Case Study – Mindful Memorial Services

Short Summary

As rival funeral directors, compete to have the highest total score by appeasing deceased and loved ones’ wishes, while also trying to reduce negative environmental impact. 

This game is heavily based on the idea of green final disposition (a concept explained at the beginning of rule book). This game is both meant to get people to emphasize with people and think about how loved ones may have different wishes than the actually deceased and to also educate people about some of the harmful effects of “mainstream” final dispositional methods while also teaching about some more green alternatives!

Primary Audience: 13+ at minimum because it has some darker themes, particularly people interested in funeral services like people studying to become morticians, alternative people, etc. 

Design Process & Thought Process 

Iterative Design: 

For the initial design, I made different tile designs based on the different disposition methods. This was made using Adobe Stock Imagery, to get a baseline down for a prototype. In future iterations, I will draw this imagery by hand, but still keep a more simplistic, cartoony art style. 

The token designs are simple icons that represent the different things like energy, emotion, CO2, etc. I drew these vector icons myself in Adobe Illustrator (not that impressive, but you know). 

The card design was also entirely drawn by me, with the people being in a very cartoony, simplistic style, that is honestly purposefully bad-looking. I tried to switch up the people’s hair and skin colors to vary it a little bit, but in future designs, I want to give them more variety and character. I may also consider giving some of them religious garments that players will want to factor into their decisions they make. For the Deceased cards specifically, I just took the Loved Ones cards and put a blue tint over it so they looked more “ghostly”. In future versions, I’ll also want to give these more variety and might make them a little more “ghost-like”, without getting too far away from being human. 

Game Mechanics: 

You draw both a “Deceased” and a “Loved One” card each turn. You must look at what their wishes are and try to make a judgement about what disposition method they would be the happiest with. This can be a difficult decision, because the deceased and the loved ones can have conflicting opinions. 

To select a disposition method, you trade in the required number of resources to place the deceased on that tile and lay them down. You can only do this if the tile hasn’t reached it’s max capacity, so you may also need to use your resources to purchase a tile if none are available. Different methods cost different resources and different amounts of them, so that is another thing that factors into the decision to use a method. You then reveal what methods the loved ones and the deceased were okay with and award yourself emotion tokens based on this. 

With there being max capacities to tiles, it makes the game exciting for multiple players since you can use up the tiles and force someone else to purchase a tile on their turn. 

Player Goals: 

To try to appease both the “Deceased” and “Loved Ones”, while trying to still run an environmentally-friendly funeral services business. Ultimately, you want to have the most trees, energy, and emotion tokens, but have as little as possible of the CO2 tokens. Based on this, the player with the highest score wins. 

Gameplay Sequence: 

On Your Turn

  1. Draw one “Deceased” and one “Loved Ones” card

These are the “clients” for your turn. You must consider both of their personalities and wishes when making a decision for how to lay the Deceased to rest. DO NOT look at the back of either of the cards. 

  1. (Optionally) Purchase and Place a Tile

Using your resources, you may purchase and place a tile during your turn. SEE TILES SECTION FOR MORE DETAILS. 

  • Cemetery tile
  • Crematorium tile
  • Green burial tile
  • Human composting facility tile
  1. Decide on which Method of Final Disposition to Use

Once you have decided, place the card of the Deceased on the tile according to the method you wish to use. SEE TILES SECTION FOR MORE DETAILS. 

  • IF you cannot lay your client to rest during your turn, you will lose 2 emotion tokens
  1. Collect and Discard Corresponding Resources
  1. Flip both the Deceased and Loved One card over to see the effects of your decision. If you selected a final disposition method that is in red, lose one emotion token. If you selected a final disposition method that is in green, collect one emotion token. 
  2. According to the method of final disposition, collect and discard the resources that correspond to that method. (See the Tiles section for more information)

The gameplay ends based on the number of players. For 2 players, play until everyone places 7 Deceased Individuals. For 3-4 players, play until everyone places 5 Deceased Individuals. 

Game Board & Components: 

As of right now, there isn’t one centralized game board, but instead, you start the game with one cemetery and one crematorium tile and the game “board” is built throughout the game, as players purchase more tiles using their resources. In the future, I think a board that tiles fit nicely into would be a nice addition. This could also have the first cemetery and crematorium tile built into it for easy set-up. A centralized game board will also help guide players through the game more easily, with there maybe helpful reminders on the side about the resource cost of tiles. 

I also have a few stipulations to building the game board, like with the cemetery tiles, you have to always place them against each other. I think it would be interesting to add more rules like this to the game board building process. 

Rulebook and Playtesting 

Rulebook Sample:

Playtesting Notes: 

Overall, from playtesting I learned of certain things I can do to help players be guided through the game more easily. In the future, I should have reference cards or something on a centralized game board that quickly overviews the effects of using the different disposition methods. I should also include somewhere, like on the tiles themselves for instance, how much they cost so that players don’t have to constantly refer to the rules. 

I also need to revisit the cost and benefits of the more “green” alternatives, because I don’t think anyone ended up using the human composting facilities. See below for more notes.  

  • What questions did your players have? There weren’t a lot of questions, but they would ask each other about the requirements and what would happen with each tile. 
  • How quickly did they learn to play? They learned to play pretty quickly. The only thing that was a little difficult to get used to were the specific requirements and actions that happened with each tile, so a key would probably be helpful. 
  • What kinds of interactions did the players have? Players would influence the next player’s turns by taking up the different tiles. Players could max out the tiles, making the next person have to purchase a brand new tile. Players also would discuss about the people and their wants and needs
  • What confused players? I feel like the players didn’t really have that much confusion. 
  • What made players excited? I think players were excited when they satisfied both the deceased and the loved ones. 
  • What did your players enjoy doing? I think they enjoyed looking at the different character cards and how their needs and wants differed. 
  • Did any aspect of the game frustrate players? I think having to refer to the rules constantly frustrated players, also not being able to obtain more energy very easily so it made them not want to do cremation or human composting. 

