"DET STORE AHO SPILLET"
Group: @hannatyranna @designingaction @barenoegreier
RULES/RESULTS
Congratulations! You have been accepted into AHO, now you just have to survive all the 10 semesters!
THE BOARD: On the board is a map over the school, it consists of five rooms the workshop, classroom, pub, rooftop, canteen and library. All players start at the entrance (start). To the right of the map is the semester ladder, this is where the players progress through their studies.
THE PIECES: Each players picks one token that they will move around the board and an another token that moves up and down the semester ladder, in matching colour.
SOCIAL POINTS: The social points are the red squares, every player starts the game without any points.
ACADEMIC POINTS: When the player receives or loses an academic point they move their circle token in their colour up or down the semester ladder.
OBJECT CARDS: Cards that have words/things/actions that the player will mime, draw etc.
DRAWING CARDS: Cards to draw on when instructed to.
DICE: Roll the dice to dice to move your token and roll the dice to pick a card, challenge (4-6) or scenario (1-3).
GAMEPLAY:
1. To decide what player that starts, roll the dice. The one with the highest numbers starts.
2. Roll the dice to move your token, roll again to pick a challenge (4-6) or scenario (1-3) card.
3. Follow the instruction on the card and either move your token on the semester ladder further, backwards or stay depending on the card.
Good luck!
PROCESS
- First we started talking about why type of game we wanted, by following the instructions on the form.
- We then started looking for a theme and figured we wanted a fun game basef on the school.
- We printed a photo of the floor plan to the school and used this as a board. We figured the players would more around the board, but the points would be counted on a different scale on the board.
- We wanted to incorporate “character” cards that the players would get at the beginning of the game, and then draw three qualities, these would help to counter the scenario cards. This proves to be quit challenging and did not make it to the final stage of the play through.
- We wanted the game to make the players interact with each other so we made challenges cards that would be activities such as mime, drawing etc. We also felt that we needed something that would keep the pace of the game. The scenario cards would work in the way that things happened to the players based on pure luck, you would either get a point of lose one depending on the card.
- At first the challenges and scenario cards were not place specific, but we wanted to tie the cards the “room” or “place” you were in on the board.
- The most challenging part of making the game was getting the points system to work. At first we had social and academic points, and you needed a certain amount of each to move a semester on the scale. This proves to be very challenging, and made the pace of the game quit slow. We then tried to change the points on the card, maybe the ratio of good and bad cards were to many bad?
- We also questioned the social and academic points, should they worth the same? Would they both be physical object that you would receive? We ended up removing academic points as physical object and rather have them presented as the moving of your piece on the semester scale. The social points would be received while playing and could be traded in for academic points.














