Don’t Diss My Ability Rules

Objective: Gain the most points by traveling around campus

Starting Out: Every player will roll a die. The dice roll corresponds to the disability experienced by that player. Place your character token somewhere in Nicholson (blue building). The player who took ibuprofen/pain meds most recently will go first. Play will continue clockwise.

  • 1-2: ADHD
  • 3-4: Cane
  • 5-6: Wheelchair

Turn:

  1. Pull a location card
    1. This is where you are trying to go. This card will not change until you have reached your location, at which point you can collect the appropriate amount of point tokens
  2. Roll a die
    1. This is how many spaces you move. After you roll, consider your character effects, and move that number of spaces
    1. If you must roll a die for the elevator, do this when you get to the elevator/stair space

Moving:

  • You can access any floor via an elevator with the same number. No matter how many floors you go, this counts as one move
    • However, each flight of stairs counts as a separate move (ie. If you take the stairs from the 1st floor to the 4th floor, that would be 3 moves)
  • You must roll a die each time you take an elevator.
    • If you roll an even number, the elevator works, and you can take it to any floor
    • If you roll an odd number, the elevator does not work, and your turn ends there
  • ADHD
    • If you roll a six, you must go back to where you started. Your location card does not change.
    • If you land in Romo’s or the Wheatley Cafe, lose a turn
  • Cane
    • You can only take 1 flight of stairs in the whole game
      • All moves after you take a flight of stairs are cut in half (due to pain)
    • If you go to the gazebo, you are no longer in pain and can move normally again, until you take another flight of stairs
    • Every time you leave a building and walk outside, you must roll a die for weather.
      • Evens, it is sunny, you move as normal
      • Odds, it is rainy, the number of moves you can take are cut in half
        • If you are in pain from taking stairs and it is raining outside, you can only move one spot per turn until you get back inside or to the gazebo
  • Wheelchair
    • You can only take elevators to get to different floors
    • Every time you leave a building and walk outside, you must roll a die for weather.
      • Evens, it is sunny, you move as normal
      • Odds, it is rainy, the number of moves you can take are cut in half

Gaining points: Once you have reached your destination, you can collect your point tokens.

  • Within the same building: 1 point
  • AMC – gazebo: 1 point
  • Franklin/Hale (yellow) – Scaife (grey): 2 points
  • Crossing a piece of board: 1 point for each board you cross

Winning: First person to 5 points wins

Road Paver Game Ruleset

Description: Road Paver is a game in which players plot out a system of roads to grow and evolve their cities all while juggling the happiness of their citizens and the well-being of the environment.

How to Play:

  • Each player will have their own independent City that they want to build up. Each Player will start with a single Dirt Road Tile as a foundation for their City.
  • The Player who got their Driver’s License first gets to go first, go clockwise from there.
  • When it is a Player’s turn, they will pick a single Road Tile or Building Tile and attach it to their City. If there are no Road Tiles from the Current Era remaining or you have no space to attach a Building Tile to your roads, you must skip your turn.
  • Players will repeat this process until all Tiles from the Current Era are gone. Once all Tiles from the Current Era have been used, Players can move to the next Era of Tiles.
  • The game will end once all Tiles from all Eras have been placed.
  • To determine a final score, add together all of your Happiness Values and Environmental Values. The Player with the highest combined total of Happiness and Environment Value is the winner.

Game Mechanics:

  • Happiness Value (HV): Happiness Value is one of the two scores Players must keep track of. Building Tiles will have varying levels of HV attached to them, some positive and some negative. Players should aim to keep as high of a HV as possible.
  • Environmental Value (EV): Environmental Value is the other score Players must keep track of. Building Tiles will have varying levels of EV attached to them, some positive and some negative. Players should aim to keep as high of an EV as possible.
  • Road Tiles: Road Tiles are the building blocks of the game. Road Tiles can only be placed next to another Road Tile and the paths on the Tiles must match up. Road Tiles from separate Eras are allowed to connect.
  • Building Tiles: Building Tiles are how players will gain their HV and EV. Building Tiles each have a set amount of HV and EV attached to them. Building Tiles must be touching a Road Tile from the same Era to be placed.
  • Current Era: As Players place Tiles, their Cities will progress through different Eras. Cities will start in the Stone Era with simple Dirt Paths and Wooden Huts, but will eventually progress to the Modern Era with Highways and Skyscrapers. In order to progress to a new Era, players must place every available Tile from the Current Era, Players cannot advance to the next Era until all Tiles from the Current Era are used. Building Tiles from each Era can only be placed on Road Tiles from the same Era.