Other playtest notes

  • clarify the way tiles are placed 
  • i think the human composting needs more benefits 
  • a way to yet more tokens
  • get more energy 
  • maybe something to mark that the tiles aren’t open when they are maxed out 
  • a key 
  • Maybe add how they died, with effects from that
    • extra card and it could effect if they get buried or cremated 
  • maybe green burial plots need to be separation 
  • maybe the green ones can’t be near a crematorium 
  • pretty easy to learn but there were a few things that they had to keep referring to

Game Reflections: 

To reflect on this game, I honestly feel like I have a pretty solid start to make this a decent game. Playtesting was great to see that players actually enjoyed making the decisions about how the bodies should be “put to rest”, and I like how it also became something that was almost storytelling (like how are the deceased connected to the loved ones?). 

Still, there are definitely some things I would do differently next time and with future versions. First, I want to fix all of the comments that I made based on my playtest notes. Specifically, I want to work out the resource values of the cards, and really refine the balance of that. I also need to find a way for players to get more energy tokens in the game. 

I also think it would be interesting to add some more information about the different disposition methods, just for the sake of the player’s education. A few of my players didn’t know about the other alternatives such as human composting, and I think that would really add to the purpose of my game. In addition to that, I would also potentially like to add more disposition options, and maybe even some of the more ridiculous ones like being sent to space or turned into a diamond. 

The game tile pieces would also need some refining, in both the design and in the feel. I like the idea of using magnetic tiles so that they don’t shift around, or maybe 3d printed or nicely cut woodblock tiles. I toyed around with the idea of velcro, but on second thought, I’m really not sure about that. 

I really hope I get to revisit this game someday! 

Week 12

I unfortunately did not get to work on this much more over this past week because I got sick. I did however come up with a few more ideas. Adding cards to slow down or speed up other players.

Week 11

So the last game ended up way better than the first, the only problem I ran into was the material of the cards. The cards got ruined very easily and had to be replaced within a week or two. Other than that, I am trying to work on another drinking game. I know its not original for me but the reason I enjoy making drinking games is because thats what me and my friends and family enjoy playing when we are all together. So far the idea is gonna be a bank heist theme. Still working out the details so no physical copy is made yet. The concept is that the player draws cards and works towards a goal. (Not Sure What That is Yet) You win the game by getting into the vault. The vault is a drink of choice from each player playing. So think of it more like gambling. Its a board game but you essentially wager with a can of White Claw for example. I think its a cool concept, just need to figure out the smaller things.

Week 10

Similar to last week all I did to update my game was changing the way some of the questions are asked. Other than that I continued to come up with new card ideas.

Week 9

I fixed a few mistakes I made with spelling on some of the cards. I also renamed some of the cards so its more fitting with the game. A big request instead of having a card where its called story time, they recommended to just call it two truths and one lie. I personally like it a lot better

Week 8 Playtest

My game 2 is essentially the same game as the first one but theres different rules and new cards. I also changed the name because I originally could not come up with a good name. I added specific cards to go with certain music cards to get music involved with the game. Becasue of it being a drinking game, an example could be like a guitar song where it could be like “Drink whenever theres a guitar solo in this song,” or at least something similar. This second version has been working out a lot better. It makes people pay closer attention and allows me to drop the number of drinking cards becaseu the players ended up drinking more during these cards. Easiest way to put it is that it makes the game last longer. And I did not mention earlier but the original name of the game was BrayCup and the next version or technically BrayCup 2 is called ChugCup now.

Week 7

I forgot to post all these so I apologize for that, but since my first prototype the game has been running a bit smoother. Theres still a few flaws in the game where its as simple as people not liking a specific type of card because its too boring. The only other thing is that I had a few spellcheck issues. Other than that the game ran great. Only thing that I saw is that there may be a bit too much drinking cards in the game. I may lessen it so theres not as many

Game Documentation 2 for “Sustainable City Builder”

Short Summary

Sustainable City Builder is a strategy board game where players take on the role of city planners tasked with creating a thriving, eco-friendly urban environment. Players must manage resources like money, energy, and waste while balancing environmental challenges, including climate events and population growth. The game encourages sustainable practices such as building renewable energy sources, improving public transportation, and increasing green spaces. It’s designed for 2-4 players, ages 12 and up, who enjoy strategic planning, resource management, and tackling environmental issues in a fun, competitive way.

This should describe our game, what do players do and who is it for?

Design Process & Thought Process:

  • Game Design Document (GDD):Include a concise GDD outlining the game’s core concepts, message/purpose, rules, and mechanics. 
Game Design Document (GDD)


Core Concepts:

Objective: Players aim to build the most sustainable city by managing resources effectively and overcoming environmental challenges. The game ends after 10 rounds or when a player reaches a population threshold.

Message/Purpose: The game aims to raise awareness about sustainability and environmental issues while providing a fun, strategic gameplay experience.

Rules: Each player builds their city by constructing buildings (residential, industrial, commercial) and managing resources like money, energy, and waste. Players face climate events and challenges that force them to adapt their strategies.


Mechanics:

Resource Management: Players must track money, energy, population, and waste throughout the game.

City Construction: Players build and upgrade buildings, focusing on renewable energy, green spaces, and waste management.

Climate Events: Random events like droughts, pollution spikes, and heatwaves affect the players' cities.

