Similar to the original Plague Inc game, the cure version is literally the complete opposite of the original games main goal of infecting everyone. In this version the players goal is to cure and save everyone from the infection spreading. So its the same mechanics and gameplay as the original but with a different theme.
Plague Inc Review
This is the game I choose and played from Games for a change. To start off you decide to create a virus, bacteria, infections, etc and choose your starting location. From there on you have to strategize whether or not to upgrade virus quickly or slowly. Do it too fast and a cure will be made too soon. Do it just right and they may not find a cure in time. The game is really about pacing and trying to find the best way to infect as many people as possible in the shortest amount of time. You play pretty much until everyone is dead or a treatment is made to cure the people and slow down the spread of the disease.
Bug Clicker Review
The people that played it thought it was really cool and understood in a funny way why I made it. Not really a lot of recommendations just little things like making it look a little better, ui wise.
Other than that they told me to get rid of the prestige system in it, which I agree with because I feel like with the way the game is now it kinda serves no purpose.
Play test reviews for silly goose
I got two groups of people to play it outside of class and here were a few recommendations they gave.
They thought the concept is cool but they wanted a more adult version lets say, like more similar to Cards Against Humanity. I said no because I intended on this being more like a kids friendly family game.
The next big thing was the rounds. Instead of choosing how many rounds they prefered there to be a certain set of rounds instead of them choosing.
Lastly they just said I need to fine tune the rules a lot more because there are a few bugs I need to fix
Full Rulebooks From Idea Master Lists 1 & 2!
Ideally, one of these three google docs will be turned into a full on Canva full book with design for trackers, boards, and pieces!
https://docs.google.com/document/d/1rQuTxLD_zsCqjZ-DdqU3fSY69-pobqzdBuiGp3ZZES0/edit?usp=sharing
https://docs.google.com/document/d/1vaFjA1YR0cysaFlZemEZfSt4XpyixNACg89oznWaUO8/edit?usp=sharing
https://docs.google.com/document/d/1Gzvfe0WtpylT40FzF7VQuVMp-DgE6FLRIxZBxItfbuM/edit?usp=sharing
Rulebooks Lite 2
Game Design 2 — Game Ideas Master List (Part 3)
Updated Revisions for Carbon Clash
Carbon Clash Revised Rules: PA Edition
Objective: Have the lowest total carbon footprint (fewest cards) when the main deck runs out.
1. The “Clash” (The Win/Loss Flip)
- On your turn, choose one card from the top of your pile to play into the center.
- All players reveal their chosen card.
- The player with the HIGHEST carbon footprint (highest score) must collect all cards played in that round.
- These cards go into your Secondary Pile (your “Carbon Debt”).
2. The Debate (Tie Rule)
If two players play cards with similar emissions (e.g., a Hybrid Car vs. Carpooling):
- Players enter a Debate.
- Each player has 15 seconds to argue why their activity is worse for the environment, specifically (e.g., “PA has a high-density bus network in Philly, making it more efficient than a single Hybrid, therefore, a hybrid has worse emissions”).
- The other players vote. The winner of the debate takes the cards.
3. Pennsylvania “Learning Twist.”
If you play a “High Impact” card (score 200+), you may discard it instead of giving it to the winner if you can name one specific PA-based initiative or fact (ex, “The state’s transition toward natural gas over coal”).
End of Game & Scoring
The game ends immediately when any player’s Primary Stack (the cards they were dealt at the start) runs out.
Determining the Winner:
- Count the cards in your Secondary Pile.
- The player with the FEWEST cards wins.
- Tie-breaker: If card counts are equal, sum the carbon scores. The lowest total score wins.
game design 2 game reflection
Budtenders & Baristas V3.5
Tweaks were made to rules based on playtest. Specifying that players must be evenly matched in each of the service areas and that the game must be played with an even number of players. Art and design tweaks made as well. This is the final iteration!




