
Game Design – Final Documentation
Final Chakra Crusade Updated
Chakra Crusade
Objective:
The objective of Chakra Crusade is to align all 7 Crystals in their designated Chakra Rows by the end of the game to reach total enlightenment and harmony.
Components:
- Action Card deck
- Color coded crystals (7 per color, total 35 crystals)
- Game board
Set up:
This game can be played with 3-5 players
- Each player chooses:
- 7 crystals of their chosen color.ย
- Then players set 1 of each crystal in the start positions of each chakra path.
- Start positions – are marked with a lotus symbol
- Chakra Paths – are the color-coded rows leading toward the center.
- Aligned Chakra position – are the central spaces marked with each Chakraโs symbol.
- Then shuffle the deck of cards, and deal 3 cards to each player. Then set the deck near the board.ย
Start of the game:
- The calmest player goes first. Each player briefly states why they believe they are the calmest; the group decides.
- Turns proceed clockwise.
- Each player must play 2 actions on their turn.
- Actions may be:
- Off-card actions (no card needed)
- On-card actions (action on the card)
- After playing cards, place them face-up in a discard pile.
- At the end of your turn, draw until you have 3 cards in hand.
- If the deck runs out, reshuffle the discard pile.
- Actions may be:
Actions include
OFF card actions:
- Moving: You may move ONE crystal ONE space forward.
- Meditation: Discard one card you dislike, and pick a new card from the deck.ย
ON card actions:
Movement:
- Flow state: Move ONE of your crystals 2 spaces forward.
- Chatarunga Down: Move one of your crystals back 1 space. Then move a different crystal forward 2 spaces.
- ย Energy surge: Move 2 different crystals 1 space forward each.
- Friendly Flow: Choose one player. That player moves ONE of their crystals forward 2 spaces
- Counter Flow: Reverse the direction of gameplay (if going clockwise, now go counter clockwise)
Sabotage:
- Blocked Energy: Move ONE target opponentโs crystal back 1 space.
- Skipping yoga: Skip any playerโs turn (choose your target)
- Still Mind: everyone moves ONE crystal 1 space backward except YOU
- Vinyasa: Swap one of your crystals with one opponentโs crystal.
Defense (can be played anytime)
- Shield of calm: Use this card to ignore any setback that has been played against you.ย ย
- Karma: Deflect a sabotage, and the player who tried to sabotage you gets the setback themselves.ย
Important: Crystals can only move forward in their current Chakra Path. They cannot switch Chakra Paths .
Beyond first round:
Your goal is to place 3 crystals into the center aligned spot of each Chakra Path.
Aligned Chakras cannot be affected by any card once earned.
Winning and Losing:
- The player who has aligned all 7 Crystals in the center Chakra spots first has to announce:ย
โI am Enlightened!”
They win immediately.
If multiple players complete their seventh token on the same turn, all are enlightened and share the win.




Documentation for The Jammers!!
- Game rules
- The Jammers!
- Madison Hurst
- Objective
- Make the most valuable jam recipes by combining various fruits and spices before the deck runs out! The player that reaches 30 points in recipe combos wins!
- Ideal player count is 3-4.
- Materials Needed
- Strawberry cards
- Blueberry cards
- Peach cards
- Vanilla spice cards
- Mint cards
- Basil cards
- Ginger cards
- Special action cards
- Jammer Scoresheet and pencil (to add up points as you go)
- Setup
- Shuffle all the deck of cards
- Deal 5 cards to each player
- Place the remaining deck in the center of the table, face down (this will be the draw pile)
- Right next to the draw pile will be the discard pile (these cards can face up when once a pile starts to form)
- The person who was last to eat a piece of fruit recently will go first! (if you can remember the tallest will go)
- The turns will go clockwise
- Play overview
- A players turn will consist of three phases (draw phase, action phase, and cleanup phase
- Turn Order
- THIS IS THE START OF YOUR TURN
- Draw Phase:
- Draw 1 card from the draw pile
- Action Phase:
- Choose one of the following actions:
- Complete recipe
- If you have a the correct spice and fruits then create a Recipe Combo from your hand (e.g., โBlueberry blissโ needs blueberry + vanilla)
- Recipe Combos stays in front of you for final scoring.
