Graphics Design Part 2

Objectives

1. Articulate the need for and benefits of graphic software in business and industry
2. Identify key concepts related to graphic design and professional documentation creation
3. Distinguish between development stages of graphic design documents and finished camera ready                   documents
4. Discuss in general the concepts of professional document creation
5. Demonstrate awareness of the need for developing problem solving skills by creating professional work         utilizing graphic software
6. Analyze relationship between graphic design needs and available computer software and how it related to     the job market

Learning Outcome

1. Be able to develop and process creative ideas from initial sketches through to finished printed resolutions
2. Demonstrate imaginative and creative responses to given projects
3. Be able to undertake visual research to support their ideas
4. Recognize how their practices are pertinent to a wider cultural context
5. Be able to work safely and competently within a range of Graphic Design techniques and practices
6. Develop the use of these techniques within their own areas of study and interests
7. Work safely in studios and workshops with a knowledge and practical understanding of health and safety        issues
8. Work within a given time frame
9. Contribute to group activities , i.e. seminar, critiques etc.

(23rd January 2014)


Week 3 (Reflection)

What work have I done this week?
Progress on the task "Visual through Sound"

What was successful in my work?
Success in the idea creation progress

What was unsuccessful in my work?
Creation of the actual abstract

How will I develop my work in the coming week?
Finish up the abstract


Task 1 (Visuals through Sound)
In this task we were required to create an abstract from a song that we choose, the abstract must be relevant and have the same mood within the song

Naruto OST Sadness and Sorrow - Toshiro Masuda



I chose a piece of soundtrack from a japanese anime "Naruto" known as "Sadness and Sorrow" from Toshiro Masuda, the song is like what the title says sadness and sorrow played during deaths or sorrowful scenes and below is the abstract I've created:



(10th February 2014)


Week 4 (Reflection)

What work have I done this week?
Finished the "Visuals through Sound" task

What was successful in my work?
Finished the task

What was unsuccessful in my work?
None

How will I develop my work in the coming week?
Finish the task given "5 Influences"




Week 5 (Reflection)

What work have I done this week?
Done the 5 graphic designers research

What was successful in my work?
The research that was to find 5 game board designers

What was unsuccessful in my work?
None

How will I develop my work in the coming week?
Find 3 game boards and research them on how, why and what



Task 2 (My Influence)


Richard Garfield (Magic: The Gathering)


Born 26th June 1963, he was a game designer who created the trading card game Magic: The Gathering which debuted in 1993. In his early childhood he spent a lot of time in a lot of places due to his father’s work in architecture. He was the great great-grandson of the US President James A. Garfield and his great uncle invented the paper clip. He created a lot of other card game like Star Wars: The Trading Card Game, RoboRally, Netrunner, and Vampire: The Eternal Struggle and many more. For Magic, playtesters began independently creating expansion packs and send them to Richard for editing to make it into a part of the original car game.







Kazuki Takahashi (Yu Gi – Oh!)



Born in 4th October 1961 Tokyo, Japan. Kazuki is was a manga artist and the creator of the most popular card game in the world Yu-Gi- Oh! He started as an artist from 1982 and created many work and projects but none was successful until 1996 when he created Yu-Gi- Oh! Which sparks the prime of his life and was award the best and most selling card game of all times.
The card game was not created intentionally but was sparked by the manga itself







Charles Darrow (Monopoly)


Born in 10th August 1889, Charles Darrow was a heater salesman from Germantown, in a neighborhood of Philadelphia. After losing his job during the Stock Market Crash in the 1929, Darrow worked in various odd jobs, one day he saw his neighbor was playing a board where they could buy and sell property and decided to make his own version of the board game with the help of his son and wife they named the board game Monopoly. The original idea of the game goes way back and soon Darrow began to change certain things in the game to make it different like the design of the board, icons and colours. The drawings were all design by Darrow using drafting pens and in 1933 Darrow secured the copyrights to the game.




Albert Lamorisse (Risk)


Born in 13th of January 1922, France. Albert was a film maker, producer and writer. In 1957 he created the popular game board Risk. In the 1940s he makes award winning short films. He write and produced “White Mane” which is an award winning short film that is when he came into the light in the film industry and slowly he starts to make great titles such as “The Red Balloon” which got him the Grand Prize at the Cannes Film Festival and an Oscar for best original screenplay.
He also wrote and produced great films like “Stowaway in the Sky” and “Circus Angel” as well as documentaries. He died in a helicopter crash during a documentary shoot in Iran in the 1970. As of June 2012 the Helicopter that crashed into overhead line wires remains as a memorial to his death.




