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J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 1
J.A.K’S STORY
A pass through the life of J.A.K. via a card system.
Pick a Jack and start collecting suits of cards to fulfill an aspect of
“J.A.K’s” life-Love, family, education, and career, but beware the
Queen and Joker could bring J.A.K’s life to a halt.
A card game by Andrea M. Hudgins
Chosen Theme: Health
Game Design I
February 2015
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 2
GOAL
Be the player to collect two total suits of cards 2-10, Jack, Ace, and King.
Players will draw a card, make a decision to “build” part of J.A.K’s life,
or play a “Queen”, “Joker”, or “Trade” a card with the opposing player. They
make their choices based on what current “Jack” they picked at the setup of
the game. Once a player makes a decision on either to build or what type of
card to play or trade, their turn is now over. The first player to collect and
build 2 total suits of cards 2-10, Jack, Ace, and King will win the game.
Items
This card game is played with 2 players.
A deck of standard playing cards with the jokers still in the deck, this will be
a total of 54 playing cards.
The suit of Spades in this card game is a metaphor for J.A.K’s friends in life.
The suit of Clubs in this card game is a metaphor for J.A.K’s family.
The suit of Diamonds in this card game is a metaphor for J.A.K’s career.
The suit of Hearts in this card game is a metaphor for J.A.K’s love life.
Any Queen in this card game is played by a player and then used to ask for
any card the player wants from the opposing player.
Any Joker card in this game is played by a player and then that player can
search the draw pile for any card they wish to take.
A trade takes place when a player asks chooses a card in their hand then asks
the opposing player for a card they want.
Setup
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 3
1. The Jacks are removed from the playing deck.
2. The deck is shuffled
3. Each player is dealt 12 cards each.
4. The rest of the cards left in the deck are placed in the
middle of the play area face down. This is the draw pile.
5. Each player examines their hand of cards and based off
their hands they choose what 2 parts of life they will try to
build with the cards in their hand.
6. Each player picks up 2 Jacks and places the Jacks face up in
front of them.
7. Each player looks at their hand if they can build on part of
J.A.K’s life they put down the cards, an example: Player 1
chose the Jack of Hearts and the Jack of Diamonds, so this
player is building on J.AK’s love life and J.A.K’s career. In
their hand of cards they have a 2, 3, and 4 of hearts; player
1 can build on J.A.K’s love life. Player 1 places the 2, 3, and
4, down face up on the Jack of Hearts. Player 2 cannot
build on any of their chosen parts of J.A.K’s life.
8. The player that placed the most cards on J.A.K’s life
doesn’t get to go first the other player does. If for some
reason both players cannot place cards, the player to go
first is determined by whomever is the oldest out of the
two players.
9. End of setup.
Play
1. The player that goes first draws 1 card. This is the begnning of a
turn.
2. Player examines their hand; they have to make an educated
decision on what they want to do during their turn based off what
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 4
cards they hold in their hand. During a player’s turn they may do
one of the following actions:
 Build on their chosen aspects of J.A.K’s life-If a player
chooses to do this during their turn they place the
cards face up in the correct order on top of the part
of life they are building. For Example: The player
chose the Jack of Diamonds and Jack of Hearts
during the setup of the card game, so this player will
be building onto J.A.K’s career and love life. So let us
say this player had the 2, 3, and 4 of Diamonds plus
had the 2, 3, and 4 of Hearts in their hand, they
would place the 2, 3, and 4 of Hearts face up on the
Jack of Hearts, then they would place the 2, 3, and 4
of Diamonds down face up on the Jack of Diamonds.
The turn is now over.
 Play a Queen-If the player chooses to play the
Queen, they place the Queen face up next to the
draw pile and announce to the opposing player they
are playing the Queen and they have to ask the
opposing player for a specific card. If the opposing
player does not have the card that was asked for the
player that played the Queen gets to draw 2 cards
from the top of the draw pile. The opposing player
puts the Queen back into the draw pile and shuffles
the draw pile placing it face down where it was
before. The turn is now over. For Example: The
player needs to get a 5 of Clubs to finish building on
J.A.K’s family aspect of life. They had previously had
the 2-4 of Clubs laid down on the Jack of Clubs from
a previous turn and they hold the rest of the Clubs
needed in their hand. So they lay the Queen down
next to the draw pile face up then announce they are
playing the Queen and ask the opposing player for
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 5
the 5 of Clubs, in this case the opposing player does
have the 5 of Clubs in their hand so they hand the 5
of Clubs to the player that played the Queen.
