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Benzini Bros

Posted by Emily Pugliese in College English · Giknis · B Band on Sunday, January 6, 2019 at 4:13 pm

Screenshot 2019-01-06 at 3.42.13 PM
Screenshot 2019-01-06 at 3.42.13 PM
https://www.youtube.com/watch?v=UTdOGI3WEjo

Water for Elephants BY Sara Gruen
Emily, Shoy, Meeghan, Tony and Raymond

  • Recap and First impressions

    • impressions of the love triangle

    • Also impressions of old Jacob vs  young Jacob

    • The reason for Jacob going to the circus

    • First impression of camel and the rest of the circus

    • Prostitution

    • Impressions of auggies different sides or personalities

Pg 94 “he continues to stare into her face… Marlena’s eyes grow wide. She tries to step backward, but he catches her chin with his hand.”


  • Literary Elements and techniques

    • Setting, plot, characterization, themes and conflicts

      • Takes place on the Benzini Brothers Most Spectacular Show on Earth

      • Pg. 28 “you done jumped the FLying Squadron of the Benzini Brothers Most Spectacular Show on Earth”

        • Conflict: Age, animal cruelty

  • Figurative Stuff

    • Symbols, language choices and motifs etc.

      • Irony was used a lot throughout the book to make light of intense situations. Examples consist of feeding Rex and Jacob meeting him for the first time. “He’s just a widdle kitty cat” pg. 85. Pg 111. “The sky the sky, the same as it always was” Pg. 115 “You should take it up, it’s good for your health”

      • Pg 13 Ghost haunting him

Rosie, and what she represents? Does her present represent something.”the elephant in the room?”

3 Comments

Fire Starter: A HopGames Production

Posted by Kwan Hopkins in College English · Giknis · B Band on Friday, December 21, 2018 at 12:08 am

Play the Game!​
https://scratch.mit.edu/projects/272799931/#player

Group Members:
Kwan Hopkins, Jayla Wright, Meeghan Kersten, and Nicholas Ryan

Introduction:
Fire Starter is a RPG where you have the option to drive your story based on how you interact with other characters.

The game begins with you setting up camp overlooking a prairie. As the sun sets you begin to grow tired and you struggle to stay awake as the darkness embraces you. As you drift off to sleep, someone (or something?) lurks nearby. The mysterious figure gets to your camp and quietly rummages through your belongings, finding the most important thing you own: your sacred lighter. As he makes the figure makes their escape, you wake up to a loud crash. You wake up to see him running off into the distance. The game begins as you are thrust into your first decision...

Rules of the Game:
As a player you can use the options SHOOT or MERCY when faced with an adversary.

If you choose to shoot, you have the option to widen your stance, get focused, aim, or fire. If you intend to be merciful, you may bargain, talk it out, compromise, or sympathize.

When not faced with choices, it is your responsibility to scavenge and roam your environment to propel the story forward.

Justification:
We wanted to do something similar to the novel but not too closely related. We decided to have it related with the value system. Since the boy and the father have different ideas/opinions of what to do in certain situations we decided to have different options based on that. In a situation where the two would come upon someone else on the road the man would either ignore the person or threaten them if they posed as a threat. The boy would try and help them, give them food, ir invite them to come along. The boy shows compassion and the man selfishness. In our game you have something that is stolen from you that is of great importance. You go on a journey to get it back. Throughout the game you will make the choice to act a certain way either like the man of the child in the book. This creative choice allows the player to choose their own destiny without being guilted into or guided to make decisions. Ultimately, “The Road” told the story of someone with absolute power over his and his son’s way of doing things. Fire Starter embraces this bold decision making making the player decided for themselves whether or not to reflect the innocence and goodnature of childhood or the cold realism inspired by the actions of others and the world around them.

Concept Art:
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The Game of Morality

Posted by Taylor Green in College English · Giknis · B Band on Thursday, December 20, 2018 at 11:45 pm

​

          The Importance of Morality

Taylor Green, Dayanna Hughes and Tai Bailey


INTRODUCTION:


In a world where human customs have been lost and concepts cease to be, your goal is to survive and to make it to a normal civilization that has preserved humanity. This game is a tale of exploration where you and other players are traveling through a post-apocalyptic world trying to survive. Are you willing to test your luck and lose all sense of morality in order to make it to your destination first? Or will you be able to stay sane and keep your morality intact?



RULES AND ELEMENTS:


The game is played on a game board that represents a trail to a better destination. In order to travel, you will have to roll a die. Along the trail are symbols relating to four different types of cards. If you land on one of these symbols you have to pull a card pertaining to that symbol. The four types of cards are risk, reward, health and morality. A risk card will have a negative impact on your player (i.e., your player enters an empty house however in search of food, however they get hurt instead). A reward card will have a positive impact  on your player. (i.e., your player finds multiple canned foods that are still good quality). A health card will affect your player’s physical and/or mental health (i.e., your player gets sick and their health goes down). A morality card will present you with a decision that will have a negative or positive impact depending on what you choose. This can increase or decrease your morality but benefit you in the game overall. You can keep track of these statistics by using a tally system on the note cards provided. Your main goal is to get to the end of the board first. If you do, the value system won’t apply to you.