Challenge Tokens: Players face challenges like population growth or economic crises that impact their resource management.
  • Iterative Design: Showcase how you iterated on the game design, highlighting the challenges you faced and the decisions you made. 
I iterated on Sustainable City Builder in several ways:

Initial Concept: I started with a broad city-building game concept. The first draft included basic resource management and construction mechanics but lacked a cohesive theme or focus.

Early Playtesting: During my first playtests, players found the resource management too overwhelming, leading to overly complex setups. I simplified the number of resources tracked (e.g., removing excessive types of tokens) and introduced a more intuitive system for balancing energy, waste, and money.

Introducing Climate Events: One of the major improvements I made was adding climate event cards, which introduced a level of unpredictability and forced players to adapt quickly. This helped maintain excitement and challenge throughout the game.

Victory Point System: Initially, players simply tracked their achievements. Later, I added victory points for sustainable practices (like reducing carbon footprints or increasing green spaces) to provide more meaningful goals and competition.
  • Game Mechanics: Explain the key game mechanics in detail, using diagrams or screenshots, or photos to illustrate them. 
Game Mechanics


Key game mechanics include:

Resource Management: Players must manage their money, energy, population, and waste levels. Mismanagement can lead to penalties during climate events.

Example: A player who builds too many factories without adequate waste management will face penalties when a pollution spike occurs.


Building and Upgrading: Players choose which types of buildings to construct, such as residential areas, renewable energy plants, or transportation hubs. Each building has a cost and a benefit.

Example: Solar panels provide energy but cost money to build. The player must decide whether the long-term benefits outweigh the immediate cost.


Climate Events: At the end of each round, players draw a climate event card that affects all players. These events can either help or hinder the cities.

Example: A heatwave increases energy consumption, so players with a renewable energy grid are better equipped to handle it.


Challenge Tokens: Random events or thresholds in a player's city trigger specific challenges, such as population growth, economic downturns, or environmental disasters.
  • Player Goals: Clearly define the players’ objectives and how they achieve victory. 
Player Goals

The goal of Sustainable City Builder is for players to build the most sustainable city by the end of 10 rounds or when a population threshold is reached. Players win by:

Accumulating Victory Points (VP) through sustainable actions such as building renewable energy, expanding green spaces, and managing waste.

Managing their city’s resources effectively, ensuring the balance between energy consumption, waste, and population growth.

Overcoming challenges and navigating climate events to avoid penalties and maintain the growth of their city.


End Game & Winning:

The game ends after 10 rounds or when a player reaches a certain population threshold (e.g., 100,000 citizens).

At the end of the game, players tally their Victory Points (VP) based on their sustainable actions:

Energy Sustainability: Using renewable energy vs. non-renewable sources.

Green Spaces: Number and quality of parks and green areas.

Waste Management: How efficiently waste was handled.

Public Transportation: Efficiency and coverage of transit systems.

Bonus Points: For achieving milestones like zero carbon emissions or 50% renewable energy.


The player with the most Victory Points wins the game!

  • Gameplay Sequence: Include images or videos demonstrating different stages of gameplay, highlighting key moments and player interactions. 
I really didn't take many pictures of this process either.

Game Setup:

Board Setup: Place the game board in the center of the table. Shuffle the City Cards and Climate Event Cards.

Player Setup: Each player receives a player board, starting resources (money, energy, population, waste), and a set of City Cards.

Draw Challenge Tokens: At the beginning of the game, draw a few challenge tokens that will affect players as they progress through the game.


Gameplay Sequence

Planning Phase: Players choose cards to build or upgrade structures in their city. Strategic decisions on what to prioritize (e.g., public transport, renewable energy) are made during this phase.

Building Phase: Players use their resources (money, energy, etc.) to construct buildings, such as residential areas, parks, or recycling centers, to improve their city’s sustainability.

Climate & Challenge Phase: Players draw a climate event card, which affects all players. They also draw challenge tokens, which may create additional problems or opportunities based on the state of their cities.
  • Game Board & Components: Show good pictures of the game board and components, explaining how they guide or influence player actions. 

Game Board:
The game board represents a city with several zones and areas for development. It’s laid out on a grid where players can build their sustainable infrastructure.

Zones:

  • Residential Zone: Where players build homes and increase population density.

  • Industrial Zone: Areas for factories and waste generation that need careful management.

  • Commercial Zone: For businesses and green technologies.
Special Areas:
  • Renewable Energy Spaces: For solar panels, wind turbines, geothermal plants, etc.

  • Green Spaces: Parks, gardens, and biodiversity areas that enhance public health and happiness.

  • Waste Management Areas: For recycling centers, composting plants, and waste-to-energy facilities.

  • Transportation Infrastructure: Locations for public transit systems, metro stations, bike lanes, and electric vehicle charging stations.
Map Layout: The grid layout allows players to place buildings strategically across the board, making every decision impactful.

Victory Points Track: A continuous track on the edge of the board that records the players’ sustainability achievements, such as reducing carbon footprint, improving public transportation, and building green spaces.

2. City Cards:
Cards that represent various types of buildings and infrastructure, like solar panels, wind turbines, parks, recycling centers, and metro stations. Each card has a cost to build and offers benefits (e.g., energy production, green space, waste reduction).

Resource Tokens:
Represent the essential resources used for building and maintaining the city:

Waste Tokens: Track the amount of waste generated, which needs to be managed.

Money Tokens: Used to construct buildings and pay for upkeep.

Energy Tokens: Represent the energy produced and consumed by the city.

Population Tokens: Represent the number of residents in the city.

Population Tokens

Energy Tokens

Money Tokens

Money Tokens

4. Climate Event Cards:
Random events that add unpredictability and require players to adapt. These events can either benefit or hinder players’ progress, and they can affect all players.

Pollution Spikes: Increase waste and impact public health.

Types of Events:

Storms: Reduce energy production or waste management efficiency.

Droughts: Affect water resources and agricultural production.