Ken Sugimori (Pokemon Trading Card)


Born in January 27th in 1966 Japan, Ken is a video game designer, manga artist, illustrator and director. Famous for the creation of the popular anime Pokemon who he drew all the 151 first pokemon himself and also worked on other titles like Pulseman and Super Mario Smash Bros.
Ken was a good friend of Satoshi Taijiri the CEO of Game Freak that created the popular Pokemon game series, the two never separated from each other and worked together for a very long time. He drew all 151 pokemon from the first game himself, the creatures were inspired from the animals he seen in the zoo and alter it to get the pokemon we know today.
The famous card game “Pokemon Trading Card Game” is also developed by him





(23rd February 2014)


Task 3 (Game Rules)

We are required to select 3 out of the 5 games research and research through their history and how to play methods

MONOPOLY

Game History

-        It was sold more than 275 million copies worldwide, available in 111 countries and available in 43 different languages.

-        The longest MONOPOLY game lasted 70 days straight.

-        Many specialized edition of the classic game have produced featuring your favorite sports team, brands, television shows, cartoon and more.

-         Escape maps and compasses and files were inserted into MOOPOLY game boards smuggled into POW camps inside Germany during the World War II. Real money for the escapees were slipped into packs of MONOPOLY money.

-         Every few year, national champions from around the globe meet for the MONOPOLY World Championship Tournament. World Champions have hailed from 10 different countries including US, Singapore, UK, Japan, Italy, Netherlands, Spain and Hong Kong.

-          More than 6 billion little green house and 2.25 billion red hotels have been contructed since 1935.

-          Since 1935 more than 1 billion people have played the game.

-          Demand for the game skyrocketed and became US No.1 game (1940 -1960)
-          MONOPOLY was used by the British Secret Service in WWII.

-         In 1970’s, a Braille edition of the game was created for the visually impaired.

-         In 2007 the US MONOPOLY: Here & Now edition were flown into space aboard the Space Shuttle Atlantis.

-         Winner of the “Best Mobile Game App” in 2008, “Best Dice Game Award” in 2009 and also “Best Game inspired by a Game Board” in 2009.

How to Play the Game:

