Simulation Ideas – Week 6

  1. A Poker Simulator – instead of just digital game or in person, people can play together in a simulation/virtual world of the actual game with players like “logging in” to play

2. Magic Learner – a game of learning magic tricks and gaining points by mastering certain skills – playing it as a simulation allows the player to see the steps in the process of conquering magic tricks in “reality” by lines of direction in what to move and do – I would rank tricks by difficulty and unlock harder packs once you conquer the beginning stages

3. History simulation – your playing through important historical events and they stick with you better by actually experiencing them and being a character in them so that you are faced with the decisions the actual people would have had to make but it’s in game mode and as a simulation

4. A life loop simulation – a game in reality but it simulates the work cycle of working to buy to work to buy, but that doesn’t necessarily become obvious til closer to the end – mechanics would work like everyone gets a job and then needs and the players take action based on what those different roles and needs are

5. I’ve never seen a simulation as an insect – i think it’d be cool in a virtual environment to play as a bug and your trying to survive against humans which are you enemies and the monsters in the simulated environment – you gain points by staying alive the most amount of days.

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

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:

  1. Each tied player places 1 card face-down
  2. Then flips 1 card face-up
  3. 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

ActivityCarbon Score
Walking0
Biking0
Solar Power5
Wind Energy5
Public Bus40
Train45

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.

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

  1. Flip a card → reveal a piece of content (“slop”)
  2. Players decide: Human or AI?
  3. Everyone votes simultaneously
  4. Reveal answer
  5. 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!)

Game Ideas Week 6

5 ideas for simulations

  1. A city planning simulator. Players design systems of transportation to account for growth and traffic issues. 
  2. A game that simulates space exploration, but operating off a deck building mechanic like that of Dominion. I would incorporate discoveries that would dictate the strength of a hand at any given moment to keep it dynamic.
  3. Players work as a nurse at an understaffed hospital. They must prioritize patients with limited time and resources. The game would simulate the pressure and emotional strain of working in healthcare.
  4. An educational game in which players are challenged with repairing lines of code to earn points and prevent system failure.
  5. An air traffic control simulation where a player manages multiple flights at one time and avoids collision or delay.