playtest results 3/23

changes:

added a set difficulty feature. Difficulty levels for rolls variy from 1-10, with each level being multiplied by 25 to determine the actual difficulty.

players have fatigue in each attribute equal to their stat. Whenever they fail a roll, the difficulty goes up by 1 level and their fatigue decreases in the attribute they used by 1. For each level of fatigue below 3, they take a penalty of -1 from their roll. If they hit 0, they can no longer attempt rolls of that attribute.

added critical success at 50 beyond difficulty and critical failures at 50 below. Critical success grants a bonus and critical failures give an additional negative event or debuff. If you crit fail, you can’t try again with that attribute for this encounter regardless of fatigue.

after testing, I’ve found that this system works fairly well for scaling difficulty of encounters. If a player can’t beat something with one stat, they have to use their head and find another way around. Test scenarios included moving a heavy object and scaling a cliff. When fatigue became too high for one player in the first one to try and move the object, the player elected to destroy it. When the same was true for the cliff, they decided to stack objects at the base of it to boost themselves.

Generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)

  • Game about doing everything right as a black astronaut and still not being allowed to go to space
  • Game where you’re a beloved politician, but no matter how right or informed one of your decisions seems, you only see the worst outcomes
  • Game that makes you dissect the mice used to test common medicines (this is not a statement against common medicine I just went out with a girl who does that as a research job and thought it was insane how frequently and mercilessly they kill mice)
  • Game that simulates short term memory loss symptoms by dropping the player into high-context conversations – without the necessary context (maybe you can tattoo yourself like in Memento)
  • Game that puts you in the position of an American Defense Planner after being notified of an unprecedented nuclear attack. There are no rules.

Post thoughts on iCivics

  • I. Love. ICivics. I think I shared about all my thoughts in class, whether you wanted to hear them or not. 
  • Even so, in having that much love for the iCivics platform, I can admit that they are so totally useless. I never learned anything about bills or laws or gerrymandering when we played these in high school. I just wanted to have more fictional money or upset more of my fictional constituents than my chums. 
  • If I wanted to learn about those judicial systems and processes, I could go to a real .gov site or pick up a book. Games – at least games like that – can’t teach those things.

Post thoughts on advergames

  • I have a hard time imagining the circumstances that would lead to an average person downloading or purchasing one of these games. I think they’re funny. I think that first race in the M&M’s kart game was hilarious. But I cannot see a world where anyone loads up a second race. 
  • I definitely fell victim to some of the Subway-Surfers Temple-Run franchised remakes, but I was also in fourth grade when the Minions version of that running and swiping game came out.

Game makers notes

  1. What questions did your players have?

What some of the material cards meant.

  1. How quickly did they learn?

Fairly quickly

  1. What kinds of interactions did the players have?

They liked stealing cards/plants from each other

  1. What confused the player?

The event cards and what order to play your turn

  1. What made the players excited?

Being able to fill the orders of customers

  1. What did your players enjoy doing?

Stealing the plants from other players and getting money

  1. Did any aspects of the game frustrate players? 

Just the event and material cards. I feel I need to go back and fix my rules and add more filler material cards so its not just event after event. 

Playtest for Starting Roots

Playtest for Mia (Starting Roots)

Playtesters- Family

Most Frustrating?

The event cards. There were too many in the deck and kept pulling the same cards.

Favorite moment?

Liked stealing plants

Wanted to do it but couldn’t?

Play material cards at any time during a player’s turn. Not having a specific order in which to play cards. Wanted to fill more orders for customers. 

Magic wand?

Have groups of plants with different difficulties. Make less event cards. Separate events into a separate pile and have an event card in the material cards in which that player can hand another player that card for them to pick an event card. 

Would you play again?

