Second Chance Sanctuary: Case Study Rebecca Necciai

Second Chance Sanctuary: Case Study

Short Summary

Second Chance Sanctuary is a cooperative board game where players take on roles as animal welfare workers in an animal shelter. Players work together to rescue, rehabilitate, and rehome abused, neglected, or abandoned animals. The game is designed for animal lovers, board game enthusiasts, and individuals interested in social impact gaming, ages 12 and up. With its educational component highlighting real animal welfare issues, Second Chance Sanctuary balances challenging gameplay with heartwarming stories of animal rescue.

Design Process & Thought Process

Core Concept

Second Chance Sanctuary is a cooperative resource management game where players work together to save as many animals as possible within the constraints of a busy animal shelter.

Message/Purpose

  • Raise awareness about animal welfare issues
  • Educate players about the challenges faced by animal shelters
  • Inspire empathy for rescued animals and the people who care for them
  • Highlight the importance of responsible pet adoption

Rules Overview

  • 2-6 players
  • 60-90 minutes playtime
  • Cooperative gameplay
  • Players win by successfully rehabilitating and rehoming 5 animals
  • Players lose if they discard 3 animals, or deplete the resource deck

Key Mechanics

  • Role-based moral decisions
  • Cooperative decision-making
  • Push-your-luck elements
  • Storytelling through animal cards

Iterative Design

First Iteration

Our initial design focused heavily on the educational aspects of animal welfare but lacked engaging gameplay. The first prototype included:

  • Basic typed papers as cards
  • Simple animal cards with minimal attributes and storylines
  • Pictures of the animals separate from their needs

Challenges: Playtesting revealed that the players appreciated the theme, the gameplay is truly empathetic and could have some great game play but needed some work in the challenges cards.

Second Iteration

We introduced specialized roles and expanded the animal attributes to create more varied gameplay experiences:

  • Based animals off of real dogs at the Washington Area Humane Society
  • Enhanced animal cards with specific needs and recovery tracks
  • Created more diverse resource cards
  • Introduced the challenge deck

Challenges: The game became too complex when it came to the cards, with too many elements to track simultaneously. Players felt overwhelmed by the number of decisions required each turn.

Third Iteration

We streamlined gameplay while maintaining depth:

  • Simplified and researched into real life resources for resource cards
  • Consolidated animal needs into three categories (Medical, Behavioral, Support)
  • Restructured gameplay into distinct phases
  • Refined the adoption mechanic to focus on matching

Challenges: The balance between difficulty and player agency needed adjustment. Players felt that bad luck with the challenge deck could make winning impossible.

Fourth Iteration

Our final iteration focused on balance and emotional investment:

  • Added more design elements to animal cards
  • Created a more balanced challenge deck pick-up
  • Developed the adoption matching mechanic to create more meaningful choices
  • Developed “discard” of animals if animals can’t be helped at all. 

Game Mechanics

Animal Rehabilitation System

The core mechanic of Second Chance Sanctuary revolves around a multi-step rehabilitation process:

  1. Intake: Animals enter the shelter with specific needs and a Recovery Track.
  2. Resource Allocation: Players apply appropriate resources to address animal needs.
  3. Recovery: Animals gradually improve based on resources applied.
  4. Adoption: Fully rehabilitated animals are matched with suitable forever homes.

Resource Management

Players must carefully manage their hand of Resource Cards to address the most urgent needs:

  • Each player has a hand limit of 3 animal cards
  • Resources are categorized by type (Medical, Behavioral, Support)
  • Some resources are more versatile than others
  • Strategic discard and draw decisions are crucial

Challenge Response System

The Challenge Phase introduces unexpected difficulties that test the team’s resilience:

  • Some challenges affect all animals
  • Some affect specific types of animals
  • Some limit player actions or resources
  • Players can mitigate challenges through resource cards or after a certain amount of turns

Player Goals

Primary Goal

Successfully rehabilitate and rehome 5 animals by:

  1. Addressing their specific needs with appropriate resources
  2. Matching them with suitable adopters
  3. Use opinions and morals to make certain decisions about animals

Victory Conditions

Players win when they’ve successfully placed 5 animals into Adoption Families area, representing animals that have been fully rehabilitated and matched with forever homes.

