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Week 4 Iteration Project
      By Michael Glover
1. Game Board
2. Die
3. Player Tokens (Lord of the Ring tokens)
4. “Keeper Tokens” (Monopoly houses & Hotels/Trivial Pursuit
   tokens)
5. Gift Cards
Set the timer for 30 minutes and roll the die to see who
is going to go first in the game after picking player
tokens.
Everyone rolls and 2 people roll a 3. This is now a tie. They both re-roll
and the highest roll wins the starting dice roll.
Player 1 has rolled a 2, which moves their token 2 spaces. They
draw a gift card and they receive a Love Gift. Their turn is now
ended and it moves on to the next person.
Everybody has gone, and what is this? Someone has landed on a
keeper space! Unfortunately, they have landed on Easter Sunday
but don’t have an Easter Gift. They don’t get a token and their
turn has ended.
A player has landed on a Keeper space, and this time they actually
have the appropriate gift! They gift the Keeper the gift and receive
a token in return.
A player has landed on a disaster space! Oh no! They must now
discard all their gift cards back into the gift card pile and end their
turn.
Half-way through the game, one player is in the lead with
two tokens. Two of them only have 1, but one person has 0!
He does have a large stack of gifts though.
The timer has rung and it is now time to count up the tokens each
player has. Two players have only 1 gift, one player has two, and
another has four! We have a winner folks!
•The main observation I noticed was that as time went on, players
would avoid the keeper spaces. Not by choice, but because of the
roll of the die. One player had never lost any gifts or landed on a
keeper space, so they had a large stack of gifts they couldn’t
redeem. While they did eventually get gifts, it took a very long
time.

•The game also seemed to drag on longer than I hoped. While 30
minutes can go by fast, it also seemed to get very stale half-way
through.
The main problem I wanted to solve in the 2nd iteration was
the problem of not going to the keeper spaces enough.
Players would not be able to land on the spaces and just have
a large amount of gifts at their disposal they couldn’t
redeem.

The solution?


Create a new space on the board that is a chance for players
to finally redeem those gifts. The catch? It’s a random card
they draw, just like the gifts. They also might not get the
chance card to send them to the keeper they want and waste
the entire thing.
The board has now been added with new chance spaces and new
chance cards have been made.

A player has also landed on a chance space and now they must take a
chance card.
The player draws a chance card, and
follows the instructions on the card.
Unfortunately, they don’t have the
appropriate gift and are forced to end
their turn with no reward.
Another player has landed on a
chance space and moves to the
keeper spot it tells it to. This player
has the appropriate gift and
receives a token in reward.
The game is now over and players must count
up their tokens. Players have received a lot
more tokens this time thanks to the chance
cards. Two players have tied though and
decide on the winner through the amount of
gifts they have.
•The chance cards worked in this iteration and caused players to
receive more tokens than in the previous one.


•The timer of 30 minutes still seemed to drag on, but with the
element of the chance cards, it didn’t feel as bad. The 30 minute
timer is going to remain.

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"Gifted" Iteration Project

  • 1. Week 4 Iteration Project By Michael Glover
  • 2. 1. Game Board 2. Die 3. Player Tokens (Lord of the Ring tokens) 4. “Keeper Tokens” (Monopoly houses & Hotels/Trivial Pursuit tokens) 5. Gift Cards
  • 3. Set the timer for 30 minutes and roll the die to see who is going to go first in the game after picking player tokens.
  • 4. Everyone rolls and 2 people roll a 3. This is now a tie. They both re-roll and the highest roll wins the starting dice roll.
  • 5. Player 1 has rolled a 2, which moves their token 2 spaces. They draw a gift card and they receive a Love Gift. Their turn is now ended and it moves on to the next person.
  • 6. Everybody has gone, and what is this? Someone has landed on a keeper space! Unfortunately, they have landed on Easter Sunday but don’t have an Easter Gift. They don’t get a token and their turn has ended.
  • 7. A player has landed on a Keeper space, and this time they actually have the appropriate gift! They gift the Keeper the gift and receive a token in return.
  • 8. A player has landed on a disaster space! Oh no! They must now discard all their gift cards back into the gift card pile and end their turn.
  • 9. Half-way through the game, one player is in the lead with two tokens. Two of them only have 1, but one person has 0! He does have a large stack of gifts though.
  • 10. The timer has rung and it is now time to count up the tokens each player has. Two players have only 1 gift, one player has two, and another has four! We have a winner folks!
  • 11. •The main observation I noticed was that as time went on, players would avoid the keeper spaces. Not by choice, but because of the roll of the die. One player had never lost any gifts or landed on a keeper space, so they had a large stack of gifts they couldn’t redeem. While they did eventually get gifts, it took a very long time. •The game also seemed to drag on longer than I hoped. While 30 minutes can go by fast, it also seemed to get very stale half-way through.
  • 12. The main problem I wanted to solve in the 2nd iteration was the problem of not going to the keeper spaces enough. Players would not be able to land on the spaces and just have a large amount of gifts at their disposal they couldn’t redeem. The solution? Create a new space on the board that is a chance for players to finally redeem those gifts. The catch? It’s a random card they draw, just like the gifts. They also might not get the chance card to send them to the keeper they want and waste the entire thing.
  • 13. The board has now been added with new chance spaces and new chance cards have been made. A player has also landed on a chance space and now they must take a chance card.
  • 14. The player draws a chance card, and follows the instructions on the card. Unfortunately, they don’t have the appropriate gift and are forced to end their turn with no reward.
  • 15. Another player has landed on a chance space and moves to the keeper spot it tells it to. This player has the appropriate gift and receives a token in reward.
  • 16. The game is now over and players must count up their tokens. Players have received a lot more tokens this time thanks to the chance cards. Two players have tied though and decide on the winner through the amount of gifts they have.
  • 17. •The chance cards worked in this iteration and caused players to receive more tokens than in the previous one. •The timer of 30 minutes still seemed to drag on, but with the element of the chance cards, it didn’t feel as bad. The 30 minute timer is going to remain.