Professional Documents
Culture Documents
By Nashell Zellner
Be the first player to clear the board of all matches but wait you must also
match the cards in your hand. Watch out for your opponent’s, they can
steal your matches. The player with the most set wins.
Goals
Transitions
1. To Start A Game
○ Shuffle the board cards and place them face down on any flat
surfaces.
○ Deal 7 of the player's cards to each person.
2. Player Turns
○ Flip over 2 cards from the board
○ Place match from board
○ Pick a card for the deck
○ Place matches and set if the choice to
○ Use special if player choices
○ Discard
3. End Turn
○ The player does not get a match
○ Player Discards
4. End Game
○ Only one way to end the game and that is to clear the board of all
cards.
○ The player with the most points wins the game
Goals
Reshuffle cards
Start game
• Make sure the board card and player card are separated
• Shuffle the board cards
• Shuffle the player cards
• Lay board cards on flat a surface
• Youngest goes first, then to the left
• Deal 7 cards to players
Action
Must
• Sets must be 2 board cards and 2 player cards
• Must discard a card
• Board matches must be places
Points
• Match = 5 points
• Sets = 10 points
Actions
● 24 x Board Cards
○ 2 x Coin Cards
○ 2 x Dice Cards
○ 2 x Game Console Cards
○ 2 x Game Controller Cards
○ 2 x Joystick Cards
○ 2 x Keyboard Cards
○ 2 x Mouse Cards
○ 2 x PC Cards
○ 2 x Ring Cards
○ 2 x Sonic Shoes Cards
○ 2 x Suits Cards
○ 2 x VR Cards
● 48 x Player Cards
○ 4 x Coin Cards
○ 4 x Dice Cards
○ 4 x Game Console Cards
○ 4 x Game Controller Cards
○ 4 x Joystick Cards
○ 4 x Keyboard Cards
○ 4 x Mouse Cards
○ 4 x PC Cards
○ 4 x Ring Cards
○ 4 x Sonic Shoes Cards
○ 4 x Suits Cards
○ 4 x VR Cards
● 6 `x Special Player Cards
○ 2 x Shield Cards
○ 2 x Steal Cards
○ 2 x Wild Cards
Setup
● There are 24 board cards to lay on the table.
● There is a total of 54 players card
● Each player gets 7 cards to start the game.
● The youngest person goes first.
Identify Meaningful Choices
Meaningful Choices
2. Did you run into any loopholes or dominant strategies with your
design? If so, how did you alter the design to fix these issues? If
not, what about your design prevented those loopholes?
There can be a dominant strategy if the cards from both decks are not shuffled
properly. If this happens a player can get going until all the matches are made.
A loophole that was prevented was a player getting too many special cards
because it is stated in the rules.
5. How long did your game setup take? How was the presentation
and usability of your materials? What improvements can you make
for the next playtest to go more smoothly and look more
professional? For example: did you use card sleeves, were you
trying to shuffle loose-leaf paper?
The game set up took less than five minutes and did not have any problem. I
must change the board cards cover to better fit the game. Also need to find a
way to make the cards thicker. The last thing I wound change is to add a
couple of bonus cards.
Single Player Playtest #2 Photo
Single Player Playtest #2 Questionnaire
(at least one paragraph per question)
1. After a second playthrough, did you run into any new loopholes or
dominant strategies with your design? If so, how did you alter the
design to fix these issues? If not, what about your design prevented
those loopholes?
When playing the game, I notice that there are no more loopholes because of
the rules of the games. Did not notices any dominant strategies playing in this
time around.
3. After your presentation updates from playtesting #1, how did your
play experience improve? Were there any issues with the user
experience? How can you continue to improve the flow of your
game for the next test? If you did not make presentation updates,
what should you do before the next playtest?
The game improved in how fast each player gets there turn. Yes, want access
to more of the special cards to be used in the game.
4. Which actions did you use the most, which did you use the least?
Were some not used at all? How can you balance out your actions
to create multiple, interesting paths to victory?
The action I used the most is picking two cards from the board and the least
was using special cards adding more special cards are removing board cards.
Starting off the decision I had to make was to pick two cards from the board’s
cards, this is meaningful because I get to pick which cards to flip over. Using
the different special each gives me a meaningful choice like picking when to
place the card and where to use the cards.
