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Card, Dice And Bowling Games At The Spring 2016 Bill Hart Merit Badge Midway

For the second time this year I volunteered at a local merit badge midway to run a workshop for the game design merit badge that I helped to create for the Boy Scouts of America. Last weekend I ran one session of my three-hour workshop at the Bill Hart District Merit Badge Midway in Santa Clarita, near Los Angeles.  I also ran a Digital Technology Merit Badge workshop, but — come on! — it’s the games we’re interested in!

To playtest a game in my workshop, scouts must first contact me with a vision statement, play value description, and initial set of rules for a game they want to make, and if I approve it, they can proceed with making a game to bring in.  Only three scouts did the prerequisites this time, but the rest who attended the workshop got to playtest their games.

Blitz
by Alan, Troop 2222

Vision Statement: Blitz is a 2-to-4 player card game in which each player tries to match all their cards before the other players do.

Play Value: Surprise and luck.

Set-Up: Shuffle the deck and deal each player 7 cards.

Progression:  The youngest person draws cards one at a time until the draw one matching the face value of a card in already in their hand.  The player then puts down the two matching cards.Play continues from youngest to oldest, and then back to the youngest.

Resolution: The game ends when all the cards have been drawn.  The player with the most matches, wins.

Resources: Cards, matches.

 

Lucky Strike
by Andrew, Troop 2

Vision Statement: Lucky Strike is a game of chance bowling board game in which each player races from home to the bowling alley. The first one to the bowling alley wins.

Play Value: This game is fun to play because it has an imaginative property where you imagine you’re bowling for fun at a bowling alley.

Set-Up:  Place the player pieces on the “home” space. Line up the bowling pins on the bowling lane. There will be a foul line where the the person playing will flick the ball down the lane. The marble will be placed at the foul line. There will be spaces on the main game board for the following cards:  Gutter, 1-4, 5-7, 8-9, and Strike. The cards will be shuffled and placed on the spaces.

Progression:

The play starts with the youngest player and the oldest player goes last.

The player will flick the marble down the bowling lane, knocking over pins. When flicking the marble, it must stay behind the foul line. The player cannot pass the foul line when flicking the marble. If they do, they lose a turn.

The player will pick up the card corresponding to the number of pins knocked down.  If the player knocked over 5 pins, they would pick up the 5-7 pin card. That player would then follow the directions of the card and move their piece on the game board down the path to the bowling alley.

  • You get 1 Credit every time it’s your turn
  • There are 4 types of land forms — Mountain, Ocean, Forest — each with a different cost
  • You can gain one of the following items when you take down a different land form — Ammo, Wild Cat, Wild Dog, Damage x2 — each with a different cost and damage
  • There are four types of cities — City, Airport, Skyscraper,
  • Metropolis — each with a different cost
  • There are 8 types of weapons — Combound Bow, Shotgun, Sword, Revolver, Uzi, Long Sword, AK 48, Mini-Gun — each with a different cost, damage and ammo

Resolution: The first player to reach the bowling alley wins.

Resources:

  • Bowling lane: Separate from the game board. (made of cardboard)
  • Game Board: There are places for 4 game players. They will follow a path which starts at home and finishes at the bowling alley.
  •  Marble (bowling ball)
  • Bowling pins: ( If unable to find small pins, I plan on using toy soldiers or frosting tips)
  • 7 cards each of the following values: Gutter Ball, 1-4, 5-7, 8-9, Strike

 

War of Chance
by Jake, Troop 2222

Vision Statement: War of Chance is a free-for-all card and dice game where players compete to get the most points.

Play Value: Competition and surprise.

Resources: Gold

Set-Up: Deal out all the cards among the players.  Give each player one die.

Sequence of Play:

  1. Each player rolls their die
  2. Player with lowest number finds the difference between his roll and the highest roll
  3. Player with the lowest score gives player with the highest score an amount of cards equal to the difference between rolls
  4. Repeat for 15 rounds

Resolution: The game ends after 15 rounds.  The players then tally their points (cards at face value, Jacks=11, Queens=12, Kings=13, Aces=15 ***If playing with Jokers, Jokers= -7points***).  The player with the most points wins.

Resources: Cards, die rolls, points.

 

The two card games were a good deal of fun for the scouts, but it was Andrew’s Lucky Strike board game that really bowled them over.  There can be fun in simplicity, but immersion is a great tool for drawing players into the magic circle of play.

 

 

Scouts Design Games At The Winter 2016 Balboa Oaks Merit Badge Midway

Several times a year I volunteer at a local merit badge midway to run a workshop for the game design merit badge that I helped to create for the Boy Scouts of America. Last weekend I ran two sessions of my three-hour workshop at the Balboa Oaks Merit Badge Midway in Los Angeles’ San Fernando Valley, and as with every time I’ve run these workshops, I was impressed with the wide variety of games these young men designed.