1)      Decide 1 player to be the banker: This player will be in charge of all the money, property, houses and hotels still belonging to the bank. Remember that the chosen banker may also be a player in the game, but he must keep his assets separated from that of the bank’s
2)      Choose a token: This piece will represent you the player on the board
3)      Start with $1500: Each player are given $1500 divided as follows
o   2 - $500s
o   4 - $100s
o   1 - $50
o   1 - $20
o   2 - $10s
o   1 - $5
o   5 - $1s
4)      To decide who goes first, each player must roll the dice: Whoever rolls the highest number goes first then continues clockwise around the board. If a player rolls double, that is the same number shown on both of the dice, you may take the turn normally then another turn
5)      Buying Property: IF you land on a spot with coloured stripes across the top, a railroad or utility (Electric Company/Water Works), you may buy the property for the amund printed on the board. The banker in turn will give the player the deed for that property.
If you don’t buy the property, it goes into auction. Bidding starts at any amount, and players may bid any amount as long they can pay it. The highest bidder pays the bank the amount they bid, in return the bank gives them the deed.
6)      Collect rent: Players who owns property may collect rent whenever another player lands on a property that someone else own. If you landed on someone else’s property you must pay them the rent printed on the title deed card of the property.
o   Get a MONOPOLY. If you own all the properties in a coloured group, you may charge double the rent on those Property.
§  Build houses and hotels. If you have a MONOPOLY, you may start to build houses on any of those property to charge more rent. (The price to build houses and extra rent must be charged are printed on the deed of the property) Once you have built 4 houses on 1 property you may replace the four houses with a hotel that you buy to raise even more money when someone lands on that property.
§  Remember to build evenly. This means that if you build a house on one of the properties in your colour group, you must build one house on every property in that colour group until you are allowed to build the second house on any of these properties. You must then make sure to have two house on all same coloured properties before building the third house.
7)      Pass GO: Every time a player lands or pass over the corner space marked “GO” they get a salary of $200.
8)      Take a Chance of Community Card Chest: These cards may make you pay or collect money, or make you move to another space. If you land on a spot marked “Chance” or “Community Chest”, take the top card off the corresponding deck of the space that you landed on. When you are done reading it, put it back at the bottom of the corresponding deck.
9)      Go to Jail: There are three possible ways to go to jail:
o   Roll three doubles in a row – In this case, do not proceed to take your turn normally after the third double you must go to the Jail spot immediately. Even if you passed the “GO” do not collect $200.
o   Pick a card that reads “Go directly to jail” – If you pick a “Chance” or “Community Chest” card that reads this, your turn ends immediately and you must go directly to jail. Even if you pass the GO, do not collect $200.
o   Land on the corner space marked “Go to Jail” – Move your token directly to the Jail. Even if you pass the GO, do not collect $200.
10)  Get out of jail by doing one of the following:
o   Pay $50. On your next turn – that is, your next turn after you went to jail, you may pay $50 bail to get out of jail. Now that you're out, on your next turn - that is, your second turn after being sentenced to jail, you may roll the dice and proceed to take a turn.
o   Roll doubles. If you do not want to pay the $50 bail, you may try to roll doubles to get out of jail. Starting on your next turn - that is, your next turn after you'd been sentenced to jail, you may roll the dice instead of paying the $50. If you fail to roll doubles, you must stay in jail. If you proceed to fail roll doubles for the third time, you must pay $50 immediately after failing to roll doubles the third time - you may then immediately proceed to take your turn, using the roll that was your third fail to get out of jail.
o   Use a "Get out of jail free" card. There is one each of "Chance" and one "Community Chest" cards marked "Get out of jail free". If you pick this card, instead of returning it to the bottom of the deck, you may keep it with you until you get in jail. Once you get in jail, you may choose to use this card to get out of jail, free. To do this, on your next turn - that is, your next turn after you'd been sent to jail, declare that you're using the card and then return it to the bottom of the corresponding deck.
11)  At any time, two players can trade money or property, if both players agree to the trade
12)  Mortgage property:  If at some stage a person has to pay rent of more money than they own they can mortgage their houses and get the money from the bank. When a house is mortgaged, no rent can be collected. To un-mortgage a house you must pay 10% interest when you pay it off.
13)  Go bankrupt: If you owe more money than you and your assets can afford, you’re declared bankrupt and are out of the game. Last player standing wins.


POKEMON TRADING CARD GAME

Game History

-          Made in 1996 in Japan and published by Media Factory.

-          While there are other Pokemon card game this was the first Pokemon card game based on the Pokemon series.

-          The first set of Pokemon Trading Card Game set took inspiration from the then released Pokemon Red, Green and Blue and the illustration were created by Ken Sugimori, Mitsuhiro Arita and Keiji Kinebuchi.

-          The game philosophy and basic rules started shaping and new expansion began to release with many contributing artists

-          Three years later Pokemon Trading Card Game was introduced to North Amarica by Wizards of the Coast with Base Set of the game. Worldwide release followed soon afterwards

-          New features constantly appear in Pokemon TCG such as the Neo series and new expansion series and brought in two new type Dark and Light type

Timeline

1996

·         February 27 - Nintendo releases Pokémon Red and Green for Game Boy in Japan.
·         October 20 - Game Freak and Nintendo release the starter deck and Base Set for the Japanese Pocket Mosters Trading Card Game.

1997

·         March 5 - Jungle set is released in Japan.
·         June 5 - Fossil set released in Japan.
·         November 21 - Team Rocket set released in Japan.

1998

·         March - Vending Series 1 (Blue) released in Japan.
·         April 26 - Brock and Misty decks released in Japan. Introduction of "Gym Leader" cards.
·         June - Vending Series 2 (Red) released in Japan.
·         July 25 - Lt. Surge and Erika Gym Leader decks released.
·         October 23 - Gym Leader 1 packs released in Japan.
·         November - Vending Series 3 (Green) released in Japan.
·         Nintendo lauches Pokémon in the United States. They manage to get Topeka Kansas to rename itself "Topikachu" for August 27th. They hold a Pokémon party that includes a helicoptor airdrop of plush Pokémon dolls.
·         KFC runs the first fast food promotion with Pokémon. In addtion to Kids' Meals toys, four plush "beanies" are also available: Dratini, Zubat, Seel, and Vulpix.
·         The Pokémon anime premieres on September 7th in syndication and quickly becomes the top rated kids' cartoon show.
·         Pokémon Red & Blue for Gameboy is introduced to America.

