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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26. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Pirate Rampage by A.W. and R.S.
From gallery of funkdonut

In the game Pirate Rampage, the entire world was almost completely demolished, and you, Captain Barney, and your crewmates are the some of the only people still left living. You have to sail these seven seas to try and collect gold, food, land, and battle other pirates and merchants so you eventually gain points to win the game.

This game can be played with 2-4 players, and there are different board setups for each number of players. On a turn, players can take 1 out of the 5 possible actions. Try to conquer unconquered land, dive into a diving spot for gold, battle another player to conquer their land, reveal a destination card, and attempt to battle a merchant. All of these actions, if done correctly can give the player tons of food, gold, and points to win the game.

After each player has taken 10 turns (indicated by the turn counter), the game immediately ends and players convert all of the rest of their gold and food into points.They will also add that to the number of points that they have gained through destination cards. In the end, the player with the most points is the winner.

I learned that when you first playtest your game and you feel super confident about it, your game really messes up. But the process of game design is more than just fail or succeed, it’s more like fail, work on it and fix some issues, then fail a little less, do a little switcheroo, and fail even less, until you have a playable and even fun game that turns out great because of all the effort you put into it. Also, another important part of game design is that even if you like certain parts of your game, the players might not like them so you might have to even take out some of your favorite parts to make your game the best it can be. In other words, even though you may hate it, you have to fail if you want to succeed in the long run. (Not only in board games)

Our game is AWESOME AND AMAZING because we spent countless hours working on it and we put in a lot of effort to make sure our game is the best that it could be. Also, we took tons of feedback from our many playtesters who made our game what it is today. I cannot stress how important it is to get good feedback to end up with an awesome game. Our game is awesome not just because of our ideas, but because of everyone else’s ideas.
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27. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Escape The Jungle by A.N.
From gallery of funkdonut

You are going to Rio de Janeiro for vacation. Suddenly, the plane malfunctions and you crash in the middle of the Amazon. Surviving in the jungle is already a nightmare with a tour guide but what about without a tour guide? Can you survive the dangers of the jungle, survive on the resources you find, and get your family to safety?

Some mechanics are chit pull, action selection,dice rolling, and simultaneous action selection. On a players turn they roll one die and depending on what they get they get a certain item. Then the player gets that item and he then moves. If an animal attacks you then you have to have the required amount of equipment points to stay alive or you can roll a die. On the die roll you must roll a six to stay alive. If you couldn’t defeat the animal your pawn goes back to the start position.

Players maneuver through the jungle with its trees and lakes until they reach the end. The first one to get to the target wins. The round must continue until all players have had the same amount of turns. If there is a tie, whoever has the most equipment points will win the tiebreaker. If that is also a tie players roll a die until a winner has been decided.

I learned that in game design your board game is never complete and you should always work hard. Also, I learned that playtesting is the best tool a board game designer can have. Finally, making a board game was very fun except for making the rules. That was the one boring part but it was very helpful too.

The thing I am most proud about my board game was that I kept on adding new ideas and every day my board game got better and better.
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28. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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IT'S NOT MY FAULT! by E.E.
From gallery of funkdonut

You are one of the Smith kids: Scarlet, Sunny, Olive, Sky, Rose, or Ivory. You come up with an idea to frame one of the other kids for a crime you committed, but little do you know that every other kid in the house has the same idea. To set up your crime you must follow specific criteria and rules to blame your target. Be warned: every kid in the house has a crime and target, you might be the target for another, or someone could be tracking your moves across the board to correctly guess your crime. Can you successfully frame the crime before you fall into other kid’s trap, or worse, be caught red-handed before you win?

What I learned about game design is that I'm not good at the skills needed for it. I like to take my time and work on projects and ideas when I want to and when I'm inspired. Our teacher set deadlines and it took a lot of effort on my part to reach them and have what I needed by a date. I'm also a perfectionist, the idea of fast and cheap when starting a game. It took a lot of self-control and persistence to get this project done, and it also helped me work on skills that I have trouble with.

