1. GAME DESIGN DOCUMENT
DINO RUN: THE BOARD GAME
NAME STUDENT ID
MARZIE ZANIS 108034
DIANA WEE 107990
VANESSA LU 102585
GOH WAN YEE 102270
MUHAMMAD HAFIZ 104934
Analog Game Theory [T231]
Understanding Test 2
1
2. TABLE OF CONTENTS
1. Title Page------------------------------------------------------------------------------------- 2
1.1 Introduction to Dino * Run
1.2 Copyright Information
1.3 Overview of our remake of the game
2. Set Up----------------------------------------------------------------------------------------- 5 - 7
2.1 Setup Procedure
3. Documentation----------------------------------------------------------------------------- 8 - 35
3.1 Ideation Process------------------------------------------------------------ 8
3.2 Iterations
3.2.1 Iteration Process One------------------------------- 8 - 10
3.2.2 Iteration Process Two------------------------------ 11
3.2.3 Iteration Process Three---------------------------- 12 - 14
3.2.4 Iteration Process Four------------------------------ 15
3.2.5 Iteration Process Five------------------------------- 16 - 18
3.2.6 Iteration Process Six--------------------------------- 19 - 22
3.2.7 Iteration Process Seven----------------------------- 23 - 29
3.3 Final Game Confirmation------------------------------------------------- 30 - 32
3.4 Overall Playtest Results for all the Iterations------------------------ 33 - 35
4. Game Overview--------------------------------------------------------------------------- 36
4.1 Game Concept
4.2 Asset List
4.3 Target Audience and Rationale
2
4. 1. DINO * RUN
1.1 AN INTRODUCTION TO DINO * RUN
1.2 COPYRIGHT INFORMATION
Game was originally an independent flash game created by PixelJam.
GAME OBJECTIVE
Game involves player controlling a Dino in a side-scrolling landscape escaping the
impeding ‘doomsday’ which would kill the player ultimately.
GAMEPLAY
Players only use the basic keys [arrows keys] to control the Dino while collecting
eggs and devouring bones to advance the dino’s evolution.
1.3 OUR TAKE
Inspired by the digital game: Dino * Run
Name of Board Game: DinoRun: The Board Game
To create a board game based on the idea and concept of the orignal game while modifying
certain gameplay elements and gameplay mechanics.
Game rules are tweaked so that the game can be played on an analog board. Several
changes were made to the game to make it more challenging and exciting.
4
5. 2 SET UP
2.1 SET UP PROCEDURE
Every player gets to choose which token they want to use to represent them on the
game board.
Players should also ready a 6 sided die to roll in order to determine who would start first.
5
6. A 5 by 5 board should be placed on the table where the game is to be played.
On the 5 by 5 board, alphabet cards should be placed on each grid, filling up all the
grids.
“Step” and “Action” cards are shuffled and placed at the bottom right of the game board.
So that players can draw whenever needed.
“Step” and “Action” cards are shuffled together into a deck.
6
7. The excess alphabet cards should be kept in a pouch and randomly drawn to replace the
empty spots in the grid.
These eggs are pasted at the back of some of the alphabet cards, labelling the cards
with additional bonus score multiplier.
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8. 3 DOCUMENTATION
3.1 IDEATION PROCESS (INSPIRATION)
The core mechanic of the digital version of Dino Run involves the player controlling a Dino
running away from the impeding ‘doomsday’. During which, the player can collect eggs and
bones to advance the dinosaur’s evolution.
‘Doomsday’ (Meteors)
Dinosaur which players control
Eggs players can collect to receive
1 DNA for every 8 eggs collected
From the gameplay concept of Dino Run, we modified the game so that the digital game can
be transformed into a board game.
3.2.1 ITERATION ONE
Considering the core mechanics, we transcribe the digital game into an Analog game. The
Analog game is then made with subtle changes so as to not deviate too far from the original
game.
