Mad Dash

Kaley Rohanna and Madison Hurst

Mad Dash

By: Kaley Rohanna and Madison Hurst

Game Board Creation

What is Mad Dash: 

A two player game requiring players to roll dice in order to progress their piece across the board. The goal is to get to the opponent’s end and steal all their marbles.

Materials:

4 marbles (2 for each player), 2 marble holders, 2 dice (1 for each player), 9 Wild Cards, 1 Dice Number Key, 2 player pieces, 11×17 cardboard, 11×17 cardstock board design, 

Mad Dash Initial Testing:

  • Coming into the first game board testing, we created a board design (11×17) on Adobe illustrator
  • Kaley and I decided to go with each player having 3 marbles and a total of 10 spaces on the board. 
  • Mad Dash was intended for two people to play
  • The initial instructions for this game was:
  1. One player must call out a number,#1-6 on the dice that was given, that both players are trying to obtain first
  2. First one to get a selected number moves their piece up one space, and gets to call out the next number.
  3. Once one player reaches the opponent’s side should take one of their marbles 
  4. Both players will reset to their starting positions
  5. First person with all of the marbles wins
  • Our findings was the game was never ending, and many players struggled to get at least one marble.
  • The game always kept each player at neutral so, if one player stole a marble, a couple seconds later the opponent would equalize the playing field. 
  • Players were able to understand the game fairly quickly, but had a lot of questions come up regarding when they both landed on the same space. 
  • We let the players continue to play while still in the same space, and waited to see who rolled the selected number.
  • The players were really excited when they attained a marble or got the selected number before the opponent. 
  • Some frustrating aspects of the game was it being slow/long, and going back to zero or starting space.
  • Another question that was brought up was if the player that lost that round (didn’t get marble in time) had to also reset to starting positions as well. 
  • At the end of the board game testing, we had some key takeaways:
  1. Possibly having dice with red and green for each person, and making it a subtraction game. 
  2. Or if you got a selected number on red dice, you had to go back a specific amount of spaces). 
  • One suggestion from the player was to change to one die and subtract both players’ roll and winner move up spaces. They said to make the board longer and add more checkpoints. 

Mad Dash 2nd Testing: 

In this test, we added wildcards to handle the instances where the players’ pieces reached the same space and gave each player only one die to roll. 

Instructions for Testing 2:

Set up

Each player puts 3 marbles in their box

Choose piece to play as

Each player gets one marble

Goal

Make it to the opponent’s end to steal a marble

First one to steal 3 marbles wins

Instructions

  1. Each player constantly rolls their die, don’t worry about taking turns.
  2. The number rolled determines how many spaces you move either forward or backward.
  3. Once you reach the opponent’s end, take a marble and go back to your own end, at the starting position. Continue rolling as soon as you’re ready.
  4. Opponent does not go back to their starting position but continues where they are.

Rolling the Dice

If you roll a…

1 = +1 space

2 = +1 space

3 = +2 spaces

4 = +2 spaces

5 = -1 space

6 = -2 spaces

When pieces land on the same space…

You enter WAR with your opponent.

  1. You and your opponent roll the die once.
  2. The higher number gets to draw a card from the pile, and will determine your fate.
  3. Follow the rule on the card (Each card asks you to roll a certain number to win the war.)
  4. Once each player’s move is determined, return to previous play until a new war. 
  • Many people enjoyed the addition of the wild cards.
  • Landing on the same space and stealing a marble excited the players.
  • The pacing had improved.
  • It did take a few minutes to memorize what each dice roll meant, but it was not difficult to understand. 
  • Some frustrating aspects included not getting to move their piece forward and losing to the opponent.
  • Overall this test went well and players had fun. There were some changes and additions that led to major improvements in the gameplay.

What would we fix for the following testing: 

  • The 2nd testing went very smoothly, and there was minimal suggestions of bugs in the game
  • The only thing that Kaley and I believe that we should improve is the die key
  • The improved die key would be:
  1. #1= +3
  2. #2= +1
  3. #3= +2
  4. #4= +2
  5. #5= -1
  6. #6= 0 
  • Fortunately, we were able to make this minor adjustment while we were testing the second time around and found that this improved die key works better.
  • The prior key, didn’t allow for a player to win as quickly and slowed the game down
  • But, the newer key gives players a chance to steal the marbles at a fast pace which creates a sense of urgency. This part helps truly engage the users. 

game reviews

overconsumption

  1. the most frustrating part of this game was moving. a lot of the cards were for moving backwards so it was hard to move forward.
  2. i loved the dialogue that was spurred from the reflecting parts of the cards.
  3. i wanted to be able to move more, we ended up with a lot of move backwards cards so we didn’t end up really moving off of start.
  4. i feel like the game would work better if you would start in the middle of the board. this would make it more like seeing your real impact and you would just go through all the cards.
  5. i feel the board need more stuff maybe colors more specific branding.
  6. the purpose was for people to speak and think critically about how people use things in the world and how it can affect our consumption.
  7. simple, informative, thoughtful

keep talking and nobody explodes

this game is very fun simulation of defusing a bomb. it works a lot with blind teamwork. one person ha the manual and one person has the bomb. they can not see each others objects forcing them to describe and decipher colors symbols and actions through nothing but speech.