My workshops always begin with a Socratic-dialog-heavy talk about the various elements that comprise a game, the different ways we can describe a game’s play value (what makes it fun to play), and how intellectual property rights apply to games. I then do an exercise with the boys in making changes to game rules to see what effects those have on players, using set of Spider-Man tic-tac-toe sets.  (You’d be amazed at the number of variations on tic-tac-toe the scouts have come up with over the past couple of years).  With each of these topics, the scouts satisfy various merit badge requirements.

The more advanced (and most fun) requirements involve the scouts proposing a game concept, and once I approve it, prototyping their game and playtesting it with other scouts.

Here are some of the games the scouts designed last weekend.

 

 

Lucky 80
by Spencer, Troop 1

Vision Statement: A 2-8 player dice game in which players roll four die until they get 80.

Play Value: To test peoples luck, and challenge your self to play and test your gambling skills.

Set-Up: 2-8 people can play.

Progression:

  • Each player takes turns rolling the four dice and put how many points they got on a sheet of paper
  • Each player repeats until one of them reaches 80, but if you roll the dice and they add up to 13 you lose a turn (13 is an unlucky number)

Resolution: The player who gets 80 points wins

Resources: 4 die.

 

Empire
by Robert, Troop 805

Vision Statement: Empire is a board card for 2-8 players competing to build the best metropolis.

Play Value: Competing against other players, building a city

Set-Up:

  • Lay out cards in a rectangle
  • Your choose your career: sailor, engineer, soldier, mountains, ocean, each with different abilities

Progression:

  • You get 1 Credit every time it’s your turn
  • There are 4 types of land forms — Mountain, Ocean, Forest — each with a different cost
  • You can gain one of the following items when you take down a different land form — Ammo, Wild Cat, Wild Dog, Damage x2 — each with a different cost and damage
  • There are four types of cities — City, Airport, Skyscraper,
  • Metropolis — each with a different cost
  • There are 8 types of weapons — Combound Bow, Shotgun, Sword, Revolver, Uzi, Long Sword, AK 48, Mini-Gun — each with a different cost, damage and ammo

Resolution:

  • When time runs out, the player with the best city wins

Resources: Credits, time, and health

 

Epic Face Adventure
by Danny, Troop 10

Vision Statement: Epic Face Adventure is a single player electronic game in which the player has to make it through 3 different levels of gameplay without dying

Play Value: Fantasy, jumping and running, killing monsters, getting gold, challenge

Resources: Gold

 

Hookie
by William, Troop 911

Vision Statement: Hookie is a single player electronic game, where the player avoids school for 20 days (20 levels by finding specific items throughout their house before their parent comes home. The items are designed to help the player convince the parent they are still sick.

Play Value: The game will be enjoyed by kids who like to play hide and seek type games. Players will be challenged to find specific items around the house in a timely manner. They can play solo or against others

Set-Up: Players start in bed on the first day, and are provided a list of items to search for around the house.

Progression: Using the computer arrow keys the player, move about the house. Each level has a time limit of 3 minutes and each day the items become either more difficult to find or more in number.

Resolution: If the parent comes home and the items have not been found they lose. Once they lose 3 times the game resets to level 1.

Resources: Days remaining, items found

 

Phantom
by Christian, Troop 555

Vision Statement: A player vs. team board game in which the team has to take a treasure from a lost temple while avoiding the single player.

Play Value: This game will be fun because the team has to work together to outsmart the single player and sometimes make amendments to their plans.

Set-Up:

  • The single player/Phantom decides where the treasure is and where he starts.
  • The team/explorers shuffles their cards and takes six of them while still having their own condition cards (condition cards are two-sided cards with one side saying awake the other saying possessed. Explorers can use these to keep track of who’s awake and who’s possessed.)

Progression (Explorers):

  • The explorers have 50 turns to take the treasure and bring it out of the temple
  • The turns go: 1st explorer, 2nd explorer, …, and Phantom
  • The explorers use cards and dice to move or they can stay/rest and draw 2 new cards
  • A player can pass/wake another explorer that is possessed
  • Once the treasure is taken, the explorers have to get out of the temple as fast as they can
  • The explorers can pass each other and give the treasure

Progression (Phantom):

  • The Phantom has to stop the players from getting away with the treasure
  • The Phantom uses a 6-sided die to get around and can go through walls
  • The Phantom can pass/possess explorers, putting them under his/her control
  • The Phantom moves the possessed after his turn using a 6-sided die

Resolution:

  • The game ends when the team escapes,all are possessed, or the explorers run out of moves
  • If the explorer makes it out with the treasure they win; otherwise, the Phantom wins

Resources: pawns, cards, treasure

 

Red Square
by Jonghun, Troop 1

Vision Statement: Red Square is a single-player electronic game in which the player is a e: red square that must avoid blue balls and collect yellow coins to reach the end of each level.

Play Value: Challenge

Set-Up: The player spawns in at the beginning of the level as a red square.

Progression: The player uses arrow keys to avoid blue balls and collect yellow coins.

Resolution: The player must reach the end of each level.

Resources: Coins

 

As always, the scouts were very inventive, given the limited resources and time they had available.  Even better, they were not only proud of the games they made, they really enjoyed playing other scout’s games.  After all, as I explained to them, creating fun experiences for others to enjoy is what game design is all about.