# Lets Play Sequencial Order

Step 1: Gather Materials

• One deck of 54 playing card (including 2 jokers)
• a 10 sided die

Step 2: Assign one material to strategy and one to luck

Deck of playing cards >>>Strategy

10 sided die >>> Luck

~I made the cards the strategy because I like card games and throught there was more room for strategic expression with card. I made the dice random because rolling a die is a random action so it made sense.

Step:3: Craft a core mechanic around choice

First thing is you need to know the Order of Cards

After that, the rules about the Jokers (Wild cards)

These cards are used anytime during the game and allow the next player to put down any card they choose as long as the card is the same color as the wild card. ex. if the wild card is red the next player can only play a dimond or a heart. If the wild card is black the player can only play a spade or a club.

Now lets see a demo of the game (keep in mind the demo isn’t a whole game just explain some rules and giving you an idea of how to play) :

~ I choose the idea for putting the cards in order from the game ‘Bullshit”. This is a game where you put the card in order face down and if you think the person is lying about the card you put down you say “bullshit” if the person i lying they have t take the deck of cards but if you were wrong you have to take the deck of cards. I based my game on the idea of order.

Step 4: Disrupt your core mechanic with randomness

To create randomness I incorporated a 10 sided die into the game. When the player can not go and have to draw the die is thrown to tell them how many cards to draw from the deck.

Demo of how this works:

~ I decided to implement chance in the game this way becuase I didn’t really know how else to do it.

Step 5: Pick a goal

The goal of the game is to get rid of all the cards in your hand. The first person to do this before all of the other players playing is the winner.

~ I made this the goal because , like the game it was based on, the goal is to ge rid of all your cards.

## Step 6: Playtest your game

I played the game with my dad. Here it is:

What is fun about the game? Not fun?

~ I enjoyed playing the game because learning how to strategically place you cards in order, in order to get rid of the most cards in one turn is really fun. I would say the original form of the game wasn’t so fun because having to draw one card at a time from the deck seemed to make the game go on forever. By adding the die you are using the randomness to cause the game to progress faster make it more fun.

What would you do to change the game? Why?

~ I wouldn’t change the game however, when I played the game with my dad he found something he would change. He didnt like the name of the game. He didnt think it was a good title for a card game. I don’t really have another name for it and my dad was no help but I wouldn’t change the game bacause I feel like its not too complicated once you get the hang of it and its quite fun.

I hope you guys enjoyed my game. I encourage all to try it and if you have any changes you would like to add please leave a comment I want to hear from you.

Five Core Design Elements

1  Rules

You are given a credit card with a limit on. You are then shown five prizes to look at. You have to pick 3 of the five prices who values, when added, is less than the credit limit on the credit card. Each item is selected one at a time and after each item is selected its value is subtracted from your credit limit. If you choose 3 items that total under the credit limit you win all 5 prizes shown.

2 Core Mechanics

strategy, adding skills good knowledge of pricing

3 Goal

Choose 3 items whose values total under the credit limit given.

4 Space

table

5 Components

• credit card
• 5 prizes and their values
• 1 player

My own version at play

PRIZES

Item #2

Item #3

Item #4

Item #5

Credit Card Limit

The Three Items Selected and their prices

Item #5

Item #4

Item #2

Winner!!!!!

Modification

As a group we choose this game to modify. Each of us had to choose something about the game we would modify or change. For me I thought of  adding a “Bailout“. This is s set amount of money (cash) that is set to the side. If the player, for example, selects two items and feels that they may go over there limit when they select the last one, they can choose to use the “Bailout”. What would happen is the player would give up the cash in the bailout and that amount of money would be added back to their credit card limit.

If the “bailout” money isn’t used and the player wins then they win all 5 prizes and the bailout money.

WINNER!!!!!

# Tweaking the Rules of the Game

cc licensed ( BY ) flickr photo shared by moonlightbulb

If you’ve ever played Bananagrams you know the stress of hearing the word “peel,” particularly with a good player that says it a dozen times in less than twenty seconds. If you don’t know Banagrams, it’s a word game like Scrabble in which you arrange words into a crossword except each player builds their own board with letters. Everyone starts with 11-21 letters apiece and they a race to build your own crossword puzzle with all your letters. The first person out of letters says, ‘peel’ and everyone must grab another letter to add to their crossword. Good players typically play that letter quickly and say ‘peel!’ again, and again, and again…

When all the letters are gone, and if you’re the first to finish your crossword you say ‘bananas!’ and win.

I love this game vs. Scrabble which tends to be much slower as you deliberate over your seven letters trying to find a place for them on the board while maximizing points. Bananagrams on the other hand is very fast, there are no points assigned to each letter, you just have to make words. Also there are two other changes to Scrabble – you can rearrange your crossword at anytime as well as dump a hard letter (such as a Q or Z) and take three letters. Both of these rule changes foster speed in Bananagrams.

This is a great example of a modified game that led to a very successful product. Many of the games we play are modifications of existing games or game systems – think of how many card games there are out there – practically an infinite number.

To finally get started on your educational penny arcade game, I want you to research an existing game and start tinkering with the game rules and mechanics. We’re going to look at the core components of a game by looking at The Institute of Play’s Gamestar Mechanic Learning Guide.

Then we’re going to rebuild a paper/pencil mockup of a game found on the List of The Price is Right pricing games. Search for video of the game you chose (it’s likely out there on Youtube), and then define it’s five core design elements. You’ll next have to translate the game into a paper/pencil mock-up. So if there is a wheel spun that has five choices, then recreate those choices on five slips of paper so they can selected at random.

Next follow Modifying Games exercise on pages 51-54 with a group of three. Choose one of the pencil/paper mockups to modify and each of you must choose either a rule or core mechanic to change (see worksheet on page 54). Everyone should play based on your change. Report out the results asked for in the modifying a game exercise.

You will need to put all of these results in a blog post. First your own mockup and then the modifications of the game you made in your group. The post should include the following:

1. Embed a video of the original Price Is Right Game.
2. Define the five Core Design Elements of the game.
3. Document the pencil/paper mockup you created and embed images/video. Describe the mockup as well.
4. Share the report of your modification to the group game.