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a play e xperiment

a play e xperiment. By Christiane Snyder, Jacob Courtney, Spencer Brown and JM Sudsina. Scotland Yard is a board game in which one player plays a criminal who must avoid capture by the rest of the players- the detectives.

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a play e xperiment

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  1. a play experiment By Christiane Snyder, Jacob Courtney, Spencer Brown and JM Sudsina

  2. Scotland Yard is a board game in which one player plays a criminal who must avoid capture by the rest of the players- the detectives. By using taxis, buses and the underground, the players move about the board, trying to find Mister X’s hidden location. Brief:

  3. Formal Elements

  4. Objective: • Mr. X: Avoid the other players. Do not let them reach your location on the board or find out where you are. • The Detectives: Find Mr. X and occupy the same space as him. • Rules: • Mr. X does not reveal his location to the others except on certain turns. • The detectives must always show their locations with their pieces on the board. • The players must “pay” with a taxi, bus or underground card to move on the board, but only if the space they are on allows that mode of transport. • The game ends when Mr. X is found or the detectives run out of movement cards.

  5. Resources: • The character pieces- to show where you are • The Mister X Visor- mostly for kicks • The movement cards- to allow character movement • The “special cards”- to allow Mister X to move twice, or to move without telling the others what type of transport he used. These are limited. • Conflict: • Unilateral gameplay in which all the detectives play against Mister X.

  6. Boundaries: • The boundaries are created by the board’s rendition of London and its transport systems. The Mister X hat brings the magic circle slightly into the real world, as well as his hidden board of locations. • Outcome: • Mr. X is found and the detectives win. • OR • The detectives run out of possible movement cards or Mr. X runs out of room in his log, and Mr. X wins.

  7. Procedure: • To start, one player decides to be Mr. X. Everyone picks a starting location. Mr. X writes his down in secret, and everyone else plays a detective marker on their location. • Mr. X starts each turn. He writes the number of the stop (or stops) he is going to in his log book. He then covers this up with the corresponding movement card. • The detectives then go clockwise and use a movement ticket to go to the next stop on a line they have access to from their location. • On moves 3, 8, 13 and 18, Mr. X must reveal where he is.

  8. Dynamic Elements

  9. Strategies: • The detectives quickly figured out how to work together well, attempting to corner Mr. X when he was visible and covering escape routes like the underground. • Mr. X would save his “special” cards to hide his mode of transportation or move twice immediately after he was visible to the other players.

  10. Dirty Tricks: • Detectives can watch Mr. X’s eyes on his turn to try and figure out where he is on the board. • Similarly, Mr. X can pretend to look at the wrong areas to trick the detectives. • Fake British Accents: • This just sort of happened.

  11. Harmonic Elements

  12. Art/London: • The board does a pretty good job of representing London and its transportation system. The numbered stops and colors really reflect a realistic city. • The board in • Costume/Mr. X: • The Mr. X hat actually brings a lot to the “persona” and creates a visual distinction between players and who has the power in the game. (We added the sunglasses.)

  13. Opinions!

  14. “Eh. It was alright. I did not think the mechanics were very compelling after awhile. It seemed very easy to win as Mr. X once the detectives used all of their underground passes. Not something I plan on playing again.” “I enjoyed the playthrough we had, but I can’t imagine coming back to it. It does not seem to offer much more in terms of strategic growth and the narrative just does not make sense. Why don’t the detectives have cars?”

  15. “I was enjoying myself at the beginning of the game, but quickly lost interest. There wasn’t enough to keep the game interesting and nothing changed. Round 3 was exactly like round 18.” “So many tokens! I thought the game’s art was fine, but the games ridiculous amount of small paper tokens made it an annoyance to play. I also thought that the special tokens made it too easy for Mr. X to win.”

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