Changes included:
- Player Movement
- Time Limit to complete game
- Board includes 60 steps
(Refer to the next page for the prototype board game)
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9. PICTURE REFERENCES
Game Board steps mimic the
original Dino-Run game. Whereby,
player has to complete the game as
fast as possible while avoiding
certain obstacles.
Game Board (Consisting of 1 to 60 steps)
Player piece to resemble Dino in
Dino-Run
Player-controlled dinosaur (Player Piece)
Number cards used for player
movement
Special cards consisting of wild
cards to determine how player
‘jumps’ over obstacles
Number cards and special cards are used to determine the number of steps a player takes
and also special cards to determine how player ‘jumps’ over obstacles.
9
10. ‘Runners’ are meant to obstruct
player’s path as players would
have to use 3 steps just to get over
1 spiky. Thus, slowing down their
pace. Killing one runner would
reward the player with points
Eggs comes in 3 colours, red,
yellow, green, each representing
different amount of points given
when collected
‘Obstacles’ and eggs are shown to mimic what is present in the digital game. ‘Runners’
(small purple dinos) are made to hinder player movement. While coloured eggs when
collected, gives players points.
Point system for the first prototype game
PLAYTEST RESULTS
(Play test done with people in the class)
1. Players rushing through to complete level instead of collecting eggs (making eggs
redundant)
2. Finishing the game is the player’s first priority
3. Time limit given is too long
4. Scoring system not as important as it should be
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11. 3.2.2 ITERATION TWO
Still sticking to the original game play concept, we have added more features and also
changed some to the game to make the game play slightly more challenging and engaging.
Changes included:
- Addition of various cards
- Players given options at various points of the game
- Some game rules changed
Playable Cards Added
Number Cards
Acts as a die – Used for player to determine number of steps to move
Special Cards
Aids players in jumping over Spiky Dinosaurs
Skip Cards
Moves 1 step forward
PLAYTEST RESULTS
(Play test done with people in the class)
1. Rules too complicated
2. Players still rushing through to win the game
3. Bonuses are again redundant.
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12. 3.2.3 ITERATION THREE
After observing the play testing previously, several changes were then made to the game.
More elements were included, almost changing the game completely. Various elements
were included deviating the game from its original core mechanics.
Changes Included:
- Inclusion of treasure chests
- Reduction in time allowed to complete the game
- Spinning marker added to calculate jump probability
- More action cards added
- Multiplayer element included (Up to 4 players)
Purpose of each change:
Inclusion of treasure chests
Each treasure chests contains special cards that can aid the player in several ways
- Random cards to be drawn by player when they open a treasure chest
o Time increment cards (+5/10/20/30 seconds)
o Point bonus (5k, 2k, 1k)
o Sprint boost (+ 5/2/1 step(s))
Reduction of time to complete game;
Reduced time forces players to complete game faster and also, collect power-ups and
rewards for additional time. This discourages players from choosing to rush through
the whole level
Multiplayer element included;
Makes game more enjoyable and allows people to compete with each other
Spinning marker added for jumps;
Jumps are now random whereby players spin a spinning marker to determine if they
manage to get over road blocks. On the spinning top, percentage chance would be
included, and depending on the players luck, it would be determined if they manage to
get over the road blocks.
Red zone on spinner allows player to make a jump
Blue zone on spinner does not allow player to jump, meaning they have to stay put on
where they are standing
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13. Inclusion of Action Cards;
Players get to sabotage other players using action cards, (Jump, block, run)
Run -
Block – Block other players slowing them down, preventing them from progressing
Jump – Jump over Spikys and the ‘Block’ cards placed by other player
PICTURE REFERENCE
Board revised, but from steps 1 to 60, with players landing on step 61 as the winning
player.
New player pieces. Also, more pieces are included so that more people can play it
together
13
14. Treasure chests added whereby player can choose if they want to open them to get
rewards
Probability spinner players would
use to determine whether they
make the jump across the spikys
Movement cards players use to
determine steps to take.