I'm so proud of the outcome of my game. It went through a lot of different stages, sometimes I can't believe that my first idea was about fairy tale characters. This unit had one of the coolest projects I ever have done in school and the end product was worth all the work I have done over the semester.
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29. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Hurdling Turtles by W.J.
From gallery of funkdonut

You are a sea turtle in the vast ocean, filled with mystery, intrigue, and plastic. You will follow the currents, eat jellyfish, and battle against other turtles. Will you be the first to eat all of your favorite jellyfish?

The mechanics of my game are set collection, dice rolling, and point to point movement. On their turn, players may swim as far as they wish along the current on their turn until they are either blocked, stopping to eat a jellyfish, or stopping to battle another turtle. The game ends when a player reveals that they have eaten all three of a specific color of jellyfish or all jellyfish have been eaten off the board. If the latter occurs, the player who won the most battles throughout the game is the winner.

This class has taught me that with hard work and persistence, any game idea can end up being extremely fun, regardless of how well it worked in its beginning stages. My game is spectacular and fantastic because it is quick to play, easy to understand, but difficult to master. Throughout the game, players tend to get extremely competitive, but never lose that underlying basis of pure fun and enjoyment.
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30. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Quest for the Golden Kraken’s Chest By L.D. and Z.B.
From gallery of funkdonut

You are a pirate in the sea of gold. But long ago there was a golden kraken that roamed these waters. It destroyed villages, ships, and islands. It had a chest full of so much gold you would be set for millions of years. You must compete against other pirates to be the first ones to find this chest.

The mechanics of our game are area movement, take that, campaign or battle card driven, simulation, and pick up and deliver. On players turns they will move around the board going to different islands, buying different ships, battling other players and collecting treasure.

Players win by finding the chest of the golden kraken and getting it back to cuba without getting sunk.

From this game design class I have learned the basic core of a game, which is the mechanics. And how to design and prototype effectively.

Our game is awesome because it is a game where you can do any one of you actions at any time and also you can do a strategy you want. Any time you play it will be different than before.
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31. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Antasy, It’s Antastic by S.C. and T.Z.
From gallery of funkdonut

In, Antasy you are a small worker ant, fighting for your colony’s survival in modern Earth. You will have to dodge feet and other sinister things during your quest for food. Queen Ant-astasia is counting on you! It’s time to go back out to the great unknown of the humans’ floor. As an ant your goal is to collect the most food while trying to avoid becoming exterminated/stomped on. Once you think you have collected enough food you may return to the hole and deposit your food for the good of the colony

Antasy uses mechanics such as area movement, chit pull, action point allowance system, while also have elements of press your luck. On their turn players may move their ant, pick up food, and move other shoes to trip up the other players. But if players move too far out they might not be able to return, and they could become exterminated.

Players win when they have the most points from staying alive and bringing food back to the colony after 3 rounds. The game ends when each player returns to the hole. When the first ant returns to the hole all other ants must return to the hole within 3 turn. We were thinking about adding an idea like you have a time limit before the humans discover you. The time limit gets shorter the more ants are out there and the more food they are carrying. (like in deep sea adventure) We ran out of time but we were wondering if that was a good idea.

We think the most important thing we learned from this class is that board games don’t have to be just roll and move and that so many people years into making board games that are so more complex than that. Something we will remember from this class is when Ms. Mercury organized a trip to go to one of the Riot Games offices and we were one of the lucky few who were able to go, and it was really interesting to see hoe video game design can be just like board game design.

We think that our game is awesome because of how we went from knowing nothing about game design to creating our own game. It was also fun finding puns to use in our game. The unit was really interesting and unique, and one of the most fun we have done so far this year. It was an experience that pushed us through challenge and forced us to think creatively. We enjoyed being challenged and pushed to our limits. Enjoy our Game!
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32. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Base Wars by B.D. and K.T.
From gallery of funkdonut


Each player is a spy, trying to defend their intel and gather intel from others. Players must gather intel from all the other spy organizations. To accomplish this, they must infiltrate the other spies’ bases. If a player manages to obtain intel from a certain organization, he/she will have to take the intel back to their own base without being captured, as well as defending their base from being invaded by building defensive structures.

