A Veritable Cavalcade of Student Games Designs. Feedback Appreciated.
Kathleen Mercury
United States
St. Louis
Missouri
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Each semester, I teach a game design unit to my gifted 7th graders. This geeklist is the culmination of their work.

We are done! Thank you to everyone who supported their work! Students won't be responding to any new comments, as it's summer now!
From gallery of funkdonut


TL,DR (According to students J.W & M.S.): Students went through rigorous trials of multiple iterations to make a (semi)functioning game, so please help them celebrate their innovation and hard work by thumbing, commenting, and asking questions on their games. I did have them respond!

We begin by playing a lot of games, and they design a race game with a partner. After playtesting and getting feedback, they iterate their design to make a better race game. Then, we play more games, and they start to design their own game. They learn mechanics and brainstorm different themes, and then think about how they could apply those mechanics in a game. They create a prototype, and then we begin three cycles of playtesting, feedback, and prototype development. They draft rules, make a nicer version of their prototype, and here we are!

Game design teaches so much more than just how to make games.

This project is unlike any school project that they have had at this point in their lives where they get an assignment, do the thing, turn it in, and probably get a good grade. Game design means coming up with an idea, and continually working on that same idea for an entire quarter. Even then, at the end, it's still not "done," as there is always more to do.

Students have to define a problem (what they want to happen in their game) and design and test how they will solve that problem. There is no right answer, so they have to work with a lot of uncertainty, both in terms of what they're working on as well as what the end product will be. They have to learn how to give and receive feedback to help inform their design choices, but also to make the decision on the best way to proceed with their game. This is really hard to do!

I talk about two big ideas when it comes to creating anything. First, the goal is to be finished, not perfect (https://www.youtube.com/watch?v=lRtV-ugIT0k) but also, perplexingly, frustratingly, we talk about how good ideas are never finished. This can be frustrating for some, but if you want to create and add new ideas to the world, you have to accept your own limitations in order to challenge them with new ideas and projects.

This class is a mammoth undertaking, and I'm so impressed with their hard work, ingenuity, and collaboration with their classmates as they work to create meaningful games.

Please encourage them by thumbing, commenting, or questioning their games. I will have them respond.

Student have answered the following questions:
Provide a short description of the story and objectives.
Describe the mechanics and gameplay—what do players do on their turn?
How do players win and how does the game end?
What did you learn about game design that you’ll remember after this class is finished?
WHY IS YOUR GAME AWESOME AND AMAZING? (What are you proud of???)

If you're interested in teaching game design, I share all my teaching design resources for free at www.kathleenmercury.com In addition, I cohost the podcast Games in Schools and Libraries (http://www.inversegenius.com/gsl/) and I'm always happy to talk with other educators who use games or want to use games in their classrooms!

Thank you all so much!
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1. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Headlights! by E.C.B. and M.R.
From gallery of funkdonut

In Headlights, you take on the role of a deer running from a deadly, highly contagious Virus. The Virus is transmitted through contaminated water. The Virus mutates so fast that each deer has a different mutation of the virus. You must get to the only deer reserve that can treat you before the other deers, while stealing your opponents chips to hinder their abilities... Will you survive?

Headlights! Uses action selection and point to point movement to create a cohesive, engaging game. In Headlights! Players are able to secretly ‘steal’ from each other, adding an element of secrecy and sabotage. The first player to get to the ‘deer reservation’ at the end of the board is deemed the winner.*

Game design taught my partner and me about compromise and trust. We were pressed for time, and had to compromise to establish a game, while trusting each other to do the best we could on our game. There where many bumps in the road, but we are both proud of the unique game we’ve created. We are especially proud of how the design of the game board encourages player interaction.
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2. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Nemesis by E.J.B.
From gallery of funkdonut

You are a mythical creature catcher in the golden age of the greek gods. You have to catch as many mythical creatures as you can. Players are competing to collect the most points. On the bottom of every creature is a point value. Use your cards to lure the creatures from the start into their coordinating creature traps. Every time you catch a creature you get the points on the bottom of the creature.

Nemesis uses the mechanics Action point allowance, Programmed action movement, Area movement, Campaign battle card, Hand management, and Pick up and deliver.

On their turn players use the cards in hand, and take two actions to play their turn. They can play any combination of lure and power cards, or play one shift card. Players move the creatures based on their actions and the turn passes to the next player.