New action cards for players to use
and strategize against other players
for their advantage
Bonuses that can be obtained from
treasure chests
New playing cards were added on top of the already in use movement cards
PLAYTEST RESULTS
(Play test done with people in the class)
1. Players who start first would have an advantage to winning the game.
2. Game rules not clear enough whereby players do not understand the purpose of each
egg, power up, etc
3. Some action cards are confusing. For instance ‘Run’ & ‘Jump’ card.
4. An additional NPC dinosaur confuses players more.
5. Game duration considered too long as there are many power cards that add time.
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15. 3.2.4 ITERATION FOUR
Not much change made. Most of the games play mechanics from version 3.2.3
are retained except several minor changes.
Changes made:
- Board size increased from 60 steps to 70 steps
- Cards included are Movement cards, Action cards, Treasure cards
- ‘Doomsday’ effect omitted
Purpose of each change:
- Board size increment
- Duration of game prolonged
- Increased playtime
- Longer playtime so that people would have a longer time to think how they
would want to make the move.
Cards added;
Movement cards – Allows player to choose how many steps they want to move
Action Cards –
Treasure Cards - Time extension, + steps, block card
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16. 3.2.5 ITERATION FIVE
Major changes were made to the game. Game play was also changed. Game starts to show
resemblance to scrabble.
Target audience: 10 years old and above
Changes made:
- Board size changed to 6 by 12, 72 grids in total. Grid format instead of pathway
format previously
- Game made into a word game
- Game consists of alphabets placed on the grids (3 sets of alphabets)
- Game play differs largely from original Dino-run
Main Objective:
- To create words as fast as they can. Game is point based, not about how fast the
player can finish the game
Sub-Objectives:
- Player has to get from 1 end of the board to another end
- While collecting alphabets around them to form words
- Words created must be those found in an English dictionary (Minimum of 3
letters)
- The longer the word, the more points given
Power cards functions:
‘Destroy’ – Able to destroy the last path of their opponent (Letter cards will be replaced,
unrevealed)
‘Trade’ – Trade an alphabet from the opponent
‘Steal’ – Steal a word from the opponent
*DESTROY/DEMOLISH CARDS’ LETTERS ARE TO RETURN TO THE DECK ONCE
MOVED.
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17. GAMEPLAY
1. Player to roll a die to see who would start first. And also, determining which point of the
board to start from.
2. Landing on a point would allow the player to flip over the alphabet cards around them.
3. Players are required to form pathways with the given ‘path cards’ to reach the other end.
4. Players are required to use the ‘path cards’ given to form a path. Maximum number of
path cards a player can hold would be 7. After 1 card is used, player is to draw another
one.
5. For every ‘path card’ that is placed, players are allowed to flip over surrounding alphabet
cards
6. Players are allowed to change their path in their next turn
7. Players are allowed to overlap their existing path with a new path card
8. Players are required to form at least 3 words if not they would lose the game
PICTURE REFERENCE
Game board with grids drawn into
them.
‘Path Cards’ used by players to
form paths to reach the other end.
Alphabet cards overturned in the
game board whereby players need
to pass through them and turn over
cards to reveal alphabets
New rectangular board added with 72 grids, whereby players need to make it to the end of
the board.
17
18. Path cards have different routes
drawn on them so that different
paths can be formed
‘Path Cards’ whereby players use to form their path to get to the other end
Alphabet cards are used by players to form words. 3 sets of 26 alphabets. With a total of 78
cards.
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19. 3.2.6 ITERATION SIX
Looking back at our previous game at the various iteration process 3, 4 and 5, we decided to
trying combining the game play into one game and try it out!
We kept the original Dino-Run race to the end, but also included a new element which
involves the players collecting alphabets to form words so that they would be allowed to
complete the game.
This game involves players placing 1 alphabet card on each step. For every step, there
would be 1 alphabet card, whereby players can collect after they have landed on the step.
