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Learning City Game

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Captain Clegg
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Joined: 01/26/2009

I am designing games to learn a particular subject. The first one I would like to tackle is the periodic table. For most of us, we have played Monopoly so many times we know where all the properties are located on the board and could probably tell you what dice rolls one needs to get from A to B without any thought. We did not set out trying to memorized this aspect of the game but in playing it so many times we did. That is the approach I want to take. Play this Periodic table game, have some fun and learn the table as a secondary effect. I am targeting a robust single player to start off and perhaps add multiplayer later.

Board Idea: construct a city with districts representing the table, noble gases are located NE, alkali metals on west side, etc. The elements in these districts would be businesses of some kind with the address being the atomic number and the group of elements would reside on Alkali Lane or Noble Gas Court, for example.

Game Idea: You are a food delivery driver and take orders from your cell phone, using a deck of order cards. You would then move your pawn to pickup point, then deliver it, acquiring money for each delivery. This in itself isn't much of a game. I'm having trouble coming up with more mechanics to add some angst to the game play.
1. How to win or lose the game. Make x amount of money before x turns?
Race against an NPC to see if you can beat its money total?
2. Movement. Do I use set of movement cards? Do I use action points per turn?
3. During each turn, can you accept multiple orders? Can they be delivered using an optimum route before the turn is over?

I came up with an event deck idea that puts obstacles on streets for the driver to avoid. Eg. car wreck, road closed. Anyone have some thoughts? Does this resemble a game at all?

questccg
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Please don't be offended...

But PLEASE don't make an Monopoly-Roll & Move game with the Periodic Table. That is so passé ... It's not funny! Confirm to me that you are designing a NEW game and that it doesn't borrow the Roll & Move mechanic found in Monopoly. That is the worst idea to base any new game upon.

Here is a link with more explicit description of more mechanics in games:

https://boardgamegeek.com/browse/boardgamemechanic

You'll see a "Roll, Spin & Move" as the total chance mechanic used by Opolies.

There are better worlds out-there with other Game Mechanics that are much, MUCH more appealing than Roll & Move.

If you have questions, feel free to ask... I'll do my best to respond!

Note #1: I think the NEXT most widely used is "Set Collection" which is also in the Mechanics list too... But this is a more general mechanic which allows you multiple ways use it.

For example: Why not LEARN about the Periodic Table More and about the various elements given a "Structure" you need to build. For example a "water" (as one of various molecule composition). So water is H2O. It's pretty basic and simple as a molecule goes...

You could have an Auction-Bid mechanic and some kind "resource" system which allows you to spend on gaining the right elements. Something like the simplest molecule on the Right-Most Side and then more complex ones to the right of it.

Just some ideas off the top-of-my-head!

Note #2: You could have other molecules by searching "Water Molecule" so "??? Molecule" to get the general composition of that specific molecule! As an example...

Captain Clegg
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Not offended...

Thanks for your response. The Monopoly example was used to show how one came to memorize locations and colors of properties, even though that was not the reason behind the game. I did not say my game would be a Monopoly clone, or use dice to move. Not a fan of movement dice either. I'm sorry, not sure how you came to this conclusion. It is a pickup and delivery game. I wanted some help in coming up with mechanics to aid the pickup and delivery style game. There are several of this type in the market. Some pure pickup and delivery (Mint Delivery), and some as a side mechanic (Akrotiri). I was going for the former.

let-off studios
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Learning Objective

What is it you want the players to consider either while they're playing or after the game is done? Specifically, I'm talking about the lesson content.

Did you want them to understand the groupings on the Table better? Did you want them to understand the common compounds and molecules? Is it all about a single type of element and its most-frequent binding partners/compounds?

Some other thoughts...

Regarding your Board Idea: I think this makes a lot of sense, and can help a player understand the connections between different Elements and their Atomic Numbers. Grouping them in the same way the Elements are grouped on the Periodic Table is both logically and thematically consistent.