How to Play the Game:

Setting Up your Cards

1)      Shuffle your deck: Your deck should have 60 cards and it should be shuffled well. One third to one half of your deck should be energy cards.
2)      Draw 7 cards. Take 7 cards from the top of the deck and put them aside, face down.
3)      Draw your “prize” cards. These are the cards that you will get to play or use each time to knock out one of your opponent’s Pokémon. Normally you would use 6 prize cards, but you can use 3 for a faster game (as the number of prize cards is the same as the number of Pokémon you will have to knockout to win). Put these cards in a pile on the side.
4)      Put the remainder of your deck to the side. Typically these should be placed on the opposite side of the "prizes" deck, usually to your right side. Your Discard Pile will be next to the deck.
5)      Find your basic Pokémon. Look for any basic Pokémon in your hand of 7 cards. If there aren't any, shuffle your deck again. Your opponent can draw a card if he or she wishes. You must have a basic Pokémon on the field or else your opponent automatically wins.
6)      Pick your active Pokémon. If you have at least one basic Pokémon in your hand, put the one you want to use for attack first face down onto the playing area a few inches in front of you. If you have more basic Pokémon cards in your hand, you can put them face down beneath your active Pokémon if you want (this is your bench).
7)      Determine who attacks first. Flip a coin to see who starts if you are having trouble deciding who should go first.
8)      Face your cards in the right direction. When you are ready to begin, make sure your active and benched Pokémon cards are all turned face up. The rest of your hand, prizes, and the rest of your deck should all be face down, however.


Playing Your Cards

1)      On your turn, you can draw the card at the top of your deck. You can always draw a card on your turn and it is not the only action you are allowed to take. You cannot have more than 7 cards in your hand at a time.
2)      Take an action. Once you've drawn a card, you can take 1 action (these are discussed in Steps 3-8 below).
3)      Place basic Pokémon. If you have a basic Pokémon in your hand, you can place that Pokémon in your bench.
4)      Use Energy cards. You can attach one Energy card per turn under any Pokémon, unless a special effect is applied.
5)      Use Trainer cards. These cards are self-explanatory and let you do lots of helpful things. You can't use Trainer, Supporter, or Stadium cards on the first turn, but you can afterwards. They will be very useful later in the game.
6)      Evolve your Pokémon. If you have evolution cards for a Pokémon that is active or in your bench, you can evolve the Pokémon. You can't evolve Pokémon on the each player's first turn but you can afterwards. Also, you cannot evolve Pokémon cards that have just evolved on that turn.
7)      Use a Pokémon power. Some Pokémon have special powers or abilities which can be used in addition to using them to attack. These are listed on their cards.
8)      Retreat your Pokémon. You can retreat your Pokémon if they take too much damage. The retreat cost will be listed on the Pokémon’s card.
9)      Attack your opponent. The last thing you can do in your turn is to attack your opponent using the active Pokémon. You can always attack and it is considered separate from the single action you are allowed. This is discussed below.

Attacking Your Opponent

1)      Attack. You have to have the amount of Energy needed for the attack cost (listed on the card to the left of the attack name) and have those energy cards attached to that Pokémon in order to attack.
2)      Note your opponent's weakness. When you attack, note the opponent's active Pokémon's weakness element. The victim receives additional damage if your Pokémon is of the element it has weakness to.
3)      Check the victim Pokémon's resistance element. The victim receives less damage if your Pokémon is of the element it has resistance to.
4)      Some attacks don’t need specific energy cards. Some attacks use colorless energy. This means that any energy card can be used to execute the attack. Sometimes this attack may only ask for a colorless energy but sometimes it will have a combination of energies.
5)      Use damage counters. When you battle, you can use either damage counters (which are found in a Pokémon Starter Deck) or you can use dice or that sort of thing to track damage so nobody gets confused, especially in leagues or tournaments.
6)      Discard knocked out Pokémon. Pokémon who are knocked out get placed in the discard pile (your Pokémon in your pile, your opponents in theirs).