Heatwaves: Increase energy consumption and waste.

5. Challenge Tokens:
Tokens that represent various challenges faced by players during the game. These can be drawn at the beginning of a round or triggered by specific conditions.

Environmental Damage: Pollution or loss of biodiversity affects happiness or requires immediate action.

Types of Challenges:

Population Growth: Requires more resources to support a growing population.

Economic Crisis: Players must reduce their spending or energy production temporarily.

6. Player Boards:
Each player has their own board to track progress and resources. The player board includes:

Turn Summary: A quick reference to track what has been achieved at the end of each round.

Resource Tracker: Displays money, energy, population, and waste levels.

Sustainability Milestones: Tracks goals such as reducing carbon footprints, improving public transportation, and adding green spaces.

Energy & Waste Consumption: Tracks energy production vs. consumption and waste generation vs. management.

Victory Points Tracker: Shows the player’s progress in terms of sustainability goals.

Victory Point Tokens:
Players earn Victory Points (VP) based on their sustainable actions, such as:

Reducing their carbon footprint.

Increasing green space.

Successfully managing waste.

Improving public transportation.

Reaching sustainability milestones.

Rulebook & Playtesting:

  • Rulebook Sample: Include a sample of your rulebook, demonstrating your writing and communication skills. 
  • Playtesting Notes: Share any notes or feedback from playtesting sessions, showcasing your ability to identify and address issues. 
Playtest Session 1:


Feedback:

Positive:
Players enjoyed the strategic aspects of building green spaces and investing in renewable energy. The sense of long-term planning and the satisfaction of seeing their city grow sustainably was very engaging. They also appreciated how public transportation reduced traffic congestion and emissions.

Challenge:
Players were unsure about how to handle Climate Events. They found it difficult to anticipate how these random events would impact their city, leading to some frustration when their well-laid plans were disrupted.

Challenge Tokens caused confusion, especially with dice rolls and thresholds. Players weren’t clear on when these would be triggered or how they interacted with the resources on their player boards.


Adjustments:

Quick Reference Guide:
Introduced a Climate Events guide explaining how the Climate Event Cards work and their potential effects. This also included examples of Challenge Tokens and how dice rolls can trigger challenges, with clear thresholds for each resource type.

Victory Points Tracker:
Added a more visible Victory Points tracker on the board to clarify how players earn points. Now, players can easily see how their investments in green spaces, renewable energy, and public transportation contribute to their score.

Clarified Challenge Token Rules:
Simplified the explanation of Challenge Tokens by introducing a step-by-step visual guide for triggering and resolving them based on dice rolls and resource thresholds.



Playtest Session 2:


Feedback:

Positive:
Players appreciated the variety in Challenge Tokens, as they made the game feel dynamic and kept them on their toes. The Victory Points system, once clarified, provided a satisfying sense of progression. Players particularly enjoyed the moment-to-moment decisions of balancing energy production, waste management, and population growth.

Challenge:
Some players felt overwhelmed by the need to track multiple resources at once, especially in the early game. They struggled with balancing money, energy, population, and waste while also trying to grow their city sustainably. This left some players feeling like they couldn’t get a solid grasp on where to focus their efforts.


Adjustments:

Early Game Bonus:
Introduced an early-game bonus in the form of additional starting resources (e.g., 1 extra energy or money) to help players get a smoother start and allow them to better balance their resources as they progress.

Resource Balancing Tutorial Phase:
Added a tutorial phase at the beginning of the game where players could take a couple of turns to practice managing resources without worrying about Challenge Tokens or Climate Events. This helped new players understand how to balance their resources and made the early game feel less overwhelming.

Additional Clarity for Resource Tracker:
Made the resource tracker clearer by adding resource icons next to the amounts on the board, so players could more easily keep track of their resources and see where they needed to adjust.
Overall Observations:
Strengths:

The game encourages long-term strategic planning with a focus on sustainability.

Players enjoyed the mix of competitive and cooperative elements, especially when discussing strategies to tackle challenges.

The Victory Points system was well-received once players understood it, and the satisfaction of balancing sustainability elements was high.


Areas for Improvement:


The early game felt too overwhelming due to resource balancing. The amount of management required, particularly in tracking resources and planning for challenges, could be simplified for new players.

Climate Events and Challenge Tokens were still a bit too disruptive and unpredictable for some players, especially when they caused unexpected setbacks.


Next Steps:
Continue refining resource management to ensure players can balance them more easily in the early stages. Explore introducing resource milestones that give players clearer objectives on what to prioritize.

Further clarify Climate Event rules and Challenge Token triggers. Consider streamlining these mechanics to reduce randomness and make the game feel more controllable, even during these phases.

Expand the tutorial phase to give players a better introduction to how they can build a sustainable city. This could include a goal-oriented setup where players focus on specific objectives (like a goal to reduce waste or expand green spaces).

Test additional balancing mechanics for players who may be falling behind, ensuring that all players feel like they have a chance to win up to the last round. Perhaps add an "environmental recovery" system that rewards players who fall behind in sustainability.
  • Game Reflections: Discuss what you learned from the development process and what you would do differently next time. 
Game Reflections:


What I Learned:

Balancing Complexity: Early feedback showed that players felt overwhelmed by too many mechanics. I learned that while it's important to have depth, the game needs to be simple enough for players to grasp quickly. Introducing mechanics gradually would help players ease into the game.

Resource Management: Managing resources (money, energy, waste) was tricky for some players, especially in the early rounds. I realized that a clearer starting phase or tutorial could help players focus on balancing these resources from the get-go.

Climate Events: While the unpredictability of climate events created tension, it sometimes disrupted players' plans too much. A better balance would give players more control and preparation options.
Victory Points: Players had difficulty understanding how different actions earned Victory Points. I learned that the connection between actions and rewards needs to be more obvious to guide strategic decisions.


