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.

Week 4 Game Thoughts

Observance: This game was an interesting take on Battleship’s game play. I was only able to experience one side of the game, the US side. It had interesting game mechanics such as hiding certain buildings/locations and trying to find the other player while they are moving around. The message of the game was also front and center, as I played I was constantly thinking about how the game related to real life.

Chess War Game (Title is Slipping my Mind): This game was an interesting take on Chess’ game play. Neither myself or the person I was playing with were to familiar with Chess and how it worked and I do believe that impacted how we played the game. I was able to quickly move all the civilians to my side, winning me the game, but I feel the game ended so quickly because both players were unfamiliar with how Chess usually works. I later watched two others play the game and both players were much more familiar with Chess and watching them play I noticed there was a lot more strategy being used and the game was much closer. Overall an interesting game with a good idea and message.

Week 3 Discussion

Game Thoughts

Dumb Ways to Die: This was a rather simple game that did not leave much of an impact on me. It was entertaining for a few moments while playing it, but the game play and idea of the game did not stick with me once we moved on to other games.

Fake it to Make it: This game was interesting to watch happen, it gave a quick look into how growing on the internet can work. It made me think about the good and bad ways that people can take to quickly get a bigger image on the internet.

Cards Against Calamity: This game was another interesting on to watch happen, it gave a good insight on how leaders have to manage countless people and ideas. The game gives you many challenges to deal with and each solution often benefited one group, while hurting another group.

Five Potential Problems/Issues that can be addressed with Game Play

  • Pollution
  • Online Image/Social Media
  • Diversity/Inclusion
  • Ethical Behavior
  • Relationships/How you treat others

Week 2 Game Ideas and Game Thoughts

Game Thoughts

The McDonald’s Game: The McDonald’s Game was an interesting, but also frustrating, look into how a company can be run and all the effects it has. I was able to see how the company handles things like land, animals and workers. The game was also frustrating as I felt a lot of how the game worked was not very clear or not very well explained in the games massive tutorial.

Monopoly: The version of Monopoly we played created a very different experience from a typical game of Monopoly. Each player was given a ‘status’ in society, I played as a ‘minority.’ Since I was playing as a minority, I had a whole list of disadvantages I had to deal with while playing, most of the time I was just sitting in Jail, waiting for my chance to get out. Even when I was out of Jail, if I landed on someone’s property, I had to pay them more than others. The whole experience definitely was a lot more difficult than how I was used to playing the game and it gave an idea of how certain people are at a disadvantage in life.

Game Ideas

Business is Booming: This game involves starting a manufacturing company with the goal of expanding your business and earning more and more money. However, as you expand your business and build more factories, you pollute the land around you, but you do end up earning more money.

Vote, Vote, Vote: This game involves voting for politicians that you agree with and convincing others to vote the same way as you. The goal is to get your chosen politician to win by rallying others to vote along with you.

Social Media King: This game is about starting up a page on social media and growing your brand. You start by posting simple pictures, but as you gain fame you start to get sponsor deals from companies. Earn money from sponsorships and ads, but some of these sponsors may not be from the most ethical of companies, but they offer way more money.

Climb to Stardom: In this game you start as an aspiring actor, you find whatever work you can and slowly climb your way up with your goal of becoming a famous Hollywood actor. You can slowly rise through small time movies and shows, or you could always take more ‘questionable’ work from people in the industry to jump through the ranks much faster.

Life Choices: In this game you start as a recent high school graduate. You are now determining your next step in life, will you jump straight into a job? Go to a trade school? Go to college? The world is yours and you have countless choices, but you ultimately have to live with your choice and the challenges that come from it.

Week 1 – 5 Game Ideas

RPG Architect – RPG Architect is a game that allows you to build and create your own world with characters, locations and quests. Once you have completed your world you can enter into the world and play through your own world. You can make it as big or as little as your desire.

Village Evolution – Village Evolution is a game where you create various challenges for a village and watch as it reacts and evolves from the challenges. You can have create natural disasters, plagues or opposing villages for your village to defend against. After each encounter your village will evolve in a different way and will continually evolve.

Road Paver – Road Paver is a game in which you pave roads and buildings and locations are build up around your roads. You start with simple dirt paths, but can upgrade continually to more modern roads and the world around your roads will upgrade along with your roads.

Business Empire – Business Empire game revolves around you starting up a company and expanding it as large as your can. You can pick a product to sell and gain revenue in order to expand your business all around the world.

Ant Colony – Ant Colony is a game where you play as an Ant and work to build yourself an ant hill and continually grow both your home and the number of ants that work for and follow you.