Game Review for Mason by James Harding

The only frustrating aspect of the game I can see would be the rock-paper-scissors, and I would recommend the option to roll a dice to see who goes during the turn.

I enjoyed the gameplay and the mechanics. Easy to understand.

I would adjust the health, for example double the health to make the gameplay last longer.

Game Review for Norina by James Harding

The only frustrating moment I had was the length of the game in case the players would be in a time constraint. If there was unlimited time, this wouldn’t be an issue.

I enjoyed all other moments, the game was engaging and fun.

The scoring system where all players either begin with 20 or so points is an awesome idea and it can be changed to accommodate the time-frame of how long individuals would want to play.

I do not have any recommendations for improvement with the next version, this version was optimal.

Mother’s Wish Rules + Analysis

Making Process Pictures + Gameplay

Game Maker’s Play Test Notes

  1. What questions did your players have?
    • Some common questions that the players had were based on the rules, such as “What if you pick up and put back items?” or “Can I take from the other player’s bin?” Any of the questions were based on unspecifications that I will have to clarify in the rules, in order to prevent people from doing the wrong actions. Another question was “Am I allowed to block the other player?”
  2. How quickly did they learn to play?
    • It didn’t take long for the players to catch on to the ruleset. I’d say that this game has one of the easier rulesets I’ve made but nonetheless needs improvement. The players were able to play the game and adapt, but they still ran into complications that I will have to personally look over.
  3. What kinds of interactions did the players have?
    • This is a very competitive game, and the players were constantly at each other’s throat. From a direct interaction, the players clash tweezers and wrestle with pieces time to time, as well as striving to the first to earn points. However, not much talking is involved in the game, as players are dialed in to focus on what pieces to grab.
  4. What confused players?
    • Players were less confused about the rules, and more confused about the pieces they had to grab. I’ve noticed that in the prototype, I did not do a good job of indicating what type of pieces they have to lookout for. This confused the players, as they sometimes grabbed the wrong pieces or mistakened items for something else.
  5. What made players excited?
    • The excitement mainly derived from the bulk of the gameplay, where players were rushing to earn points. When the points were earned, it was rewarding to the players too, complimenting their quick-thinking and observation skills. The anticipation of the manager flipping over the card evoked excitement as well, as the players eagerly awaited their next challenge.
  6. What did your players enjoy doing?
    • The players enjoyed using the tools (tiny tweezers and shopping carts) and competing with each other. They enjoyed navigating through the miniature store model, which gave them an environment to interact with.
  7. Did any aspect of the game frustrate players?
    • I wouldn’t say so, but the players suggested a mechanic to make things easier for the playing experience. I think it was more about a factor that they wish was a part of the game rather than frustration. For example, they suggested a clock/bell that could be hit to indicate that they are done with the shopping list, in order to prevent frequent ties.
  8. What did your players learn/take away from your game? Was that what you intended?
    • I’d say my players learned the aspects of keeping cool during a moment of chaos. This game really enforces the principles of maintaining composure and concentration, no matter how stressful the environment may be. This was sort of what I intended, since I was looking to create a fast-paced and competitive game.
  9. What is your plan to address player questions, confusion, and frustration?
    • Just as I’ve tackled criticism in the past, I plan on addressing the confusion, questions and frustrations of players through communication and/or feedback. Through frequent playtesting, I expect players to tell me the things that are wrong with my game. There have been instances where I thought the game was perfect from the start, until players have exposed its flaws in rules. I’ll also have to read over the rules of my game and make extra clarifications and changes to better the playing experience.
  10. If your players didn’t get your intended message, what will you change?
    • One thing I will point out is that this game is supposed to make the players feel empathy, as the premise of the game revolves around getting groceries for your sick mother. I don’t think the players understood that, at least I can do a better job at making that known. In order to fix this, I will add designs to the cards which will show a small picture of your mother asking for the specific groceries. This way, players will be reminded of their sick mother, making them more determined.

Potential Rule Changes/Iterations

  1. A needed change that I will have to make are little clarifications here and there in the rules. This includes rule changes such as:
    • No stealing from the other player
    • A restock session before each round by the manager
    • Something to do with picking back up items and putting it back on the shelves
    • No blocking players/no foul play
  2. Additionally, I should probably make some design changes, or rather add some things that can make the playing experience more organized. This can include:
    • Redesign of the cards, making it so that players can understand which items to pick out
    • More shelves, different types of shelving for more interesting playing fields
    • A clock or a bell, so that the player finished with the shopping list can indicate clearly that they are finished
    • Design to the cards, with the mother on the face of the cards drawn