Setcha’s Blog

In this group is Desirea Brink, Kaila Smith, Elizabeth Richardson and Stephanie Richardson (me).

we decided to improve the game of Checkers. This is mainly due to the fact that it was the only game that was brought in to be modified on wed.

We ran through several idea’s, but the one that stuck was the idea of elemental checkers. Through this we worked out several different types of rules that involved different elements. We realized the the red squares get no action ūüė¶ so we had to find some way to get them into play. We did this by changing how the pieces move. We decided to dump the “have to jump” rule in checkers. In the begining we were goofing around (throwing checkers pieces)¬†and played the checkers game all the way through to figure out how to play and refresh our memories. We went through our game kits to see if we had anything to work with. We found some glass boomerang shaped pieces that have varied colors and thought of using these for the elemental pieces.

It was decided that the only way to “jump’ and opponent’s piece is by having the opposite element. In the cases we were considering at the time, it was water vs. fire, wind vs. earth, and light vs. dark. Then we decided that was too complicated and narrowed it down to a simple 3-element rock-paper-scissors modle where fire beat earth beat water beat fire. At first we were thinking about playing like a normal checkers game until you reached the other side of the board and then choosing an element of your choice to take it’s place once you reached the other side, where the player would be “elemented” instead of “Kinged”. This idea went down the toilet during our first lay testing because we didn’t get enough pieces to the other side in order to get the full use of them. So at the begining of the game, both players start out with four of each element, placing them where they like on their starting placeson the¬†board. We wanted the tokens to move differently then normal checkers pieces, so we played around with the idea of chess. The fire pieces would move like a rook, water like a knight, and earth like a bishop. Since the bishop and rook normally can move how ever many spaces they want (as long as they are not blocked by one of their own pieces) we put a three space move limit. The each piece can also move backwards.

After much thought we decided that this was too much like chess and threw out that idea and decided that the fire would could move two spaces in the set diagonal direction, water can move one spaces in any direction, and earth can move like a normal checkers piece, but does not have to jump to destroy an enemy token (but it still can if the player so chooses). To be clear we thought we better put the fact that fire and water still has to jump.  

These these rules became too constricting so we changed it up abit. Now fire can move two up or diagonally up, or one space back (or diagonally back), but it cannot move side-to-side, and you can not combine directions, once you decide to move in one direction you must stick with that direction for that turn. Earth moves one space diagonally forward or backward, unless it is taking a piece, in which it can move vertically and horizontally(taking the square the oposing token was on).  If you get to the other side of the board with one token of each element you win the game. another way to win is to sabotage your opponent by destroying all of one element of their tokens making it to where they could not get one of each to the other side. Once a token reaches the other side of the board they cannot be moved and they can not be destroyed.


we desided to stick with the above game play ūüôā and Desirea drew some pictures to represent the different elements! she is going to color them and send them to me to put in the blog. They will be here soon¬†along with the pictures of the¬†game that we have so far. We may change our playing pieces to have a stand holding the pictures to depict the different element with a white/black screen tone on the pic to portray the player. the stands they are on would also have a way to tell element and player. for now we use curved glass pieces and pom poms (red = fire, blue = water and green = earth).


{January 28, 2009}   Challenge #1 -play testing-

During play testing I got a ton of feed back! The girls playing my game, and the ones watching all gave me ideas that I had never thought of. One in particular that I had thought of was the layout of the game board. I went through a few different versions of the game board to make it more readable but I found that even the one I decided to go with still wasn’t good enough. Some idea’s I got about fixing it is by maybe changing the colors of nuetral space so the player new¬†when they had to go up instead of continuing all the way around the board. I thought that maybe I should also make the arrows bigger or add glitter or something to catch the attention of the players that their colors need to follow their respective arrows, also explicitly¬†¬†including this in the rules would help. There were also several idea’s that I need to make clearer in the rules, like only one army man can be moved per dice roll, as many of your own army can can occupy the same spot as you’d like (but if you lost a duel, they’d all be sent back to start),¬† you cannot place a bomb on a space that is already occupied or the finish space, and if you land on a space with one of your own bombs you can choose to relocate it. Other idea’s were also generated. One idea that we implimented right away was that all three army men had to make it to the finish instead of just one, this made the game alot more interesting and challenge, it added more of an element of stratgy instead of just race to the finish. Also the first time the game was played there was no duel because the army guys never crossed paths, Prof. Monnens suggested that an army guy of the opposite color start a few spaces away from the others start possition, forming a blockade¬†(ex. if you are blue, there would be a red army guy standing in your way two or three spaces from your start position, forcing you to duel, or move your guy that is positioned in front of the red’s start position) this also added a new element to the game that, I thought, really improved it. While game play there was an issue with playing rock-paper-scissors, so the option of play duels and deciding who goes first should be a choice for the player, either rock-paper-scissors, or a dice roll. I like rock-paper-scissor better because it adds a more combative, strategic element to the game, but the option should be availible for those that don’t like this and prefer the luck of the roll. Another new idea that was thrown out when the players continued getting sent back to start by their enemies bombs was that if you land on an enemy bomb square you can de-activate your enemies bomb. This also adds more strategy to the game. A technical idea that was throw out there was finding a way to hold the pom-poms down to the board because they kept sliding around, and the players weren’t sure what spot the bomb was on. Also making each square bigger and the same size was a suggestion for clarifying the game board. All in all I got a lot of feed back and really enjoyed the play testing. ūüėÄ

