Game Concepts

Submarine Warfare

Target: High School Students – Educational

Mission based:

- Attack sea targets
- Attack land targets
- Reconnaissance
- Transport Forces
- Transport
- Protection

History based:

- “Turtle” during the American Revolution
- 1971 – 1st torpedo deployment
- WWI U-boats, K-Class
- WWII Battle in the Atlantic/War in the Pacific
- 1950′s nuclear submarine

Labyrinth of the Trickster

Educational 2D Computer Adventure Game

Goal: To teach mainly junior high and high school students about several archetype of mythology from around the world.

The archetypes covered would include, the Goddess archetype, Trickster archetype, Hero archetype, and the Demon archetype. The Demon archetype will be most heavily covered, going through four of the 6 different types of demons (as classified in Carol K. and Dinah Mack’s book “A Field Guide to Demons”), water, mountain, forest, and desert (domicile and psyche will not be included as of yet).

The labyrinth is ruled over by the Yoruban trickster god, Eshu, who is “the protector of travelers, deity of roads, particularly crossroads, the deity with the power over fortune and misfortune, and the personification of death” (wikipedia.com, Eshu).

Each of the regions contains various demons which the player must defeat by solving a puzzle or riddle.The player must learn what each demon’s weakness is, and the techniques for dispelling and disarming the specific demon.

The labyrinth is watched over and protected by several goddesses who were trapped by Eshu. These goddesses will provide the player with the knowledge to defeat the demons within the labyrinth. The goddesses are as follows: The Hawaiian volcano goddess Pele resides in the mountain region. In the water region, the buddhisattva of compassion and mercy, Guan Yin, can be found. Artemis, the Greek goddess of the hunt, protects the forest region. Finnally, the Egyptian protection goddess, Nephthys, who is one of the wives of the god of the desert, Set, watches over the desert region.

The hero of the game is the player, who must overcome the trials of the labyrinth in order to achieve the goal of victory over the god Eshu.

Extinction

Original Rules from the 15 Minute Board Game Challenge (as challeged by Ian Scheirber)

Basics:

Mechanic: Race to the Finish

Theme: The extinction of the dinosaurs

Players: 2-8

Time to create: 10-15 minutes

Materials:

1 6-sided die (d6)

8 dinosaur playing pieces

8 dinosaur tokens each matching a playing piece

Circular Board

1 Wasteland tile

Rules:

You are a dinosaur facing extinction. In order to survive you must keep moving forward in the search for water and food. Behind you, the land is becoming a wasteland. You have nowhere to turn back to now.

Choose a player to go first. Play will continue in a clock-wise direction.

Place all player pieces and the wasteland tile on the starting point.

Each player must place their matching token on the “safe” area of the given Extinction Box on the board.

Each turn a player must roll the d6 and move forward that amount of spaces.

At the end of each round, the wasteland tile is moved forward a set number of spaces, dependent on the number of rounds which have passed as stated below.

Round 1-2: Moves 2 Spaces

Round 3-6: Moves 5 Spaces

Round 7-11: Moves 8 Spaces

Round 12-17: Moves 11 Spaces

Round 18+: Moves 15 Spaces

All spaces before the wasteland tile have become an unlivable wasteland.

Players have 2 turns to escape the wasteland until they pass the first safe zone, where players are granted an extra turn to escape for the remainder of the game.

Each time a player finds themselves in the wasteland, they must move their dinosaur token up one square in the Extinction Box.

After every round that a player finds themselves still stuck in the wasteland, they must move their token up another square in the Extinction Box.

If a player is unable to escape the wasteland, they have become extinct.

Winning:

The first player to reach the waterhole at the center of the board wins.

If no players are able to reach the waterhole, the player to travel the furthest on the board wins.

sustAin ouR Globe

People all around the world are coming up with brilliant new ideas and methods of sustainability. From Projects already completed, to those that have only recently been approved, there are various leaders of a sort in the different categories of what makes the construction of a building sustainable, and what makes the building itself sustainable. So, what if I use those landmarks for a location-based ARG?

Players would be sent on missions to various real world locations all around the world. Teams of players would gather at each destination to solve a puzzle, which would send them on a hunt to discover not only what the key aspect of sustainability the location developed, but how and why it works, and how the idea could be implemented elsewhere. But that educational part is what lies underneath. The players may not realize how much they are actually learning, and I hope to push people to in turn push their governments and architects around the world to change the globe into a sustainable environment. At each of the locations, an actual 3D puzzle piece will be awaiting the teams at the end of their mission. This is what the players are told they are looking for. Each piece will have part of a code engraved on it, and as the pieces to the puzzle are found all around the world, they will eventually reveal the final location of the game, and what they players must do to complete this final mission.

My concept was to force the players to figure out a way to get all the puzzle peices to this final location, and assemble the puzzle. The completed puzzle will be a sustainable city design, based on all of the different categories which were mentioned at each of the other locations. This final location would be at a completed sustainable city, or a prototype of a fully sustainable city (like a prototype of the floating city Lilypad Project), depending on what is available at the time.