Players can win the game by having the most points at the end. The game ends when all the creatures are caught. At the end add up everyone’s creatures and their values and the player with the highest score wins.

Thanks to this class, now I know to look for the deeper meaning of things, and we have learned to look from the perspective of the designer. We have used our perseverance and determination to really work towards making our games the best they can be.

I think my game is AWESOME because I spent a lot of time making sure that everybody got input on my game. I chose to center my game around the function and the mechanics of my game, even though I had to trash my theme many times.
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3. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Flambé by T.A.H.
From gallery of funkdonut

You are a chef working in a pretty popular restaurant, but lately, there has not been many customers and you and the other chefs are going broke. One day after a high price marketing campaign, you suddenly get a lot of customers. You need to make sure to complete all the orders without getting them cold or burnt, and gain the most money.

In the beginning of each round of play, one player orders two dishes off the menu, players compete to be the first finished with the order. On each turn players can do two actions; Gather ingredients, Trade cards with another player, Cook a dish or roll the die to speed up the process, but be careful not to burn the dish or allow it to get cold, or they could just pass their turn. The player who has finished first gets the points and player start a new round.

The player who has gotten the set amount of points (depending on the amount of players) Wins and becomes the best chef with the most money.

I learned from this class the games can be boring if they don’t have any interesting mechanics or any forms of “fun”. I also learned about the design process and can apply this to many things in the future.

My game is obviously the best because in the process, there was a lot of figuring out how to balance the players, making sure there are consequences for cheating, and it's a lot of fun to play. Along with having a good time, you can sit back and relax with other people while playing.
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4. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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La Huerta by O.D.
From gallery of funkdonut

In La Huerta, players are Spanish farmers, trying to farm the most fruits possible. Players can complete this task by buying, raising, and selling fruits. In a race against farming time, players will farm fruits to make money and save their family. Although players will want to beat the other players, they must use the other farmers to win.

In this tile placing, auction/bidding game, players have three choices of what they would like to do on their turn. Players can buy fruits, buy land, or pass. When a fruit is grown to the max, it can be sold to other players or the bank for a profit, and for money at the end of the game.

Once the game has ended, (the amount of seasons in the game have been played), players add up their money. Money comes from loose change and the fruit cubes the players have raised.

I learned while making my game that success comes from many mistakes. Making and remaking the game over and over again until it is its best shows how much work goes into success, and how much patience and hard work is needed to get there.

I love my game and I am so proud of it for so many reasons. The thing about my game that I am most proud of is how much it has grown and developed since the first prototype. I also am very proud of how I was able to encourage many different mechanics.
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5. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Mytholimesne by O.C.
From gallery of funkdonut

You were deemed one of the four greatest creature collectures. The king, though, does not fully accept you, for reasons such as you are a charlatan, unprincipled, a brawler, or an outlaw. He has given each person two goals they must accomplish for him, but you must accomplish them before the others. These goals might include gaining him land, collecting creatures, or fighting others.

Some of the mechanics are action point allowance, area control/influence, modular board, area movement, route/network building, card drafting, battle card driven, dice rolling, hand management, set collection, and variable player powers . On a player’s turn, they can move and claim the land, collect a creature, evolve a creature, buy from the shop, or/and battle.

The game ends when someone has completed their two goals. The person to do so is the winner.

I learned a lot about game design in this class. First of all, I didn’t know that there were certain mechanics that all games had. I also didn’t know how challenging it was. Thinking of an idea of a game is one thing, but making that game into real life is another. There are a lot of things game designers have to think about while making a game. From things of how complicated is it to understand to how much would a person actually like it.

The thing that I am most proud of is actually just making it. When I first learned that we have to make a game, it was the first idea that came into my head, so I stuck with it. Even though I was annoyed of it a couple times, I decided to try to make it better. It is also awesome because it is a fantasy game that includes collecting creatures and battling with them, with one on one combat.
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6. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Oh Cr?p! By A.J. and M.A.
From gallery of funkdonut


Life’s hard for you dung beetles in the city. There are cars and pollution and not enough dung. So, as wise dung beetles, you go and raid the local dung bank. Will you be able to bluff and steal your way to victory, or will you be caught by the guards?

Players are competing for the most dung. The game ends when a vault gets robbed 3 times or if a player rolls 5 dung balls. On each players turn, they can move up the bank, down the bank, steal from other players, or rob a nearby vault by playing cards. Players can lie about the cards in their hand for a fun and enjoyable game. This is the main mechanic: bluffing.