Each turn, every player has to manage their resources and plan to move into and attack other bases, while also making sure that they protect their own from being broken into. Players win by invading each person’s base and returning to your base with their intel without anyone stopping you.
The first person to do this wins, if you get hit on the way back and lose all of your hit points the intel that you have with is returned to the owner.

To start off with fast and cheap and something simple and slowly make it better and better, and to get feedback from as many people as you can to make it super good. I am proud of learning how to make complex games. We made a game that is balanced and takes no too long but not too short.

I'm proud of changing it based on WINQ form information to make it the best of our ability. This unit was amazing because we learned how to do a legit job in real life and we are already learning how to do it as 7th graders. We also are proud of it because we have changed it and modified it to make it the best we can.
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33. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Swamp: Enter if You Dare... by A.N.
From gallery of funkdonut

The Swamp Men are the apex species of the swamp, the humans have interrupted the balance of life in the Swamp. Their desire to collect trophies of species is notorious, and humans are simply a new type of game. Each player is a member of the Swamp Men’s nest. Players will travel around the board visiting locations, collecting trophies (t-shirts) from humans, dodge shifting clumps of mud and dirt, and compete to acquire trophies via combat, The one with the most prized collection is the victor.

The Swamp uses these game mechanics: set collection because one of the things you have to do is collect a set of colored trophies, (trophies=colored cubes), and chit pull since the trophies are pulled randomly from a bag.

In a turn, players move 4 spaces around the totally not borrowed hexagonal map, and then can fight another player via dice roll, collect a trophy, or enter a structure to travel to the opposite structure. At the end of their turn, players have to move a clump of their choice.

I learned that game design is both a, interesting and b, consists of incremental progress from sloppy prototypes to slightly less sloppy prototypes to eventually if an idea works it can become a finished product. I also learned that it is impossible for a single person to create a coherent product; you need the feedback of each iteration to truly create something good.

The thing I am most proud of is having completed such a monumental task by my standards. Even if the end result still has billions of miles to go till it would be anywhere near truly done, I have gone relatively far since the genesis of this idea, mechanics and ideas have came and gone. It was certainly worth doing this project.

This game ISN’T awesome simply because it’s just prototype, but that’s okay, Everyone’s first try in anything won’t be anything amazing, but it will still be extremely important, both to their development in that area, and as a personal achievement.
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34. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Titania By C.
From gallery of funkdonut

In Titania, you are the leader of a country on the planet of Titania. You and your fellow leaders have discovered the secret to ultimate power. Now the next step is to collect all of the materials to carry out your plan. The first to collect all of the resources will become the all-knowing master of the universe now and forever, and all other players will die a slow and grisly death at the hands of the winner’s henchmen.

Titania is a game of trading, area movement, and set collection. Players have two ships, which may move a set amount of spaces, collecting one resource from every planet they land on. Ships have to refuel at a fuel station after moving a certain amount of spaces.

The game ends when a player collects all of the resources necessary for ultimate power. However, since these things take time, everybody gets one last turn. If someone else gets all of the resources in that time, then I guess you’ll have to share the title of all-knowing master of the universe now and forever.

It takes a (figurative) village to make a game. You can’t go it alone, and it requires openness to ideas, particularly the idea that the perfect game that was in your head wasn’t so perfect after all. But I’m proud of the fact that I took my game from the overly complicated, scribbly mess that was my first prototype the game that I imagined it could be. Thank you to all of the people who spent their valuable time playtesting and giving helpful, honest advice that made this game all that it is.
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35. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
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
Ukuhweba by G.L. and T.H.
From gallery of funkdonut

Success in trading is not easy, especially when you’re a trader in the Saharan desert. Your success depends on your gathering of resources, some skill, and your desert survival instincts. Can you trade successfully? Or will you fade into the sands of time forever…………

Each player is a trader, trying to get the most resources like salt, gold, wheat, and more, through trades with the caravan and blind/silent trading with other players. The more valuable the sets of resources, the more they are worth! The player with the most wealth wins the game.
In Ukuhweba, players experience a mix of mechanics: Action Selection, Trading, Card Drafting, and Set Collection. Players get to trade with other players, collect their own resources, and trade with the caravan, on their turn.

