pulled, but they only issues is they could be lying. Each person is trying to get to a certain amount of money without getting caught by other players. If you are caught then you have to subtract the amount you said from your balance. The tools needed is a designed cards for fake money.

Game Design week 3 homework

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.

5 Card Game Ideas – 9/11/25

  1. Story sort of card game where different card piles dictate what you do in your game life and you pick them up in turns and can change your story per the rules

2. A card game revolving around colors, no idea what it’d be but that would be cool

3. some sort of memory game, not quite like a matching game but you have a hand of some sort and can mess up other peoples strategy or something like that

4. (I will admit my brain was not functioning since wednesday so chatgpt did help me jog my creative juices for this) the cards become the game board in a sense, changing the cards can determine what people have to do each turn

5. Like Racko but instead of numbers you are trying to fulfill some card set by the whatever picture/theme of the game (which would yet to be decided)

5 Game Ideas involving Collaboration – Bryce Mathews

  1. “Summit” is a board game in which players work collaborate to reach the summit of a mountain by using climbing equipment and overcoming challenges.
  2. “Antivirus” is a computer-themed board game where players must work together to identify, and remove a rogue virus using clues, roles, and strategy.
  3. “Frostbite” is an apocalyptic board game where the Earth has frozen over. Players must adapt, befriend, or betray their way to the oasis, the only remaining location on earth fitting for humanity by using their skills, resources, and friends.
  4. “The House” is a horror themed board game where players must work together escape a decrepit house filled with unseen horrors by using their surroundings, pickups along the way, and their survival instincts.
  5. “Anarchy” is a political board game in which factions must compete for political power in what’s left of the city of “Petora”, using movements, information control, and, sometimes, whatever means are necessary to win.

5 game ideas that involve collaboration

  1. Jack & Jill is a thriller video game in which the players (Jack and Jill) must collect all the souls (orbs) in her home of the previously tortured children by using one of the players and the childrens toys she leaves around her place.
  2. Spacecraft is a skill board game in which the astronaut characters must rewire their ship explodes by using multiple tweezers and motherboards to plug and unplug the correct wires to unarm the bomb .
  3. Night Owl is a timed board game in which the players must complete as many tasks to get across board before the sunrises by using tools they collect within the “collection” card deck and tasks from the “action” card deck.
  4. TikTAk is a party game in which players must go through their social media (preferably TikTok) to pull clips from their seen or shared videos to create an interesting narrative by using the madlib like paper to fill out what the players have come up with.
  5. Filtered is a digital party game in which one player selects a song, poem, quote (something from any of those different categories) to generate a warped version of by using a phrase scrambler to give you back the same information but something isn’t quite the same. Players must guess the users original category or material. Player with the most correct guesses wins.