The one thing we will remember from our apogee class is that your first prototype is never your best job. The only way to make something great is by going through many iterations of feedback and change to the design.

Our game is especially awesome because it incorporates bluffing and lying, and, the game revolves around dung.
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7. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Immobilien by A.W.
From gallery of funkdonut

You live in San Francisco, and work the most exciting job… real estate! As a real estate investor, you want to dominate the real estate market. But, it turns into an aggressive fight, with people betting their employees off, and making compromises with the other investors to win.

There are two main mechanics: Negotiation and Area Control. There are two main phases. In the first phase, you negotiate. You negotiate with your competitors on where you place your employees. If you break a negotiation, you lose a few employees. If you have the most employees in one area, you control that area. In the second phase, the area control phase, you place your employees one at a time. If you have the most employees in one area, you control that area. You may not talk during this phase. You also have the option visit the golden gate bridge, where you gain another employee. You take your employees back after every turn.

The game ends once everyone has gone at least once. You win if you have the most areas controlled, when the end game conditions are true. In a tie, whoever has placed more employees wins.

I learned (from making a game) that sometimes I have to get rid of some mechanics that I love, to make it work in the end, or fix the game, which can definitely relate to real life. Now I know how to handle it and can just move on and keep working again.

The thing that makes my game amazing is the theme. I never thought that this would be my theme. You think that real estate could never be fun, and now you can prove yourself wrong!
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8. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Snakes on the Plain by R.F.
From gallery of funkdonut

You are a snake. It’s nearly winter and the mice are disappearing into their holes. You and your snake friends have been driven to raiding the mice burrows. There’s only so many mice, and it’s race to eat the most and fill up for the cold.

The mice come in different point values, and they are scattered throughout the tunnels and burrows. On their turn, players can score points be encountering mice and rolling a dice to eat them. Players can move 1 or 2 spaces per turn, and once they are on a tile adjacent to a mouse or hamster tile, the player can try to eat the mouse or hamster tile.

At the end of game, when all of the mice have been eaten, players count up their points. The player with the most points wins the game.

Something I will remember after this class is finished, is that you first idea is often never your best, and things can and will change. You have to keep reworking and reworking, which can be difficult if you get too attached to any one idea or mechanic, until you reach a final product. Even if you aren’t totally happy with everything, the process is one that can applied to many aspects of life, and one that can be very useful.

I’m really proud of the final board. It is simple and colorful, and everything on it is easy to see, and it’s easy to tell where things should go and where things are.
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9. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
Tyrannochicken Apocalypse by A.D.
From gallery of funkdonut

After a nuclear explosion, chickens have reverted to their Tyrannosaurus aggressiveness. One of the few people left, you must survive the Tyrannochickens. While doing this, you must collect enough wood and reach the nuclear shelter to repair it. Can you beat everyone else to the end? Or will the mutated chickens ruin you?

Players move their Player Survivor Cubes on the board. There are three main things they may encounter on the board. They may encounter a Brown Wood Cube, which they would want to carry to the end of the board. They could encounter a Green Food Cube, which lessens their chances of starvation. Finally, they could encounter an Orange Chicken Cube, which can be beneficial, by helping you steal wood from others, or harmful, destroying your wood. In Tyrannochicken Apocalypse, there are three main mechanics. The first one is point to point movement because you are literally moving from point to point on a grid. Another mechanic in Tyrannochicken Apocalypse is dice rolling. Although it doesn’t dictate the players movement, it does dictate the chickens’ movement. In a way, there is a modular board because, although the board itself is always the same, the Interaction Cubes, which are kind of the real board, are always in different locations.

Once a player has reached the other side of the board with at least two Brown Wood Cubes, everyone else completes their turn until everyone has the same amount of turns completed. The player that has gotten off of the board on the side opposite to where they started with two Brown Wood Cubes wins, and the game ends. If multiple people get off the board, then there is a tie.

Something I will remember from this course is that player choice is always the most important in making, not just a game, but anything fun. This is important because life is boring when everything is just luck.

I think my game is pretty awesome because I combined two really awesome things - chickens and apocalypses. This added a pretty goofy aspect to the game itself.
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10. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
Gem Heist by P.C.
From gallery of funkdonut

Recently, a Duchess has found out that you are a robber and the only way to escape being turned in is if you manage to steal the most gems from a jewelry store and give them to her. Not only are you the only one that is discovered, but there are also many others. Everybody is competing to stay hidden. Break into the jewelry store and sneak past the lasers and security cameras and steal the most gems, or your career as a robber is OVER.