When a player reaches 25 points, the game automatically ends and that player wins the game.

There is a lot of playtesting, changing your game, and hard work that goes into making a great game and overcoming the challenges your game is facing.

We are proud that we were able to take our game from a pretty bad and boring first start to the game it is now, and for creating a new, unique game that reflects history in a fun way.
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36. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Kouzlo by A.N.
From gallery of funkdonut

In Kouzlo, students from all over the world have appeared in your realm with no memory of what school they go to or what house they’re in. This is where you come in. As wizard sorters, your job is to make sure these first years get back to their school safely. You must use the students traits (the cards in your hand) to sort them into their proper houses and get the most points.

Some of the mechanics I used are trading, hand management and set collection. Players win by having the most points when someone sorts all their students.

This unit has been super fun and I learned a lot, even stuff that doesn’t just apply to game design. I think the most important thing I learned is that you have to fail to succeed. I am a perfectionist, and sometimes it’s hard to fail, but game design helped teach me that you can’t accomplish anything if you don’t fail first.
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37. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Knight Antics by E.M.
From gallery of funkdonut

Your knight career is prospering, and you decide it is time for you to fulfill your dream - becoming a knight of the round table. However, there is only one spot remaining and you must compete against the other initiates for the spot by defeating monsters, being chivalrous, and sabotaging the other players chances. Do you have what it takes to defeat the competition? Will you become the newest knight of the round table?

In the game Knight Antics, players work hard to beat the other knight initiates through stealing their equipment, being chivalrous, and defeating monsters. Players will gain equipment to increase their levels, allowing them to take on and defeat a monster if they are powerful enough. They will also compete with the other players to earn chivalry points, and if they earn ten they will move up a level. Players will use a variety of mechanics such as: Point to point movement, card drafting, battle card driven, dice rolling, hand management, and set collection.

Players will win the game by moving through a series of levels by collecting ten chivalry points or defeating a monster. When players arrive at the center square they have officially been rewarded with that knights seat at the round table. The game then ends immediately after this.

During this unit, I learned about effective problem solving, perseverance, and a satisfactory product by the deadline. I know that I will use these skills frequently in my future, and I am thankful for all game design has taught me.

I am proud of my game because it allows players to strategically attack their opponents as well as engage in bonding activities that will help them eventually claim victory. Becoming a knight of the round table is also a thrilling concept that allows players to dream about what it would have been like to be a knight. My final reason why I am proud is that my cards provide player conflict while also providing goofy names that players may laugh about.

It was so fun to bring to create my very own original board game. This unit has taught me so much about game design and problem solving, and I had a great time creating my board game with the help of my peers feedback.

Now, it’s time to play…will you become the newest knight of the round table?
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38. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Honey Rush by N.G.
From gallery of funkdonut


Life is tough when you're a bee, especially when all the hives are fighting over flowers. Will you claim the best flowers first? Or will you get caught by the hornets?

On each players turn, they can move up to two spaces in any direction, except diagonal. If they are on a flower before they have used their two moves, they can claim the flower by turning it over. If a hornet catches them, they return to start and lose all their flowers.

A player wins when they get 20 nectar back to their starting point, and their score cube is to the 20 spot.

I learned from that game design takes time, and it takes many attempts to make a game good, but games are never perfect.

I am proud of how I put my best effort into my work and did not give up.
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39. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Dolphins Surfing the Internet By T.G. and A.R.
From gallery of funkdonut

You and your friends are playing the video game called, “Dolphins Surfing the Internet.” Suddenly, you are sucked into the video game, and have to beat each level to come back out. You are dolphins, swimming in the seas, trying to eat enough fish to pass each level. But you have to watch out for the sharks and glitches, and more obstacles that are going to be coming your way. Will you be able to reach the finish line? Will you get back home, safe and sound? Play to find out.