- Action card
- Play an action card then discard it
- Discard a Card
- If you donโt like what you see, you can get rid of a card that is in your hand to the discard pile.
- Cleanup phase:
- After every player’s turn, you must have 5 cards in their hand.
- There must be 5 cards in your hands, no more and no less
- This goes for action, fruit, and spice cards.
- Write down how many points you have after your turn (if possible)
- For example: You pick up 1 card (6 cards in your hand). Then, play a recipe combo which includes three cards played. Leading you to pick up 2 cards from the draw pile.
- For example: You pick up 1 card (6 cards in your hand). You still donโt see a recipe combo or action card that you like. You will then discard a card of your choice, and that would get you back to 5 cards.
- ***See more details in the action card key about how it affects the hand limit
- YOUR TURN IS THEN DONE.
- Reshuffle
- If the deck runs out of cards, reshuffle all of the cards except the completed recipe combos from each player.
- Recipe Key:
- Strawberry jam (strawberry + cinnamon) 4 points
- Blueberry bliss (blueberry +vanilla) 5 points
- Peach sunrise (peach + ginger) 4 points
- Mixed berry (strawberry + blueberry + mint) 6 points
- Perry jam (strawberry + peach + basil) 7 points
- Tri preserve (strawberry + peach + blueberry + any spice) 7 points
- Berry sweet (two fruits + cinnamon) 3 points
- Earthy herb (any fruit + basil) 4 points
- Action Cards:
- Bunny attack: choose a player and they have to discard one fruit (player that discard their fruit must pick up a card from the draw pile)
- Farmers market: draw two cards next turn instead of 1 and place card the 2nd card that was not used under the draw pile. Cards can be played the following turn.
- Fruit poacher: steal 1 random card from another players hand (the player that was stolen from must pick up a card from draw pile)
- Another man’s trash, is another man’s treasure: swap one fruit from your hand with one from the discard pile
- Jam Packed: Whatever recipe combo that you create on your turn will be doubled (tri preserve is originally 7 points, but would be 14 points with the Jam Packed card)
- Win/Lose
- The Game ends immediately when the player reaches the set number of JAM points (30) or over, and will be the TOP JAMMER!!!!!
- Tiebreakers:
- Most completed recipes
- Most fruits used overall
- If still tied, both share the victory as co JAMMERS!!
- Photos of:
-
- the game when setup
- details of the pieces
- any process photos โ making
- any design iterations โ changes to the board, cards or pieces
- An overview of changes made
- An overview of changes to make
- Your thoughts and lessons learned from play testing





























During the course of this design, it went through many reworks. From fixing confusing directions, card size, amount of cards in each category, and changing how a players turn would work. I am pretty proud of what I reworked and testing to see how fluid the game is. I strived to make the cards cut as neat as possible which was tedious, but I am proud of committing to that. Moreover, the game became more fluid once I changed the hand limit to 5 cards (no more or no less). My last change was adding more spices to give people more chances to make recipe combos, and adding a Jammer scoresheet.
Interactive animation final
Loop Animation : https://rmu.andrewyames.com/wp-content/uploads/2025/10/Cat_Sleep_Animation_1_V2.mp4
Interactive Narration: https://scratch.mit.edu/projects/1254431991/editor
Interactive poster:

Final Project: Spooky Detection Agency






For my final project I deiced to make a board game based on ghost hunting. This was the 3rd attempt for a game like that’s, as previous iterations were tough for users to understand. This one has a better quaily board, colored chacarer tokens and updated rules. I wanted to dye the players, however rit dye was extreamly messy and didnt adhere well, so alcohol based markers were a subsitute, otherwise all pewioces are 3-D printed or cardstock.