{January 26, 2009}   Game Challenge #1 rules
these are the rules and game board for my game:

Ugh! You Pom-Pomed My Army Guy!

Stephanie Richardson


Objective: Players must make their way across the game board by crossing enemy territory and avoiding traps to make it to the finish first.

Equipment:  1 game board, 1 6-sided die, 7 pom-pom-boms in two different colors (14 total), 3-military pieces in two different colors (6 total)

Setup: place the game board on a flat surface, each player choosing a color to represent them. Each player is given their corrisponding color of pom-pom-bombs and army men, placing their armies on their corrisponding start location, and their pom-pom-bombs in their storage locations. Play Rock-Paper-Scissors to decide who goes first. (Winner goesfirst.)

Gameplay: ¬†Player onerolls one 6-sided die and moves one army token the amount shown on the die in the direction indicated on the board. If they land on a space that is colored in completely using the color they are, they have activated a pom-pom-bomb that they can place anywhere on the board out-lined in their color, or in the area where there is no out-line. Player 2 then rolls the die and repeats the process. If a player lands on a space that occupies a bomb of the opposite color that army is sent back to their respective start position for “treatment” and the bomb is sent back to the original players Pom-Pom-Bomb storage location. The player can choose to advance one army or to send three armies out, moving one army per turn. If the players’ paths cross, they are to play Rock-Paper-Scissors. The loser returns their army to their start position while the winner occupies that space, no matter what the die roll was. The first player to get one army to the finish space wins the game.

Quick Play rules:

Option 1) Use the same rules as above, but the player that comes closest to the finish location in 15 minutes wins.

Option 2) Use the same rules as in “gameplay” but use 2 6-sided die instead of just one.


Ugh! You Pom-Pomed My Army Guy!

The play board for my first game: Ugh! You Pom-Pomed My Army Guy!

well it looks better than this in real life… I colored it using sharpes (not shown here). This was made in paint. I colored it in paint also, but since I don’t have a color printer, I just used Sharpe…
The board game in color.

The board game in color.

{January 26, 2009}   Game Challenge #1

It took me a while to narrow down a few simple idea’s and come up with a solid one. I was looking around Wal*Mart for some stuff to put in my Game Kit with my sister, Elizabeth, we shared ideas and that kinda made it harder for me when I acctually sat down to do my game because I kept thinking, “No, Elizabeth is going to use that!”¬† I couldn’t get out of the simple “He will/She will” mindset. Then I was sitting at my computer and had my game kit on the floor, looking through my pieces, thinking, “What can I do with an army and Pom-poms??” Then it hit me. and I came up with the game I decided to stick with. I started by drawing the board, with player 1 starting on one side of the page and player 2 on the other, converging somewhere in the middle. Then I thought, that’s too easy, there needs to be conflict. So I added the pom-poms as bombs that you can collect when you land on a space that is filled in with your color, and place them anywhere on the board that was classified as your territory. Then I noticed how in some parts, the two players paths might cross, so if that happened, they would play a simple game or rock-paper-scissors, where the winner would occupy that spot and the loser would go back to their start position. Also I decided that each player has the option of controling three different pieces at a time, moving one piece per turn.¬†when you land on a space occupied by a bomb of a different color you will be sent back to start as well. At this point there is no way to destroy a bomb other than landing on it.

{January 21, 2009}   Hello world!

Ok this is technically my first blog I guess. So yeah, I am using this blog to keep track of game thought ideas and other related stuff. If you have any suggestions, please comment.

et cetera