Regarding your Game Idea(s): Elements/players that "deliver food" seems like a weird combination to me, thematically. Maybe energy/heat is what you're going for, as a catalyst for combining elements into compounds. Calling that food seems reasonable, but may discourage players from seeing the connection between what they're doing and what you want them to learn.

A simple way to implement set collection - a mechanic that questccg first mentioned, and one that is familiar and easy for even the most casual player to understand - seems a natural fit for Elements and chemical compounds. For example, players win the game when they collect a set of Elemental compounds that use something from each region of the board. Your "Alkali Lane" and "Noble Gases Court" are good examples of discrete regions from which Elements need to be collected.

You could even have secret objectives that award bonus points at the end of the game for compounds containing certain Elements. A riff off the Tickets in Ticket to Ride might be a nice touch here, adding a familiar but deeper strategy to pursue for savvy players.

Regarding your Event Deck: The idea of "adding angst" to a game in ways that don't add to the theme gives me concern. Maybe these are "energy sinks" or "Neutron clouds" or something that discourages chemical bonds? Maybe there are Elements that, due to their positive or negative charge, repel one another and don't allow access? Can you use the attract-repel nature of certain atoms to your advantage, instead of coming up with "car wrecks" and "closed roads" that have nothing to do with chemical bonds (...at least on the micro-level anyway, which it seems like you want to focus on).

questccg
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How about MINING???

Captain Clegg wrote:
The Monopoly example was used to show how one came to memorize locations and colors of properties, even though that was not the reason behind the game. I did not say my game would be a Monopoly clone, or use dice to move. Not a fan of movement dice either. I'm sorry, not sure how you came to this conclusion.

For one thing, this has been first post in 7 years! So I was a bit unsure of your experience with Modern Day Gaming. Secondly, this is what led me to believe that it was an Olopy clone:

Captain Clegg wrote:
Board Idea: construct a city with districts representing the table, noble gases are located NE, alkali metals on west side, etc.

This got me thinking that you were trying to find a way to display the elements of the periodic table into a Olopy board... Maybe I was wrong and I misunderstood. Sorry for the confusion.

Captain Clegg wrote:
It is a pickup and delivery game. I wanted some help in coming up with mechanics to aid the pickup and delivery style game.

Not too familiar with "Pickup & Deliver" games. I have not played such games and I am not too familiar with the mechanic either. But I may have some ideas for you (general ones not specific to any mechanic).

Captain Clegg wrote:
There are several of this type in the market. Some pure pickup and delivery (Mint Delivery), and some as a side mechanic (Akrotiri). I was going for the former.

I am picturing a MINING game. And this is because ALL the metals are in the Periodic Table. Not like @let-off studios Coal'n Write ... Maybe like more like ELEMENTS in the MINE and you have some kind of "Objective Card" which requires you to complete some kind of more complex molecule (like a Polymer perhaps, etc.) ATM that's all I've got. I don't know I was kind of going for something more REALISTIC than "Food" delivery and such.

Let me think about it ... And I'll see what I come up with (other than mining)!

questccg
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How about this???

What about a RECYCLING "game"??? This would be on-trend with what is happening in the World Today! I mean they claim that most of the goods we put in the recycling are sent to landfills anyway. Maybe a game about picking up and recycling garbage could have some value...

I am thinking about Set Collection and Hidden Hands with Secret Objectives and all kinds of way of Scoring points.

Granted I'm not sure about the "pick-up & deliver" mechanics...

I'm picturing something like 5 card hands that are played a bit like in an Auction... Players choose a Hand and get a series of "Garbage" items and you need to pair up the goods to RECYCLE with the various "elements" (not periodic but relating to the type: Plastic, Paper, Metal and Wood (are there others???) and need to combine these to produce SOMETHING... Like 3 units of Paper = 1 Newspaper (for example)...

