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:

Game Documentation for: Buccaneer Builders

Rules/Photos:

Game when setup

Piece Details

Simple design Iterations

  • Prototyping made with cardstock and printer paper. Vibrant colors appeal more to the eye, setting the light-hearted tone of the game. Simple but gets the point across.

Overview of Changes made

  • One of the most important changes I made in the game was the implementation of blueprints. Without the blueprints, players would make sloppy pirate ships that did not fit the standard of the instructions. With blueprints, players could align the building materials within the grids of a 3×3 sectioned mat.
  • The next change was subtle, but more significant than I thought… I increased the amount of info cards everybody gets, from 1 to 3 (total). With one info card, people had to take turns passing around a single card with small information. Now, players can feel free to keep their own card to themselves for reference.
  • Lastly, I added the “captain” role, which allows a separate player from the crew to judge which boat suffices. The captain compares the instructions to the final build and determines which boat wins. This role is niche and not required, but necessary in establishing order, preventing petty arguments.

Overview of Changes to make

  • I’d say if I kept the game going, I would decorate/fix up the building instructions, because some things aren’t exactly clear. Additionally, I would have to make the same arrangements with the game rules.
  • More pieces. More things to build upon the ship to make the game more challenging. Potential things such as a cannon, barrel, or even a treasure chest could make way into the playing experience.
  • Some people said that my game was easy. Something that crossed my mind was amping up the difficulty, but I wouldn’t want to make the game ridiculously hard. I have to find a way to maybe implement a sabotage method which would raise the stakes.

Thoughts and Lessons Learned from Playtesting

  • One lesson learned during the playtesting phase was maintaining a sense of equality in my game. When I’m designing a playing experience, I must make the game mechanics manageable for everyone to pick up, rather than being a tight skill margin. I’ve noticed that Buccaneer Builders is more for the quick-of-hand, so appealing to everyone’s skill would make for a more successful game.
  • Frankly, I must take into consideration that the instructions aren’t what people think they are. To me, everything makes sense in my own wording, but from another viewpoint, something might not add up. This revolves around my game rules, which need to deliver a message neater and quicker.

Cat Game (Looking For Opinions)

Some of you guys played my cat game and left some awesome suggestions. Here are some updates I’d like to add to it, and Character ideas I would like for people to have.

Character Ideas:

  • King Cat (White Siamese)(can smack anyone they want down one level, only once)
  • Ragdoll Cat (Prone to falling over, but can discard other disadvantage cards)
  • Black Cat (Best luck in the whole game!(Can pick 2 cards from activity )
  • Orange Cat (Can steal out of anyone’s deck, but cant see which card they get)
  • Trash cat(Can steal one treat from one person each turn)

Character cards will always be picked randomly (Need more character Ideas, feel free to tell me if these need changed too!)

New Ideas:

Instead of Treats moving you up a level, you can spend/eat your treats on different items and abilities to help you move up a level.

Card Ideas:

  • Cat Fight- Two Players roll dice, whoever gets bigger number gets to pick something out of other players hand
  • Laser Pointer- Distract other players (need an idea for the rest of this)
  • Vacuum Cleaner- Everyone looses treats (Play Immediately)
  • Eat your treat- Forced to discard 3 of your treats (Play Immediately)
  • Biskets- Benefit card

Game Review (Art Heist)

Alana Tush

Was it fun?

Yes this game was fun, I think it was a little awkward in a classroom setting though, but i think it would thrive at a calm friend gathering.

What were the player interactions?

Accusing each other of being the art robber

How long did it take to learn?

This game was easy to learn, it was very quick

Would you play it again?

I would play this again outside of the classroom setting

Game Review- Troll Riddle Run

Alana Tush

Was it fun?

Yes this game was fun!

What were the player interactions?

The player interactions were reading the riddles to each other and occasionally switching places with another player.

How long did it take to learn?

This game was fairly easy to learn. I was just confused on when you took a chance card, and when you got a riddle card.