This game’s mechanics are Area Movement, Card Drafting, and Simultaneous Action Selection. Players have a total of four actions but can only choose two. These actions are fight shark and/or a glitch, swim, eat fish, and play special card.

Once someone has crossed over the final stage, (called game over,) the game ends. If players aren’t able to finish the game after 15 rounds, then players need to count up their points, (the fish that a player has in their collection at this time,) and whomever has the most points wins.

We learned from our game that creating a board game is a complicated process. It’s not just a one time thing. Also, we learned that in order to have the best game possible, we need to have an open mind, and consider our peers’ suggestions.

We are proud of our game because it has come a long way from being just an interesting idea, to an actual game board with many complex parts to it. Also, we are really proud of how we were able to make a game theme that had computers and dolphins in it, and it actually worked out well.
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40. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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A Grimm Game by A.G. and R.C.
From gallery of funkdonut

You’re a Fairy Tale character from one of the Grimm Fairy tales, and you have been fed a poison apple against your will. Protect yourself from all the mythical creatures that dwell in the forest, while trying to make it to the cottage that contains the antidote before any other players.

At the beginning of the game, choose one of the characters to play as, each character has a unique power that can be used once in the game.

To reach the cottage you will use multiple mechanics such as, route/network building, role selection, and variable player powers among others. Once one player have arrived at the cottage and been cured by the antidote, the game ends and players count their points.

Throughout this process, we learned how to organize our thoughts and create something from them that we are proud to present. This has taught us that creating something you never thought you could achieve is more than possible with the right guidance and mindset.

We are extremely proud of our game and how we were able to combine the theme with the mechanics, and how we were able to create a fun and engaging game.
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41. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Where’s My Sock? by A.T. and G.N.
From gallery of funkdonut

In “Where’s my Sock?”, you are a sock who is fed up with the foot putting you on with his stinky self every single time. You must make a plan to escape the wretched foot, and try to find the other same colored pairs of socks who suffer your same fate. Would you make a plan that can out-trick the guard and escape? Or would you be confined in the horrid house, facing the stinky foot every day, for the rest of your miserable little life...

In “Where’s My Sock?”, The socks job is to keep away from the foot, and try to escape the house. To make it out of the house you need to find your socks. You can also thwart other socks, who are also trying to find their pairs. As an extra obstacle, we added an additional character/obstacle, which is the “foot”. The foot’s main goal is to enforce that the socks stay within the house, and that they don’t escape from his grasp.

The game mechanics we have in “Where’s my Sock?” is Action Selection. The players get to choose if they would like to move, or play a card during their turn.

The game ends when the sock gets all of their 4 pairs of socks, or if the foot contains all of the socks within a room.

An important lesson us two have learned about game designing is that, many problems face up during working on our game, and an idea that we thought will be perfect for our game, was actually causing more problems, than solving them.

Our favorite part of the game, me and my partner are most proud of our game is the idea of a sock game. We thought of this idea because, the two of us fall victims to missing socks, and we wanted to dedicate a game to that. Plus, we thought the whole sock idea was creative, and different from other games.
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42. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Treasure Huntin’ by C.S. and M.C.
From gallery of funkdonut

In Treasure Huntin’ you are a diver trying to complete your missions by collecting the right treasures. There are 3 layers of the ocean. The more valuable treasures are at the bottom, and the less valuable ones are at the top.

On a turn a player can do ONE of these 5 things: Trade with another player, Swim up to 3 spaces, Draw a cruise card, Play a cruise card, or Discover a treasure chest. The game mechanics are Trading, Take that, and Point to point movement.

The game is ended when a player flips over the big treasure chest. That player is rewarded with 5 extra points, but does not automatically win the game.

What we learned about game design is that you need to take other people’s advice to be successful. Without suggestions and new ideas from other people, our game would not have been as good.