Yes   

BrainyAct Feedback/Questionnaire

I wanted to be unique with my feedback and create a questionnaire myself with my own questions that I was wondering specifically, on top of the questionnaire that Ames already provides to everyone during a play test. I asked everyone:

  1. What did you think of the colors/aesthetic? Would you change anything? Were the colors denoting the type of question properly?
  2. Would you be open to experiencing a video as a ruleset instead of a written, lengthy ruleset? Why or why not?
  3. Was the 2-minute sand timer enough time? If not, what do you think it should be?
  4. Did you enjoy the red bolt category (actions)? Do you have any recommendations for actions to add or ones to adjust? Why?
  5. Would you recommend this to a friend? Would you play the finished version/play again?

Shane’s Answers

  1. I like the idea of having categories/colors. I think stating the color of the card could make the game more interesting/add more strategy.
  2. A video ruleset would be nice. Seeing the game played out is always easier than reading.
  3. I think the time was good. It never felt too short and never felt too long either.
  4. I thought having actions was a fun way to spice things up. Having more active ones could be fun and make managing your time more interesting.
  5. I would recommend this. I had a fun time and it felt competitive the whole time. It was a good mix of fun and educational.

Ben’s Answers

  1. I think a various color boxes (red, yellow, green) for correct answer to fill and a reward of a meaningful object(s) (like Beatstar).
  2. I think both are fine since I saw the written rules are organized; video is a bonus for fun exploration.
  3. I think it’s a fair amount.
  4. I enjoy it since it’s a mission trivia for fulfill the level of striking signs.
  5. I would recommend for video game designer field and students since this mechanics are very towards the video game reward system.

Shane Ames’s Questionnaire

  1. What was the most frustrating moment or aspect of what you just played? Some questions I had zero idea on the topic, but I’m not sure anything could be done to help that.
  2. What was your favorite moment or aspect of what you just played? The competitive aspect of trying to get enough cards was a lot of fun.
  3. Was there anything that you wanted to do that you couldn’t? I would have liked to know the color of the card I was being asked.
  4. If you had a magic wand, and you could change, add , or remove anything from the experience, what would it be? Know the colors easier for more strategy
  5. How was the play experience changed since the first play test? n/a
  6. Is this a game you would play again? Why? Yes, mentioned on other sheet.

My response to user feedback

I think a lot of what Shane and Ben said is valid. I was already thinking about a lot of their concerns and questions such as the color of the cards and potentially playing around with the concept of changing the back of the color to whatever color the bolt is on the front of the card. Given that the user answering doesn’t get to see the question/answer side, it makes sense to change this so they have an idea of at least what kind of question they are going to be asked. Also, I’m glad that both of them thought the time given (2 minutes) was good because that was one of my main concerns given the variety of questions/actions on the card.

Clay added some insight as well. He was talking to me about explaining the answer to the person answering if they answer incorrectly. In the play test I left that open ended to see what the users would do when answering incorrectly. Would they be curious and ask what the answer was? Or would they simply fall into a cycle of confusion? Unfortunately it was the latter. This wasn’t the end of the world, but I edited the ruleset to explain that and even added in the house rules section an optional hint section.

Ames talked to me about my blue bolt section. Some of the questions weren’t necessarily “general knowledge”, so I changed this section to be classified as “Pop Culture” to give me some leeway in that regard.

Lastly, from just observing, I found that I wasn’t specific enough about who was flipping the tube and who was picking the card. In most card games, if it is your turn you are the one picking the card. However, in this game, since the answer is on the card, the person not actively answering (the person who’s turn it is NOT) is the one picking the card from the deck to read to the other. That means that the player that is actively answering is the one flipping the sand timer.

BrainyAct Updated Rule Set

(2+ player game)

Components: XXX (tbd) Question and Answer Cards, One 2-minute Sand Timer

Objective: BrainyAct is a card game designed for a fun, educational, interactive group experience. Be the first to reach 3 correct answers in each category. The first person to correctly complete three actions, three science questions, three pop culture questions, and three geography questions wins!

Setup/Gameplay: Make sure the deck of cards is shuffled sufficiently. Once shuffled, place the deck in the middle of the group playing. Youngest player goes first. Players will take turns picking a card from the top of the deck. It is IMPORTANT that the player that is answering flips the sand timer, and any player not active is looking at and reading the card to the active player, preventing the active player from seeing the answer. Complete as many cards as possible in the 2 minutes. Once your 2 minutes is up, it’s time for the next players’ turn. You can even play in teams of two, asking your partner the question, or against anywhere from two or more players.