Loss Conditions

Players lose if:

  • The Resource deck is depleted
  • They “discard” 3 Animal Card

Gameplay Sequence

Setup Phase

  • Players select their first animal
  • Dice is rolled, Odd numbers receive a challenge card, even receives resource cards

Round Structure

Each round consists of six distinct phases:

  1. Intake Phase: A new animal enters the shelter every two rounds
  2. Resource Phase: Players play Resource Cards to help animals 
  3. Challenge Phase: An unexpected challenge affects the shelter 
  4. Recovery Phase: Animals are given resources they need
  5. Adoption Phase: Rehabilitated animals are matched with adopters 

Animal Cards

Detailed cards that tell each animal’s story:

  • Name, species, and age
  • Background story
  • Specific needs (Medical, Behavioral, Support)
  • Special considerations for adoption families

Resource Cards

Tools and services needed to help animals:

  • Medical resources (veterinary care, medications)
  • Behavioral resources (training, socialization)
  • Support resources (foster care, equipment)

Challenge Cards

Unexpected difficulties that arise:

  • Shelter challenges (budget cuts, staff shortages)
  • Animal challenges (medical emergencies, behavioral setbacks)
  • External challenges (community issues, weather emergencies)

Adoption Cards

Potential forever homes for rehabilitated animals:

  • Home environment
  • Adopter characteristics
  • Ideal match criteria
  • Limitations
  • Special abilities

Rulebook & Playtesting

Rulebook Sample

The rulebook excerpt below demonstrates our approach to clear, concise instructions that maintain the game’s emotional core:

WELCOME TO SECOND CHANCE SANCTUARY

In this cooperative game, you and your fellow players take on the roles of animal welfare workers at Second Chance Sanctuary, a shelter dedicated to rescuing, rehabilitating, and rehoming animals that have experienced abuse, neglect, or abandonment.

Your mission is to work together to save as many animals as possible while managing limited resources and facing unexpected challenges. Every animal has a unique story and specific needs that must be addressed before they can find their forever home.

PHASE 2: RESOURCE PHASE

Starting with the first player and proceeding clockwise, each player may play Resource Cards from their hand to help animals in the shelter:

  • Place Resource Cards on Animal Cards to address their specific needs
  • Each animal has different needs (Medical, Behavioral, Support)
  • Multiple resources are needed to advance an animal’s rehabilitation

Example: Brooklyn the Belgian Malinois/German Shepherd has three needs: Medical Care, Trust Building, and Basic Training. A player could play the “Veterinary Exam” Resource Card to address her Medical Care need.

Playtesting Notes

Playtest Session #1 (First Iteration)

Participants: 4 players Feedback:

  • “The theme is compelling, but gameplay feels too simple.”
  • “Not enough meaningful decisions to make.”
  • “Love the animal needs but want to see them and more interaction with them.”
  • “Too easy to win or lose based on luck of the draw.”

Action Items:

  • Develop more complex animal attributes
  • Create specialized player roles
  • Add more variety to resource cards

Playtest Session #2 (Second Iteration)

Participants: 5 players Feedback:

  • “Too many things to keep track of at once.”
  • “Some roles feel more useful than others.”
  • “Challenge cards can be devastating with no way to mitigate.”
  • “Recovery tracks are interesting but hard to visualize.”

Action Items:

  • Streamline tracking systems
  • Balance role abilities
  • Add mitigation options for challenges
  • Redesign recovery track visualization

Playtest Session #3 (Third Iteration)

Participants: 3 players Feedback:

  • “Gameplay flows much better now.”
  • “Still feels like luck can dominate strategy sometimes.”
  • “Adoption matching is interesting but needs more depth.”
  • “Success feels rewarding when you save an animal.”