What I’d Do Differently:

Simplify Resource Management: I'd reduce the number of resources players need to manage or make the tracking system more intuitive to prevent confusion early on.

Balance Climate Events: I’d refine the climate event system to ensure they’re challenging but not game-breaking. Giving players more ways to prepare for or deal with them would make the game feel fairer.

Clarify Victory Points: I’d make it clearer how each action contributes to earning Victory Points, possibly with a visual tracker that shows progress in each area (like energy, waste, green spaces).

Add More Interaction: I’d introduce a few cooperative elements or give players the option to form temporary alliances to make the game feel more dynamic.


Next Steps:

Refine the Climate Event System to make it challenging but not too disruptive.

Simplify Resource Management to reduce complexity early in the game.
Clarify Victory Points by improving the tracking system and the connection between actions and rewards.

Test Cooperative Elements to see if they increase player engagement.

Game Documentation 1 for “The Sell Me This Challenge”

Short Summary:

The “Sell Me This” Challenge is a fun and fast-paced game designed to test players’ creativity and persuasive skills. Players take turns acting as the seller and the buyer, with the goal of convincing the buyer to purchase an everyday object using their best sales pitch.

Design Process & Thought Process:

  • Game Design Document (GDD):Include a concise GDD outlining the game’s core concepts, message/purpose, rules, and mechanics. 
Core Concepts:
"Sell Me This Challenge" is a fast-paced, social party game where players take turns acting as the seller and the buyer. The objective is to craft the most convincing sales pitch to persuade a buyer to purchase everyday objects, despite various challenges. Players must adapt to different scenarios, think quickly, and use creativity to sell the product effectively. The game tests players' persuasion skills, creativity, and ability to think on their feet.

Message/Purpose:

Core Message: The game aims to enhance communication and persuasion skills through creative thinking and adaptability. It encourages players to think on their feet and craft engaging, convincing narratives to sell everyday products in a fun and light-hearted setting.
Purpose: "Sell Me This Challenge" is a party game that provides players with an entertaining way to develop their sales and presentation abilities while engaging in a competitive and humorous environment.

Game Rules and Mechanics:

Setup:
Players decide who will be the seller and who will be the buyer. The youngest player starts as the seller, and turns alternate clockwise.
The spinner wheel determines which category the seller will pick their object from (Around the House, In the Classroom, Activities, Clothing).

Gameplay:

Seller’s Turn:
The seller spins the wheel to determine the object category and then draws an object card from that category.

The seller then draws a scenario card which introduces a challenge (e.g., a defect, a limitation, or a unique sales situation) that the seller must work around.

The seller has 2 minutes (or 1 minute for a faster pace) to make their pitch, trying to persuade the buyer(s) to purchase the item.
The seller can use any approach: emphasizing benefits, creative uses, humor, or exaggeration.

Buyer’s Turn:

Buyers decide whether they would purchase the item by placing a “Buy” or “Pass” card face down on the table.

The seller reveals the cards after all buyers have voted. If the majority of buyers vote "Buy", the seller keeps the object card. If the majority votes "Pass", the object card is returned to the deck.
After each round, roles are reversed, and a new seller is chosen.

Victory Conditions:
The game continues until one player collects 7 object cards.
Points are awarded based on the difficulty or value of the object cards, with easier objects worth 1 point and more challenging ones worth up to 3 points.

The player with the most points at the end of the game wins, not just the first player to 7 cards.

Special Spaces (on the Game spinner):

Gray or Black Spaces: Players must follow the instructions, like losing a card or skipping a turn.
Steal a Card: Allows a player to take an object card from another player.

Game Variations:
Mystery Box Challenge: The seller cannot see the object and must sell it based on a brief description.

Time Pressure: Shorten the sales pitch time (1 minute or 30 seconds) for a more intense challenge.

Theme Pitches: The seller must tailor the pitch to a specific audience (e.g., sell the object to a billionaire or a child).
Pitch Continuation: The buyer can ask questions during the pitch, testing how well the seller can adapt.

Target Audience:
"Sell Me This Challenge" is designed for players who enjoy social interaction, humor, and creativity. It’s perfect for parties, family gatherings, or team-building exercises, with a focus on players aged 12 and up. It’s ideal for 2 or more players but can also be played in teams.

Design Notes:
The game should encourage players to think outside the box, using their imagination to create entertaining and persuasive pitches.
The Scenario Cards introduce a layer of challenge that keeps the game unpredictable, requiring players to adapt their strategies on the fly.
Fun and humor are key elements of the game, allowing players to have a good time even when things get a bit over-the-top.
  • Iterative Design: Showcase how you iterated on the game design, highlighting the challenges you faced and the decisions you made. 
Initial Challenges and Decisions


Challenge 1: Slow Game Play

Issue: The game felt too slow because players took too long with their pitches.

Solution: I added timers—a 1-minute timer for fast rounds and a 2-minute timer for regular rounds. This sped up gameplay and kept things exciting.


Challenge 2: Repetitive Gameplay

Issue: Players were running out of ideas, and pitches started to feel repetitive.

Solution: I introduced Scenario Cards that added challenges to the sales pitch (e.g., a defective product), making the game more creative. I also added a wheel to randomly choose product categories, keeping things fresh.


Challenge 3: Different Skill Levels

Issue: Some players struggled with the game because they had different sales experience levels.

Solution: I made the game team-friendly so experienced players could help beginners. I also focused on fun feedback, where buyers could judge based on creativity and humor, not just persuasion skills.


Challenge 4: Unbalanced Scoring

Issue: Some products were too easy to sell, others too hard, which felt unfair.

