Garden Sabotage Documentation

Rule Set 1 

Rule Set 2 

The changes that I made from the first version to this version include:

  • adding the pesticide cards as a tangible form to get rid of the bugs
  • Making good bug cards worth more since they are so rare in the deck as well as adding more
  • Adding a Golden Watering Can card that gives the first player to reach 5 objective cards more points
  • Making it 5 cards to trigger the final round instead of 7
  • Clarifying some areas of the rules, particularly with discarding cards, the amount of plants you can plant in your garden per turn, and what plant is eaten by a bug
  • Adding the option to dig up the plants in your garden 
  • Action reminder cards that you can refer to throughout the game
  • Incorporated a game board into the rules that would have specific places for the cards so that it doesn’t get confusing 

Future Changes

  • Actually design the game board with the different spots for the cards, making the setup easier and adding to the game’s aesthetics
  • Maybe add a spot for the bug cards on the player mats
  • Get rid of the two face-up bug cards, as it makes it too easy to sabotage and get exactly the bug card you want
  • Clarify and simplify the rules further. For instance, clarifying the pesticide rules and that the order you lay down your cards on the player mat doesn’t matter. 
  • Design my cards myself, by hand, instead of the placeholder AI generated art (most likely a stippling style, undecided if I would do color or not)
  • Add names on the backs of the cards so that the stacks of cards are more easily identifiable or adding the name on the game board itself 
  • Add more instructions on the cards themselves (like what happens with a bug card or pesticide card)
  • Add point values onto the good bug cards so players don’t just need to refer to the rules
  • Maybe have a way to protect certain plants/flowers in your garden
  • Maybe rename the plant cards to be flower cards?

Thoughts and Lessons Learned From Playtesting

  • I learned a lot from playtesting this game. I realized that there is a need to clarify and simplify some the rules more. I thought I had a pretty solid set of rules until it was playtested and the group didn’t really understand it. 
  • Along with that, I also learned that I really needed to distill some of the information for players since the game is complicated with the amount of actions you can take on each turn. This is why I created the action reminder cards.
  • I thought that the players generally seemed to have a pretty good time playing this game. The player’s interaction with sabotaging others’ gardens with bugs was a mechanic that players really seemed to like. 
  • I would like to continue refining this game at some point, but I likely will do that in the future, but not too much more during this class. I think that it is a pretty solid game idea and I have a lot of the rules and mechanics worked out to the way I want them to be, but I feel as though this isn’t the most original idea for a game. However, I think this game has a lot of potential for the design aspect of it, and I am really really into drawing bugs and plants lately. 

Details and Photos of the Game:

3 Replies to “Garden Sabotage Documentation”

  1. I dig the entire aesthetic of this game, the colors, the drawings, the detail, it’s all so cute. Also I enjoy that you added a physical pesticide card. I think that makes the pesticide action easier and more understandable or the players to enact.

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