We are really proud of the art in the game. The board is colorful and eye catching, without being distracting. The treasure tiles stand out, and they are accommodating to people who are colorblind. Lastly, the cards look very professional.
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43. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Naughty Little Dino’s by E.R and I.R.
From gallery of funkdonut

Each player is a young baby dino. You’ve had so much sugar that you can’t go to bed, but your parents are after you. Your goal is to escape your parents and not go to bed. Will you be able to stay up late into the night, or will you be put to sleep by the angry parent dino?

Our race game uses mechanics that consist of dice-rolling, action selection, card drafting, and push your luck. During each turn , players can choose to either move 3 spaces along the hexagonal board, or they can move one space, and draw a chance card. The game ends when a player either completes two laps around the board, or gets four pajamas. After one of these actions is achieved, the round is finished so that each has the same amount of turns. If a player has completed two laps, they get 5 points. Then, the players are scored based on how many pajamas they have. Every player starts with 5 points, and then for every pajama a player has, they lose a point. The player with the most points win.

What we learned about game design during this class is it takes time to make a game. It’s easy to just get your idea out, but creating a prototype and making it somewhat of what you thought in your head is so hard and takes a lot of thought and time. We also learned that there's a lot of dedication involved in making all the components of your game. If you don’t want to spend the time then theres no way your going to be able to do it.

We are proud of our game because we came up with an original idea, that is creative, and fun to play. It makes us think that we are capable of coming up with our own games and ideas.
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44. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Slothing Spree by M.C.
From gallery of funkdonut

In the jungle the chopping of tons of prices for our Black Friday blowout you need to grab this deal while they’re hot and totally be the king of the jungle with your brand new 80 percent off appliance. Get there first before everything gets sold out.

The game mechanics are action selection, area movement, take that, pickup and deliver, action point allowance, and push your luck.

On each players turn you get to take two out of five actions. ( move one square grab product cube steal from another player and climb the shelves. And play a coupon card) To gain points you have to grab a product cube off the shelf and make your way back to the checkout aisle. The further you go in the store the more points the product cube will be worth but if a player steals from you before you get to the checkout aisle you have to either collect more or get your cubes back from the other player. The game ends by all the product cubes being bought the player with the most points wins the game.

The thing I learned that I will take away from this class is definitely that to improve something you need to listen to other people because your idea will never be perfect but if you listen to others you can get it pretty close.

My game idea is awesome and cool because it combines two different thing the fast paced day of Black Friday and sloths the slow moving tired animal. Also I found a way to make it interesting and fun.
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45. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Cat Burglar by W.L.
From gallery of funkdonut

Someone has taken your precious kittens! Travel across the plains to get your kittens back from your enemy cats. Find fish to give you energy and yarn to travel quickly on. Will you find all 3 before it’s too late?

This game consists of the mechanics action selection, area movement, dice rolling point-to-point movement, and pick up and deliver. Players have 4 actions a turn and can move, gather fish, battle a cat within 3 spaces or pick up a kitten for for different amount of points depending on the action. Area movement comes into effect because players move with area movement. Dice rolling is part of the game to determine the outcome of battles. Point-to-point movement is found when players use the yarn to travel across the board. The goal is based on pick up and deliver because you are picking up your kittens and delivering them to your home.

Players win by delivering each of their kittens back to their start locations. When one player finishes, all the players who haven't gone in that round complete their turns. If there is a tie, the player with more fish points wins the game.

The thing that I’ll remember the most is probably that your game might change a ton MULTIPLE times. My game is a perfect example of this because it must’ve changed at least 4 times and even the goals and board changed; there were a lot of major changes.

I am proud of how I managed to be able to keep a cat theme with a lot of mechanics that fit together, all related to cats, even though my game has changed a lot. I think the end product’s game design is pretty good and neat.
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46. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Stung by A.R.
From gallery of funkdonut

You have just survived the apocalypse caused by the extinction of bees, but you must make it to the same camp. Each player is trying to get to their safe camp while being chased by the Militia who are trying to find and capture you. Players gain points by defeating the Militia before they get to the safe camp. The more points you have, the greater chance you have of making it into the safe camp. Players also gather resources to help them survive, resources can be lost or gained at any point in the game.