Action Items:

  • Further balance the challenge deck
  • Enhance adoption mechanics
  • Add more feedback mechanisms for successful rehabilitations

Playtest Session #4 (Final Iteration)

Participants: 6 players Feedback:

  • “Everyone felt engaged and important to the team.”
  • “Emotional connection to the animals was strong.”
  • “Difficulty feels challenging but almost fair.”
  • “Success Stories area gave a sense of accomplishment.”
  • “Would like to see more animal varieties in future expansions.”

Game Reflections

What Worked Well

  1. Emotional Connection: The animal stories created genuine emotional investment from players, who celebrated each successful adoption.
  2. Cooperative Mechanics: Players engaged in meaningful discussions about resource allocation and strategy, creating a true teamwork experience.
  3. Educational Value: Players reported learning about animal welfare issues while enjoying the gameplay experience.
  4. Balanced Challenge: The final iteration struck a good balance between difficulty and player agency.

What Could Be Improved

  1. Setup Time: The game takes longer than ideal to set up, which could be streamlined in future versions.
  2. Component Optimization: Some physical components could be redesigned for better usability and visual clarity.
  3. Scaling: The game works best with 4 players; better scaling for 2-3 or 5-6 players could be developed.
  4. Expansion Potential: Players requested more animal varieties and special case scenarios that could be addressed in expansions.

Lessons Learned

  1. Theme-Mechanics Integration: We learned that mechanics must serve both gameplay and thematic elements to create an immersive experience.
  2. Playtesting Value: Each playtest session provided invaluable insights that dramatically improved the game quality.
  3. Emotional Design: Games that create emotional connections can motivate players beyond the traditional win/lose conditions.
  4. Accessibility: Clear rules and visual design are crucial for complex games to remain accessible to various player types.
  5. Educational Balance: Educational content must be balanced with engaging gameplay to be effective.

Future Development

Based on our experience developing Second Chance Sanctuary and feedback from playtesters, we’ve identified several opportunities for future development:

  1. Community Expansion: Adding community events, fundraising challenges, and public education campaigns.
  2. Exotic Animals Expansion: Introducing more specialized animals with unique care requirements.
  3. Digital Implementation: Creating a companion app to streamline setup and track complex game states.
  4. Educational Version: Developing a simplified version for classroom use with additional educational materials.
  5. Campaign Mode: Creating a series of connected scenarios that tell a larger story about animal welfare efforts in a community.

Second Chance Sanctuary has evolved from a simple educational concept into a sophisticated board game that balances mechanical depth with emotional storytelling. Through four iterations of design and testing, we’ve created an experience that engages players while raising awareness about important animal welfare issues.

case study for the campaign trail

the campaign trail is a game about the struggles and certain unpredictability of running for a political position. certain factors play a lot in weather a candidate can win and weather they have a chance. in this game i have used real data on voter preferences and used those to disadvantage the minority groups running in the game. a lot of people don’t like to think about this gap in preference but it is highly prevalent. like when have seen in the past it is still possible for the minority candidate to win it is mostly just lick of the draw sometimes.

the campaign trail –

To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game. 

Also shuffle the chance cards and ad cards and place them next to the board. 

Start the round with the oldest player rolling the 6 sided die. 

Play will continue clockwise.

Landing on a red or blue dot will gain you voters and you track this on your ballot card. 

You can only gain voters if you land on the color that matches your party. 

The amount of voters you gain each time is indicated on your candidate card.

Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.

Chance cards:

  • Chance cards are pulled every time you land on a big white spot. 

Smear campaign:

If you pick up a smear card you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.

1 = .1x of opponents

2 = .15x of opponents

3 = .2x of opponents

4 = .25x of opponents

5 = .3x of opponents

6 = .35x of opponents

Scandal:

Scandal cards will make you lose a percentage of your voters. 

That percentage will be said on the card.

Investors:

Some chance cards have investors, these are people interested in giving you money. The card will say the amount of money you gain from this and you rack this on your balance sheet

AD campaign: 

With the money that you can get from investors and the money you have at the start of the game you can buy an ad campaign. You are able to buy one per turn and the amount this card gives you is random. Pick it up and keep it till the end.

The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.

the campaign trail –

To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game. 

Start the round with the oldest player rolling the 6 sided die. 