Correct Answers: Correct answers are listed on bottom of the card upside down. If a player answers the question correctly, they get to keep the card and form 4 different colored stacks in front of them, creating a total of three cards in each stack to win!

Incorrect Answers: If you answer a question incorrect during your turn, the card gets shuffled back into the main deck. However, before doing so, as the reader, make sure to read off the answer to the player who answered incorrect to promote a learning environment for all!

House Rules: At the beginning of the game, players should decide whether they are allowed multiple guesses per question or if there is only one guess per question. Also, decide how accurate answers need to be. For example, if a question card asks, “Which country is the state Pennsylvania in?” and the answer is “The United States of America” and a player states “the U.S.” is that an acceptable answer? A skip option is something that should be declared at the beginning of the game as well. Lastly, players can decide if they want a hint or not after a certain amount of guesses. For example, if after three guesses the player is stumped, feel free to give a hint!

Colors:

Red Bolt: A red bolt denotes an action. Players will have to complete a physical task to earn the card! 

Yellow Bolt: A yellow bolt denotes science! Make sure to channel that inner Bill Nye!

Blue Bolt: A blue bolt denotes pop culture. Examples include questions about the internet, the Olympics, and M&M’s!

Green Bolt: Last but certainly not least, a green bolt denotes geography questions! Do you know your countries? We shall see!

Class 3/20

Another productive class today. I completed my to-do list of writing the rule set for BrainyAct, printing and assembling a prototype, and completed my first play test. I also got a lot of good feedback from Shane, Ben, Clay, Prof. Ames and Prof. Jones. I think BrainyAct is coming together nicely. I need to tweak a couple things here and there, but I like where it’s heading and truly believe it has production potential. It will 100% be in my portfolio and I think documenting the process will be fun.

Poaching Bad —> Jungle Justice Update

I recently updated the rules based on the second play test of Jungle Justice based on the notes below, which is wayyyyy less notes than I had even through the first 15 play tests of Blast Radius, so I think it’s really cool being able to now anticipate issues ahead of time, before players even encounter them. Check my post with the rules for the updated rules.

Play test 2 maker notes

Thoughts on Observance

I thought Observance was a cool game with easy-to understand mechanics. It actually heavily inspired me with my poaching game and gave me a good foundation to work with when I started writing up my rules.

Despite enjoying the game, there were a couple things that stood out as thing’s I didn’t like. I first of all wasn’t very impressed with the paper presentation of the game. I know that it probably exists somewhere in a finalized form and that it was free to print-at-home, but good quality materials makes games feel a bit more real. I also have never really been a fan of the battle-ship style announce and reply when it comes to trying to find where your opponent has things placed. I would have preferred a system that allowed me to see where the border patrol agents were, and subsequently would have allowed me to move around them. I suppose it makes sense that mexican migrants should be hidden to avoid detection, but it just pulled some of the immersion from my gameplay.

Things I liked:

I really enjoyed that the game wasn’t exactly balanced. It paints a picture for how difficult it actually is to cross the border from a migrant’s perspective. I wish for the sake of playability that I was able to have at least 1 or 2 more openings in the walls to increase my chances at winning, but that would take away from the story.

I liked the different search patterns, that the border patrol could do, it allowed me to stay in the game so long as Clay chose the wrong search pattern for where I was. I do wish I also knew where the green card was, if nothing else, because it would give me a slight advantage and a goal to work towards, instead of mindlessly throwing migrants at random spots and telling the border patrol where that person is.

Overall, I would def. play the game again and it did a good job at conveying a story of Mexican migrants essentially battling with the border patrol on the American-Mexican border.

Class 3/13

Class today was productive. I worked more on color theory and the overall aesthetic for BrainyAct. I found that the best look is to go with a black and white color scheme and have the colorful aspect of the game be associated with the types of challenges that come with the game. I originally experimented with primary colors (red, blue, yellow) with the addition of a bright green. However, after looking at the concept art and mockups, I decided to go against the brighter colors and instead chose a pastel color scheme for the same colors. This gave the look a more unique feel and made the game feel better art-wise.

Next week I plan on elaborating on the experimentation I did and begin to test the game mechanics. Until then I will be working on making at least 5 challenges per color category and do some user research/testing while doing so. I think this would be a good addition to the portfolio as well.