I guess this doesn't match the "pick-up & deliver"... So it's not what you are going for. But maybe by sharing you these IDEAS, it may help you come up with your own (on the whole recycling theme)!

Cheers.

questccg
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Some crazy thoughts...

What if you placed cards in a square shape around a "virtual board" and use a Recycle Truck to move around (Roll & Move). When the Truck lands on a space, that card is revealed and then begins some kind of Auction to own that piece of recyclable trash.

When a card is revealed and no one wants it, it can go into a "Pile of Trash" which can contain many cards which Players can be bid on at a later time...

This is NOT "Pick-up & Deliver" ... I'm going to watch some videos and see what inspires me (in terms of ideas). ATM all I can focus on is RECYCLING because it is such a World-Wide crisis and merits some kind of COOL Game that teaches the proper practices of recycling of garbage to the right uses...

I'll Google around some more tonight and see what VIDEOS I can find. Best!

Captain Clegg
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Learning Objective

Thanks for your input. Much appreciated. I may have not explained the purpose for the game clearly enough, but the learning objective is just to memorize the table. I was not looking for a chemistry game. There are plenty already out there. I was going to call each business by a name, not just the element symbol. I would call sodium, Nells's Annex, as an example, to further detach it from looking like a chemistry game.

There are several techniques used by people to memorize subject matter. Flash cards, acrostics, method of loci, being just a few. Why not play a game that in playing it, nets you the same result. This was my thought. In order for it to be successful, one would have to play the game several times, ie, less than 30min/game. The game mechanics would have to visit locations frequently. That's why I thought of pickup and delivery as a main mechanic.

I feel the player would want to "beat" the game and get satisfaction in doing so. It could be to beat your highest score. It could be to beat a rival NPC player. Your score could be to reach levels of points, for instance, 20pts is novice, 30 veteran, 40 expert.

Anyway, I hope I have cleared up my design purpose. Thanks again for your ideas.

let-off studios
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Adapt Rack-O?

Ever hear of the older card game Rack-O? Maybe you can create a modified version of it based on the atomic numbers of the Elements.

The goal of the game is to arrange the cards in one's rack in ascending order. It's a simple game with a scoring system that almost everyone can understand: the more cards you have in ascending order, the more points you score. The first player to completely arrange their rack in ascending order wins the round and bonus points.

Each player has their own "card rack." It allows players to see the faces of their cards constantly as they play, which may assist with memory. The trickiest thing about adapting this game is that you might need to find a way to create the racks on your own. But I've seen copies at thrift stores from time to time (that's how I obtained my own copy to play with "non-gamer" relatives) so you might be able to just find a copy of those and create the custom cards and then you're ready to go.

Here's a play-through video:

https://www.youtube.com/watch?v=ttFkxCfVU5U

Older versions of the game have rules related to establishing "runs" of cards, which are racks of immediately adjacent numbers (25, 26, 27, 28, etc.), but you may not need to be that detailed. For example, you can reward players for lucking-out with sets of related elements: three-in-a-row of Noble Gases, Halogens, Non-Metals, etc. Colour-coding can make clear distinctions so that players find the connections between different Elements in their rack.

Sometimes it's more-effective for your learning objective to adapt a game than it would be to create a game from scratch. So, maybe this will be useful...? Good luck. :)

larienna
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How about making chemical

How about making chemical compounds. You try to collect chemecial elements cards, tokens or what ever and objectives cards could be chemical compounds you want to assemble. Elements could also be limited in quantity, or spawn on the board by drawing them from a cup.

Roll an move could work, but you might want to add some strategic element in the dice manipulation. For example, you roll a pair of dice, but you must decide how to use them. You can use a die value to move left or right or you could use a dice value/2 to move up and down. That is just an example, there are other options.

Captain Clegg
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Rack-o Adaptation

Thanks for your input. This is very helpful. Gets away from the pick up and delivery idea of mine. Need to ponder this idea some more. I really like it.

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