Handling Special Conditions

1)      Deal with a poisoned Pokémon. Put a poison marker on the Pokémon that is poisoned. Put 1 damage counter on the poisoned Pokémon after you complete each turn.
2)      Deal with a Pokémon when they fall asleep. Flip a coin between turns; if heads, the Pokémon wakes up. If tails, it cannot retreat or attack. The card for an asleep Pokémon is turned to the left.
3)      Deal with a confused Pokémon. Flip a coin before you attack; if tails, put three damage counters on the confused Pokémon and the attack does nothing. If heads, your Pokémon recovers from confusion and uses the attack normally. The card for a confused Pokémon is turned upside down.
·         If there is a coin flip affected attack (like double scratch), flip for the confusion first, then flip for the attack as normal.
4)      Deal with a burned Pokémon. Put a burn marker on the Pokémon if it is burned. Flip a coin. If heads, the Pokémon takes no burn damage. If tails, put 2 damage counters on the burned Pokémon.
5)      Deal with a paralyzed Pokémon. The paralyzed Pokémon can't retreat or attack on that turn. After that turn, the Pokémon returns to normal. The cards for Paralyzed Pokémon are turned to the right.
6)      Heal your affected Pokemon. The easiest way to heal an affected Pokémon is by returning it to the bench. You can also use trainer cards if they deal with that specific problem and are currently in your hand.


RISK

Game History
-        1957 - A representative of Miro approaches Parker Brothers with La Conquete du Monde (French for "The Conquest of the World"), a game designed by Albert Lamorisse. Lamorisse (a movie writer and director best known for The Red Balloon) and Micheal I. Levin are co-credited with the game design at BoardGameGeek.com.
-         1959 - Parker Brothers first publishes the Risk Continental Game in the United States.
-         1986 - The game Castle Risk (played on a map of Europe) is published.
-     1993 - The rules for Secret Mission Risk, which had been a variant in Europe, are added to the United States edition.
-       1999 - A limited edition of Risk is published in France, as 10,000 copies of Risk Edition Napoleon are released. An expansion in 2000 added the Ottoman Empire.
-         2001 - Risk players can now conquer the moon and underwater territories with Risk 2210 AD.
-         2002 - Risk moves to Middle-earth with the release of Lord of the Rings Risk.
-         2003 - Risk travels deeper into Middle-earth with the Lord of the Rings Trilogy Edition.
-         2004 - Risk: Godstorm is published, injecting mythology into the game of world domination.
-     2005 - Risk: Star Wars - The Clone Wars Edition is published in concert with the release of the third Star Wars prequel, Revenge of the Sith.
-        2006 - Risk: Star Wars - Original Trilogy Edition is published. The game features three factions, each with its own victory conditions.
-        2008 - A new basic edition of Risk is published by Hasbro.

How to Play the Game:

Basic Setup:


