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)
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.
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.
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)
Fire vs. Earth (Goes to the player deck)
Fire vs. Water/Lightning/Fire (Returns back into the deck)
Legendary vs. Fire/Water/Lightning/Earth (Goes to the player deck)
Legendary vs. Legendary (Returns to the random deck)
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
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
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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