Solution: I added a point system, where harder-to-sell items were worth more points. This kept things competitive, giving players a reason to take on more challenging products.


Challenge 5: Lack of Replay Value

Issue: After several rounds, the game started to feel predictable.
Solution: I introduced game variations, like the Mystery Box Challenge (where sellers can’t see the item) and Themed Pitches (e.g., selling to a celebrity). These kept the game interesting each time you played.


Challenge 6: Confusing Rules

Issue: The original rulebook was too complicated.

Solution: I simplified the rules and added a quick-start guide so players could jump right into the game without reading too much.


Final Results:

The game is now fast-paced, fun, and offers endless variety. With the timers, Scenario Cards, and game variations, players stay engaged, and every round feels different. The point system balances competition, and team play helps players of all skill levels enjoy the game. The changes I made improved the overall experience and made the game more fun and accessible for everyone.
  • Game Mechanics: Explain the key game mechanics in detail, using diagrams or screenshots, or photos to illustrate them. 
Game Mechanics of "Sell Me This Challenge"

1. Roles: Seller & Buyer

Seller: The player who pitches a product to the buyer, trying to convince them to make a purchase.

Buyer: The player who listens to the pitch and decides whether to buy the product or not.
Gameplay Flow:

The seller and buyer roles alternate after each round. The game begins with the youngest player being the seller.


2. Spinning the Wheel

Purpose: The wheel determines which category the seller will draw an object card from.

Categories: Around the House, In the Classroom, Activities, Clothing


Diagram:

Imagine a spinner divided into 4 sections: one for each category. The seller spins the wheel to land on a category. Each category corresponds to a different type of object the seller will try to sell.


3. Drawing an Object Card


After spinning the wheel, the seller draws an Object Card from the deck of the selected category. Each card describes a typical item that could be sold.


Example Object Cards:

Around the House: Vacuum cleaner, blender, etc.
In the Classroom: Whiteboard, desk, etc.
Activities: Tennis racket, kayak, etc.
Clothing: T-shirt, jacket, etc.


4. Scenario Card

After selecting an object, the seller draws a Scenario Card. This card adds a challenge to the sales pitch.

Example: "The product has a defect" or "The buyer is on a very tight budget."

The seller needs to adjust their pitch based on the scenario.


5. Making the Sales Pitch

Objective: The seller has a set time (1 or 2 minutes) to pitch the product, addressing any challenges presented by the Scenario Card.

The seller must use persuasive techniques such as humor, logic, emotion, or exaggeration to make the item appealing.


6. Buyer’s Feedback

After the pitch, the buyer(s) (other players) decide whether they would buy the product or pass on it.

The buyer places either a “Buy” Card or “Pass” Card face down.

Buy: The seller successfully convinced the buyer.
Pass: The seller was not convincing enough.

Example:
Buyer Cards: Each player gets a "Buy" and "Pass" card to show their decision.


7. Scoring & Outcome

Majority Decision: If the majority of buyers choose "Buy," the seller keeps the Object Card as a successful sale.

If most buyers choose "Pass," the object is returned to the deck.
Players earn points based on the difficulty of the object, with harder-to-sell items being worth more points.

Example: An item like a vacuum cleaner might be easier to sell than a kayak, so the kayak could be worth more points.
Points System:

Around the House Cards: 5 points
In the Classroom Cards: 4 points
Activities Cards: 3 points
Clothing Cards: 2 points


8. Role Rotation

After each round, the buyer becomes the seller, and the game continues with a new pitch.



9. Winning the Game

The game ends when a player collects 7 Object Cards, but they don’t automatically win. The winner is the player with the most points based on the value of the items they've sold.


Illustrations of Key Mechanics:


Wheel Spin:
The spinner would have 4 equal sections representing the categories. After spinning, the seller draws an Object Card from the corresponding deck.

Object Card & Scenario Card:
Example: A card showing a vacuum cleaner and a scenario card stating “The vacuum has a broken hose.” The seller must convince the buyer despite the defect.

Timer for Pitches:
A 1-minute or 2-minute timer (e.g., a digital timer or hourglass) to limit the seller's pitch duration.

Feedback Cards:
Each buyer has a “Buy” or “Pass” card to vote on the pitch.


Conclusion:

The core mechanics of "Sell Me This Challenge" revolve around creative pitching, adapting to challenges, and convincing the buyer through quick thinking. Players learn to improvise, get creative with scenarios, and hone their persuasion skills—all while having fun!
  • Player Goals: Clearly define the players’ objectives and how they achieve victory. 
Player Goals in "Sell Me This Challenge"

Main Objective:

The ultimate goal of "Sell Me This Challenge" is to collect the most points by successfully selling various items, using creative and persuasive sales pitches. Players achieve this by convincing buyers to purchase the items they are selling, despite challenges and scenarios that may arise during the pitch.

How to Achieve Victory:

Make Successful Sales:
The key to achieving victory is convincing the buyer(s) to purchase the object being sold. After each sales pitch, the buyer(s) decide if the pitch was convincing enough using “Buy” or “Pass” cards.

If the majority votes “Buy,” the seller earns the object card and earns points based on the difficulty of the item sold.


Earn Points from Sold Items:
Different items have different point values based on how difficult they are to sell:

Around the House Cards: 5 points each
In the Classroom Cards: 4 points each
Activities Cards: 3 points each
Clothing Cards: 2 points each

The more convincing and creative the pitch, the higher the chances of earning these valuable object cards.


Deal with Scenario Cards:

Each round introduces a Scenario Card that presents a challenge or limitation to the seller. Sellers need to adapt their pitch to address these challenges. For example, the object might be defective, or the buyer may have a limited budget. Overcoming these obstacles with a convincing pitch earns the player the object and points.