5 Game Ideas Using Cards

  1. Bullsuit- Like the card game Bullshit, this variation would focus on suits rather than ranks. Instead of going in numerical order, players would take turns claiming to play a certain number of hearts, diamonds, spades, or clubs. Since it’s harder to track suits than numbers, this version adds an extra layer of difficulty and bluffing.
  2. Match Four- In this game, each player is dealt four cards, and the remaining cards form a draw pile with the top card flipped face-up to start a discard pile. Players take turns drawing one card from either the draw pile or the discard pile and then discarding one card face-up. The goal is to collect four cards of the same rank(numbers/face cards), and the first player to achieve this immediately wins the round. If the draw pile runs out, the discard pile is shuffled to create a new draw pile so play can continue. For longer play, players can keep score by awarding points to round winners, and the first to reach a set number of points wins the game.
  3. Chips– This card game is played with a standard deck and a set of chips, with one player acting as the dealer while the rest take turns guessing the value of the top card. On each turn, a player makes a first guess at the card’s value; if correct, the dealer must place that card’s value in chips into the player’s pile. If the guess is wrong, the dealer announces whether the actual card is higher or lower, and the player makes a second guess. If the second guess is correct, the dealer takes that card’s value in chips from the player, but if it is still wrong, the player instead pays chips equal to the difference between their guess and the actual card’s value. Each revealed card is placed face up so players can track what has already been played, and if the dealer avoids losing chips for three consecutive turns, the role of dealer passes to the next player. The game continues until the deck is exhausted or the players run out of chips.
  4. Power– This card game is built around bluffing and power plays using money. Each player starts with two cards that represent different real-life positions, such as a Politician, Banker, Lawyer, CEO, or Journalist. These cards determine which roles the player can claim to be. On their turn, a player can use the action of the role they claim, whether they actually have that card or not. For example, the Banker might collect extra money, the Lawyer might block someone from taking money, the CEO could demand money from another player, and the Politician might remove another player’s influence. Since players can lie about their roles, others may call them out, and if the bluff is exposed, the liar loses a card, but if the challenge fails, the accuser loses a card instead. Players spend money to “overthrow” opponents, aiming to knock them out of the game by removing their positions. The last player with a surviving role wins.
  5. Grocery Run!- Similar to the game Sushi Go! Grocery run would have the same actions of starting with a  certain amount of cards, picking one and laying it down, then passing the hand to the next player until the hands are gone. This continues until all cards have been played, simulating a fast-paced “shopping trip.” Unlike Sushi Go!, where the goal is to score the most points, the objective in Grocery Run! is to build the cheapest grocery cart. Each card represents different grocery items with varying costs, and players aim to minimize their total spending while still managing their cart wisely. Special coupon cards add an extra layer of strategy, allowing players to reduce the cost of certain items or cancel out expensive ones. At the end of the round, players tally up the value of their carts, and the lowest total wins.

5 Game Ideas On Campus

  1. CA Scavenger Hunt: This game takes place across the freshman dorms, with each residence hall competing as a team. The objective is: be the first dorm to take a selfie with every CA from the freshman buildings. By working together, residents not only bond with their teammates but also get to know their CAs and connect with other students across campus. There could also be a prize involved for the building that wins.
  2. Cafe Race: In this tame based game, players start outside Nicholson and race to build the best meal possible. Each food item has a point value based on effort and wait time. For example, a custom sandwich from the deli line is worth more points than a quick slice of pizza. The challenge is balancing speed with strategy: players must decide whether to grab fast, low-value items or risk waiting longer for higher-value choices. The winner is the player who assembles the highest-scoring meal in the shortest amount of time. 
  3. Capture the Coffee Cup: This campus twist on Capture the Flag replaces the flag with a coffee cup. Two teams are against each other, both representing a campus coffee shop: Saxby’s or Romo’s/Starbucks. The objective is to infiltrate the opposing team’s territory, steal their coffee cup, and bring it back safely to your side. Just like the classic game, teamwork, strategy, and speed are key to victory.
  4. Romo Hunt: Inspired by Pokémon Go, this mobile game would send students across campus in search of digital Romos. Using a campus specific app, players walk around to discover and collect Romos that appear at different locations. The more Romos a student finds, the more points they earn. To keep the game dynamic, Romos would respawn and move every few minutes or hours, encouraging students to stay active and explore new areas of campus.
  5. Foot-Volley: Played on the campus sand volleyball courts, this game combines soccer with volleyball. Students form small teams of 4–5 players to keep the game fast and engaging. Players aren’t allowed to use their hands or arms. Instead, they must rely on their feet, legs, chest, and head to pass, set, and spike the ball over the net.

(9/4/2025 Meredith_B) Reading/Homework Questions

Question Set 1

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
    • I think having a jumping or shrinking system would be cool. Jumping in context of jumping over/around household objects, or shrinking to open the opportunities to have a tall and tiny version of the game (Like Antman)
  2. Who are you making games for?
    • I want to make fun for ages 12+ as that is a good range to have some somewhat complex mechanics, but also to keep the game easy to understand, allowing for my game to reach wider audiences and be a generally family friendly game.
  3. Who will be your play testers outside of class?
    • Mostly friends/peers, since I am too far away from home to test board games on younger family

Question Set 2

  1. Can you think of a game you were able to play without referring to the rules?
    • Uno,Life,Cards Against Humanity, Blackjack
  2. How do you define what a game is?
    • A game is something that has a set of rules to push players into a state of mind for some kind of goal to be completed in some way.
  3. What features can make your games more intuitive?
    • Keep point values/ important information is placed on cards or game pieces so they are always visible and can be easily referenced.