Play will continue clockwise.

Landing on a red or blue dot will gain you voters. 

You can only gain voters if you land on the color that matches your party. 

The amount of voters you gain each time is indicated on your candidate card.

Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.

Special spots:

Smear campaign:

If you land on this space you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.

1 = .1x of opponents

2 = .15x of opponents

3 = .2x of opponents

4 = .25x of opponents

5 = .3x of opponents

6 = .35x of opponents

Scandal:

Scandal spaces will make you lose a percentage of your voters. 

That percentage will be said on the space. 

Ad campaigns:

When you land on an ad space you will pick the card on the top of the ad pile. You will keep this card until the end of the game. At the end of the game you can flip these cards over and add how many votes you get to your score. 

The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.

as you can see the biggest difference in the game pieces itself is the board. after the first playtest i realized that the white dots were to far apart so i made a standard of 3 4 or 5 dots between white spots. this makes it so people are interacting with cards and making the game drag less in the beginning. i also took off the events being on the spots themselves. the writing is to hard to see on the board so i made cards instead.

in the original game i had excluded the money aspect of the game. i had wanted to see if the games point got across without this mechanic of buying ads for more money but that is a huge part of campaigning as a politician so i ended up putting it back with my final design.

investors are also a big part of running for an office, without investors ost people who run would have a 0 percent chance of being able to be seen and heard before elections. so this was a must.

the few playtests i had helped me realize my pacing was dragging, especially at the beginning. players had to role to many times before anything as really happening. so i was able to speed that up.

also players wanted more opportunities to lose voters so it wasn’t jut a game of gaining. so i made the smear and scandal cards more frequent in the deck of chance cards so it would balance the constant gain of voters.

some people had mentioned losing voters if you landed on the wrong color but i feel that was to much losing because i don’t want players to go into the negatives.

Hues n Cues Review

I played Hues and Cues a couple weeks go, and I very much enjoyed it. I really had a hard time coming up with words for the particular colors. I saw that I had an easier time with certain shades at first, but it became harder to come up with words after a while though because it became a bit repetitive with the color picks. So as much as I loved the game and would maybe play it again at a family party, it wasn’t my favorite game in the entire world.

Left Behind

Setup:

Pieces included: 1x Prisoner 3x Guards 1x Board

To set up the board, begin by placing the BLACK prisoner piece in the middle of the light blue 3×3 grid, that is where the prisoner will begin the game. Place the 3 guard pieces in the 3 red squares around the board. Before the game starts, players must decide which pieces they will be and can be decided amongst themselves, or with a single die.

Locations:

The light blue area is where the prisoner spawns into the game, guards may not enter the light blue area. The prisoner, though, is allowed to move one space diagonally rather than vertically and horizontally in the light blue area if he chooses to do so.

The grass area (courtyard) is a special area that can help the prisoner. Since this is an outside area, the prisoner may move one extra space if he chooses to do so. The guards cannot move any extra spaces inside of the courtyard and they continue to move normally. 

Playing the game:

Once the pieces are on the board, the prisoner will go first by moving either 1 or 2 spaces in any direction other than diagonal. The prisoner may only move in one direction though (EX: If you are moving right on the board 1 space, your second space must also be in that direction.

Once the prisoner has moved, each guard takes their turn moving 1 space in any direction (INCLUDING DIAGONAL). 

Goal: The goal is for the guards to intercept the prisoner before he leaves the prison on the top right of the board. Once the prisoner gets to the handcuff space, the prisoner wins the game and the guards lose (unless “No Man Left Behind” is called). If the guards get to the prisoner before he escapes, the guards win the game. 

The game will be played best 2 out of 3 rounds (or however many sequential rounds you would like to play). If the prisoner makes it to the exit space before the guards and he believes he can make it back to the starting space before the guards catch him, he may return to the starting place for a chance to win the entire game. This must be stated by calling out “No Man Left Behind”.

For the sake of the game not being impossible (which the point of the game is to make it extremely hard for the prisoner), guards may not enter the three surrounding spaces next to the handcuff space.