 Play a Joker-If the player chooses to play a Joker,
they place the Joker face up next to the draw pile and
announce they are playing the Joker and they begin
to search the draw pile for a card of their choice.
After they find the card they want, they remove it
from the draw pile and place it into their hand of
cards. The opposing player picks up the Joker and
places it back into the draw pile, then shuffles the
draw pile placing it face down where it was before.
The turn is now over.
 Trade-If a player wants to trade a card for another
card they announce to the other player they would
like to trade and place the card they are trading for
face up next to the draw pile and they ask the
opposing player if they have a specific card. If the
opposing player has the card that was asked for in
their hand they must hand the card over to the
player that initiated the trade. Both players would
have gained a card. The opposing player picks up
the trade card next to the draw pile. This would have
been an even trade. In some cases though the
opposing player wouldn’t have had the card that was
asked for, so then the player that initiated the trade
has lost the card they were trading. The opposing
player would have gained a card here and the player
who initiated the trade would have lost the trade
card. The turn is now over.
3. Players continue taking their turns.
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 6
End Phase
Players take their turns until a player is able to successfully build 2 suits of
cards in order 2-10, Jack, Ace, King. The first player to complete the 2 parts
of J.A.K’s life correctly wins the game.
GRATIS OUTLINE FOR J.A.K’S STORY
Goals-
 Obtain a card from opposing player via a trade in order to build a suit
correctly.
 Obtain desired card from opposing player when a “Queen” is played in
order to build a suit correctly.
 Obtain a desired card from the draw pile when a “Joker” is played, in
order to build a suit correctly.
 Successfully build a suit of cards (representation of J.A.K’s part of life)
in the correct suit order.
 Complete 2 parts of J.A.K’s life by building the two suits in correct
order. This means the player wins if they complete this first.
Rules-
 2 Players are required to play this card game at all times.
 The first player to go first is determined after the players examine their
opening hand, the player that places the most cards down and builds
on “J.A.K’s” life will not go first; the player with the least amount of
placed cards would get to go first. If for some reason both players
cannot place cards, the player that gets to go first is determined by
whomever is the oldest out of the two players.
 The “Queen” is played and used to ask your opponent for a specific
card, but only one card can be asked for. If your opponent doesn’t
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 7
have the card you asked for you may draw 2 cards from the top of the
draw pile.
 The “Joker” is played in order to look through the draw pile and choose
one card of your choice.
 A “trade” is performed by a player when they bargain one card for
another card, the player performing the trade must ask their opponent
for a specific card during the trade, if the opponent doesn’t have that
particular card, the player hands over the card they wanted to perform
the trade with to their opponent.
 A suit is completed by placing cards in order. The correct suit order is
2-10, Jack, Ace, and King; these cards have to all be from the same suit
so all clubs, all hearts, all diamonds, or all spades. Players cannot mix
suits.
 Cards can only be placed on the corresponding pile representing
J.A.K’s life if they are in the correct suit order. For example: A player
can place a 2, 3, 4 of hearts only on the Jack of hearts, they cannot
place a 2 of spades, 2 of clubs and then a 4 of hearts onto a Jack of
diamonds.
 Players have to choose what to do on each turn. They can choose to
build, choose to play a Queen, make a trade, or play a Joker card. Only
one of these actions can be performed per turn. So, if a player wants to
build, they build then their turn ends.
 Each player gets to draw 1 card from the draw pile at the beginning of
their turn.
 The player that completely builds 2 parts of their chosen paths of
J.A.K’s life wins the game. This has to be a correctly ordered suit.
 Any card that is asked for via trade or by playing the Queen has to be
handed over to the asking player if the opponent has the card in their
hand. There is no bluffing. If you have the card you must hand it over.
Actions-
 Shuffle cards
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 8
 Draw card
 Choose Jacks to begin with
 Build a suit
 Play a Queen card
 Play a Joker card
 Players trade a card with one another
Transitions-
 Players choose their 2 starting “Jacks”
 Build suit of cards(“J.A.K’s life)
 Draw card
 Plays a Queen
 Plays a Joker
 Performs a trade
 Player wins when 2 parts of J.A.K’s life are successfully built
 Game ends
Items-
 54 playing cards-this is a standard deck of playing cards but has the
Joker cards included
 2 players
 The “Queen”-This card is used to ask for any card the player chooses
from the opposing player
 The “Joker”-this card is played and used to look through the draw pile
and the player chooses 1 card of their choice.
