
Extraction Rule sheet – First Draft
Podcast Mason T, Brayden B, Sarah J
Enough? V2
“Enough?” V1 Family Playtest
Mason Tosadori Game Inputs
Game 2 Refinement and Game 3
Carbon Clash Cards
Game 3 Carbon Clash
Players
2 players
Time
10–15 minutes
Objective
Win the most cards by playing lower carbon emission activities than your opponents.
Deck
- A single deck of Activity Cards
- Each card includes:
- Activity (e.g., Driving, Flying, Biking, Solar Power)
- A carbon score (number value)
Setup
- Shuffle the deck
- Deal all cards evenly to players (face-down)
- Players do not look at their cards
- Keep cards in a stack in front of you
Gameplay
1. Flip
All players flip their top card at the same time
2. Compare
- The card with the LOWEST carbon score wins
- (Reverse of traditional War)
3. Collect
- Winner takes all played cards
- Place them at the bottom of your stack
Carbon Clash (Tie Rule)
If two or more players tie:
- Each tied player places 1 card face-down
- Then flips 1 card face-up
- Compare again → lowest carbon wins all cards
Learning Twist
Before taking the cards, each tied player must say one way to reduce emissions related to their activity
- If they give a valid answer → continue
- If they can’t → they lose 1 extra card to the winner
End of Game
Choose one:
- Play until one player has all the cards
OR - Set a timer → player with the most cards wins
Key Rules to Remember
- Lower carbon = better
- Always flip at the same time
- Only use the card deck—no board, tokens, or extras
Key Cards
| Activity | Carbon Score |
| Walking | 0 |
| Biking | 0 |
| Solar Power | 5 |
| Wind Energy | 5 |
| Public Bus | 40 |
| Train | 45 |
Star Sailor v1 and v2
Star Sailor is a game about focusing on the environmental impact of pursuing your goals, while keeping your energy and life meters in check.
v1: Version one went well. The game took about 20-25 minutes to play and learn. The biggest criticisms were an upgrade to the game board and visuals. And a few more key features to make the game more engaging.
v2: Added content was new dice, new character and stat cards, and a few new mechanics.n This was recived better, however the pathway for the new map was still a little confusin. It was stated that having the cards may be a little reptivitve, so that will be removed in the next version. The black-hole mechaic was also fixed so now that players will move to a new planet instead of being in the black hole.
For the next version I want to shrink and make the dice out of a diffrent materail to make them sound less terrible, make a new map and add some kind of upgrade mechanic.


Rulebooks
6 game ideas, the best one from each category of my last post, fleshed out into, “lite,” versions of play testable rulebooks!
https://docs.google.com/document/d/1BgBUpPJTtz6XqsZyzTd-lSDjkuLU34TKPoWI8tNzJLs/edit?usp=sharing
Game Design 2 — Game Ideas Master list (Part 2)
game 2 documentation
Aleah, Mason, Lauren
Rules : ⚔️ Speed War: Treasure Hunt
🏝️ Story
Players are adventurers exploring a dangerous island in search of treasure.
Every card flipped represents something you encounter along the journey.
🃏 Card Meanings (Using a Regular Deck)
- Number Cards (2–10) → Explorers
- These are your adventurers competing for treasure
- Higher number wins the round
- Face Cards (J, Q, K) → Monsters 🐉
- If a player plays a monster card, they instantly lose the round. The player then must discard the monster out of the game and put 2 cards into a pile on the side.
- Aces (A) → Treasure 💰
- First player to slap wins the pile and takes back the treasure into their deck
- Jokers (optional) → Traps ⚠️
- Last player to slap loses 3 cards and adds them to the pile
▶️ How a Round Works
- At the start of the game give each player the same number of cards
- Both players flip a card at the same time (like in War).
- If both cards are number cards, the higher card wins the pile.
- If a special card appears, players must react quickly and slap the card
- If you win the round, you will take back your card and the other players card.
⚡ Special Events
- Ace (Treasure Chest 💰)
→ First player to slap gets all the cards in the pile - Face Card (Monster Attack 🐉)
→ If a player plays a monster card, they instantly lose the round. The player then must discard the monster out of the game and put 2 cards into a pile on the side. - Joker (Hidden Trap ⚠️) (optional)
→ Last player to slap must give away 3 cards into the side pile
🏆 Goal
Collect the most cards (treasure) and survive the island by the end of the game.


Slop or Not
Game Synopsis (Slop or Not)
“Slop or Not” is a social deduction card game that challenges players to distinguish between human-created and AI-generated content in an era where the line between the two is increasingly blurred. Each round, players are presented with a piece of “slop” (a visual, text-based, or hybrid creation) and must decide whether it was made by a human or a machine.
Players vote simultaneously, revealing their choices and earning points for correct guesses. As the game progresses, patterns begin to break down, confidence is shaken, and players are forced to confront how unreliable their instincts actually are.
As a game for change, “Slop or Not” explores themes of authorship, authenticity, and digital literacy. It encourages players to critically evaluate the media they consume and question assumptions about creativity, originality, and trust in the age of AI-generated content. The goal is not just to win, but to realize how difficult (and sometimes impossible) it is to tell the difference.
Core Gameplay Loop
- Flip a card → reveal a piece of content (“slop”)
- Players decide: Human or AI?
- Everyone votes simultaneously
- Reveal answer
- Score points → next round
Simple. Fast. Brutal to your ego.
Rulebook: Lite
Players:
2–6 players
Objective:
Earn the most points by correctly identifying whether content was created by a human or AI.
Setup:
- Shuffle the deck of Slop Cards
- Each card has:
- Front: Content (image/text/design/etc.)
- Back: Answer (Human or AI) + optional context
- Place deck face down in the center
Gameplay:
1. Reveal Phase
- Flip the top card and display it to all players
2. Decision Phase
- Players secretly choose: Human or AI
(via voting cards, hand signals, or tokens)
3. Reveal Phase
- All players reveal their choice at the same time
4. Scoring Phase
- Correct guess → keep the card (1 point)
- Incorrect guess → card goes to discard pile
Optional Twist (recommended):
- If ALL players guess wrong → card is worth 2 points next round
reinforces “collective overconfidence” failure
End Game:
- Game ends when all cards are used
- Player with the most cards (points) wins
Mechanics Breakdown
Core Mechanics:
- Simultaneous Decision Making → keeps pace fast, prevents copying
- Deduction / Pattern Recognition → players try to “learn” tells
- Psychological Play → players second-guess themselves and others
- Push Your Confidence (soft mechanic) → the more confident you feel, the more likely you are to be wrong
Hidden System:
The game should intentionally:
- Mix obvious vs deceptively ambiguous cards
- Include:
- Bad AI (easy wins early)
- Good AI (mid-game doubt)
- Weird human content (breaks assumptions)
This creates a confidence curve:
- Early: “This is easy”
- Mid: “Wait… what?”
- Late: “I have no idea anymore”
That arc is where the game actually works.
Game for Change / Serious Game Angle
What it’s actually doing:
- Exposes how unreliable people are at detecting AI
- Challenges the assumption that “you can just tell”
- Builds skepticism and critical thinking toward digital media
- Sparks discussion around:
- authenticity
- authorship
- trust online
- creative ownership
(If anyone has any feedback or ideas for how it should be revealed whether the creation is AI or Human made without being too obvious to read, I would appreciate it!)