Saksatoon Blades Find The Puck Gallery
This gallery link serves as a way to see a few insights on my interactive poster, as well as the functionality. I have also attached the GitHub link for those that would like to try.
https://docs.google.com/presentation/d/1jr2pcVHScqo36sbHi760FVrBqlsqMFuK502BSYVWms0/edit?usp=sharing
Looping Animations Gallery
This gallery serves as a way to view previous iterations of the Nascar 1984 looping animations as well as other experiments. Below I have attached the google slides link, as well as the fully developed final animation video.
https://docs.google.com/presentation/d/1-rBPcBbGC0i2s_dUQnZANox7VHHqRAHWogyiE2HDatQ/edit?usp=sharing
Pepper’s Ghost Box Gallery
This gallery serves as a way of viewing previous iterations, the final iteration, the build process, and some videos as well. I have attached the Google Slide link to view the slides as I make small edits.
https://docs.google.com/presentation/d/1XV5AMR1MXIYWwN7XT20zi6n1nItfQdzJOQNnHG86Bbs/edit?usp=sharing
Reactor 21 Game Mat Design
Final Thoughts About Boxed In
Boxed In came from wondering what a competitive version of Shut the Box might look like. Giving each player their own tray made the game immediately more interesting, and most of the development came from quick playtests with ChatGPTโmainly experimenting with doubles penalties, pacing issues, and ways to keep the game from stalling out.
We found a few solid ideas, like the Stalemate Release rule, but I never quite reached a final version that felt fully balanced. Still, the process paid off. A lot of what we learned while testing Boxed In directly shaped the design of Reactor 21, which grew out of the same experiments but landed in a much stronger place.
In the beginning, both players are just getting their boards started. You roll, claim a few easy tiles, and see what kind of shape your board is taking. Itโs mostly about opening things up and seeing where the numbers fall.
As the game settles in, youโre making small adjustments based on what the dice give you. The doubles effects add a little movement, but most of the time youโre just trying to keep your board flexible and avoid boxing yourself into a corner.
Toward the end, there are fewer open spots and each roll gives you a couple of decisions to think through. The Stalemate Release rule helps keep things moving, and youโre mostly trying to keep the board workable long enough to reach your goal.
The boards were purchased directly from Amazon. I’ve attached a screenshot of the product photo from the website.

And this is a screenshot of how my playtest with ChatGPT looked on my screen…

Week six questions
There was a game that I was attempting to develop at the same time I was starting out with A Game About Colors… This other game was called Boxed In.
Boxed In came from wondering what a competitive version of Shut the Box (the classic pub game) might look like. Giving each player their own tray made the game immediately more interesting, and most of the development came from ongoing playtests with ChatGPTโmainly experimenting with doubles penalties, pacing issues, and ways to keep the game from stalling out.
We found a few solid ideas, like the Stalemate Release rule, but I never quite reached a final version that felt fully balanced. Still, the process paid off. A lot of what we learned while testing Boxed In directly shaped the design of Race to 65, which grew out of the same experiments but landed in a much stronger place.
Original Rules โ Boxed In (Early Concept Version)
- Each player has their own tray with tiles numbered 1 through 12, all starting unclaimed.
- On your turn, you roll two dice.
- After the roll, you may claim:
- either die result (if unclaimed),
- or the sum of the dice (if unclaimed),
- or both individual numbers and the sum, if all three are unclaimed.
- You could not affect your opponentโs tray; the game was mostly a race, not a conflict.
- Doubles rolls were allowed to trigger bonuses for the roller or penalties against the opponent, but these were still very loose ideas at this stage and not yet defined.
- First player to claim 10 tiles on their own tray won the game.
- If a number was already claimed, you simply couldnโt take it; the roll did nothing.
- There were no locked tiles, no cursed tiles, no drain effects, and no stalemate rule.
- The flow was straightforward: roll โ claim whateverโs free โ try to reach 10 tiles before the other player.
In the beginning, both players are just getting their boards started. You roll, claim a few easy tiles, and see what kind of shape your board is taking. Itโs mostly about opening things up and seeing where the numbers fall.
As the game settles in, youโre making small adjustments based on what the dice give you. The doubles effects add a little movement, but most of the time youโre just trying to keep your board flexible and avoid boxing yourself into a corner.
Toward the end, there are fewer open spots and each roll gives you a couple of decisions to think through. The Stalemate Release rule helps keep things moving, and youโre mostly trying to keep the board workable long enough to reach your goal.
