# 3 Strikes to the Superbowl

3 Strikes to the Superbowl

FIVE CORE DESIGN ELEMENTS

Goal – To pull  numbers from a hat, place the number in the right spot by estimating the price of the prize.  If they get the price correct before getting 3 strikes they win the prize.

Rules – The player is offered a chance to guess the price of a big prize by reaching in a hat that contains 8 chips consisting of 5 numbers & 3 X’s(strikes).  If the player pulls a number they will estimate where the number should be to complete the price, if they place the number in the wrong slot they will place the number back into the hat and redraw.  If the player pulls an X that chip will be placed a strike slot, the player will continue to draw until they get the price right or 3 STRIKES.

Core Mechanics – It is a game of chance and calculated estimations, the player must consider the value of the prize and estimate where the number may go, if wrong they must recalculate and remember previous moves.

Components – A hat/bucket/object to hold the chips, 8 chips(5 numbers & 3 X’s or strikes), a board to place the numbers and strikes, a good vision of the prize and a monitor/host to move the game along with knowledge of the prize’s value.

Space – This will consist of a board with spots for numbers and strikes. a picture of the prize, a stand for the hat/bucket and room for the player to move between the two.

Awesome Game – modifications for this game I might consider providing a bit of info on the prize at hand which will allow the player to better assess the game…….

In my group we decided to modify the game called “The Card Game” used by Mr. Anderson and my suggestion was to enhance the value of the cards that the player would draw,  this would speed the game up but also put the pressure on the player to estimate the value of the prize and make a faster decision.  In our group we all brainstormed on modifications that we could make to the game however we did not have a chance to play the game with the modifications.

# Hit Me: Using Math to Win

Core Design Elements

1. Space: The player stands infront of a deck of cards and a board that holds six grocery items.
2. Components
• one deck of cards
• six grocery items
• numbers for placing prices underneath the grocery items
• upright board that holds grocery items, players hand, and house hand
3. Goal: The sum of the player’s cards must be greater than the sum of the house’s hand. The sum of the player’s cards must not go over 21.
4. Core Mechanics: The player should constantly be dividing item prices by 1-10, to see if the the multiple makes sense. For example, if a bottle of water has \$20.00 price tag, and the player knows that bottles of water are \$1-2, then the player can conclude that the bottle of water is worth a 10 card.
5. Rules
• The player cuts the deck of cards. The top two cards are then given to the dealer. One face up, one face down.
• The player is shown six grocery items. Each has a price underneath.
• One item price is the actual price (1×price)
• One item price is ten times the actual price (10×price)
• The other items are some multiple of 2-9 times the item price (2×price, 3×price, 4×price…9×price)
• The player selects an item, receives a card that is equivalent to the multiple value (see bottled water example).
• The player stops selecting items when he or she is satisfied with their hand.
• The player loses if his hand is greater than 21 or less than the dealers hand.
• Selecting an item with its actual price gives an ace, which is worth 1 or 11 (decided by the player).

Sample run through of the game.

The player has to use multiplication or division skills to earn the best hand possible. In this case the player thinks the Slim Fast priced at \$49.90 here might be 10 times the real price, and picks it hoping to get a ten card. Then the player thinks the price of the nuts is the actual price, so picks it to get an ace (worth 11 or 1), which gives the player 21.