Question Set 3

  1. What was your gateway game? What do you play to introduce others to gaming?
    • It depends on if its for tabletop or video games. For tabletop games my gateway game was Candyland, and Minecraft was for videogames. To introduce people to games, I would offer them UNO and MInecraft or Roblox, since they are easy to understand and can be adjusted and there are multiple versions and ways to branch out, and starts a good foundation for other games.
  2. What features do gateway games share?
    • Easy to pick up, simple concept and rules, and can be understood by 99% of the population.
  3. What are the 10 beautiful mechanics and what should you aim for with your own?
    • Kingmaker’s Noblesse Oblige,  BattleTech’s Heat, Set’s Set-making, Magic Card Tapping, Battle Cattle Cow tipping rule, xXxenophile’s Popping, Bohnanaza’s hand order rule, Mississippi Queen Paddlewheels, Times Up Communication breakdown, Dominions constant shuffling. As a gamemaker, you should aim to understand and use these guidelines as a bar to go above in order to make your game successful.
  4. How does luck and strategy factor in to game play?
    • It adds a factor that the game can always keep changing until the final moment and keeps the player engaged. It’s no fun when one person is always winning, so luck can help anyone win, and strategy can be used to push the factors of luck more to help someone win.

Homework: 

  1. Game similar to uno, but its collecting cards instead of getting rid of them
  2. Card game version of battleship?
  3. Dress up based card game, score points based on outfits
  4. Zombie apocalypse card game, have to pick teams
  5. Interior decorator card game, based on locations of decor gives points

5 game ideas that can be played using cards

  1. Similar to SushiGo, there would be a card game about books where you have to match the name of the book to the blurred-out photo of the cover, which you can then stack with the name of the author for more points. And the more of the series of books that the author has that you get within your set, the more points you have.
  2. Another card game idea I had was that every player has a theme and some cards, there are  Lego pieces you can mix and match, but each player must pull blindly out of the stack of cards as the person goes around and randomly selects a card, and at the end of the turn everyone has to find their designated Lego pieces and build something along the lines Of the theme and each player has to go around and put in their guess as to what the person built and the more people that guess correctly the more points that player collects.
  3. Again, taking the idea of picking up and putting down cards each round like SushiGo with a deck of cards, each player gets 13 cards, and you have to go around and put one card down each turn, then swap decks, but the goal is to get every card in order from greatest to least, the fastest. Whoever has Ace through 10 and double points for face cards gets the most points, and triple points for the same color and suit the whole way through.
  4. Blackjack, but 2 die decide what number you’re trying to reach, the number that comes out of the die roll, instead of hitting 21. 
  5. Tabboo, the card game, but your team must play deaf ( they all have headphones on with music), and only the other team can listen in.