There are two main mechanics in my game, press your luck, and modular board. On players turns, they can take two different actions. They can move one space in any direction, flip over a tile, store gems, and steal gems. Flipping over tiles and storing your gems can be both beneficial and consequential. Actions can be repeated and players do not have to use up all of their actions. However, players may not store actions for later use.

Players win by stealing the most valuable gems for the duchess. The game ends when all the pieces on the board are flipped over.

I learned that there are multiple different ways to have fun and that the definition of fun is different for everybody. Now I am more aware of the people around me and can be more open minded about different people and their opinions

The thing that makes my game is my game mechanics because I incorporated a lot of different mechanics that made the game come together.
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11. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
Aiming for the Sky by O.C.
From gallery of funkdonut

You are a skydiver, and you are trying to collect the most stars by performing tricks and aiming for stars in the sky. However, you must avoid clouds that block your vision, wind that blows you in different directions, and having a perfect landing. Can you earn the most stars without figuratively dying?

My game includes card drafting. On your turn, you have to play a card from your hand that will benefit you once you move your diver. My game also has action selection-- on your turn, you can choose to dive/move, flip over a token your diver has landed on, or play a card. If you choose to play a card, there are multiple cards you can choose from. Make sure you stay in the correct lane and land on the right square to gain stars! If you don’t you’ll lose stars.

The game ends when everyone has at least 2 divers landed (3-4 player game) or at least 1 diver landed (2 player game). The winner is determined by who has the most stars added up in the end. If there is a tie, the player with the most tokens wins.

Game design has taught me a lot. One thing I have learned is improving my creation through constructive criticism from my classmates. It helps a lot to get different perspectives on my game, and ideas from others to make my game better.

I am proud of my game because it went from a meh prototype to an amazing and polished finished product. I started with making my game fast and cheap, and began improving the whole gameplay and design to make it good. There is a great difference between my first prototype and my final product (in a good way) when I’m happy about.
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12. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
Marie Antoinette by S.M.
From gallery of funkdonut

Each player is Marie Antoinette, spending money on luxurious items. Players score points by buying expensive items or buying items for variety. To accomplish this, they may trade with other players or sell their items to other players. Players should spend their money wisely, and try not to end up bankrupt.

Players can sell, trade, auction/bid, and buy on their turn. They have to simultaneously pay attention to their cards and other players. They must decide what action is the best action to perform. The game ends when there are no more cards to buy. A player wins the game by having the most items and at the same time expensive. They can get more points by having the most variety. Can you spend your money without going bankrupt?

I learned that in any aspect of life things will not go the way you want most of the time and that it is up to you to constantly make improvements even if they are small. I am proud that I was able to make a bunch of random items into a fun and interesting game for other people can enjoy.
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13. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Farming Simulator 9000 by M. W. and M. H.
From gallery of funkdonut

Usable farmland is scarce, and it is becoming increasingly difficult for you to find your own farm. If you want to earn the rights to your dream farm, you have to beat the other farmers competing for the same farm by planting more crops than them.

A few of the mechanics you will see in this game are action selection, chit pull, tile placement, and pattern building. On your turn, you start by Moving your farmer meeple to any of the six hexagon spaces adjacent to you. Then, you complete two of three actions: Draw, Plant, or Move (again). During a Draw action, you take one crop chit from your personal seed chit pull, and place it in your hand. During the Plant action, you place one crop chits in your hand onto an adjacent space. Crops must be Planted in formations to get points.

The game ends as soon as every space on the board is filled. The player with the most points from correctly completed formations wins the game.

From this project, I have learned to be patient. I have been working on this game for weeks, and I know that’s still not very long, but I definitely had to be patient when the game lost some momentum, or a theory didn’t end up working. My game is the most incredible ever because it takes something that isn’t always thought of as exciting (farming), and turning it into the subject of a decently fun game.
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14. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Cova by J.S. (PNP File Linked!!!)
From gallery of funkdonut

You are a miner, commissioned by the Gem Mining Committee to mine the most gems as possible from the caves. Will you emerge laden with luscious gems, or will your progress be ground to a halt?

My game combines trading, action selection, hand management, and point to point movement. On a players turn, they can pick cards from the discard pile, play magic cards to shake up the game, mine gems from the cave that they are on, move to a cave or strawberry, or trade with other players.