Continue to Sell:
Players take turns as the seller and buyer, continuing to pitch and sell items. Every successful sale brings the player closer to accumulating the required 7 Object Cards to end the game. However, collecting 7 cards is not enough to win; players must have the most points to claim victory.

How to Win the Game:

Game Ends: The game ends when a player collects 7 Object Cards.

Final Victory: The player with the most points from successful sales (determined by the difficulty of the items they sold) wins the game.


Summary of Goals:

Sell products by convincing the buyer with a persuasive pitch.
Earn points based on the difficulty of the items sold.

Adapt to challenges introduced by Scenario Cards to make creative and convincing pitches.

Be the first to collect 7 Object Cards and have the highest score based on points to win.
  • Gameplay Sequence: Include images or videos demonstrating different stages of gameplay, highlighting key moments and player interactions. 
I really didn't take any pictures of this process while it was being played but here are the steps of the game play in detail:

1. Setup Phase:

Description: Players get ready by selecting their roles (Seller and Buyer). The game board, Spinner, and cards are set up. Each player has a set of "Buy" and "Pass" cards.

Key Visual:
Players around the game table, each holding their “Buy” and “Pass” cards.

The spinner wheel placed in the center.

A stack of Object Cards and Scenario Cards to the side of the board.

Player Action: The first player spins the wheel to determine the category for their pitch (e.g., "Around the House," "Clothing," etc.). The seller then draws a Scenario Card.


2. Spinner and Card Drawing:

Description: The player spins the wheel to determine which category they will sell from. After spinning, they draw an Object Card from that category and a Scenario Card that presents a challenge they must incorporate into their sales pitch.

Key Visual:

A spin of the wheel showing categories like "Around the House," "Clothing," etc.

Object Card in hand, with an image of the object (e.g., a broken toaster or a fancy jacket).

A Scenario Card that gives them an obstacle, such as "This toaster has a broken lever," or "This jacket is too large for anyone under 6 feet."

Player Action: The seller reads the card aloud and prepares their pitch, knowing they need to incorporate the challenge into their strategy.


3. The Pitching Phase:

Description: The seller has 1 or 2 minutes to persuade the buyer to "Buy" the item, despite its flaws or challenges. Players use creativity, humor, or logic to present their case.

Key Visual:

A timer on the table, showing 1 minute for a fast-paced pitch or 2 minutes for a standard one.

Seller in action, talking animatedly and possibly holding the object (or miming it).

The buyer listening and reacting, possibly with humorous or exaggerated expressions.


Player Action: The seller uses the time to convince the buyer, while the buyer listens, possibly asking questions or making comments that challenge the seller’s pitch.


4. The Buyer’s Feedback:

Description: After the pitch, the buyer(s) decide whether they are convinced to "Buy" or "Pass" on the item. The seller then flips their feedback cards to see the results.


Key Visual:

Feedback cards in hand (one showing “Buy,” the other showing “Pass”).
A spread of feedback cards on the table, with some players eagerly awaiting the verdict.

Sellers looking anxiously at the results.

Player Action: The buyers reveal their votes, and if the majority vote is “Buy,” the seller keeps the object card. If “Pass,” the card is returned to the deck.



5. Scoring and Rotating Roles:

Description: After each round, players track whether the pitch was successful. The next round begins with new roles, and the spinner determines a new category.


Key Visual:
Object cards collected by the successful seller, stacked on their side of the table.

The spinner again being spun for the next round.

Players swapping roles, with the buyer becoming the seller.


Player Action: The game continues as players rotate between selling and buying, accumulating points for successful pitches.


6. Endgame and Victory:

Description: The game ends when one player collects 7 object cards or when a predetermined number of rounds have been completed. The player with the most successful sales wins.


Key Visual:


A player with 7 object cards, their victory points clearly displayed.
Players celebrating or playfully arguing about who had the best pitch.


Player Action: The final round is completed, and the player with the highest total points (for successful pitches) is declared the winner.
  • Game Board & Components: Show good pictures of the game board and components, explaining how they guide or influence player actions. 

1. Game Board Overview:

Description: The game board for “Sell Me This Challenge” would likely be designed with a central playing area for object cards, a spinning wheel section, and a scoring track for victory points. The board might also have a section where players place their Buy/Pass cards for easy reference.

Key Sections:

  • Central Object Card Decks:
    These represent the four categories (Around the House, In the Classroom, Activities, and Clothing) where the seller will draw their items from. The decks are clearly labeled to ensure the seller knows where to draw from when they spin the wheel.
  • Spinner Wheel Area:
    This section would display a large spinner divided into four segments corresponding to each of the categories. The design of the spinner makes it a random element of the game, guiding the sellers to choose items from different categories based on luck.

2. Object Cards (Item Cards):

Description: Each card in the game represents an object that the seller is trying to sell, and the cards would have the following visual cues:

  • Category Label: Each card is clearly labeled with its category (Around the House, In the Classroom, Activities, Clothing).
  • Visuals of Objects: The object might be represented by a picture or a short description (e.g., “Vacuum Cleaner,” “Tennis Racket”). The card may also show the difficulty rating of the item (e.g., 2 points for Clothing, 5 points for Around the House).

Influence on Gameplay:

Category Impact: Players must adjust their pitch depending on the category they land on. An item from Clothing might require a pitch focused on aesthetics, while an item from Activities might require talking about lifestyle and fun.

Strategic Decisions: The object card influences how the seller approaches their pitch. For example, an item from Around the House (worth more points) might require a more detailed or persuasive pitch.

3. Scenario Cards:

Description: Scenario Cards add a random challenge to the seller’s pitch. They might say things like:

  • “The item is broken, but you have to sell it anyway.”
  • “The buyer is on a tight budget.”
  • “The item is luxury, but you need to convince the buyer it’s worth it.”