Kobold’s Guide to Game Design: Part 4 Questions

  1. A “working” prototype is one that works as expected and is intended for play testers and potential publishers. A “display” prototype is one with finished art work and components, intended for distributors or chain buyers.

1a. A working prototype needs to be understandable and playable by play testers, this can require a good ruleset and gameplay. Having things be too confusing or something incomplete may cause the prototype to fail as play testers may not be able to accurately play the game.

2. Dale Yu comments on what can done to make a good prototype, these are a few of the things he suggested:

  • The First Impression: First impressions are very important as this will create the mindset that your play testers have going into your game, so it’s important to give them something they like right off the bat.
  • Rules and Manifest: Having well written rules is also very important, this allows your play testers to understand and accurately play your game.
  • Components: How your prototype is constructed is also important, this is how your players will interact with the game so it is important to have it look and feel good to use.
  • Hardware: Having good hardware, such as computers, laser printers and a laminator can help to increase the visual appeal of your game and give your players a good impression.
  • Final Impressions: When your players are done with the game and think back on it, you want them to think of it fondly so that they would be willing to play it again and with other people as well.

3. Richard Levy gets some advice on how you could go about pitching your game:

  • Be Prepared: Being prepared can make a huge difference. You need to know the market you are entering, who your are pitching to and you need to be able to explain anything about your game in a way that appeals to the person listening.
  • Information is Power: Talk to people that have created games before or people that are in the industry, they can most likely give your great information on what you should prepare for and the best way to handle certain situations.
  • Sell Yourself First: You are not just selling your game, you are selling yourself. First impressions are very important so you need to present yourself in a way that makes the person your pitching to want to work with you.
  • On Taking Rejection: It is important to be able to handle rejection well. Take a “no” as a “not now” instead. Figure out what went wrong with the pitch and take time to revise and fix any issues you or your game had, this can help you be ready and keep your head up for your next pitch.
  • Ego Control: People often hate being rejected or criticized. You need to be able to handle these well and not let these moments get the better of you. Keep your emotions in check and instead use rejections and criticism as a way to improve yourself or your game.
  • Beating the Odds: The odds of your pitch succeeding can be very low depending on the company you are pitching you, so it is important to keep your expectations in check.
  • The Selling Season: Figure our the best time to make your pitch, find out when companies are looking for new ideas and are willing to listen to you.
  • Multiple Submissions: Having multiple ideas to submit can not only help increase your chances of one of them working, but it will also help you deal with rejection if any of your ideas are rejected as you still have more ideas to fall back on and improve.
  • Invention Marketing Companies: Richard advises to never deal with invention making firms you see through TV, radio or newspapers. He gives the advice, “Ads are bad.”
  • Legitimate Agents: If you do decide using an agent to help you pitch your idea, take a look at their track record and make sure they are reputable.
  • Prototypes: Make sure your prototype is how the game is going to look and play in the end.
  • Brand Power: Having a well known trademark on your game can greatly increase the value of your game.

3a. You can pitch your game to many different companies through the correct methods are the right times.

4. Publishers look for a variety of things when considering what games to publish:

  • The Fun Factor: The game should be fun for players.
  • Player Interaction: The game should be interactive for players to engage with.
  • Immediacy of Play: How fast players can set up the game and get right to it.
  • Strategy: If there is strategy for good players to learn and get better at.
  • An Interesting Theme: A good theme that will draw in players and keep them interested.
  • An Immersive Experience: Players should feel immersed into the game and feel like they are a part of it.
  • Interrelated Theme and Rules: The rules and theme of the game should work well with one another and feel fitting in relation to each other.
  • Solid Rules and Mechanics: The game should have rules and mechanics that are both fun and fair.
  • Innovative Components: Aspects of your game that sets it apart from other games.
  • Easily Manufactured Components: Your game should be easy to mass produce so the company can sell as many as possible as easily as possible.
  • The Correct Target Market: Your game should match the target market of your publisher, you shouldn’t try to sell a game with violence in it to a publisher that focuses on kid games.
  • A Good Title: A good and catchy title that draws in potential players and makes them interested in what your game would be like to play.
  • Expansion Potential: If your game is successful, the publisher is going to want you to expand on it by making new updated versions of the game or different versions of it.
  • Multi-Language Capability: Your game should be able to transcend the language barrier and be appreciated by anyone in the world.
  • Easy Demoning: Make sure your game can easily be demonstrated in a small space.
  • Collectibility Only if Really Necessary: Making a collectible game costs a lot more than a noncollectible one and can hurt the appeal of your game to the publishers.