Would you play it again?

Yes I would play this again.

What are the collaborative and or competitive aspects of the game?

The collaborative parts were reading the riddles to eachother, and the competitive parts were making it to the end of the map where the troll is first.

What is the game’s metaphor and which of the game’s mechanics standout?

I loved the troll guy and the game board was very nice. It matched the rolls vibe perfectly.

Game Review for The Birds and The Beavers

Alana Tush

Was it fun?

Yes I really enjoyed this game, you don’t have to think much, so it is a nice game to play while catching up with friends.

What were the player interactions?

I enjoyed when you land on an exclamation mark, you have to challenge one of you opponents by rolling a higher number on the dice or lose a life.

How long did it take to learn?

This game was easy to learn so it didn’t take much time

Would you play it again?

Yes I would play this again!

What are the collaborative and or competitive aspects of the game?

You collaborate with your team member to collect all of the items need for making a birds nest, to a beaver dam. The competitive aspects are challenging your opponents when you land on an exclamation mark, and making it back to the home base to drop off your collected items to build your house.

What is the game’s metaphor and which of the game’s mechanics standout?

I liked the little game pieces we had to move throughout the game. Maybe in a more developed version, you can make the items than need collecting a more functional piece instead of paper.

Game documentation (to feed or not to feed)

Alana Tush

Game rules

  • Photos of:
    • the game when setup 
    • details of the pieces
    • glass beads (blue and white) and cards
    • Cards

any design iterations – changes to the board, cards or pieces

  • There were many versions of the cards, which I only have the final because I was working on the same illustrator document. I got blue glass beads for the food, and later bought white glass beads to switch out when the animal is fully fed. So i added that after play test An overview of changes made
  • I changed that the players can look at their cards before they put them down, instead of putting them down like a game of war where it is a mystery.
  • Your thoughts and lessons learned from play testing 
  • The game makes a lot more sense to me because I’ve been thinking about it and making the rules than it does to someone that has never seen the game before. It takes more time to learn.

Documentation of The Birds and the Beavers

We have not made any changes after this original prototype.

If I were to make further iterations of this, I would make minor mechanics tweaks and then enhance the design. First, I would add the ability to trade in useless resources for one players want at a 4:1 ratio. I would also add the ability to collect your teammates lives for them (but if they are dead they stay dead). Next, I would specify that a player does not need to roll the exact number to land in their teams home and place resources. Other than that, all changes would be cosmetic. I would flip “The Birds” and “nest” so it would be facing the birds team. I would make the board out of a thicker material and all of the spaces would be indented for the resource pieces to fit in like a puzzle. The resource pieces would be hexagonal. Perhaps the Player Icons could be little birds and beavers.

The game worked very well. Mechanics worked and the game was cute. With these minor tweaks, it would be a great game! I would be interested in taking it further.

Game Makers Play Test Notes

Alana Tush 

Game- To feed or not to feed

Players- Boyfriends Family

What questions did your players have?

  • In this play test the players wanted to learn as we went instead of reviewing the rules, so they had many questions about who one the hand, when rounds were over, and how the feeding worked.

How quickly did they learn to play?

  • After a few hands, they got the hang of how to play.

What kinds of interactions did the players have?

  • My boyfriend and his mom are very competitive and they both try to accuse each other of cheating all the time, so there was a lot of conversation.

What confused players?

  • At first, all the different numbers and sections on the cards was confusing to them, but they learned. 

What made players excited?

  • There were many rounds where one player didn’t win an animal, so they were frustrated but got excited when they finally won an animal.

What did your players enjoy doing?

  • We enjoyed taking the food for the animals and placing it on the cards, and once they were fully fed, switching the blue beads out for one white one.  

Did any aspect of the game frustrate players?

  • When there were many hands where one person didn’t win.

Game Makers Play Test Notes

Alana Tush

Game- To feed or not to feed

Players- Parents

What questions did your players have?