GAMEPLAY
Multiplayer game of up to 4 players
1) A player would roll a die determining the amount of steps he/she can take
2) For the first 10 steps the player lands on, they are not allowed to collect any alphabets.
They are only allowed to do so after the first 10 steps.
3) Landing on a step allows players to collect the card.
4) The minimum number of letters to form a word would be 4. Anything below 4 would
result in the player not allowed to complete the game, and they would have to go back to
the start again.
5) First player to finish the course together with a properly formed word that exist wins the
game.
# Game requires players to plan the amount of steps they want to take if they want to form
longer words. Also, planning allows the player to have a chance to decide on what letter they
want.
Game Rules:
1) Player allowed to have 5 step cards in hand
2) Player allowed to draw additional cards based on the number of step card they put down
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20. PLAYTEST RESULTS
Problems in game Proposed solutions
Arrangement of alphabets. Alphabets Alphabets arranged according to vowels
arrangement not ideal as letters are
randomly placed which can be hard to
get certain letters
Numbers on step cards too big, making Steps card number reduced to smaller
players move several steps, ending numbers so that players would not rush
game quickly with few letters gathered through the game and miss letters they
want
Difficulty forming words Give players free will to form any word
they want with the minimum of 4 letters
Possible power ups that can be added:
- ‘Steal card’ (Steal another players card)
- Treasure (Free letter card whereby players can determine what letter they
want)
- Egg (Similar effect as treasure, allows player to determine what alphabet
they want)
- Swap (Allows player to swap a letter with another player of their choice)
#Action Cards are randomly drawn together with the number steps deck
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21. 2ND PLAYTEST RESULTS
Observations made during play testing
- Players who have good power cards have the upper advantage
- Players are given more choices when they are planning their moves
Questions the play testers were asked:
1) What do you think about the game?
2) Is there anything bad about the game?
3) What do you think is good about the game
4) Any suggestions for improvements or any implementation?
Breakdown of negative feedbacks and suggestions from playtesters
Playtest 1
Feedback Considerations
Game Ends too fast - Increase amount of
steps
- Decrease the number
of steps each player
can take
Starting hand size too big - Decrease amount of
(2 Cards can be placed at cards they can put
the same time)
- Decrease cards in
hand
- Decrease the value of
the steps
Game requires one to - No action taken
create a word just to finish (Purpose of the game)
the race
Point system added. - Under consideration
Whereby each letter holds
21
22. a number of points - (Point system for
alphabets)
Playtest 2
Feedback Considerations
Leading player with power - How to balance the
card can win the game game in a way
easily whereby players falling
behind can catch up?
Rule that makes player - Would implementing
return to starting point the rules punish
when a word is not formed players to hard?
is bad
Game duration too short - Will extending the
game duration put a
pressure on player?
Positive feedback
loop?
Add hint of the ‘egg’ card - Will giving a hint make
so that players can the game too simple?
roughly get an idea of
what letter is needed
Placement of letters on - How should the letters
each step not well done. be arranged so that
Making formation of words picking them out and
harder forming words can be
made simpler?
Feedback/Suggestions
- Include a way whereby players get an option to move around the board as and
where they want. (Non-linear game/Free will)
- No board present, only alphabets arranged in a rectangle-like formation for
players to play on
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23. - Every alphabet taken can be replaced
- Challenge to form more than one word
- Form more words for more points. Race to get as many points as possible
- Alphabet cards can have values/bonuses
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24. 3.2.7 ITERATION SEVEN
There was a change in the game system whereby the game is changed into a word game
consisting of alphabets placed in a 6 by 6 square formation. Players would play around the
new game board, forming words as they go.
Multiplayer game of up to 4 players
A new word game was created, similar to that of boggle.
- Words can be formed with a minimum of 4 letters
- Only 5 steps card can be held at a time (Players to use step cards to make
movement based on the amount of steps)
- Players are able to move upwards, downwards and sideways
- Alphabet cards are placed on a table, arranged in a 5 by 5 format with 35 cards in
total
- For every alphabet taken, they would be replaced on the playing table
- Players given 15 minutes to get 30 points whereby the player getting 30 points would
win.