Week 3 - Assignment 3
Flowchart, Game Components, and
Group Playtesting
Flowchart
Group Playtest Photo #1
Group Playtest #1 Questionnaire
(at least one paragraph per question)
1. After your updates from the first playtest this week, describe
the Meaningful Choices your players made this time. Did these
choices lead to interesting strategies? Did you eliminate any
dominant strategies, or are they still present? What other
improvements can be made to the mechanics of the game?
There were no major changes in the rules so meaningful choices changes. I
believe to add any more things to this game might change the whole dynamite
of the game. There are no dominant strategies because of the rules win it
comes to the special cards.
2. Were you able to explain your game by only reading from the
Rules and Flowchart? Did you need to supplement your rulebook
with clarifications and examples? If so, how could you incorporate
that information into a more effective set of rules for the next
playtest?
Yes, the rules and flowchart were all that was the need for the players to
complete the game. Which is way better than the first few playtest. This is a
good thing for the game for this set of testers.
3. How has the game changed since your original design? Reflect
back on the changes and iterations you’ve made since your single
player playtests. Think about the critiques and feedback you have
gained from other players and how their input has shaped your
game.
The deigns changed to make cards bigger and have color for flavor. Another
big change was making it so it is easier for players to get a set. The last big
change is the was the number of cards in the deck and adding more special
cards.
Week 4 - Assignment 4
Rulebook, Quick Reference, Observed
Playtest and Final Reflection
Thematic Backstory
The name of the game is Match Steal Win can you be the big winner. As a child
must have played some type of match um up games, but I also wanted it so
kids and adults can play together fairly.
56 Game Cards
● 24 x Board Cards
● 54 x Player Cards
● Instruction Manual
● Quick Reference
Game Setup
Make sure the board cards and player cards are separated
Shuffle and lay all 24 board cards on a flat surface
Shuffle the player cards and deal accordioning to the rules
Now you are ready to start the game
Objective
The object of the game is to be the player with the most sets at the end of the
game.
Turn Overview
1. Flip over two cards from the board (try to remember where each image is
laid on the table).
2. When a player gets a match, he or she then draws from the player's deck
3. Place match from board up right so all player can see
4. Place set and matches
5. Use special player cards
6. Players turn continues until he or she does not get a match from the
board
7. The player with the most set wins the game.
Reshuffle cards
• If player gets more than 3 special cards on initial deal
• If players have 3 matches or initial deal
There is only one way to end the game and that is to clear all the board cards
from the board.
Examples of Play
The first step a player will take for their turn is to flip over 2 cards from board if
you get a match place the pair where all player to see. The next step the player
will take is to pick a card from either the player deck or discard pile (can only
pick the top card). Player may or may not want to make matches and set and
use special cards. The player then discards a card from there to end their turn.
Frequently Asked Questions (FAQ)
Q: Can I put one board with one player cards to make a match?
A: No, match must be a pair of board cards or a pair of player cards
Q: Can special cards be used with each other (For example, a block card
combines with a steal card)
A: No, only specials cards can not be combined
Start game
Action Must
This is
COLLECT 2 SIMILAR CARDS COLLECT 2 SIMILAR CARDS
Make any
a Match
TO MAKE A MATCH TO MAKE A MATCH THIS CARD CAN BE USED TO match
COLLECT 4 SIMILAR CARDS COLLECT 4 SIMILAR CARDS
MAKE ONE MATCH TO
TO MAKE A SET TO MAKE A SET COMPLETE A SET
PLAYER CARD
STEAL CARD
GAME CONSOLE GAME CONSOLE
Steal any
match
COLLECT 2 SIMILAR CARDS TO COLLECT 2 SIMILAR CARDS TO STEAL ANY MATCH FROM
MAKE A MATCH MAKE A MATCH ANY OPPONENT
COLLECT 4 SIMILAR CARDS TO COLLECT 4 SIMILAR CARDS TO
MAKE A SET MAKE A SET CAN ONLY BE USED ONCE
PLAYER CARD PLAYER CARD This PLAYER CARD
is a
BLOCK CARD
GAME CONSOLE GAME CONSOLE Set
Block any
COLLECT 2 SIMILAR CARDS TO COLLECT 2 SIMILAR CARDS TO
MAKE A MATCH MAKE A MATCH match
COLLECT 4 SIMILAR CARDS TO COLLECT 4 SIMILAR CARDS TO BLOCK ANY MATCH TO
MAKE A SET MAKE A SET BLOCK A SET
PLAYER CARD PLAYER CARD
CAN ONLY BE USED ONCE
PLAYER CARD
Observed Playtest Photo # 1
2.
