- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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
Andrew H Play Test/Reading Questions
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
- Goat Heirarchy – some sort of card/board game that centers around animal peck order
- Real life mario kart (always wanted to play this)
- Trivia Game – RMU themed
- Virtual RMU – conquering your undergraduate degree
- TikTok song game – how chronically online are you
5 Games that can take place on campus – Bryce Mathews
- An interesting campus-wide game can be an assassin-type game. All players are given a mark, whether that be a specific target or a general description of a target. They are tasked with eliminating that player and taking a possession of theirs to prove the deed was done. After a certain number of rounds, or after a large percentage of the players are eliminated, the stakes can be raised. Bounties can be placed on the players with the highest eliminations, challenges to eliminations (you have to eliminate your target in a specific building) can be imposed, and the remaining assassins can fight their way to victory.
- An idea for the entirety of campus could be a series of games similar to Mr Beast’s “Beast Games”. In one game in particular, groups of people are tasked with nominating a leader, who will then be tempted to betray their team for their own benefit. If the leader betrays the team, then they can receive a reward and stay in the game, while their subordinates are eliminated. This concept adds layers to the game being played and adds to the cooperation and “conflict” aspects of the game.
- I personally believe that the floors in the dorm hall need more decoration. So I decided to make a game out of it. All floors are tasked with deciding on a theme for their floor, and are given a budget to make it happen. After a set amount of time, faculty, and a designated student from each floor votes on the winner.
- An outbreak game would be an interesting way of getting students to collaborate, think critically, and explore ways to solve problems. A zombie outbreak infects one student, who has to infect as many other students as possible. Rules would be in place that prevent students from disrupting class, running in buildings, or disturbing others. For example, infections can only take place outside, and zombies must wear a red cloth. As the game continues, events could take place to enhance the experience.
- A game that turns campus into a RTS (real time strategy game) could unite clubs, fraternities, and even the uncommitted together. Students are categorized into groups, with control over a building like Madison hall, or the rec center. The goal of each group is to maintain and expand their territory, eliminating the competition that they face in the process. At the end of the event, the groups with the most territory win.
Question Set – Week 1
Homework: 5 game ideas that can take place on campus
- Blind, Deaf, and Mute scavenger hunts around campus.
- Requires a disability of some sort for teams to work together to find and do all the tasks before the clock runs out.
- Just Dance, but all the dances are previous Greek Week Airband Dances.
- Taking Just Dance to the next level, except we are taking RMU Greek Week Airband Dances and making the user dance without music, and matching that dance to the song used.
- Haunted Bouncy House obstacle course on Nicholson Lawn.
- Think Temple Run, but within the Bobbymania verse and their bounce houses to connect them all. This takes place around dusk, being chased by Romo, and you have to escape his obstacle course.
- Fortune Teller Bingo.
- Make a Fortune Teller out of paper with a custom bingo of your own creation, and match the cards to something on the fortune teller.
- Fortune Teller code cypher to decode messages based on what numbers come out of your fortune to diffuse a bomb or escape.
- Create a paper Fortune Teller around clues and riddles with a cypher code the user has to solve in order to diffuse a bomb or escape a room.
Homework: 5 game ideas that can take place on campus
- Blind, Deaf, and Mute scavenger hunts around campus.
- Requires a disability of some sort for a team to work together to find and do all the tasks before the clock runs out.
- Just Dance, but all the dances are previous Greek Week Airband Dances.
- Taking Just Dance to the next level, except we are taking RMU Greek Week Airband Dances and making the user dance without music, and matching that dance to the song used.
- Haunted Romo Bouncy House obstacle course on Nicholson Lawn.
- Think Temple Run, but within the Bobbymania verse and their bounce houses to connect them all. This takes place around dusk, being chased by Romo, and you have to escape his obstacle course.
- Fortune Teller Bingo.
- Make a Fortune Teller out of paper with a custom bingo of your own creation, and match the cards to something on the fortune teller.
- Fortune Teller code cypher to decode messages based on what numbers come out of your fortune to diffuse a bomb or escape.
- Create a paper Fortune Teller around clues and riddles with a cypher code the user has to solve in order to diffuse a bomb or escape a room.
Game Design What Makes A Good Game
Five New Ideas for Serious Games
“Under the Surface” puts players in the role of marine biologists, tackling ocean decline. By studying marine life and tracking pollution, players witness the impact of human actions and learn how small changes can protect ecosystems. This game emphasizes environmental awareness and the importance of conservation.
“Echoes of the Past” delves into forgotten historical narratives. Players piece together lost stories, revealing biases in historical records and highlighting the importance of diverse voices. Through detective work and interactive storytelling, players confront historical events shaped by conflict and displacement. This game promotes cultural preservation and challenges traditional historical perspectives.