  • After they reviewed the rules and we started playing, they had questions about which spot on the cards were the strength meter and which part of the card was rewarding and feeding food. I directed them back to the rules where there is a diagram of the card with labels.

How quickly did they learn to play?

  • After a few minutes, everyone got the hang of it. It went pretty quickly.

What kinds of interactions did the players have?

  • my dad was really into the competitiveness of winning the strongest animal and was smack talking me and my mom.

What confused players?

  • At first, all the different numbers and sections on the cards was confusing to them, but they learned.

What made players excited?

  • We all got excited when we won the strongest animal and when it was fully fed.

What did your players enjoy doing?

  • We enjoyed counting up the fully fed animals at the end to see how many points we got

Did any aspect of the game frustrate players?

  • When someone kept an animal and could not discard it when they couldn’t feed it.

Dare the Deep Documentation

I changed the number you have to roll to be successful. Originally you must roll a sum of 1-6; I changed it to 1-8. I also changed the strictness of when you have to drop your treasure and keep diving. I let players choose to stop rolling but stay on their bubble.

I think this game has a fun metaphor that could be fun for a kids game but the mechanics need some work. I think their are a couple of options to do this. Perhaps players must complete 2-3 objectives from their dives. I should also clarify that objectives are not fulfilled until the treasure is brought to the surface. Something to consider could be changing the success of dives depending on the depth of the water. Example. from bubbles 1 to 3, you are successful if you roll a sum of 10. from bubbles 4-6, you are successful if you roll a 1-8… This way, we continue the metaphor and increase the feeling of productivity. I should alter the rules to let divers choose to stop on bubble and end their turn. If they lose a roll, they must swim up and NOT drop their treasure. Perhaps only the treasure from the last “checkpoint” can be brought up? Sorting out these mechanics would need further game tests.

Overall, the game would make a cute kids game that incorporates risk mechanics. However, the mechanics definitely need the most work out of all of my game prototypes.

Documentation of GoViral

Game Setup

An early development change I made was implementing a timer. Otherwise, players take too long thinking about their response.

The changes I made included adding a timer and a way of tracking points.

If I were to move forward with this prototype, I would add a new way of tracking points, a solution for ties, and another randomizing factor. I would probably make a “viral meter” where players could track their points and the first to get to the end goes viral and wins. The total amount of points needed to win would need to be tested but I would start with 100 points. For ties, I need to specify in the rules what happens. I would begin by saying that both players keep their cards. If that doesn’t seem fair after play testing, then the higher valued hashtag card wins. Finally, another randomizing factor may help differentiate this game from other similar party card games. I was thinking of having a “trend” spinner. On this spinner could be topics that match the hashtags. This spinner would be spun each round. If you play a hashtag that matches the trend, the points could be doubled.

Overall, the game mechanics worked and the post cards were funny. The format of the caption cards makes it incredibly versatile for a wide spectrum of age groups and provides a replayable experience. While I think it could be a fun game with these changes made, I am more interested in moving forward with other prototypes.

Gaming Marathon: Garden Sabatage

  • What was the most frustrating moment or aspect of what you just played? Losing the plant immediately with a bug.
  • What was your favorite moment or aspect of what you just played? I loved the art! I thought all of the pieces were cohesive. I think the pen and ink style works well! I also love that you can do three actions per turn. I haven’t played a game that you can do this but I think it makes players feel more productive and may reduce the feeling of turns being tedious. Overall, the game was well-paced and a good combination of fun and strategic.
  • Was there anything you wanted to do that you couldn’t?  A board would also be helpful for the draw piles etc. I think it could be cute if it was themed … maybe a market shelf? Pots?
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? More pesticide! Honestly, I think it was a fine amount. If there was more, it might be too easy.
  • What should be improved with the next version? I don’t know if it’s necessary to have drawing options for the insects/pesticide. At any point, you could sabotage people easily.
  • Describe the game in 3 words. Artsy, PlantMom, Well-Paced