1        1)  Understand the basic objective of the game. The objective of the game is to conquer the world by           controlling all the countries on the board. You do this by "occupying every territory on the board and in         so doing, eliminating all other players," according to the game booklet.[1] You win territory by engaging         other players in a game of rolling dice.
2        2)  Understand what the game comes with. The game of Risk comes with a foldable game board, a set         of 72 cards, and various army tokens.
o   The Risk board has 6 continents — North America, South America, Europe, Africa, Asia, and the Australian Archipelago — and 42 countries.
o   The Risk armies come in six basic colors, along with different kinds of tokens, denoting size of the army. Each set has Infantry (which represents 1 “army”), Cavalry (5 armies), and Artillery (10 armies).
o   A pack of 72 Risk cards should be included. 42 cards are marked with countries as well as an infantry, cavalry, or artillery symbol. There are two "Wild" cards, and 28 "Mission" cards that come with the Secret Mission Risk variant. There should be five dice (three red and two white).
3        3)  Determine how many players are going to be playing. The total amount of armies you start the               game with depends on how many players there are:
o   6 players - 20 armies each
o   5 players - 25 armies each
o   4 players - 30 armies each
o   3 players - 35 armies each
o   2 players - 40 armies each (this varies between editions)
4         4)  Set up your initial territories. This will determine the starting points for all players. Each territory                must have one “army” in it at all times. There are two ways to determine the initial territories:
o   Have each player roll a die (Standard Rules). The player that rolled the highest value will choose an open territory and place one soldier in it. Moving clock-wise, each player will select an open territory until all territories are occupied. Once players have claimed all the 42 territories on the board, players place their remaining armies onto territories they already claim in any order they choose.
o   Deal out the deck of cards (Alternate Rules). Deal out the entire deck of cards, minus the two Wild cards. Have each player place one of their army pieces in each territory according to the cards they are holding. Take turns doing this.
5)      Determine the order of play by rolling dice. The player who rolls the highest number starts, with the order traveling clockwise from the starting player. The game starts after the order of play has been determined.
Getting and Placing New Armies:
1)      Understand the three phrases to a turn: getting and placing new armies, attacking, and fortifying. This section will focus on how new armies are assigned at the beginning of each turn and how a player can place them.
2)      Know that each player can redeem his armies in whatever unit s/he wants (infantry, cavalry, or artillery), provided they all add up to the same number of armies. So if a player gets seven armies at the beginning of his turn, he can redeem them by getting either seven infantry pieces or by getting one cavalry piece and two infantry pieces (which add up to seven).
3)      Get your new armies at the beginning of each turn. At the beginning of each turn, players receive more armies. The number of armies is determined by:
o   The number of territories you own. For every three countries, the player gets one army. For example, if you had 11 countries, you would receive 3 armies; if you had 22 countries, you would receive 7 armies.
o   Turning in cards. Cards can be turned in when you have a three of a kind (e.g. all three cards have artillery pictures) or all three types of armies (soldier, cavalry, artillery). For the first set of cards you turn in, you receive 4 armies; 6 for the second; 8 for the third; 10 for the fourth; 12 for the fifth; 15 for the sixth; and for every additional set thereafter, 5 more armies than the previous set turned in. If you have 5 or more Risk cards at the beginning of a turn, you must turn at least one set of them in.
o   Owning all the territories of a continent. For each continent that you completely dominate (no other enemy armies are present), you receive reinforcements. You receive 3 armies for Africa, 7 armies for Asia, 2 armies for Australia, 5 armies for Europe, 5 armies for North America and 2 armies for South America.
o   Note: if the amount of armies you would receive at the beginning of your turn is less than three, round up to three.
4        4)      Place the armies you received at the beginning of your turn wherever you have an army                   presence, in whatever proportion. If you wish, you can place one army in each of your territories;             or you can place all of your armies in one territory. The choice is up to you.
o   If, during the beginning of your turn, you turned in a set of cards with a territory that you owned, you receive two extra infantrymen. You must place those infantrymen on the territory specified by the card.
Attacking:
1)      Attack only other territories that are adjacent to a territory you own or that are connected to you a territory you own by a sea-lane. You cannot attack India from Eastern United States, for example.
2)      Attack any number of times from any one of your territories to any adjacent territory. You may attack the same territory more than once, or you may attack different territories. You can attack the same territory from the same adjacent position, or you can attack it from different adjacent positions.
o   Understand that attacking is optional. A player may decide not to attack at all during a turn, only deploying armies.
3)      Declare you are going to attack. Declare your intentions out loud. For example, say "I'm attacking Eastern United States from Western United States."
4)      Decide how many armies you are going to attack with. Because your territory must be occupied at all times, you must leave at least one army behind. The number of armies you attack with will determine how man dice you get to roll when you square off the opponent whose territory you are defending.
o   1 army = 1 die
o   2 armies = 2 dice
o   3 armies = 3 dice
5)      Roll the dice. You roll up to three red dice, depending on your troop size. The defending player rolls the same number of white dice as the number of troops in their defending territory, with a maximum of two.
o   Match up the highest red die with the highest white die, and match the second highest red die with the second highest white die. If there is only one white die, only match up the highest red die with the white die.
o   Remove one of your pieces from the attacking territory if the white die is higher or equal to its corresponding red die.
o   Remove one of your opponent’s pieces from the defending territory if the red die is higher to its corresponding white die.
6)   If you successfully wipe out all of the defending armies in the area you are attacking, occupy the territory with at least as many attacking armies as used in the attack. If you attack with three dice (or three armies), you must colonize the newly-acquired territory with at least three armies, although you can choose to colonize it with more if you wish.
7)      If, at the end of your attacking turn, you've conquered at least one territory, redeem a Risk card. You cannot redeem more than one Risk card in this way.
o   If, however, you manage to wipe out an opposite entirely by destroying his or her last army, you gain possession of all the Risk cards he or she may have had in their hands.