 A “Trade”-The player can request to trade 1 card for another from the
other player.
 A “Suit”- this is a sequence of cards either all diamonds, hearts, clubs,
or spades but in this order-2-10, Jack, Ace, King.
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 9
 “J.A.K”-this is a metaphor for the Jacks in the card game being played.
The Jack represents the young man “J.A.K” in his early years of life; this
is why the players start with this card at the beginning of the game.
 The Clubs in this game are a metaphor for J.A.K’s family
 The Spades in this game are a metaphor for J.A.K’s friends
 The Diamonds in this game are a metaphor for J.A.K’s career
 The Hearts in this game are a metaphor for J.A.K’s love life.
Setup-
 All the Jacks are removed from the deck and placed faced up in the
player area.
 The deck is shuffled
 All players are dealt 12 cards face down
 All players examine cards and make an educated choice based off their
cards in their hands on what 2 Jacks they want to choose to start the
game with.
 Each player takes their two chosen Jack cards and places them face up
in front of themselves in the play area.
 Which player placed the most cards? The cards are counted; the
player that placed the most cards does not get to go first. The player
that placed the least amount of cards would get to go first.
Meaningful Actions Analysis
The first meaningful action in this card game takes place in the setup
phase. Each player has to examine their 12 cards they were dealt and then
make an educated choice based off what cards they have to choose their
starting 2 Jacks. For instance, a player that has a hand that has 9 cards that
are in the Clubs suit would surely want to choose the Jack of Clubs.
The second meaningful choice in this card game takes place when the
player has to decide what to do on their turn. Will they build a suit on their
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 10
chosen Jacks, make a trade, play a Queen, or will they play a Joker? Let’s say
the player had all cards needed to finish the suit on their chosen Jack of
Hearts, the better choice here would be to build then their turn would end.
Let us say though that the player needs a 5 of Clubs in order to finish the suit
on their Jack of Clubs, and they have a 6 of hearts in their hand and they see
the opposing player has started a suit on their own Jack but only has up to
the 5 of Hearts laid down on their Jack of Hearts, they might want to trade
that 6 of Hearts for a 5 of Clubs. The catch though is the player that is in
need of the 5 of Clubs may not know that the opposing player has the 5 of
Clubs and if he offers the 6 of Hearts as the trade card and the opposing
player does not have the 5 of Clubs the player just gave that opposing player
a free card and a chance to finish up their suit.
The third meaningful choice involved in this card game is when a
player is going to perform a trade with the opposing player. It makes most
sense to only perform a trade when you played a Joker before in another turn
and you saw what was in the draw pile, because if you offer to trade a card
with the opposing player and the opposing player did not have the card you
were trying to bargain for, you can easily give them an edge in the game
because they get to take the card you offered in the trade while you don’t get
one back.
The fourth meaningful choice in this card game is deciding what card
to ask for when you play a Queen. A player might want to use the Queen in
order to get 1 needed card from the opponent, again here is where knowing
what was in the draw pie would be beneficial. If a player plays the Queen
though they may not want to ask for a needed card they need for one of their
own suits. They may want to impede the progress of the opposing player by
asking for a specific card that they needed to finish up one of their own suits.
This way the player that played the Queen takes the card form the opposing
player and then at some point the opposing player will have to make a trade
or play a Queen in order to get back their needed card.
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 11
The fifth meaningful choice in this card game is choosing what cards
the player will place during the build phase. A player may have the 4, 5, and
6 of Diamonds in their hand, and have the 2 and 3 of Diamonds already
placed face up on the Jack of Diamonds. If they don’t place these cards
during a build phase there is a chance the opposing player could get one of
those cards during a trade or by playing a Queen.
The first un-meaningful action in this game that takes place is
removing the 4 Jacks from the deck of cards. This action doesn’t require an
educated choice; a player simply removes the Jacks from the deck.
The second un-meaningful choice in this card game takes place when a
player draws a card. This isn’t a voluntary choice.
The third un-meaningful choice in this card game takes place when a
player places cards in the correct suit order. The cards have to be in correct
suit order. The correct order is 2-10, Jack, Ace, and then King. They all have
to be of the same suit so all Spades, all Diamonds, all Clubs, and all Spades.