4a. There are many aspects that can make a good ruleset:

  • Overview: Start with a good first line to draw in potential players.
  • Components: Give a list of all the components of your game.
  • Setup: Describe how to set up all the aspects of your game and keep it easy to understand.
  • Gameplay: Define how each turn or round is taken and what players should do during these periods.
  • Card Types: If your game uses cards, identify and explain what each type of card does.
  • Endgame and Winning: Explain how the players get to the end of the game and how they can win the game as well.
  • Example of Playing: Have a section that gives an example of your game should be played, this can give players an easy idea of what to do.
  • Credits: Give credit to yourself and anyone else that helped in the creation of your game.

4b. Captain’s Lost Treasure is a competitive and strategic card games. Players assemble a Pirate Crew, including a Pirate Ship and a collection of colorful possible Crew Members. Once your crew is assemble, set to the sea and attack other Pirate Crews and plunder Gold in order to prove yourself as the greatest Pirate Crew on the open seas.

Kobold Guide to Game Design: Part 3 Questions

  1. The difference between a game designer and a game developer is that the game designer creates the idea of a the game and comes up with the initial ideas, then the game developer refines these ideas and creates the finished product of the game.

1a. A big thing that commonly occurs during the game development process is play testing. With the knowledge that game developers gains from play testing, they can then go back and refine any mechanics or aspects of the game that might need changing.

2. The main challenges of balancing a game are numbers and components. When numbers are involved in a game, it is vital to balance those numbers so that all aspects of the game seem fun and fair. This can be said for components as well, any aspect or component of a game must be balanced around each other so nothing feels unfair or unfun.

2a. Players should believe that there is balance and strategy within games. Even when things may be stronger or weaker than other aspects of a game, if there is an idea of balance and strategy to go along with those, players will often times find it fair and entertraining.

2b. There are a few ways to avoid stealing a players fun while playing games:

  • Don’t have ways for players to be kicked out before the game is even over, let them have a chance to come back
  • Avoid ‘Kingmaking.’ This is when a player is in a position to win, but cannot choose themselves.
  • Don’t reward the person in first. If you do this that player can ‘snowball’ their lead and make it impossible for the other players to catch up.
  • Include inherent deceleration. When a player is close to the end or close to winning, they should have a uphill battle in achieving that victory.
  • A players ability to influence other players should be somewhere between ‘none’ or ‘lots.’ If you have no player interaction then it may feel like a singleplayer game, but too much player interaction between one another can lead to frustrating moments. Finding that middle poin is important to allow players to have fun.
  • Don’t force a reverse. Forcing a player to lose something or go backwards on a board can be very frustrating and creates an unfun scenario.

3. When writing rules for your game, you should follow these guidelines:

  • Use Intermediary Terminology: Call things what they are and use words that anyone could easily understand when describing things.
  • Use Real Words: Don’t make up words that players won’t immediately understand, make it simple for a new player learning your game.
  • Make no More Work than Necessary: Make things simple for the player, don’t add in more steps or requirements than necessary to play your game.
  • Add Flavor (But not too much Flavor): You can add a bit of flavor text that relates to your game, but overall you should keep that to other aspects of your game.
  • Make your Text no Smarter than your Reader: You should keep your rules easy to understand so that any player can easily understand how your game works and should be played.
  • Discard Rules that can’t be Written: If a rule is too complex or hard to write out, then discard it and either find another way to implement that feature or remove it completely.
  • Take a Breath: Keep things short and simple when writing rules, or at least pace things out so players don’t have to take in so much at a single moment.
  • Go Easy on the Eyes: When formatting your rules, keep things simple so that players have an easy time reading and going through the rules.
  • Get your Final Version Playtested: When your game is finished, play test it as a way to ensure it works as intended and gather any last minute changes that need to be made to the game or the rules.
  • Fix it in the FAQ: If you find any errors in your ruleset after already releasing it, you can always fix it and release another version online or answer any questions that players have.

4. Play testing has changed a lot with my game, Captain’s Lost Treasure. After my first play test I realized that the numbers I was using were horribly unbalanced and the game ended in a few rounds when I expected it to be a decently long game. My second play test when a lot more smoothly, but it still showed that I needed to refine how Crew Members worked as I only allowed one Crew Member to attack an enemy per turn at the time. This then lead to me allowing all Crew Members to attack in a turn, but I created Frontline and Backline Crew Members that way tankier Crew Members could take the brunt of the attacks and protect their own Crew’s damage dealers. I also only had a few Ships for people to use at the start, but after seeing that players wanted more from the Ships, I created a lot more and added Tiers to the Ships that allowed players to upgrade to bigger and stronger Ships as the game progressed. Overall, play testing has helped and changed a great deal about my game so far.