Influence on Gameplay:

Influencing Pitch: Players might need to focus on problem-solving or turn negative aspects of an item into positives. For instance, a broken item might require a pitch focused on affordability and how the item can still serve a purpose.

Creativity and Adaptation: These cards challenge the seller to adapt their pitch and get creative. They prevent the game from becoming repetitive and push players to think on their feet.

4. Buy/Pass Cards:

Description: These are cards that the buyers use to show their feedback after the pitch. The buyer will place either a “Buy” or “Pass” card face down on the table. The seller will then flip these over to see the results.

Influence on Gameplay:

Feedback Loop: The feedback from the buyers directly affects the seller’s confidence and the progression of the game. Sellers must be prepared for both outcomes and adapt accordingly.

Buyer Interaction: These cards are central to the interaction between the buyer and seller. They influence the seller’s approach and make players think about persuasion in the moment.

5. The Spinner

Description

The spinner determines which Object Card category the seller will choose from: Around the HouseIn the ClassroomActivities, or Clothing.

Influence on Gameplay:

Creativity: Sellers must adapt their pitches based on the random category chosen, encouraging creativity and versatility.

Randomization: The spinner adds unpredictability by randomly selecting the object category for each round.

Quick Decisions: Players don’t have to waste time choosing an object category, keeping the game fast-paced.

Rulebook & Playtesting:

  • Rulebook Sample: Include a sample of your rulebook, demonstrating your writing and communication skills. 
  • Playtesting Notes: Share any notes or feedback from playtesting sessions, showcasing your ability to identify and address issues. 
Playtest Session 1:

Feedback:

Positive: Players enjoyed the hilarity of pitching random objects, and the spinning wheel added excitement.

Challenge: Some players were unsure how to structure their pitch for unusual or difficult objects. They were unsure if they should focus on creativity or try to be more realistic.


Adjustments:

Guideline Cards: Added quick tips for players on how to pitch creatively (e.g., focus on benefits, humor, exaggeration).

Clarified Instructions: Emphasized that creativity is encouraged, and any pitch style is valid.


Playtest Session 2:


Feedback:

Positive: The game was fun and created a lot of laughs, especially with the unpredictable categories and scenario cards.

Challenge: The 1-minute timer felt too tight for some players, and they wanted more time to finish their pitch.


Adjustments:

Optional Longer Timer: Allowed players to choose between 1 or 2 minutes depending on their preference.

Added "Pitch Helper" Card: Gave players an extra 30 seconds if they needed more time to wrap up their pitch.



Overall Observations:

Strengths: The game encouraged creativity and quick thinking, and players enjoyed the interactive feedback aspect.

Areas for Improvement: Some players struggled with the timing pressure. There’s room to make the game more flexible while keeping it fast-paced.


Next Steps:
Continue testing with both time options to find the right balance.
Focus on refining the scoring system for clearer player feedback.

Explore adding a "Bonus Round" where players pitch in front of a more "challenging" buyer (e.g., a billionaire, a child).

Continue refining balance between fast-paced gameplay and sufficient time for creative thinking.
  • Game Reflections: Discuss what you learned from the development process and what you would do differently next time. 
What I Learned from the Development Process:


1. Balancing Time Pressure and Creativity:

One of the biggest takeaways from the development process was realizing the balance between time pressure and creative freedom. Initially, the 1-minute timer created a lot of excitement but also caused some frustration, especially for players who felt they didn’t have enough time to make a compelling pitch. After playtesting, I learned that a flexible timer (allowing players to choose between 1 and 2 minutes) worked better in keeping the game fast-paced but also giving enough room for creativity.

2. Importance of Clear Instructions:

I noticed that some players struggled with how to structure their sales pitches, especially with unusual objects. This made me realize how important it is to have clear guidelines on how to approach the pitch. The inclusion of a Pitch Helper Card was a direct result of this observation, and it helped players feel more confident when they were uncertain.

3. Social Interaction is Key:

The game’s success relied heavily on the interactions between players, especially the feedback from the "buyers." I saw that players loved giving each other feedback and the banter during pitches was the most entertaining part. This reinforced the importance of having social engagement as the core of the game.


What I Would Do Differently Next Time:

1. Simplify the Scoring Process:
During playtests, some players had trouble understanding how to judge pitches and how the "Buy" or "Pass" cards worked. Although the game was fun, I would simplify the scoring system in future iterations, possibly by providing a clearer explanation of when to vote "Buy" and "Pass," perhaps using visual examples or icons on the cards.

2. Refine Scenario Cards:
While the scenario cards were a big part of the fun and creativity, some players found them either too difficult or too vague. In future versions, I’d try to fine-tune the scenarios to offer more variety and clarity. This would ensure players always have interesting challenges, but not ones that feel unfair or too obscure.

3. Test Different Player Counts:
Since I mainly playtested with a group of 3 or 4 players, I didn’t get a chance to see how the game played with larger or smaller groups. Next time, I would run tests with a wider range of players (1v1, 2v2, and larger groups) to ensure the game scales well and the experience remains enjoyable no matter how many people are playing.

4. Incorporate More Game Modes:
While the base gameplay is fun, adding more variations (like themed rounds or more intense challenges) would make it even more replayable. I would experiment with introducing "theme" modes where the seller has to pitch based on specific conditions (e.g., selling to a child, selling to a billionaire).


Overall Reflection:

The development process taught me the importance of flexibility in game design, especially when dealing with time pressure and creativity. Feedback from playtests was incredibly valuable, highlighting areas of improvement that made the game more engaging and enjoyable. Moving forward, I would focus on making the game easier to understand and more adaptable to different playstyles, while keeping the core excitement of pitching random objects and hearing wild ideas.