Players cannot choose to mix cards so the placing of the cards is not
voluntary therefor the action of placing cards is involuntary.
J.A.K’s STORY-Flowcharts
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 12
J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 13

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J.A.K'S STORY

  • 1. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 1 J.A.K’S STORY A pass through the life of J.A.K. via a card system. Pick a Jack and start collecting suits of cards to fulfill an aspect of “J.A.K’s” life-Love, family, education, and career, but beware the Queen and Joker could bring J.A.K’s life to a halt. A card game by Andrea M. Hudgins Chosen Theme: Health Game Design I February 2015
  • 2. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 2 GOAL Be the player to collect two total suits of cards 2-10, Jack, Ace, and King. Players will draw a card, make a decision to “build” part of J.A.K’s life, or play a “Queen”, “Joker”, or “Trade” a card with the opposing player. They make their choices based on what current “Jack” they picked at the setup of the game. Once a player makes a decision on either to build or what type of card to play or trade, their turn is now over. The first player to collect and build 2 total suits of cards 2-10, Jack, Ace, and King will win the game. Items This card game is played with 2 players. A deck of standard playing cards with the jokers still in the deck, this will be a total of 54 playing cards. The suit of Spades in this card game is a metaphor for J.A.K’s friends in life. The suit of Clubs in this card game is a metaphor for J.A.K’s family. The suit of Diamonds in this card game is a metaphor for J.A.K’s career. The suit of Hearts in this card game is a metaphor for J.A.K’s love life. Any Queen in this card game is played by a player and then used to ask for any card the player wants from the opposing player. Any Joker card in this game is played by a player and then that player can search the draw pile for any card they wish to take. A trade takes place when a player asks chooses a card in their hand then asks the opposing player for a card they want. Setup
  • 3. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 3 1. The Jacks are removed from the playing deck. 2. The deck is shuffled 3. Each player is dealt 12 cards each. 4. The rest of the cards left in the deck are placed in the middle of the play area face down. This is the draw pile. 5. Each player examines their hand of cards and based off their hands they choose what 2 parts of life they will try to build with the cards in their hand. 6. Each player picks up 2 Jacks and places the Jacks face up in front of them. 7. Each player looks at their hand if they can build on part of J.A.K’s life they put down the cards, an example: Player 1 chose the Jack of Hearts and the Jack of Diamonds, so this player is building on J.AK’s love life and J.A.K’s career. In their hand of cards they have a 2, 3, and 4 of hearts; player 1 can build on J.A.K’s love life. Player 1 places the 2, 3, and 4, down face up on the Jack of Hearts. Player 2 cannot build on any of their chosen parts of J.A.K’s life. 8. The player that placed the most cards on J.A.K’s life doesn’t get to go first the other player does. If for some reason both players cannot place cards, the player to go first is determined by whomever is the oldest out of the two players. 9. End of setup. Play 1. The player that goes first draws 1 card. This is the begnning of a turn. 2. Player examines their hand; they have to make an educated decision on what they want to do during their turn based off what
  • 4. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 4 cards they hold in their hand. During a player’s turn they may do one of the following actions:  Build on their chosen aspects of J.A.K’s life-If a player chooses to do this during their turn they place the cards face up in the correct order on top of the part of life they are building. For Example: The player chose the Jack of Diamonds and Jack of Hearts during the setup of the card game, so this player will be building onto J.A.K’s career and love life. So let us say this player had the 2, 3, and 4 of Diamonds plus had the 2, 3, and 4 of Hearts in their hand, they would place the 2, 3, and 4 of Hearts face up on the Jack of Hearts, then they would place the 2, 3, and 4 of Diamonds down face up on the Jack of Diamonds. The turn is now over.  Play a Queen-If the player chooses to play the Queen, they place the Queen face up next to the draw pile and announce to the opposing player they are playing the Queen and they have to ask the opposing player for a specific card. If the opposing player does not have the card that was asked for the player that played the Queen gets to draw 2 cards from the top of the draw pile. The opposing player puts the Queen back into the draw pile and shuffles the draw pile placing it face down where it was before. The turn is now over. For Example: The player needs to get a 5 of Clubs to finish building on J.A.K’s family aspect of life. They had previously had the 2-4 of Clubs laid down on the Jack of Clubs from a previous turn and they hold the rest of the Clubs needed in their hand. So they lay the Queen down next to the draw pile face up then announce they are playing the Queen and ask the opposing player for
  • 5. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 5 the 5 of Clubs, in this case the opposing player does have the 5 of Clubs in their hand so they hand the 5 of Clubs to the player that played the Queen.  Play a Joker-If the player chooses to play a Joker, they place the Joker face up next to the draw pile and announce they are playing the Joker and they begin to search the draw pile for a card of their choice. After they find the card they want, they remove it from the draw pile and place it into their hand of cards. The opposing player picks up the Joker and places it back into the draw pile, then shuffles the draw pile placing it face down where it was before. The turn is now over.  Trade-If a player wants to trade a card for another card they announce to the other player they would like to trade and place the card they are trading for face up next to the draw pile and they ask the opposing player if they have a specific card. If the opposing player has the card that was asked for in their hand they must hand the card over to the player that initiated the trade. Both players would have gained a card. The opposing player picks up the trade card next to the draw pile. This would have been an even trade. In some cases though the opposing player wouldn’t have had the card that was asked for, so then the player that initiated the trade has lost the card they were trading. The opposing player would have gained a card here and the player who initiated the trade would have lost the trade card. The turn is now over. 3. Players continue taking their turns.