Fortification:
1)   Understand that you cannot move armies around until your next attacking turn. To keep your territories safe from attack during your opponents' attack phases, it's an important strategy to move around pieces before ending your turn.
2)      Rearrange the board. Move pieces to different territories at the end of your turn. There are two rules on how you can do this:
o   Standard Rule: Move any number of army pieces from a single territory into an adjacent territory occupied by you.
o   Alternate Rule: You can move pieces anywhere, as long as the starting point and destination can be reached by going through a string of adjacent territories under your control.
3)   Continue clockwise until only one player is left.

Strategy:
1)      Know the three basic strategies found in the Risk rulebook. Risk is a strategy game, so it rewards players who employ tactics and who outsmart their opponents. The three pieces of strategic advice given to players by the Risk rulebook include:
o   Try to hold entire continents to get the bonus reinforcements. Your might is measured in army reinforcements, so it's a good strategy to get as many reinforcements as possible.
o   Watch your borders for buildups of enemy armies that could imply an impending attack.
o   Make sure your own borders are properly fortified against enemy attack. Cluster your reinforcements mostly along your borders to make it harder for enemies to penetrate your territory.
2)      Know that speed is important. A mismatch in army strength is especially valuable early on. This means that you should try to redeem your Risk cards for reinforcements early on, when reinforcements count for more. That mismatch doesn't mean as much later on.
3)      Eliminate weak players with lots of Risk cards. Eliminating weak opponents with plenty of Risk cards has two benefits: it gets rid of an enemy as well as netting you extra cards.
4)      Know the continent theories. Players who regularly play Risk know that certain continents can be more advantageous to seize control of than other continents. The strategies around continents include:
o   Australia Theory. Start in Australia and hold control of it. This will give you two extra reinforcements per turn, and it can only be accessed by one territory. Build troops and move up through Asia when it begins to weaken.
o   North America Theory. Begin in North America, fortify it against Europe and Asia. Move down to South America, cut through Africa and move up. This operates on the assumption that Asia and Europe are fighting each other to expand.
o   Africa Theory. Begin in Africa, fortify it against Europe and South America. Move left to South America, cut through North America and move to Asia through Alaska. This operates on the assumption that Asia, North America and Europe are fighting each other to expand.
o   Try not to begin in Asia; it has too many borders to fortify and will quickly lead to over-expansion and spreading your troops thin.
5)      Consider holding onto a cluster of countries that fall across several continents. Defend your boarders and build troops. While you will not receive the continent bonus of armies at the beginning of your turn, neither will anyone else. This requires you to remain concentrated enough to build troops to then wipe out other players when they spread weak.
6)      Create allies. While this isn't outlined as a "rule" in the official book, create agreements with players to not attack certain territories unless certain conditions are fulfilled. For example, "Neither of us will expand into Africa until Jordan is out of the game." This will make it easier to concentrate your efforts into other places.


(26th February 2014)



Task 4 (Game Rules: Product Making)


GAME RULES (PRODUCT MAKING)

CATCH THEM ALL: Monster Hunter

    A game where players will travel around in a monster filled world and catch monsters battle them and fight other hunters that are competing against you for the ultimate title, the Grand Hunter.
    
Game Requirements

1)      2 – 4 players
2)      165 cards
-          20 starter cards
-          30 fire cards
-          30 water cards
-          30 lightning cards
-          30 earth cards
-          25 random cards
3)      4 tokens to represent players
4)      1 die to run the game

Cards

30 cards for each element (monsters)

Fire
Slime x5                                  Familiar x4                                          Ball x4
Fairy x4                                   Imp x4                                                 Golem x3
Skull x2                                   Treant x2                                             Dragon x2

Water
Slime x5                                  Fish x4                                                Ghast x4
Fairy x4                                   Snake x4                                             Octopus x3
Spectre x2                               Ghost x2                                             Dragon x2

Lightning
Slime x5                                  Familiar x4                                          Ball x4
Ghast x4                                  Imp x4                                                 Chick x3
Hawk x2                                 Reaper x2                                            Dragon x2

Earth
Slime x5                                  Worm x4                                             Goblin x4
Fairy x4                                   Wisp x4                                               Golem x3
Stone Spirit x2                        Treant x2                                             Dragon x2