“Bias Breakdown” tackles media literacy. Players navigate a digital news landscape, learning to identify bias and misinformation. By taking on roles within the media, they understand how algorithms and narratives shape public perception. This game aims to teach critical thinking and awareness of media influence.
“Prison Pipeline” addresses systemic injustice. Players follow the lives of young people, making choices that illustrate the impact of socioeconomic disparities on their futures. This game exposes the consequences of racial and economic bias within the criminal justice system, highlighting how policy affects real lives.
“Silent Signals” focuses on mental health awareness. Players learn to interpret non-verbal cues and provide support to someone experiencing mental health struggles. By mimicking the difficulties of communication, this game fosters empathy and understanding. These game ideas all demonstrate how games can be used to educate, raise awareness, and promote positive change, moving beyond simple entertainment.
Anansi’s Web of Tricks Gameplay
Gameplay Mechanics
Setup
- Shuffle the deck and deal 5 cards to each player.
- Place the remaining cards in the center as the draw pile and flip the top card to start the discard pile.
- Each player selects a Character Card to play as, gaining access to their unique ability.
PS; take note of your characters ability and USE THEM TO YOUR ADVANTAGE
TURN STRUCTURE.
Players take turns performing one major action per turn, keeping gameplay quick and fluid:
- Play a Card: Match the suit or number of the top card on the discard pile.
- Play a Mischief Card: Use special cards to disrupt opponents.
- Use a Character Ability: Activate a unique skill to gain an advantage.
- Draw a Card: If no other action is possible, draw from the deck.
Card and Effects
- Numbered Cards: Match by suit or number to discard.
- Mischief Cards:
- Steal: Take a card from another player. The victim draws 2 new cards (4 if it was their last card).
- Forced Draw: Make a player draw 3 cards. If they play one immediately, you draw 2 cards as a penalty.
- Vortex Shuffle: Shuffle and redistribute hands among up to 3 players.
- Wild Distractions: Target one player to pass you a card of a specific suit. They draw 2 cards if they can’t.
- Nullify: Cancel the last Mischief Card or ability used.
- Mischief cards once played goes in the discard pile
- Character Abilities: Once-per-round powers that enhance strategy (e.g., swapping cards, skipping turns, or blocking Mischief effects).
- Once the draw pile is empty, shuffle the discard pile to make a new draw pile, leaving the last discarded card face-up. If the last card is a Mischief card, randomly select a card from the shuffled pile to replace it. Play continues until only two players remain, battling it out for the final victory.
Winning Conditions
“It’s a race to the finish! The first player to discard their cards is wins, but the fun doesn’t stop there. The remaining players face off in a nail-biting showdown. The goal is to not be the last player standing, as the final two players will compete for the ultimate victory.”
Anansi Web of tricks Third Playtest: Final Observations and Adjustments
Third Playtest: Final Observations and Adjustments
Feedback:
The third playtest demonstrated the near-final state of Anansi’s Web of Tricks, showcasing its refined mechanics and balanced gameplay. The reception was overwhelmingly positive, with only a few minor insights to consider:
1. Dynamic Interaction:
• Players praised the high level of interaction throughout the game. Mischief Cards and character abilities encouraged strategic thinking and constant engagement between players.
• The combination of sabotage, strategic defense, and adaptability made every round unpredictable and exciting.
2. Replayability:
• Testers highlighted the game’s replay value due to the variety of character abilities and Mischief Card effects. No two games felt alike, which encouraged players to experiment with different strategies across multiple sessions.
3. Balanced Abilities:
• Adjustments made during the second playtest to balance character abilities were well-received. Players felt that no single character was overpowered and that every ability had clear strengths and weaknesses.
• For example:
• Anansi’s card swap was impactful without feeling unfair due to its once-per-round limitation.
• Fari the Hyena’s laugh mechanic now provided a consistent and enjoyable disruption to opponents, adding humor to the gameplay.
4. Reduced Downtime:
• The streamlined Mischief Card rules significantly reduced delays during play. Targeted effects (e.g., Steal or Wild Distractions) resolved quickly, allowing the game to maintain a steady pace.
Notes from Testing Across Age Groups:
1. Learning Curve:
• Younger players (ages 10-15) adapted quickly to the mechanics, especially the use of character abilities. The thematic connection between characters and their powers resonated strongly with this group.
• Older players (ages 25+) took longer to grasp the concept of character abilities, often defaulting to playing Number Cards or Mischief Cards during their first few rounds. However, after 1-2 games, this group also began to incorporate abilities into their strategies effectively.
2. Time to Learn:
• On average, it took 2 games for individuals to fully understand the interplay between card types, Mischief effects, and character abilities. Afterward, players found the game intuitive and engaging.
3. Group Dynamics:
• Testers noted that the game excelled in creating lively, competitive group dynamics. The mix of strategy and chaos kept all players invested, even when they weren’t in the lead.