This was for a game I made out of Uno Express cards at the beginning of the semester so yeah.


design courses, syllabi, schedules, resources and policies
All players are given a pen and piece of paper per round. On their turn, players draw a card and read it aloud to the group, as well as its category, either public or anonymous. If public, all players write their names in the corner of their paper. If anonymous, players should only write their answers. Once everyone is finished, they drop their papers into the barrel, the card drawer closes the lid, shakes it well, then removes the lid and reads all of the responses. Then, players are encouraged to discuss and have meaningful conversations regarding the topic and responses. Play continues clockwise. Play ends when players feel they know each other much better.
Each player is given a Sharpie or any type of pen, but all of them must be identical. Each round, the host (me) hands each player a slip of paper and asks them to respond to a question or prompt pertaining to the other players. It can be in the form of an assumption, and opinion, a secret, etc. No direction is given whether the responses SHOULD be positive or negative. Some rounds will require players to write their own names on their slips along with their answers, other round they must be completely anonymous. After every player has answered, they will put their slip in the barrel, the barrel is closed and mixed, and each answer is read aloud by the host. The players are suggested to share thoughts and feelings of the responses. Once everyone is ready, the next round begins. The game ends whenever the players either hate each other or get bored.
Group: Gideon, Kelsey, Colin
Was it fun? It was long but it was fun strategizing.
What were the player interactions? There weren’t really any direct player interactions because everyone was only capable of controlling their own actions. Some effects caused some players strategies to fall through but that’s about it.
How long did it take to learn? It took about 20 or so minutes to learn.
Would you play it again? I think I would consider trying it again if there weren’t many options. but to me it wasn’t that compelling.
Analyze the game using the 3 act structure. Act one I would say would be us starting to build the bamboo garden and trying to understand how to achieve the goal cards. Act 2 we started to achieve the goal cards and set up ways to get and achieve more goal cards. The game still felt close as Amber and I were each at 3 or 4 goals met. Then Act 3 I made a push to meet a couple more goals and although everyone got one more round of actions, it was kinda clear I was going to win.
What are the collaborative and or competitive aspects of the game? Weirdly, although this was a competitive game, we ended up helping each other at times to follow the rules and make the best possible moves. The overall experience was very casual and though we had some disagreements about the rules at times, we still remained respectful and tried to enjoy the experience for what it was.
What is the game’s metaphor and which of the game’s mechanics standout? I think one of the game’s main metaphors was that forces outside of our control and other people can mess with our plans, but we just have to redirect and not get distraught by our downfalls. One mechanic I found really fun was the giant panda running around the garden to eat pieces of bamboo, and when a storm came the panda would run away scared and you could move the panda to any space on the board.
Game Theme: Art
One game idea I have is a type of battleship idea, with multiple players, one board, and with chance cards. If when you roll dice you get a certain number that is on top of the card, you have to do what is on the card, for example maybe sabotage another player, or even pull a card that could hurt your progress in the game.
Another game idea I have is a horror game, with a storyline that is based off of a short story I made. I would like it to be a card game where the group of people don’t know who the killer is except for the killer. The group needs to gather evidence (go fishing for clues ((there is a lot of backstory behind that quote))) to find the killer and finsh the game. Which ever “shipmate”gathers the most evidence against the killer before they eliminate everyone, wins!
I love me a good sabotage game, Id like to create a game that encourages a lot of players with random mini games they can play, where comedy and sabatoge gains you more points
In my opinion, I believe every game should have a little sabotage, it adds a lot of fun and quick thinking. My current favorite game has a lot of beautiful graphics and great fighting mechanics
List the games you’ve played and currently play.
I have grown up playing the Sims, Minecraft, Elder Scrolls games, FNAF, Fallout, Dark Souls and currently I play the Elder Scrolls, Wukong, and Elden ring
Yes, there is a fight that you’re immediately put into that shows an amazing game play and storyline. Then you play through more story conflicts and gameplay to advance your leveling, and I currently haven’t finished it
I always start with a metaphor for my ideas
There are so many people in my class that I’d be so happy to work with, I would like to work with someone who is stronger in art style and design than me. I feel more proficient in creating the concept of projects.
Alana Tush
Week 1 Questions
Fluxx Game
Game Ideas (that can take place on campus)
Ben – Occupational proper postures: For this game, you would have to correct people’s postures by manually adjusting their bodies before OSHA comes over to inspect. You would start with a lot of time, but as the game progresses, you’d have less and less time to correct someone’s posture before OSHA came over.
Mia – Food deserts: There is a board with fixed food store locations. Each player represents a town. On each turn, you will have to move one space further away from the food store. Then you will have the option of going for food, bribing the government to move your town back closer to the food stores, or fighting the other towns for resources. There will also be either cards to pull or dice to roll that will randomly impact the game as it progresses.
Max – baby formula shortage: You are a struggling young mother several states away from all of your family. You will have to check your stores for baby formula (they don’t have much) but also call upon your family members to check their stores for formula. If your family finds formula, you have to figure out a way to get it from them (rolling dice to move maybe?) before your baby goes hungry.
Clay – Urban Sprawl: There are 2 objectives in this game: spread your city as far as you can and keep people in the city happy. Each turn you must expand your city, but you have to be strategic as to which expansion tiles you lay down. Too many apartment buildings/not enough green space etc. will make people upset. If people get upset, they will leave and your city will shrink again. Maybe also add in things like geographical boundaries (ie rivers, mountains) that force you to expand in one direction. Each player is trying to make the biggest city by the end of x amount of rounds.
Ronan – Retirement homes: You are a nurse at a retirement home who hates old people. You must try to cause as much medical negligence to the occupants of the nursing home without the other nurses catching on. However, if you find evidence of someone else’s medical negligence, you must report it and help to fix the issue. If your negligence is reported three times, you are fired. You must try to cause the most negligence without being discovered or fired before the nursing home shuts down (due to bad press coverage).