  • 6. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 6 End Phase Players take their turns until a player is able to successfully build 2 suits of cards in order 2-10, Jack, Ace, King. The first player to complete the 2 parts of J.A.K’s life correctly wins the game. GRATIS OUTLINE FOR J.A.K’S STORY Goals-  Obtain a card from opposing player via a trade in order to build a suit correctly.  Obtain desired card from opposing player when a “Queen” is played in order to build a suit correctly.  Obtain a desired card from the draw pile when a “Joker” is played, in order to build a suit correctly.  Successfully build a suit of cards (representation of J.A.K’s part of life) in the correct suit order.  Complete 2 parts of J.A.K’s life by building the two suits in correct order. This means the player wins if they complete this first. Rules-  2 Players are required to play this card game at all times.  The first player to go first is determined after the players examine their opening hand, the player that places the most cards down and builds on “J.A.K’s” life will not go first; the player with the least amount of placed cards would get to go first. If for some reason both players cannot place cards, the player that gets to go first is determined by whomever is the oldest out of the two players.  The “Queen” is played and used to ask your opponent for a specific card, but only one card can be asked for. If your opponent doesn’t
  • 7. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 7 have the card you asked for you may draw 2 cards from the top of the draw pile.  The “Joker” is played in order to look through the draw pile and choose one card of your choice.  A “trade” is performed by a player when they bargain one card for another card, the player performing the trade must ask their opponent for a specific card during the trade, if the opponent doesn’t have that particular card, the player hands over the card they wanted to perform the trade with to their opponent.  A suit is completed by placing cards in order. The correct suit order is 2-10, Jack, Ace, and King; these cards have to all be from the same suit so all clubs, all hearts, all diamonds, or all spades. Players cannot mix suits.  Cards can only be placed on the corresponding pile representing J.A.K’s life if they are in the correct suit order. For example: A player can place a 2, 3, 4 of hearts only on the Jack of hearts, they cannot place a 2 of spades, 2 of clubs and then a 4 of hearts onto a Jack of diamonds.  Players have to choose what to do on each turn. They can choose to build, choose to play a Queen, make a trade, or play a Joker card. Only one of these actions can be performed per turn. So, if a player wants to build, they build then their turn ends.  Each player gets to draw 1 card from the draw pile at the beginning of their turn.  The player that completely builds 2 parts of their chosen paths of J.A.K’s life wins the game. This has to be a correctly ordered suit.  Any card that is asked for via trade or by playing the Queen has to be handed over to the asking player if the opponent has the card in their hand. There is no bluffing. If you have the card you must hand it over. Actions-  Shuffle cards
  • 8. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 8  Draw card  Choose Jacks to begin with  Build a suit  Play a Queen card  Play a Joker card  Players trade a card with one another Transitions-  Players choose their 2 starting “Jacks”  Build suit of cards(“J.A.K’s life)  Draw card  Plays a Queen  Plays a Joker  Performs a trade  Player wins when 2 parts of J.A.K’s life are successfully built  Game ends Items-  54 playing cards-this is a standard deck of playing cards but has the Joker cards included  2 players  The “Queen”-This card is used to ask for any card the player chooses from the opposing player  The “Joker”-this card is played and used to look through the draw pile and the player chooses 1 card of their choice.  A “Trade”-The player can request to trade 1 card for another from the other player.  A “Suit”- this is a sequence of cards either all diamonds, hearts, clubs, or spades but in this order-2-10, Jack, Ace, King.