5. One I have a polished version of my game, I want to have friends and family play test my game outside of class. Getting the opinions of people that have little knowledge on game design and just play games for fun will be very important as I can see how the average person would react to playing my game.

Captain’s Lost Treasure Update Ruleset

Description: Captain’s Lost Treasure is a card game where players assemble a pirate crew in order to amass a great wealth and defeat any crew that comes in their way.

Setting Up

  • Make a pile for each card type: Ship Cards, Crew Member Cards, Equipment Cards and the Gold tokens. Make sure to shuffle each card pile before drawing.
  • Each player should start with this set up after shuffling: 1 Tier 1 Ship Card, 2 Crew Member Cards, 1 Equipment Card and 5 Gold Pieces.
  • Assemble your crew in the correct positioning: Frontline and Backline Crew Members
  • Use the Crew Sheets to keep track of and update your Ship and Crew Member stats as the game progresses.

Starting the Game

  • The player with the most letters in their full name goes first.

How to Take a Turn

  • The player can perform a handful of actions during a turn:
    • First Step – Plunder Gold: A player gains +1 Gold Piece.
    • Second Step – Purchasing: Players can purchase a variety of Cards using their Gold. Buyable Cards include:
      • Tier 1 Ship Card: 5 Gold
      • Tier 2 Ship Card: 10 Gold
      • Tier 3 Ship Card: 15 Gold
      • Crew Member Card: 20 Gold
      • Equipment Card: 5 Gold
    • Third Step – Equipment: Players can attach or move equipment onto a Crew Member or Ship depending on the Card.
    • Fourth Step – Attack or Plunder:
      • Attack: Players can then attack with all their Crew Members. Crew Members can attack the same enemy Crew Enemy or separate Crew Members. The Ship can only be attacked once all Crew Members are dead.
      • Plunder: Instead of attacking, players can choose to Plunder 3 Gold instead.
    • Turn Ends

Hand Rules

  • Ship Card Rules:
    • Players can only have 1 Ship at any given moment, players start with a Tier 1 Ship. Players can then purchase other Ships, after purchasing a Ship, place your current Ship Card at the bottom of the corresponding Ship Tier deck.
  • Crew Member Card Rules:
    • Players can have a varying number of Crew Members in their Crew depending on the size of their ship. These numbers can be adjusted depending on current Bonuses.
      • Tier 1 Ship: 2 Crew Members
      • Tier 2 Ship: 3 Crew Members
      • Tier 3 Ship: 4 Crew Members
    • Frontline Crew Members: Crew Members listed as Frontline will be placed in the front and must be defeated before Backline Crew Members can be attacked.
    • Backline Crew Members: Crew Members listed as Backline will be placed behind the Frontline Crew Members and can only be attacked after Frontline Crew Members are defeated (Or if a Bonus specifies otherwise).
  • Equipment Card Rules:
    • Players can attach equipment or use any active equipment cards at the start of their turn.

Attack Other Players

  • When you go to attack an enemy player, you must attack their Crew Members before you can reach their Ship. Once all of a players Crew Members have fallen, that players Ship is open to be attacked. A player is out after their Ship has been sunk.

Bonuses

  • All Ships, Crew Members and Equipment have a Bonus or multiple Bonuses. These bonuses take immediate effect when that card is in use or when an equipment card is used.

Winning the Game

  • Last Crew Standing – You defeat all other crews and sink their ships.

Losing the Game

  • You lose the game once all your crew members have been defeated and your ship has been sunk.

Luck of the Flip Ruleset

Luck of the Flip

Description: Luck of the Flip is a game in which players must utilize their luckiness or unluckiness in order to progress through the game board or set back other players from moving forward.

Setting Up: Players need to lay out the game board and place the card piles onto the correct places. Players will also need a coin, any kind works. Players must also choose between Heads and Tails on which side will move the player 1 space or 2 spaces.

Starting the Game: Players place all their pieces in the Start. The youngest player goes first.

How to Take a Turn:

  • Players will flip the coin. They will move 1 or 2 spaces depending on what side the coin lands on, players determine which side moves how many.
  • Good Luck Spots: Players will draw a Good Luck Card.
  • Bad Luck Spots: Players will draw a Bad Luck Card.
  • Fast Travel (Smiley Face): Players will fast travel forward to where the arrow points.
  • Fast Travel (Frowny Face): Players will fast travel backwards to where the arrow points.
  • Flip Again!: Players will flip the coin again and move again.
  • Flip Again, But Move Back: Players will flip the coin again and move back that many spaces.
  • Free Space: Nothing! Take a rest.
  • Move Back 1: Players will move back 1 space.