5 Games that can be played using cards – Mathews

  1. I had an idea for a game that blended the rules of blackjack and spoons. Players take turns collecting and passing cards in order to get a hand of cards with a value equal to 21. Players must pass cards that they do not need to another player until a player reaches 21. When a player does reach 21, they can hit the table and remain safe. The last player to hit the table loses.
  2. I thought of a card-based game where players are given a random card from a standard deck, and tasked with sorting themselves in numerical order. Players can not state their number, or show their card, and must find unique ways of communicating their position in the order. Points are distributed to the players that can correctly identify their position.
  3. I had an idea for a card game called “Market Rush” where players own grocery stalls and draw cards with items to generate income. Each round is separated by two periods, the “open” time and the “buying” time. During the “open” time, players draw status or chance cards from a deck that influence the current or next day. After the markets close, players can draw cards from a separate deck to redesign their strategy. A player can draw a “lettuce” card, which generates 2 “coins” per day, but overnight a player can draw a “drought” card which halves the revenue of all crops. This would require players to evaluate their strategy.
  4. I’d like to make a card game that requires players to know a bit of information to make interesting plays. In my game “”, your goal is to unlock all locked elements and molecules using real chemistry methods. You start with a couple of element cards, some molecule cards, and some “machine” cards. Using this start, you can begin the puzzle of unlocking all elements. For example, a player can start with 1 “Water Molecule” card, “Yttrium Element” card, “Electrolyte Machine” card, and a “Chemical Reactor Machine Card”. A player can research the materials and learn that electrolytic water allows you to collect oxygen, which can be reacted with Yttrium to make Yttrium-oxide.
  5. I have an idea for a game called “Wager”, where players need to bluff their way to victory. Players have chips, which represent value that they must wager to make the plays needed to get rid of the cards that they need. The first to get down to 0 cards will win the game, but you lose if you run out of money.

Week two homework Game Ideas (Cards)

Aleah Dudek

  1. Cards that have physical interactions on them such as “switch seats” When one card is played the other one can be triggered causing a chain reaction. Sometimes a card won’t trigger the next card so whoever has the most cards at the end wins.
  2. The cards have a prompt almost like put a finger down and are given prompts relating to whether you have been in a situation before. Good/bad. Whoever has the least amount of cards wins.
  3. Players build a face down stack of cards ranging from 1-5 or 1-10 depending on the difficulty you want to do. If you place them down in order you keep the cards and if you don’t you lose them. Whoever has the most matches wins the games.
  4. Each card has a word or phrase on it. You have to secretly get another player to say that word in conversation before your turn ends. Collect points for each successful “planted” word. There are bonus points if no one notices you were playing a card on them.
  5. Cards have two sides, a safe side and a risky side. You choose which side to play, but once flipped, the risky side might backfire. You can lose points, add points for another player, give yourself points, etc.) Be the first to reach a certain point total by taking calculated risks. Every turn is a 50/50 chance so it’s almost like a gamble and can be a risky game.

5 Game ideas on campus week one

Aleah Dudek

  1. Blind Folded Tag. People Hide on different areas on the floor of their apartment or room and the person seeking can’t see them they have to find them by using their hands or context clues.
  2. Scavenger Hunt with different people almost. You are given a certain topic and have to give lectures to random people on campus and whoever laughs at your lecture you get a point and the person with the most points win.
  3. Landmark game. A person places landmarks around campus and the other person or group tries to retrace those steps exactly to see if they can replicate that same path.
  4. Each player writes down a small “challenge” that involves interacting with a stranger (like “get someone to tell you their favorite childhood snack” or “find someone who can whistle loudly”). When you complete your task, you pass it to the next player.
  5. Like regular bingo, but with interactive challenges instead of just finding people. Put in person reactions on the cards and pass it to the next person after each challenge

Game Ideas

On Campus Games

Campus Scavenger Hunt

In this activity, student teams explore the campus to uncover hidden items or complete various tasks. Each team receives a series of clues or riddles leading them to different campus locations. At each stop, players either discover an item or solve a puzzle to unlock the next clue. The event encourages exploration, teamwork, and problem-solving, with opportunities for bonus challenges such as taking selfies with notable landmarks. The first team to finish all tasks and return to the starting point claims victory. This activity can be tailored to various themes, enhancing familiarity with campus history, culture, or sports.

Mystery Night

Students dive into a live-action role-playing game, unraveling mysteries through clues and character interactions. Participants are assigned roles and backstories entwined with the central mystery. They must gather and exchange information by interacting with each other and following clues scattered around the campus. With potential plot twists and secret alliances, the game culminates in players presenting their solutions to reveal the true outcome. This immersive experience, complete with costumes and props, enhances social interaction and critical thinking, adaptable to genres like detective noir or supernatural mysteries.

