Posts Tagged ‘INFR3330’

This post is a continuation of my original post of ideas: Magic Elves Taking Turns Breaking Rules Chasing Fine Art: Ideas for a Prototype

Sorry for the delayed post for the update on the board game, but it was presented last week and submitted. Here I will elaborate on the original ideas, with rules and concepts for the game.


The world is in ruins in the medieval era, where nations are battling to take over territory and gain an edge on each other. There is one epic wizard in this land; Merlin. In his possession are ancient art pieces that can give it’s wielder unimaginable powers. Merlin, knowing that the nations would be on the hunt for these artifacts, destroys them into several pieces and goes into hiding.

The nations have already heard of these mystical pieces and are on the search for Merlin to gain the power to take over the other nations. The Humans, Elves, Orcs and Unicorns scour the world in an attempt to find Merlin. Occasionally scouts spot the mystical hermit wizard and the nations race to find him and the art pieces.


Collect all pieces of the ancient artwork before the other players do.



  • Turn-based roll of the dice (higher roll wins)
  • Similar rules to Risk
  • Attacker has 2 dice, defender has 2
  • Dice are picked highest-to-lowest
  • After every roll, the player with the lowest roll will lose 1 unit from their territory
  • First player to lose all units in a territory forfeits the territory
  • If there is an art piece being held by the units, the art piece is dropped and forfeited


  • The last player in the turn cycle will draw a card at the end of the cycle
  • Cards have special characteristics which alter the way the game is played, which can also overwrite some of the major game rules
  • Example: One card changes the boundaries of one nation to encompass others (sublimation), another breaks a bridge between two nations (tsunami), etc.


  • Players must collect the art pieces
  • Art pieces are represented in their own deck of cards
  • At the start of a game, a player draws a card from the “art” deck and that card determines where the first art piece is placed
  • When the first art piece is collected, a player draws from the deck and a new art piece is placed on the board
  • Any units on that space where the art piece is found on are immediately destroyed
  • Players have to collect four pieces to win
  • When a player collects an art piece, the art piece is now considered part of a “unit” and other players can steal this unit by defeating it in battle
  • The art piece unit gains a +1 on their roll, as well as any other units on the same square


  • Capture-The-Flag/Turn-Based board game
  • When crossing continents, you must have a squad containing 5 or more units
  • You can only move your units to adjacent territories (or to any territory connected via a bridge)
  • You must have at least 1 unit on a territory to have it considered yours
  • For every territory you acquire, you can move one more unit (get more movement per turn)
    • Ex: If you own 5 countries at the start of your turn, you can move any unit 5 times


The Board and Cards:



Note: It seems I overwrote deleted the final draft of the write up for the games rules. I also submitted the final draft to my TA when presenting the game. Please excuse me if some of the rules seem confusing as I had to write them from an old document+memory. Thanks!


Last week in class we were presented with the concept of an audio only game. As a class we needed to create a physical game for our professor to engage in. It had to be fun, exciting, have rewards, and be based on audio cues only.

We split off into several groups while our professor left the class room, so each group could come up with ideas. Then at the end of brainstorming we all had representatives from each group to go to the front and explain his/her idea. The class as a whole voted on what they thought was best.

In the end we voted for a very simple game, which lead to being a huge mistake; more on that later.

The Game

In a nutshell, what the game we decided on was for the professor to come in blind folded and be guided through a maze in the class room. The students created human maze walls through the classroom and whenever the professor would come too close or in contact with a wall, a beep would be emitted from the student. This would guide the professor through the obstacles in the classroom, to reach the end; the goal.

Here is a simple diagram of the layout. Squiggles represent desks that are obstacles that need to be jumped over; blindfolded. 

The Game: Conclusions

After the game, it proved to be too simple, and lacked any excitement or enjoyment for the play; our professor. It was simply lacking in any reward system for the player and did not entice the player to want to play more. There was no satisfaction in playing the game, or reaching the end. When coming up with the idea, simply reaching the end was “the reward.” This is not a reward. The player simply reached the end and did not gain anything positive from the experience.

We as a class failed to create a good audio based game.

What would I change to the original concept?

The game was missing too many things, or rather it lacked elements to make the game enjoyable. A good way to make the game more challenging and less linear, would to be to add an enemy.

The enemy would start after 10 seconds of the player starting in the maze, which would be signified by a large frightening sound that could have been played from a laptop, to signify something “scary” was coming after the player. This would urge the player to go faster and something negative was coming after him/her. The enemy would be a student who is also blindfolded, but could carry a laptop playing a groaning sound, or they themselves would make a grotesque noise to let the player know where the enemy was and if it was catching up.

The goal would now be for the player to reach the end without encountering the monster/enemy. To add more into the game, some “walls” (students) could have power ups for the player, such as Freeze, which would freeze the monster for a specific amount of time. To find these walls, that student would let out a different audible sound if the player faced that wall (instead of a beep, maybe an obnoxious honk. Or a quack. Something different).

Overall if more “fun elements” were added to the game, I think it would have been more enjoyable and would have not failed so spectacularly.

Moral of the activity:

Some people say to keep things simple, but never simplify things to the point where it no longer serves its original purpose. You can make a simple chair, but cutting off the legs to simplify it won’t make it a better chair; or even a chair for that matter.