The game ends when all of the caves are claimed. The player who has the most points wins.

What did you learn about game design that you’ll remember after this class is finished?

I learned from game design that while ideas may be perfect in tyour head, they turn out to be sloppy mush in real life.

However, you have to work with the mush to turn it into the best it can possibly be. While my initial prototype was like sloppy mush, I think that I have worked with it enough that it is now something better.

The thing that I am most proud of is how persistent I was in making the board. The board that you see here was not the original board, it took me a lot of tries to make the dispersion of everything equal and fair. However, since I worked with it a ton, now everything i evened out. I also really like how my game has a lot of player to player interaction, because that is one of my favorite parts about games.

PNP File: https://docs.google.com/document/d/1TVG6qlwOokm8X8pZJG6CES45...
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15. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Royal Take Over by M.Z.
From gallery of funkdonut

As a greedy, power-hungry lord or lady of the 18th century, sitting around the castle all day is an utter waste of time. So what do you do instead? Take over the royal family tree.

Use card drafting, set collection, trading, and worker placement to Buy land, Collect Harvest, bribe, ahem Buy influence from the king, Place a child into the Royal Family Tree, Have royal offspring, and Buy hint cards to Expose an opponent’s secret.

The lord or lady that has the most pawns, err children and grandchildren, included in the Royal Family Tree wins.

I’ve learned that game design is not hard or difficult, it just challenges your thinking and makes you look at things in a different light, or from someone else’s perspective. I’ve also learned this semester that it can be frustrating at times, but you can always find a solution. Sometimes you might just have to start from scratch, but no problem is impossible to fix. I’m really proud of how I was somehow able to create a game that functions and that players can (hopefully) have fun playing.
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16. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Cash Dash by S.X. and G.B.
From gallery of funkdonut

In this game you take the role of a bank robber trying to out steal your opponents by sneaking through the bank and picking up money along the way. But it isn’t that easy. The other robbers will try and steal from you, and if you’re seen by a guard, there will be severe consequences!

On your turn you start off by moving up to 2 times, then you can move the guards up to 2 times. If you go through a door you can enter another room to new vaults and, more guards. You can also decide to steal from someone, but be careful. If you are unsuccessful, then they get to steal from you.

To end the game, everyone needs to reach the end square on the last room card. Who ever has the most money at that point will win.

We learned how mechanics can affect someone’s gameplay. If something doesn’t fit with the game, you should get rid of it or adjust it. Another thing is that it isn’t important only how much fun you have, but how much fun other people having playing your game.

We are incredibly proud all the little extra things in our game that make it very fun. All the little rules that really make the game. For example the stealing rules are not only fun, but they also allow for people that are behind to catch up.
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17. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Incredible Hulk’s Tea Party by S.B. & N.G.
From gallery of funkdonut

You are one Hulk in a room full of Hulks, the good news is, you are all having a tea party. Your goal is to get your teacup close to broken, and cash it in for points. But the other Hulks want your teacup entirely broken so you can't cash it in at all. Meanwhile you are trying to destroy theirs. All of this before your and your opponent’s Gamma Radiation overflows the room.

With the Card Drafting, players will pick a single card each turn to add to their card they have to manage with Hand Management. The players will then choose if they want to play that or not and apply the game mechanic of Multiple Action Selection. If they get attacked, and their breakage is over 7, then they can choose to cash that in or Press Their Luck to get more points. They write their breakage on the card in a sort of Crayon Rail System fashion.

Whoever has the most points from near teacup destruction when the Gamma Bar fills up and reaches the end, wins.

Making this game we learned together the hard way that the path to success is not two ways, to success and failure, it is one path to success with multiple stops along the way.

The idea of making a game was daunting to us, all we knew was simple race themes like Monopoly or Candy Land, but going in depth and actually bringing out a fully playable prototype is the best part of game design, and what we are most proud of.
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18. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Millionaire by N.C.
From gallery of funkdonut

Your wealthy uncle has just passed away and you have gained $50,000 of his earnings. You want to be a millionaire so you must invest in properties to try to get to $1,000,000. But there are also other investors trying to be a millionaire as well. You must be the first one.

Each turn one person picks a piece of land that they place a bid for. The other investors bid till someone wins the auction by having the highest bid. This makes the main mechanic of the game auction/bidding. The investors are trying to get as much land as possible to make the most money. This would make a second mechanic of area control.

