Description and discussion of the overarching influence and thematic for
the play experience:
We were inspired by the techniques used by Katie Salen in
her games. We are using techniques from her Rules of Play to inform children of
the interactions of DoC rangers and the animals they look after. We want to use
narrative to explain the lifecycle of the kakapo and how the future of
endangered species is determined by the efforts we put into conserving these
species, such as protecting them from pests. We are combining both paidia and ludus into our game design. While we have specific rules, these
rules can be modified to suit the players, as they must work together to get
everyone’s kakapo to survive.
Framework for the methods of interaction:
We want to create an immersive board game to allow the
player to play as a ranger, protecting their kakapo from threats.
To help with this immersion, there are two phases. Phase one
starts with children designing their own kakapo. We will do this by designing
“blank” kakapo children can customise with pencils, markers, stickers, etc. Our
output has yet to be decided, but we can use cardboard, resin, etc. We can make
designable tokens (like pogs from the 90s!) or toys. Parents can help their
children design their own kakapo too!
While customising their kakapo, the KCO or a parent can take
the opportunity to educate the children about kakapo and why they are an
endangered species. We will introduce the story of their individual kakapo once
the children are ready to play with them. The customised kakapo, and the big
game board are central to the magic circle.
In phase 2, they play the game on a multi-levelled board
resembling a habitat. Players place their kakapo on the outer ring – this
represents the kakapo’s life, a linear path with a hatchling to adulthood
narrative. The kakapo’s movements are determined by a dice roll… and the kakapo
moves according to the number landed (1-3). The kakapo will encounter
challenges on the way- these are represented by the coloured squares on the
board. Blank square spaces are safe.
These challenges can be overcome by the kakapo’s ranger. If
the ranger is able to counter the kakapo’s challenge using their corresponding
resources, the kakapo can move on in the next turn. Otherwise, the kakapo is
stuck and loses a life (they have 3 lives).
If the ranger cannot resolve the issue in subsequent turns,
the kakapo continues to lose a life until it is overcome.
Rangers (the player) get resources from landing on resource
nodes, which can be used to overcome the challenges the kakapo may encounter.
Rules and guidelines for the play experience:
Players engage with our playspace by playing as a ranger
protecting their kakapo. They get to design their own kakapo before the board
game experience. This was inspired by many roleplaying games where players
design their in-game character that moves in the game world. Based on how our
experience is contained within the ranger, kakapo and the game board, we
believe our game is a closed system.
The object of this game is to ensure that you get as many
kakapo to adulthood as you can. As a cooperative game, players can trade resources
(1:1) so that all kakapo are helped through their threats. If a kakapo dies,
the players can still continue, but that ranger (and their kakapo) is out of
the game.
There are three steps in a player’s turn.
1.
Player rolls a customised dice to determine how
many spaces their kakapo moves. They place their kakapo on the appropriate
space on the kakapo path. If the kakapo lands on a challenge space (as
indicated by the colored squares) their ranger must resolve these issues by
step 3.
2.
Player rolls a dice to determine how many spaces
they can move on the centre board (representative of an island?). They can only
change direction at an intersection, otherwise, they must continue straight
along the designated path. If they land at resource huts (as indicated by the
coloured circles), they take one resource that matches colour.
3.
Player tries to assist kakapo by resolving the
issue (if any) that their kakapo is facing. If they cannot, they can ask their
fellow players for help. Otherwise, their kakapo loses 1 lifepoint.
Description and demonstration of game mechanics
Resources
There are four resources in the game, collected by rangers
which can be used to overcome challenges for the kakapo. They are:
·
Blue: Food
·
Red: Medical assistance
·
Yellow: Shelter
·
Black: Pest control
When a ranger lands on one of the coloured nodes on the
central board, they can take one of the associated resource. Each player starts
with one of each resource also.
Chance nodes
Rangers can land on one of the green question mark nodes. If
they do, they must draw from the chance deck, which contains a variety of
situations at random. Some will be very good (e.g. gain resources, overcome one
kakapo challenge for free), and some will be very bad (e.g. lose resources,
kakapo loses a life).
Kakapos
The kakapo move autonomously around the outer track, which
represents their life from birth to adulthood. Each square is an event in the
kakapo’s life. Some are blank, and will be used to show what a typical kakapo’s
life is, in an educational way. The squares with colours on them are challenges
that the kakapo must overcome.
[Image / table – example squares as below:]
·
[first red square] – Kakapo falls out of nest,
requires medical assistance
·
[First black square] – Rats swarm over island,
threatening kakapo chicks. Requires pest control
·
[blue/yellow square] – week long winter storm,
requiring shelter and food
By traversing around the outer board, the players will learn
about the kakapo and how DOC rangers are able to help endangered species
survive.
Example turn
An example turn is as follows:
1.
Christine starts the game. She flips a coin and
lands on 2. Her kakapo must move two spaces, landing on a red space. Her kakapo has fallen out of the nest and
requires the red medical assistance.
2.
Christine then rolls a dice and lands on 4. She
decides to start on the northeast section of the map, landing on blue.
Therefore, she gains one blue resource (food).
a.
Christine now has 1 red
resource (medical assistance), 1 black resource (pest control), 1 yellow
resource (shelter), and 2 blue resources (food).
3.
Christine now has to resolve her kakapo’s
challenge. As she has 1 red resource (medical
assistance) available, she uses it to help her kakapo. Her kakapo
“defeats” the challenge, and does not lose a life.
a.
Christine now has 1 black resource (pest
control), 1 yellow resource (shelter), and 2 blue resources (food) remaining.
If her kakapo lands on a square with a red challenge on an upcoming turn, she
won’t be able to counter it unless she trades for a red resource, or gains one
in a subsequent turn.
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