- If not, players are to continue the game of up to 25 minutes whereby after 25
minutes, the game ends
- However, they are also challenged to get 30 points the fastest
- Egg system added to various cards act as score multiplier
Game ending criteria
- When there is no more alphabet cards in the deck
- Even though there is no more alphabet card in the deck, player can continue by using
any of the alphabets left on the table
- Game ends when there are no more alphabets cards or, no more words can be
formed.
Special Bonuses
- ‘Z and Q’ Players are able to change for other letters, adding 10points with a
maximum of 2 letters
- Swap – Exchange a letter with another player
- Jump – Jump to any spot you want
- Steal – Steal an alphabet tile from another player
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25. - No-No – Cancels out previous actions
In addition to helping players score points easily, some alphabets are labelled with eggs
which as a score multiplier.
Eggs colour and their multipliers
Red – x 4
Yellow – x3
Green – x2
For the game, the amount of each alphabet differs depending on how frequent the particular
alphabet can be used in the English dictionary
The total number of alphabet cards is 100. Below would be a table breaking down the
number of alphabet cards there are
Number of
Letter
cards
A 9
B 2
C 2
D 4
E 12
F 2
G 3
H 2
I 9
J 1
K 1
L 4
M 2
N 6
O 8
25
26. P 2
Q 1
R 6
S 4
T 6
U 4
V 2
W 2
X 1
Y 2
Z 1
The total number of alphabet cards is 98, excluding 2 blank cards.
For each alphabet, a point is allocated to it. Having this point system would show how many
points the player earns for using the alphabet.
Point System
The table below shows the amount of points a player can earn if they use the
alphabet cards
Points Alphabets
0 Blank tiles
1 A, E, I, L, N, O, R, S, T
2 D, G
3 B, C, M, P
4 F, H, V, W, Y
5 K
8 J, X
26
27. 10 Q, Z
On some of the alphabet cards, they are labelled with eggs signifying that using that
alphabet would give the player more points
Alphabet A E I L N O R S T U
Quantity 9 12 9 4 6 8 6 4 6 4
Quantity
of Eggs 5 8 5 2 2 4 2 2 2 2
assigned
Below is the total number of eggs present according to their colours. Also,
their score multiplier value is shown below.
Egg Colour Number of eggs Score Multiplier
Red 6 X4
Yellow 12 X3
Green 16 X2
Total eggs 34
27
28. PICTURE REFERENCES
New arrangement for
game whereby
alphabet cards are
arranged in a 5 by 5
format.
Step cards for players
to use to determine
the amount of steps
they want to take
28
29. Special cards players
can use to their
advantage
A 6 sided die is used to determine which player starts first. With the player rolling the
highest number starting first
29
30. After 1 round of play testing, these were the feedbacks collected.
- First player would have an advantage until a swap is made
- Problem comes with distribution of alphabets
- More flexibility in the tiles
- Takes 20-25 turns to end the game
- Allow trading of alphabet whereby players can choose when they want to trade
off their alphabet for something better
- Point system added to each alphabet (Take point breakdown from scrabble)
*After all the iterations, we’ve decided to continue with Iteration 7 and improve
the game based on that
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31. FINAL GAME CONFIRMATION
For the final game this is the final and confirmed game that we would be submitting
Components:
1) A 5 by 5 game board
2) 4 player tokens
3) Total of 100 cards with 98 labelled with alphabets and 2 blank cards
4) Several step cards labelled 1 to 5
5) Several action cards
6) A 6 sided die
7) Several padlocks to indicate that words have been locked on
8) An egg multiplier score rubrics
For the complete game rules, refer to the rulebook.