Campus Capture the Flag

Teams compete in capturing the opponent’s flag while safeguarding their own, with the campus divided into territories for each team. Players strategically place and defend their flags, aiming to capture the rival team’s flag. Opponents can be tagged and temporarily removed from play or sent to a designated “jail.” The game incorporates safe zones and power-ups to add excitement. It promotes physical activity, strategic planning, teamwork, and communication, with flexibility for different participant numbers.

Academic Adventure Quest

This event involves educational challenges across various academic departments, with players earning points and rewards. Each department offers a mini-game or challenge related to its field, such as a chemistry puzzle or history quiz. Teams select challenges based on interests and strengths, accumulating points based on difficulty and performance. The team with the highest score wins prizes. This quest fosters interdisciplinary learning and networking with faculty and peers, suitable for integration into campus events like open days or orientation weeks.

Augmented Reality Campus Tour

Participants embark on an interactive tour using augmented reality (AR) to blend educational content with gaming elements. Through a mobile app, players enjoy a self-guided tour enriched with AR overlays at specific landmarks, offering historical insights, fun facts, or mini-games. Collecting virtual badges or tokens enhances the experience. This tour, ideal for prospective students, visitors, or alumni, combines technology with education and entertainment, offering a dynamic way to explore campus history and culture.

Card Game Ideas

Muffin Madness

In this game, players strive to bake the most delicious muffins by collecting ingredient cards. Starting with base cards for different muffin types, players draw and trade ingredient cards to complete recipes. Special action cards add twists, such as sabotaging opponents or duplicating successful recipes. The game concludes when a player bakes a set number of muffins, with points awarded for recipe complexity. Muffin Madness fosters strategic thinking and player interaction, wrapped in a fun theme for all ages.

Card Kingdoms

Players build and defend kingdoms by managing resources and battling rivals. Drawing cards for resources like gold and soldiers, players expand territories, fortify defenses, or attack others. Special event cards introduce unpredictability, enhancing strategy and negotiation. The winner is the last kingdom standing or the one with the most points from expansion. This game blends strategy and resource management, offering adaptable complexity levels.

Fortune’s Favor

Players compete to accumulate wealth by making strategic investments and navigating market changes. Investment cards represent sectors like technology or real estate, affected by central market cards with events like booms or crashes. Players decide when to buy, sell, or hold for maximum returns. The game ends after a set number of rounds, with the wealthiest player winning. Fortune’s Favor teaches basic economics and investing concepts, encouraging risk management and decision-making.

Galactic Traders

As space traders, players aim to amass wealth by trading goods across planets. Each turn involves traveling to planets with unique trade offers, while event cards introduce challenges like space pirates. The player with the most wealth from savvy trades wins. This game combines science fiction with trading mechanics, encouraging strategic planning and adaptability in a rich narrative environment.

Detective Chronicles

Players solve mysteries by gathering clues and piecing together evidence. With clue cards representing evidence and event cards introducing new leads, players draw cards, interview characters, and share theories. The game concludes when a player deduces the culprit and motive. Detective Chronicles enhances deductive reasoning and critical thinking, offering cooperative or competitive modes in various mystery genres.

Rodent Round-up

Players act as rodent catchers, capturing rodents by strategically placing traps. With trap cards of various attributes, players decide where to place traps, move, or use action cards against opponents. Rodent cards with trap preferences are drawn and placed, and event cards add challenges. The game ends after a set number of rounds, with the most captures determining the winner. Rodent Round-up combines strategy, luck, and interaction with educational elements and a humorous theme.

5 Game Ideas – Game Design Week 1

  1. Goat Heirarchy – some sort of card/board game that centers around animal peck order
  2. Real life mario kart (always wanted to play this)
  3. Trivia Game – RMU themed
  4. Virtual RMU – conquering your undergraduate degree
  5. TikTok song game – how chronically online are you