Rock, Paper, Scissors, Misery: Whenever a player lands on Rock, Paper, Scissors, Misery, they will pick another player to play a best-of-3 rock, paper scissors game. The winner will move forward 3 spaces and the loser will move back 3 spaces.

Good Luck and Bad Luck Cards: Throughout the game players will draw Good Luck and Bad Luck cards.

  • Players will draw these cards when landing on the corresponding spaces.
  • If the ability of the card can be played at the moment of drawing, then the ability must be used. If not then the player can hold onto the card and use the card whenever they see fit on their own turn.
  • If a ‘Move Back’ Bad Luck Card is drawn and you cannot move back that many spaces, move back as many spaces as you can.
  • Anytime a card is used, add the card to the discard pile. Create a discard pile if not already made.

Winning the Game: The player that reaches the End before any other player wins the game!

Week 6 Discussion

Collecting Themed Games:

  1. Pick or Pass: Pick or Pass is a card game where you can either pick a card from the center pile or pass a card to another person, you win when you have 5 or more of a single color of card.
  2. Luck of the Die: Players are given a number and a certain number of dice, players then take turn rolling the dice and depending on the number rolled players can steal dice from the corresponding player.
  3. Truth, Dare or Pass?: Players progress on a game board and depending where they land they will answer a question or perform a dare and gain a slip, or they can pass.
  4. Pass the Ball: Each round a player is given a ball and they take turns passing it back and forth, after the round ends after a random amount of time the player holding the ball keeps the ball, the player with the least balls win.
  5. Flick n’ Guard: Players have a goal with ‘goalies’ guarding them, other players then flick balls at the goalies and if the goalie is knocked down the player steals the goalie, the player with the most goalies win.

Week 4 Game Ideas: Part 2

The first half of my game ideas for this week was published by accident, here are my two remaining game ideas.

Game Ideas: Part 2

  • Crazy Colors: Crazy Colors is a competitive game in which players have a random assortment of colored tokens and the goal is to have a stronger ‘hand’ than other players each turn by using their tokens that have differing effects for each color.
  • Hole in One: Hole in One is a collaborative game in which two players work together to throw balls in an assortment of cups and gain the most points by getting the most points or by using balls to knock other players balls away from cups and denying them points.

Rule Set for Captain’s Lost Treasure:

  • Objective: Gain the greatest amount of money within the game.
  • Required Materials: A set of different card types relating to the game.
  • What goes where?: There is a pile for each card type as well as a discard pile, set this up before the game begins.
  • Who goes first?: The players can decide who goes first by any means.
  • What resources do players get?: Players start with a hand of cards, a certain amount from each type of card.
  • How & When do players get more resources?: At the start of every turn a player can draw one type of card.
  • What actions can the player take on a turn?: Players can start by drawing a card and then playing any card in their hand they are able to.
  • How can other players respond to those actions outside of their own turn?: Other players can have cards in play that may effect the card that the current player plays.
  • Define Winning/Losing: A player wins when they gain the highest amount of money or every other player has been defeated. Players are defeated if all of their people cards are taken out.

Week 4 Discussion and Game Discussions

Game Reflections:

  • Dominion: Dominion first appeared like it would be a hard game to get the hang of, but I was surprised by how easy it was to learn. The game also had a great level of strategy to it, I had to be constantly planning out my next moves as well as dealing with unexpected circumstances such as pulling cards I didn’t need at the time or when other players would play cards that disrupted my hand. Overall a fun game that appears to have many interesting strategies that I would need multiple runs to learn.
  • Carcassonne: Carcassonne was a game I have actually played a bit beforehand so I already knew some things going into it. I just had to be given a brief refresher on the rule and I was ready to go. I feel the game is easy to understand but there is still a lot of strategy and luck that goes into playing this game well. Overall the game was as fun as I remember it being and I’m sure this won’t be the last time I revisit this game.

5 Game Ideas

  • Captain’s Lost Treasure: Captain’s Lost Treasure is a competitive card game in which players draw character, item or loot cards in order to be the first player to reach the Lost Treasure by defeating all other players or amassing the greatest wealth.
  • Luck of the Flip: Luck of the Flip is a board game in which players flip a coin in order to move across the board, the amount of spaces they can move is equal to the amount of identical coin flips a player got in a row, the goal is to reach the end before the other players by landing on the most beneficial spaces and getting the best luck.
  • Land Ho!: Land Ho! is a board game in which players amass an army before landing on an undiscovered island, the players then fight to take total control of the new land by destroying the other players armies.