Below would be to pictorial reference of the components
The game board Game board with alphabet cards
31
32. Extra alphabet cards to be stored in a bag and randomly drawn to replace those that are
taken from the board
For each of the alphabet cards, a score is written on the top right hand corner so that players
can count how many points they can get when they acquire the word
Score for each letter stated at the top
right
Coloured eggs are stuck to the back of some cards.
The table below shows which and how many alphabets have eggs stuck to them
Alphabet A E I L N O R S T U
Quantity 9 12 9 4 6 8 6 4 6 4
Quantity
of Eggs 5 8 5 2 2 4 2 2 2 2
assigned
32
33. Step cards
These are movement cards players can use to denote how many steps they want to take on
the board. Taking note that players can only move up, down, left, right, but not diagonally
Action Cards
Action cards are also included and in the table would be breakdown of the number of cards
in a type of action card
Card type Swap Jump Steal No-No
Number of
4 4 2 2
cards
Padlock icons players can use to show that they have already locked on the word.
Preventing other players from stealing or swapping out the alphabets
33
34. 3.3 OVERALL PLAYTEST RESULTS FROM ALL THE ITERATIONS
Iteration 1 playtest results (Conducted on week 3)
Feedback/Observations Considerations/Proposed Solutions
Players rushing to complete course What can we do to make players feel that
instead of stopping to collect eggs collecting eggs are important?
Finishing the game is the player’s main
priority
Time limit given to complete the game is How would the player be affected when
too long the time limit is reduced?
Does it force players to rush through
more?
Players do not care about scoring more Is it possible to make players feel that
points they need to earn points?
How to make scoring points as important
as completing the game?
Iteration 2 playtest results (Week 4)
Iteration 2 consists of writing rules for the game and making minor changes to
the game
Feedback/Observations Considerations/Possible Solutions
Rules too long and complicated to How can we make the rules easier to
understand understand yet detailed for the
audience?
Players still rushing to finish the game What possible changes can we make to
make sure players do not rush through to
complete the game, but also, stop to
collect bonus?
Bonuses are redundant as players skip How and what changes can we
past them instead of collecting them change/add to the game to make sure
34
35. bonuses aren’t ignored by players?
Should penalties be given to players who
rush through instead of collecting
bonuses?
Iteration 3 playtest results (Week 5)
Feedback/Observations Considerations/Possible Solutions
Players who start first have an advantage How can we balance the game so that
over the others by winning every player has a fair advantage?
Game rules not clear enough as players How should the game rules be changed
do not understand the purpose of some or modified so that players can easily
game objects understand it?
The use of some action cards are Are some of the action cards even
confusing needed?
How do we make them more important
and meaningful for player’s use
Additional NPC dinosaur which can be Is the NPC dinosaur useful?
killed or ignored ends up confusing
players Does it helps or hinders the player?
Game duration too long as there are too Providing too much time is a negative
many power cards that extends the game feedback loop as it increases game time.
duration
Is having too many cards that give
players time useful?
Does it benefit the player?
# Iterations 4 and 5 were combined together to form Iteration 6. Refer to
playtest results for Iteration 6.
35
36. For iteration 6, 2 playtest sessions were conducted
Iteration 6 playtest results (Playtest Session 1)
Problems in game Considerations/Possible Solutions
Arrangement of alphabets. Alphabets Alphabets arranged according to vowels
arrangement not ideal as letters are
randomly placed which can be hard to
get certain letters
Numbers on step cards too big, making Steps card number reduced to smaller
players move several steps, ending numbers so that players would not rush
game quickly with few letters gathered through the game and miss letters they
want
Difficulty forming words Give players free will to form any word
they want with the minimum of 4 letters
Iteration 6 playtest results (Playest Session 2)
Several feedbacks were collected from the playtesters and they are compiled below.
Feedbacks Considerations/Possible Solutions
2 step cards can be placed at a time, If we were to change the number of
meaning number of steps player can take cards players can place, how much will it
is big, allowing player to reach the end affect the game?
sooner.
Requirement that a word must be Is this requirement too harsh?
created to complete
the game
Leading player with power card easily How to balance the game so that leading
wins the game players does not always have the upper
hand?
