This document discusses reimagining capstone courses as games to make them more engaging for students. It provides examples of how elements from games like quest structures, badges, social communities, and alternate reality games could be incorporated. The document outlines a 5-step process for designing an educational game: 1) plan objectives, 2) build the storyline, 3) create clues and tasks, 4) include a final challenge, and 5) provide reflection. Examples of existing educational alternate reality games are provided. The goal is to get students to autonomously apply their knowledge, think critically, and demonstrate skills like leadership through a game-like project experience.