Tell us about some of your observations from the playtest. Were
players getting frustrated, when and where? Were they excited?
What were some notable reactions to the game? Try to explain why
you think these reactions happened and if they were a part of the
design goals of the game.
These sets of players did not start enjoying themselves until the end of the
games. Susan's facial expression told me she had trouble remembering where
the match was placed on the board. Once both players played a couple of
games they became more at ease and enjoyed the game more.
3. How was the user experience of the game? Were players able
to shuffle and deal cards easily? Were the descriptions and text on
the cards, rules, and Quick Reference clear? What can be improved
here for the next playtest?
They were able to shuffle the cards but some them being to come apart and
had to be re-glued. The information on the cards helps this group more than the
rules. For the next playtest I going to add points and do’s and does not rule for
better understanding.
4. Describe the meaningful choices you providing for your
players. Are they using all of those meaningful choices or only
some? What changes to your design could further improve your
game?
These are meaningful choices to choose from picking cards for the board,
picking cards from the deck or discard pile, using special cards, and deciding
when to place matches and sets. All the meaningful choices were used by each
player in the game. After observing this game, I believe the meaningful choices
are going to stay the same throughout the game.
Observed Playtest Photo #2
2. How long did it take for the group to learn your game this
time? Were your rules and Quick Reference updates effective? Are
there any other iterations you can make to improve the clarity of
your game rules? For Example: Provide a Sample Turn.
This group lean the game quickly and understood all the rules. The rules and
quick references were very helpful. I believe that the rules are now clear and
simple.
1. Can you put this version of your game down in front of a group
of people, walk away, and have them fully understand how to play
the game? If yes, how did you achieve this? If no, what needs to be
done to get there?
This playtest went the best out of all others, I got a couple of my husband's
friends to play the game. Everyone got the rules and how to play. I believe this
was achieved by the group of people, set of rules, and the quick reference
guide.
2. What did you learn by using the iterative design process? (two
paragraphs minimum)
Using the iterative design process taught me that there are three basic
steps to follow and to repeat the process. The three steps I learn ed about are
formulated, test, evaluate which I did many times during the development of
this game. Each step of the process taught me different things that allowed me
to improve my skills as a game designer.
Formulated allows me to come up with the game idea and the design of
the game I learned ideas can come from anywhere. The testing stage was
next, and I learned to be more flexible with changes to my ideas. Evaluating
the results of each test showed me the mistake I have made and how others
viewed my game.
3. What did you learn about playtesting? (two paragraphs minimum)
The first thing I learned about playtesting is there could never be enough
testing. Each test taught me about a different aspect of the game. Playtesting
helped me take criticism from others so can improve on the game.
The first round of playtesting went well since and taught me how to
better problem-solve to work out the bugs in the game. For example, in an early
version of the game, a player needed to place all the match so all players can
see but were later changed to make the game more fun. Playtesting is a very
important part of game design and teaches everyone even the testers.
4. What did you like about your game? What didn’t you like? (two
paragraphs minimum)
There are three different things I like about the game is the name, the
design of the cards, and the idea of the games. Designing the cards, picking
each item, and aspect of the game made me feel a sense of accomplishment. I
very proud of this game and I hope to fell this way about other games I make in
the future.
What I did not like about the game is being criticized by others about the
different aspects of the game. For example, the first set of cards pictures were
to light for others, therefore I needed to go change the pictures. There was
also keep the two-deck separated from each other, so I had to make the cards
bigger and better.
5. How can you improve your process the next time you make a
game? (two paragraphs minimum)
The next time I make a game I can improve on the process of making a
game by constructing a schedule and sticking to it. Staying organized to help
keep track of each step of the game design process. The use of game design
documents and all the rewrites that are needed to improve the game and show
you which steps you took to make the game.
I will also have more playtest with more people from the different back
round. The first set of playtesters will be from different age groups. While
another group of testers will be gamers who like to play a different genre of
games. Another group I would use is testers from a different culture and
religious background.