Rule system whereby players who do not Is this punishment too harsh for players?
form a word
needs to restart
Are there any other ways to penalized
players without affecting their game
progression?
Game duration too short Would extending the game duration be
good?
Especially when a negative feedback
36
37. loop is triggered?
Placement of letter makes word How should the alphabets be arranged
formation harder so that word formation would not be
badly affected?
37
38. 4 GAME OVERVIEW
4.1 Game Concept
Dino Run Board game is the new remake of the digital Dino Run game
whereby players experience a new game of word formation and at the same
time; compete with each other to win the game.
4.2 Asset List
These are the components that would come together with the game
1) Game board
2) 4 Player tokens
3) Total of 100 cards labelled with alphabets and 2 blank cards
4) Step cards labelled with numbers 1 to 5
5) 4 types of action cards
6) A 6 sided die
7) Several pieces of padlocks
4.3 Target Audience and Rationale
The new remake of the game allows anyone of any age group to play the
game together and have fun at the same time. Thus, age group consists of
anyone 7 and up.
Rationale
A new word game can sometimes be quite challenging and thus, we decided
not to restrict the age group so that anyone can join in the fun.
38
39. 5 GAMEPLAY AND MECHANICS
5.1 Gameplay
5.1.1 Objectives
Players are required to form English words while earning points at the
same time
For the first 15 minutes, players are challenged to earn 30 points
before the game duration extends to 25 minutes.
Beat all the other players by getting the most points from your word
formation!
5.1.2 Decision Tree
In the game, alphabet placement is random and thus, players will have
no idea on what alphabets would be placed next after one is taken from
the spot.
Also, after laying down a step card, the player gets to draw another
card from the deck and what card the player gets is random and is
dependent on luck.
Depending on what cards the player has, he/she will have to plan their
moves around the board in order to get the alphabets they want.
Refer to the next page for a mind-map representation of the decision
tree
Our decision tree would be short because the game has a lot of
randomness and chance with little decisions the player can make.
39
40. DECISION TREE
Steps
Players need to use the step cards Action Cards
to denote the number of steps they
want to move
If the player uses the action
Player can choose when
card early, the opponent
they want to use the
would have a lower chance of
action cards
using the particular action
Players choose the direction they want to move. Only card
directions they can move are up, down, left, right Player style
Uses action cards
Player chooses what alphabet he wants to collect by Play Nice like swap and
Play Hostile
moving the in the direction they want given the steal
number of steps they can take
Check opponents
Never use action Waits for opponent to partially formed
Uses action cards
cards unless needed like jump to get acquire a certain words and guess what
or left with no choice to alphabets they alphabet and use the alphabets they need
want steal or swap cards to and in the process, try
acquire the alphabets to take the alphabets
they need. Sabotaging
opponents
40
41. 5.2 Mechanics
5.2.1 Movement
Player tokens in the form of a Dinosaur are used for the game
Players have to manually move the token onto the grid they want to
land on
Players make use of cards with numbers written on it to determine
the number of steps they want to take
For every turn, the player gets to choose the amount of steps they
want to take depending on the cards available in hand
After laying down a mo step card, players are to draw another card
from the deck to replace the one they have just used
On the board, players are only allowed to move up, down and
sideways, players are not allowed to move diagonally
Players are only allowed to move within the board.
5.2.2 Objects
Rollin g a 6 sided die before the game starts to determine who
starts the game first
Grid board where alphabet cards are placed in a 5 by 5 formation
Alphabet cards to be placed on grid board. However, after one
alphabet is taken, they have to be replaced with another from the
reserve
Blank Alphabet cards are also found in the alphabet cards deck.
These blank cards can be placed on the grid board and when taken
by a player, the player has a choice of what alphabet they want it to
be (Commonly used to complete a word)
Alphabet cards which players collect to form words
Step cards players use to depict the number of steps they are
taking
Action cards players can use to benefit themselves
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42. 5.2.3 Actions
Action cards can also be drawn from the deck and players can use
them to their advantage.