The game ends when someone is at $1,000,000. That person is the first person to be a millionaire therefore making them the winer.

In this class I learned how to take feedback. I learned that I must listen and use feedback but not all of it. I will remember how to take feedback as feedback not insults.

I am very proud of making my game balanced because it was extremely difficult to make my game balanced. I am also proud that I made a game in general because I am not very creative and I am very proud that I was able to make a functioning game.
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19. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Black Friday by M.S. PNP FILE LINKED!
From gallery of funkdonut

It is Black Friday, and your local department store has great deals. Each player is a shopper, trying to buy the best items. But beware! Your items might be stolen by other cunning players. Will you get your items to checkout, or will they be stolen?

On their turn, players are able to take 3 actions: move, purchase, steal, trade, check-out, or earn money. These actions let them purchase cards, steal cards from other players, or protect their cards from getting stolen. The game ends when one player has checked out 3 items. The player with the most points wins. Black Friday uses the game mechanics of action selection and card drafting.

I learned a lot about game design form this unit. One thing that I learned was that things don’t always go the way you planned. Often, your idea for your game doesn’t work out in playtesting, and you have to be prepared for that. I also learned how to be flexible. When things didn’t work, I learned that I had to be able to be flexible, and might have to change or scrap ideas. I am proud of my game board layout. It lets players have lots of choices and have conflict, without being too complicated.

https://docs.google.com/document/d/19EYH_FHxeVZXxbQgUxDDZmei...
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20. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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In the Rough! By W.F.
From gallery of funkdonut

Being a miner means you are a gambler in life. You have to choose places to mine and hope to get the motherlode. Be the first out of all the others to earn $600 and be able to buy better equipment for better mining. But be warned, there are lava and underground lakes that can take your life without witnesses.

In this game, it consists of Chit Pull and Push you Luck. On your turn, you can mine, sell to stores, or sell to a preffered customer/Mission cards. This will allow you to sell, and earn money. When one miner sells all his cubes and is able to earn more than $600 wins the game, he wins!

Cheap and fast is the most important combination of game design. Most prototypes are trash and that through repeated trials, you have to be ready to make large changes.

You may be wondering why this is a good game, well it’s because the idea of mining diamonds is the coolest thing ever! I’m proud of being able to combine two game mechanics to make a functional game.
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21. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Mystical Mages by J.S.
From gallery of funkdonut

Each player is one of very few mages remaining in a world where magic is slowly but surely becoming rarer and is on track to becoming extinct. They believe that to restore magic to the world they must complete a powerful magic item before the others, who are trying to destroy the world with their own magic items.

On their turn a player must take two actions, choosing from drawing an ingredient, drawing a spell, or casting a spell. Drawing an ingredient uses a chit pull system and drawing a spell is card drafting. If a player casts a spell they must wait three rounds before they can cast it again. If the number of spells in a player’s hand exceeds five they must discard spells of their choice until they have five. Discarded spells are put in the deck. Each player has one of nine magic items. Each magic item has a specified number of certain ingredients on the card. Once a player obtains the right number of the right ingredients they win the game.

I learned throughout the development of my game that it is extremely important to hear multiple points of view, not just your own, as many people would find a game from one person’s point of view boring, and that many things aren’t as easy as we would like them to be but are still possible.
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22. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Monomi by G.F.
From gallery of funkdonut

In Monomi, you take on the role of a ninja during the 14th century in Japan. You will use information and money you gather to acquire treasures, sneak around guards, and challenge other ninja for power. Which Ninja shall prevail and become the most worthy? Players start out with a certain amount of money ($6) and the goal is to get treasures, avoid guards and battle others for info. To accomplish this you have to end up with the information or treasure.

Some of the mechanics in this game are Area movement, Dice rolling and Action point allowance.

In this game you have two actions a turn to do 3 things. Your 3 options are Move, Take, and Sneak. You can move left, right, up and back. If you want to go into a room you have to be on a square that says “enter” (rooms have treasure and money). Take is where you can take the treasure/money on the square you are on. Sneak is where you can pass by guards without having them take your money or a players without having to challenge them.

Players win by having the most money and treasures combiand(for the highest amount of points). The game ends when all the treasure in the special rooms are gone.