Using the mechanics of route/network building, dice rolling, and chit pull system, players move around their own parts of the board and sewers to get to the safe camp. Players move on their own parts of their board by drawing 4 chits from the bag and choosing 2 they would like to use. Players move in the sewers by randomly drawing a route and connecting two together. If they can’t connect them, they go back to their starting route and draw again on their next turn.

Players win by being the only player to make it to the safe camp in the round. A round means that every person who is playing has taken one turn. Once a person has made it to the safe camp and nobody else has in the round, the game ends.

I will remember to never give up. There were so many times that I was so frustrated with my game because it wasn’t how I wanted it to be. But through so much much positive feedback and taking things slow, I learned that I could do it, even if it looked like a hot mess.

I am so proud that I actually made a game that is original and my own.
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47. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Regency By L.A.V.A.
From gallery of funkdonut

In Regency, you play the role of a rebel in a dystopian world. You’ve been called upon by the leader of a rebel clan to complete different tasks - all of which will fall to the downfall of the corrupt government you’ve been living under. However, there are others that have been called upon as well. Your goal is to complete the most missions. Whoever does so will be rewarded handsomely.

On each player’s turn, they will collect a mission card if available, move to a sector on the game board, take the action that sector requires, and complete a mission if possible. Each mission card will have a set number of resources that must be required to complete it. Resources include coins and runes, which can be obtained by going to different sectors, and victories. But here’s the catch: Each character in the game is banned from two of the four different sectors. They can still go to those places, but if someone challenges them (meaning that person thinks the active player can’t move to the sector that they’re on) then the challenging player gets a victory. If the challenging player is wrong, however, the active player gets a victory.

The game ends when someone has collected four mission cards. Each mission card has a different number of stars, based on difficulty. The player with the most stars wins.

I learned a lot through my time designing this game, the most important of which being that if you keep on working and improving on your game, it will become good eventually (no matter how bad the original idea is).

I am most proud of my ability to incorporate aspects of many of my favorite games (some of which I found in this class) into my one game.
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48. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Stranded! By: A.Z. and S.L.
From gallery of funkdonut

In Stranded, you are stranded on an island in the middle of nowhere. You don’t remember how you got there, but you know you need to get help. There is limited amount of food and water on the island and time is running short. There are also octopi and hungry sharks lurking by that would love eat you anytime. Can you survive and get help fastest? Good Luck!

Stranded has area movement, dice rolling, point allowance, set collection, and pick up and deliver. In the game, player start on four different islands around the middle island (resource island). Players can move 1-2 spaces (when swimming), when on a boat, they can move 1-3 spaces on their turn and can move a shark and an octopi to slow down other players. First, each of the players have fight to build a boat and try to avoid sharks and octopi. When they build the boat they can go faster than swimming and have to paddle to the opposite island (around the resource island). Once they get to the opposite island, they have to find a flare in the depths the the island. To get it, players need to get to the resource island, roll two dice, and try to get a three with one of the dice. Once they have succeeded, they must go back to that island and they are “rescued”! The player wins the game and the game ends.

We learned that at first when making games, the best way to start is to make it cheap and fast a.k.a. Trash. Then as you play test and learn more about games and how they work your game goes from trashy to less trashy. Though our game is still very flawed, it has come a long way and we can’t thank Ms. Mercury enough for this wonderful experience. It was totally worth it. It does not only show how cool games are, it also shows you in life that in order to have success there needs to be failure. And that is what we’ll remember when finish this class. Some other things things we learned is that, learning game design not only teaches us failure, persistence, and more, among all the things it teaches. Game design teaches key skills in life, not from studying for your normal type activities, it teaches you these skills from designing game. It puts yourself into shoes to think how to engage an audience, reinforce problem solving concepts, and in our case, strong teamwork. These are skills we will take away from this, that will help us succeed better in life because we already understand how to go through this tough journey.