30 random cards
-          5 Legendary Monsters
-          5 Legendary catching cards
-          5 Dimensional Warp
-          5 Escape Cards
-          5 Wild Teleportation

20 starter cards

How to play
Setting up the game:
1)      Setting up the party. Each player is given 5 starter cards
2)      Roll the die. The highest number rolled will be the first player and continued clockwise
3)      Making the first step. Roll the die and the number will be the number of steps taken in the game

The first encounter:
1)      Catching the first monster. Upon landing on an element tile (Fire/Water/Lightning/Earth) take one card from the respective deck out and flip it over
-          Use the starter card. Take one starter card and put it over the monster card and pull it back to your deck. Put the starter card back into the starter deck on the board. There you have your first monster
2)      Continue. Continue to travel throughout the world and catch monster until all starter card is used up
-          NOTE: Before the last starter card is used player are obliged to run away from an encounter if he/she doesn’t wants to catch the monster encountered. This is only applicable if there are still starter card on his/her deck

Catching monsters:
1)      Each element has its own weakness and it works in a cycle



FIRE => EARTH => LIGHTNING => WATER => FIRE

            In order to catch the monster that the player meet, the player must use the opposing element                 to fight.
-          If the player use an element of the opposite, the player gets the monster that he/she meets. The monster card is put into his/her deck


Fire      vs.        Earth               (Goes to the player deck)

(Returns to the player deck)
-          If a player use an element of others, the player’s card and monster card gets return to the respective deck. Every time a card gets returned to the deck it must be placed at the bottom of the deck. Shuffling is allowed only before the card is returned



Fire      vs.        Water/Lightning/Fire              (Returns back into the deck)              

(Returns back into the wild deck)

Random elements:
1)      Random cards. Throughout the player’s travel they will sometimes land on a tile known as a random tile, upon landing onto one of these tiles the player will draw one of the 25 random element cards
2)      Dimensional Warps, Wild Teleportation and Escape Cards. There are chances that the player will get one the 3 cards known as
-          Dimensional Warp, teleports the player to one of the six dimensional crack in the world
-          Escape Cards, used upon escaping a fight with a monster or player. Return to the deck after usage
-          Wild Teleportation, this card lets other players teleports you to anywhere they want by telling you where to put your token.
·   This card cannot teleport you to a player
3)      Legendary cards and Legendary catching cards. Within the random cards players can get to meet Legendary monsters that are extremely powerful and are only catchable using the legendary catching cards they get from the same random deck. 
-          Legendary cards, these monsters are extremely strong that they are only weak against themselves. Acquired only by using a legendary catching card which players can get from the random deck.


Legendary       vs.        Fire/Water/Lightning/Earth        (Goes to the player deck)

(Returns to the player deck)



Legendary       vs.        Legendary                   (Returns to the random deck)

(Returns to the random deck)
-          Legendary catching cards, this card is only used for catching a legendary card returns to the deck upon use.


Player vs. Player (PvP):
1)      Landing on a player. Upon landing on a player own tile both player goes into a battle. Here players must figure out which element the other player is going to use and counter that element. The player who wins the battle gets to keep his card and the defeat player loses his/her card (The card is returned into the wild deck).
-          Winning, upon winning the winning player keeps his/her card and the losing player must return his/her card into the wild deck and loses a card from his/her deck
-          Losing, upon losing the player must return his/her card into the wild deck and the winning player keeps his/her’s.
2)      Escaping a fight. Escape cards can also be used here to escape a player battle. When used the escape card is returned to the random deck and the player is required to roll the die again to move to another tile.

Winning the game:
1)      Last man standing. The only remaining player that still owns his cards wins the game.
2)      Legendary CATCH THEM ALL. The first player to catch all 5 Legendary monster wins the game instantly.
3)      Element CATCH THEM ALL. The first player to catch all 30 same element cards wins the game instanty.



(28th February 2014)


Task 5 (Product Making)

After the rules and idea generation is complete, the product making process begins.

After designing the cards and gameboard and it was printed out




After that the cards were cut off one by one



The end results after sticking and cut the cards out


After sticking all the cards it looks something like this


Finally the packaging , which is a box

And a cover


The cover is engraved on a mounting board

The final product looks like this 








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