Steal – When the ‘steal’ card is used, the player in turn get to
choose who and what alphabet they want to steal from another
player. Taking note that they cannot steal a letter that has already
been locked on.
No - No – When ‘No – No’ card is used; the card cancels out actions
used by opponents. Taking for instance if an opponent wants to
steal a card from him/her, the player can use the no-no card to
prevent his/her card from being stolen
Jump – When the ‘Jump’ card is used, players can choose to jump
onto any position they want on the grid. Can only be used on 1 turn
Swap – When the ‘Swap’ card is used, player using it can use it to
swap for a letter another player has. Taking note that swapping
cannot be done on letters that have already been locked on
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43. 6 MANAGEMENT
The project was assigned on the 14th of November and from there, we started
planning on what we wanted to do for our chosen game.
Week/Date Notes
Game was chosen Game was transformed from a digital game
3 and brainstormed on into an analog game.
7/10 Prototype game very similar to that of the
digital game
Rules were written for New rules were written for the game and
the game game was playtested and observations
4 were made to see if players understood
what they needed to do and whether the
28/10 new game system was effective
Game changed into a multiplayer game
5 Minor tweaks were Several changes were added to the game
made to the game whereby additional bonuses and action
5/11 cards were added
Game balancing Came up with new gameplay mechanic.
6 Changed dino run’s race to the end game
14/11 into word game
(Refer to iteration 5)
Iteration Further enhanced word game by adding in
race to the end element
Done with players using the original dino
28/11 run board and collecting alphabets on the
way to the end, while forming words at the
same time
(Refer to iteration 6)
Iteration Came up with new gameplay mechanic,
5/12 refer to iteration 7 for the gameplay
mechanic
22/12 Game confirmation, Confirmation that iteration 7 was being
New game rules
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44. writing, used. Start writing the game rules
documentation
(Refer to iteration 7)
Gameplay Game was being played and recorded so
28/12
demonstration video that video commentary can be done
Final documentation Commentary to be recorded and final
and prepare game for amendments to be made to the GDD and
29/12
submission; Final rulebook
Playtest
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45. 7 PLAYTEST RESULTS
7.1 Feedback from playtesters
For the playtest session, after the playtesters have played the game, they are
requires to answer a few questions
Questions asked:
1) What do you think about the game? (Gameplay, engagement)
2) Do you have any difficulties during the game? (E.g. Forming words,
getting the alphabets you want?)
3) Are the game mechanics, game system playable?
4) What can you suggest about improving the game?
Play testers replies to the questionnaire
Aspect Feedback
Brain-cracking, requires one to think
before making a move
Thoughts about gameplay
Time pressure to score as much points
as possible.
Difficulty forming words especially when
an opponent acquires the letter you’re
aiming for.
Difficulties player face Some of the alphabets that are wanted
are out of reach around the board. Player
may not have the ‘jump’ action card to
jump over or, the step cards’ value too
low to get over
Gameplay flow is smooth and players
Game Mechanics have the option of choosing how many
steps they want to move
Player tokens can be made to stand on
Suggestions for improvements their own because during the game,
player has to keep picking up the tokens,
which can sometimes be hard due to the
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47. 8 APPENDIX
8.1 Playtest Results Tabulation and Observations
From the playtest results and observations, several things can be concluded.
Observations
1) With the time limit given, players would have to think fast to make a decision
2) Also with the time, players are pressured to think and decide fast to score
points
3) Players would sometimes have difficulty getting to the alphabet they want on
the board. This can be because they do not have the step card to make it
there or the alphabet is too far away
Playtest Results Tabulation
From the playtest results, we can deduce several things
1) The game makes player think on their feet and also to strategize quickly and
find ways to win their opponents
2) Also, players have to think when they should use the action cards if they want
to win or make other players lose the game
END OF DOCUMENT
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