Our game is very awesome and amazing because of all the work and effort we put into making this. Making a game is very very hard. It really is very very hard. There is so many needed aspects to make a game good. A game needs to be fun, fair, interesting, entertaining and the list goes on from there. It is a treacherous journey and we made that journey….. We really just tried to make this game to the best of our ability so we believe that this game is (kind-a) awesome and amazing!
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49. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
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
Lucky Charms: The Game! By C.Y. & R.L.
From gallery of funkdonut

In the grand mountains of Mallowvale, you are one of the unicorns that reside here. As a responsible magical unicorn, you work for Lucky the Leprechaun at the Lucky Charms Headquarters! The task you have been given is full of squishy marshmallows and little monsters (beware of Hangry Cat!), but you're not the only one who’s trying to collect the marshmallows! You must collect marshmallows and defeat monsters to be the best unicorn of them all! Can you be the best unicorn and be rewarded with the legendary lucky charm?

While moving around the Mountains, fighting monsters, claiming territory and stealing it from others, players will use Worker Placement and Area Control to gain territory, collect marshmallows, and rise to the top!
The game ends when all the enchanted marshmallows have been collected! The best unicorn will obtain the Legendary Lucky Charm by hoarding the most marshmallows, and defeating the most monsters, which give points to be tallied at the end of the game.

One of the many things we learned was that the game itself can never be perfect, and takes time in order for the game to be more than a ‘flaming heap of trash’, and Mrs. Mercury puts it. Making a game takes persistence and lots of patience. We are proud of how we came from nothing but paper, colored pencil, and marker to something that others can play and enjoy. At first, while making the game, we noticed it was slightly bland, so we changed a lot about our game and added the mini marshmallows feature, which was a pretty drastic change. We are very proud to have come this far, and hope to be able to improve our game even more in the future!

Mercury note: Cutest villains EVER.
From gallery of funkdonut
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50. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2965]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
designer
badge
Please check out my student game design Geeklists! You rock!
Avatar
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
Santa vs Krampus By: W. W.
From gallery of funkdonut

Every year families leave cookies and milk for good ‘ole Santa to deliver presents to children on his sleigh with his magical red-nosed reindeer. But, what REALLY happens on this one magical night? Quite simple actually. A 1700 year old Saint and his miniature, green-clothed elves participate in a BATTLE with an anthropomorphic half-demon, half-goat counterpart who kidnaps children. So, what will be the outcome of this December 25? Will Santa keep our Christmas spirit or will Krampus fill us with despair and rage?

This game mostly uses area movement, area control, dice rolling, and variable player powers. Each player is allowed to play either Krampus or Santa(BONUS ONE OF EACH, TWO OF EACH IN TOTAL), and both have different actions they may use. Krampus can move, steal presents, AND kidnap children. Really fun. Santa on the other hand gets to move as well, deliver presents, and control elves, who have “battles” with Krampus using dice.

Players win when either Christmas spirit stays alive, or Krampusnacht replaces it by raising the belief/rage meter, and when the Belief meter is raised to 15, for Santa, or the RAGE meter is raised to 15, for Krampus, that player wins!

I learned that this game would take much longer than the 12 days of Christmas, and honestly closer to 12 years, but despite this I’ve learned perseverance(in another way, connected to lots of thinking on board games), and ESPECIALLY how to incorporate others feedback into my own projects. Throughout most of my life, if I didn’t have to, I wouldn’t ask people for help, as I think most people would. But, during this project, I saw myself constant seeking other ideas and constructive criticism throughout the whole way, let’s just ignore the fact that I kind of needed to do so to make my game good, but whatever.

My game is extremely good, well not really. My game isn’t even close to being finished, but I’m really proud of how much my game has changed, whether it's for the better or worse. My game has basically gone through a few reformations, and I think it turned not too bad. I have quite a few ideas that I think would benefit it, so I wish I had more time in school.
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