Week five questions
Top two ideas, each in only one sentence
A Game About Colors, More or Less is a deduction game where players compare subtle color differences and guess which card shows more or less of a chosen color.
Reactor 21 is a cooperative game where two players work together to stabilize unstable reactors by managing cards, preventing meltdowns, and keeping the system balanced.
Here are my five game ideas that revolve around the idea of collecting:
Red Flag Rally is a team party game where players collect โred flagโ personality traits from fictional characters and work together to decide whose imaginary date is the least disastrous.
After Hours Heist is a collaborative strategy game where players collect tools and inside intel to pull off a late-night break-in, making risky choices that raise tension but require the whole group to commit.
Secret Signals is a social deduction game where players collect coded clue cards and have to share information in subtle, slightly flirty ways to reveal who in the group is actually on their team.
Flirt & Fumble is a cooperative chaos game where players collect โeffort pointsโ by attempting mildly awkward or bold social challenges written on cards the group draws together.
Moonlit Market is a mysterious team game where players collect forbidden items from a nighttime bazaar and must negotiate with strange NPCs and each other while keeping certain temptations in check.
Week four questions
5 game ideas that revolve around a single theme of of your choice. if your theme is time traveling ducks, then all five ideas need to be different games that utilize the same time traveling ducks theme any idea off theme will not earn a point. continue to follow the idea formatting rule:
I accidentally already covered this topic in week 3, regarding games revolving around color. One of the ideas morphed into the original concept for A Game About Color, More Or Less. The original rules of that game were as follows:
A Game About Colors, More or Lessโฆ โ Version 1 Rules
SETUP
- Place the 12ร18 game mat in the center. It shows rectangles A, B, C, and a color key.
- Shuffle the 48-card Solid Color Deck and place it color side up on rectangle A.
- Leave room for each player’s personal pile and a discard pile.
GAMEPLAY
- Youngest player goes first, clockwise afterward.
Player Turn Sequence:
a. Move the top two cards from Pile A: one to B, one to C, both color side up.
b. Roll the six-sided die to determine the active color using the board’s key.
c. Compare the two revealed color sides on B and C, declaring which is more/less of the rolled color.
d. Flip both cards to reveal numeric values for C, M, Y, R, G, and B.
Higher number = more. Lower number = less. Matching values = Good Luck (automatic win).
e. Correct or Good Luck โ player keeps both cards. Incorrect โ both to discard pile D.
f. Turn ends; next player draws new cards to B and C and repeats.
END OF ROUND AND WINNING
- Round ends when all 48 cards from Pile A have been used.
- Players count only cards in their personal piles and record scores.
- Shuffle all cards and start a new round.
- A game can only be won at the end of a round. First to reach 50 total points wins.
Example of Gameplay
Itโs Mayaโs turn, and sheโs the active player.
She takes the top two cards from Pile A and places one on B and one on C, both color side up.
She rolls the die and gets a 2.
According to the color key, a 2 means she has to compare the cards for magenta.
Maya looks at the two color swatches on B and C. After studying them, she decides that the card on B looks like it has more magenta than the card on C. She says, โB has more magenta.โ
Now she flips both cards over to check their values.
Card B shows a magenta value of 58.
Card C shows a magenta value of 42.
Her guess was correct, so she takes both cards and adds them to her personal pile.
Her turn is over, and the next player repeats the same steps with two new cards.
Week three questions
5 game ideas that involve collaboration use the following formate : [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them]
Prism Teamwork is a cooperative board game in which players work together to fix broken colors by using color tiles to match and complete patterns on the table.
Color Detectives is a team guessing game in which players try to figure out which color is missing or out of place by using clue cards and talking it out together.
Rainbow Builders is a collaborative building game in which players work as a team to create a big rainbow by placing colored blocks or cards in the right order.
Shade Garden is a shared strategy game in which players take care of a garden that changes colors and help each other mix the right shades using simple color-mixing cards.
Color Path Adventure is a cooperative path game in which players try to travel across a map by matching colors and using special color cards to help teammates move forward.