I learned a lot about perseverance. If you make a mistake you can always try something new or just make the mistake a new concept. I had many good ideas but they did not go on the paper the way I thought they would, so I had to change things. Some of the things I changed turned out to be very good and are in this game. What makes me proud of this game and my class is how I started from knowing nothing to actually producing something decent. Thanks to my teacher and her advice along the way, I have ninjas trying to break in and gather things and I'm proud of my hard work.
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23. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Mold-Vasion (The Mold Takeover Game) by J.W.
From gallery of funkdonut

You see food, and what do you do? Infest the heck out of it with your mold army. No, infest isn’t the correct word. Conquer and plague it with all of your moldy might. Except maybe it isn’t as easy as you thought. Compete against your mold enemies, spread your spores, use the temperature to your advantage, and most importantly, direct your mold towards the one thing that matters. Food.

The game I created, Mold-Vasion, consists of Card Drafting and Hand Management to draw mold cards and use mold cards and temperature cards respectively. The main game mechanic is Tile Placement, which is used to place mold and spread mold across the board. Players can use temperature cards to change the temperature, which affects how many mold players can place while using their mold cards. Each food that players cover with their mold earns them a certain number of points (based on the size of the food) during scoring.

The game ends when a player has less than four mold left to place. Every player then gets to have one more turn, and then scoring begins. Players score by adding up the points of the foods that they have covered. Of course, whoever has the most points wins.

I learned that making a great game doesn’t happen overnight. You have to go through rigorous trials, or in this case, play-tests, in order to have a semi-functional game that sheds a little bit of fun for the players.

I am really proud about making a functional (and AMAZING) game with an VERY uncommon theme--Mold. It was really funny to see my peers reactions when I told them I was making a game about it. Honestly, using mold as a theme was an amazing experience as my first game. The possibilities were limitless, and I am pretty happy that I chose a few game mechanics and combined them to create the best game ever!!!

Gotta Infest Them All!
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24. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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InterGalactic Spice Traders by A.S. and P.R.
From gallery of funkdonut

In a galaxy, where all flavor has been banned, and everything is bland, you and your rival smugglers will try to restore balance to the world, by smuggling in spice, and making the world a tastier place. However, beware the oppressive government, as they will shut you down, and commandeer your ships. But also beware your “friends” for they have a tendency to stab you in the back. Will you be the Hero of the Galaxy?

Using the mechanics Card Drafting, Action Selection, Hand Management, and Area Movement.. You will move spice around on your turn, stealing, dumping, gathering, and more, to restore the flavor to the galaxy, or to vanquish your foes.

The game can end in two ways. One, you become the Hero of the galaxy, and restore the flavor before all other players, earning fame, fortune, and all you could ever desire. Or, you can be like many of us, and vanquish your “friends” becoming the only smuggler left, and bend all others to your will, raging an all out war against the oppressive government, and restoring balance to the world. (No your skin isnt purple and you don’t have gold armor.)

I learned many important things during this class. I learned that game design is a challenge, when you are inside the box. But when your thoughts explore the great outdoors, you can accomplish anything. Don’t let any limitations hold you back, (“Only a race game” or “No ‘Take That’ Mechanic. Thanks Teacher Mercury ?) and show the world what you're made of.

One things I am especially proud of is the how far we have come. We started, not knowing a theme, and just had a handful of tiles, and cubes. So we made a few cards, that just throw the cubes at the other players, and a game formed. But the development process was also quite a challenge, we had to make executive decisions on the bubble, which could lead to dire consequences, and we also had to really stop and think we're out priorities were really set. Changing the game entirely 3 times a day can grow quite tiresome, but we managed to pull through and show our purrrrfect product. (Yeah, yeah, still needs a lot of work.)
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25. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2643]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Mice Maze by B.G.
From gallery of funkdonut

You are mice and evil scientists have captured you for their little tests. They put you into a maze and the first two out escape their death. But the question is will you have enough food to make it or will the other mice get there before you…

Every player is trying to get out of the maze first. Players move by bluffing what card they have, to get to the end of the maze. Players can challenge bluffs, but there will be consequences for every choice. Get to the end of the maze first, to win.

Players can draw a maximum of three cards and can lie about what card it is. Once playing the card the players can move from point to point through the paths in the maze.When a 2 players get to the end of the maze then the game ends and those two are the winners. The other two are dead. If you are playing with two players then the first one there wins.

I learned that game art isn’t just there it has a purpose and it is hard to create.I really like the art I drew on the cards because I took my time even though I hand drew 50 cards.
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