  • 9. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 9  “J.A.K”-this is a metaphor for the Jacks in the card game being played. The Jack represents the young man “J.A.K” in his early years of life; this is why the players start with this card at the beginning of the game.  The Clubs in this game are a metaphor for J.A.K’s family  The Spades in this game are a metaphor for J.A.K’s friends  The Diamonds in this game are a metaphor for J.A.K’s career  The Hearts in this game are a metaphor for J.A.K’s love life. Setup-  All the Jacks are removed from the deck and placed faced up in the player area.  The deck is shuffled  All players are dealt 12 cards face down  All players examine cards and make an educated choice based off their cards in their hands on what 2 Jacks they want to choose to start the game with.  Each player takes their two chosen Jack cards and places them face up in front of themselves in the play area.  Which player placed the most cards? The cards are counted; the player that placed the most cards does not get to go first. The player that placed the least amount of cards would get to go first. Meaningful Actions Analysis The first meaningful action in this card game takes place in the setup phase. Each player has to examine their 12 cards they were dealt and then make an educated choice based off what cards they have to choose their starting 2 Jacks. For instance, a player that has a hand that has 9 cards that are in the Clubs suit would surely want to choose the Jack of Clubs. The second meaningful choice in this card game takes place when the player has to decide what to do on their turn. Will they build a suit on their
  • 10. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 10 chosen Jacks, make a trade, play a Queen, or will they play a Joker? Let’s say the player had all cards needed to finish the suit on their chosen Jack of Hearts, the better choice here would be to build then their turn would end. Let us say though that the player needs a 5 of Clubs in order to finish the suit on their Jack of Clubs, and they have a 6 of hearts in their hand and they see the opposing player has started a suit on their own Jack but only has up to the 5 of Hearts laid down on their Jack of Hearts, they might want to trade that 6 of Hearts for a 5 of Clubs. The catch though is the player that is in need of the 5 of Clubs may not know that the opposing player has the 5 of Clubs and if he offers the 6 of Hearts as the trade card and the opposing player does not have the 5 of Clubs the player just gave that opposing player a free card and a chance to finish up their suit. The third meaningful choice involved in this card game is when a player is going to perform a trade with the opposing player. It makes most sense to only perform a trade when you played a Joker before in another turn and you saw what was in the draw pile, because if you offer to trade a card with the opposing player and the opposing player did not have the card you were trying to bargain for, you can easily give them an edge in the game because they get to take the card you offered in the trade while you don’t get one back. The fourth meaningful choice in this card game is deciding what card to ask for when you play a Queen. A player might want to use the Queen in order to get 1 needed card from the opponent, again here is where knowing what was in the draw pie would be beneficial. If a player plays the Queen though they may not want to ask for a needed card they need for one of their own suits. They may want to impede the progress of the opposing player by asking for a specific card that they needed to finish up one of their own suits. This way the player that played the Queen takes the card form the opposing player and then at some point the opposing player will have to make a trade or play a Queen in order to get back their needed card.
  • 11. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 11 The fifth meaningful choice in this card game is choosing what cards the player will place during the build phase. A player may have the 4, 5, and 6 of Diamonds in their hand, and have the 2 and 3 of Diamonds already placed face up on the Jack of Diamonds. If they don’t place these cards during a build phase there is a chance the opposing player could get one of those cards during a trade or by playing a Queen. The first un-meaningful action in this game that takes place is removing the 4 Jacks from the deck of cards. This action doesn’t require an educated choice; a player simply removes the Jacks from the deck. The second un-meaningful choice in this card game takes place when a player draws a card. This isn’t a voluntary choice. The third un-meaningful choice in this card game takes place when a player places cards in the correct suit order. The cards have to be in correct suit order. The correct order is 2-10, Jack, Ace, and then King. They all have to be of the same suit so all Spades, all Diamonds, all Clubs, and all Spades. Players cannot choose to mix cards so the placing of the cards is not voluntary therefor the action of placing cards is involuntary. J.A.K’s STORY-Flowcharts
  • 12. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 12
  • 13. J . A . K ’ S S T O R Y D e s i g n D o c u m e n t P a g e | 13