VALUE SYSTEM:


Throughout the game, the three main things that players should keep track of is their health, food cans, and morality. Knowing the amount of these things will affect the choices that players will be able to make in the game and their survival. It will also affect the outcome of your character. Whoever reaches the end of the board first is the overall winner and has no negative setbacks no matter their stats. After the winner, the person with the lowest morality loses all sense of humanity. They steal, kill, and seek havoc with no remorse or care.  The person with the lowest physical health dies. The person with the lowest mental health loses their sanity, and becomes a shell of who they used to be. The person with the lowest amount of food takes all the supplies and abandons the group. The players don’t know until the end who will have the worst fate. In this world where everything is forsaken there is really no glorifying circumstance. There are just some circumstances that are better than others.


CONNECTION AND JUSTIFICATION:


Within The Road, the world has been reduced to its basic elements. Because of this throughout the novel McCarthy plays with the aspect of morality, showing that although there is an evident line between good and evil a world where there are no social constructs makes it subjective. This is what makes it difficult to survive. This can be seen on page 88-89 when McCarthy writes, “The world shrinking down about a raw core of parsible entities. The names of things slowly following those things into oblivion...The sacred idiom shorn of its referents and so of its reality.” This quote is basically saying that principals and words that signify them have been forgotten in a post-apocalyptic world. For our game, we wanted mortality and morality to play a big role and go hand in hand similar to the novel.

Luck is also an important aspect of the game, hence why this is a standard board game with a die. Having it this way, leaves the game strictly up to chance. There is no way to get over, or boost your chances of succeeding. Similar to the book, luck determines the boy and the man’s fate. For instance, on page 138 they find a bunker full of food and supplies. It was described as “crate upon crate of canned foods.”  This was pure luck, them being there at the right time provided them with the things they needed. With the whole idea of luck, there is also an equal amount of unluck. One is not over the other, you can get either or.






Slides:

https://docs.google.com/presentation/d/1SbJG_a-iRQb3usVqg2uJnc8lyI6ZFIsctBExVIWhQ0s/edit#slide=id.g35f391192_09


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Unit The Last Moment

Posted by Miguel Rivera in College English · Giknis · B Band on Thursday, December 20, 2018 at 9:54 pm

Link to doc- https://docs.google.com/document/d/1zTXZ5XQZCokH8WxOsmyhBMS_kkXegngpJT8UA9z1Rv8/edit?usp=sharing

Until The Last Moment

By: Miguel Rivera, Raymond Rochester, and Ayala Silverman


INTRODUCTION


In a post-apocalyptic world, the choices you make determine life or death. You only have your mind and fellow travelers to guide you. The year is 2010 and the world is up in flames. The ground you walk on is gray and black. You are in northern America at the beginning of autumn and you’re heading south. You have to make it south before winter starts or else you’ll face certain death. It will be a long and hard journey, but it is the only way that you would be able to survive, at least for a little while.


MANUAL  


OBJECTIVE

Throughout the game, you will be on a quest of survival. You will be counting on the food, tools, and weapons that you obtain through gameplay in order to survive different situations. Your goal is to get to the south within 5 weeks, before the start of winter. The game will restart once you reach the south or if everybody dies.


PLAYERS

There will be a Game Master that narrates and directs the game. The Game Master will have the ability to provide the players with events in which they will have to act accordingly. A day will end with the successful conclusion of two events. If players are following the strand form of playing, they would reach the South with 10-13 events.

Players (in a group of at least 2-3) will be guiding their characters through the game’s world. The Game Master and roll of the dice will impact the way the players navigate through the game.

Every player will take a turn and can choose an action that they wish to do. There is the possibility of their action failing based on their die roll. Players will also have the choice to pass on a turn, which can result in a loss of supplies.


CHARACTERS

When making your character you get to choose attributes that will help him or her in certain situations but will also not be as much as an advantage in other situations. Attributes assigned to the characters will affect how they interact with the world around them. This game utilizes character customization: the players will be able to create their characters, including choosing their attributes. Players will roll a pair of 6-sided dice in order to find how many points will be allotted to each attribute. Certain attributes will be beneficial in certain scenarios, while others will have no effect or can even be detrimental. The higher the number a player rolls, the more points they might be able to allot to their desired attribute. Workaround the scenarios of the game master, make the right choices, and survive as long as you can.


DICE & ROLLING

The role of dice in the game will be prominent in two areas: creating your character and determining the outcome of an action. During gameplay, the result of a roll multiplied by an attribute* will be used to determine the result of the event and whether it’s good, bad, or neutral. The Game Master will determine the amount of points needed to get a “good” result before the player rolls by rolling a pair of dice and subtracting that number by subtracting 3. In order to calculate the points needed to pass an action, the player will have to add the number they rolled and the points of the Ability or Attribute that they’re using in the situation.


* check under CHARACTER & ITEMS SYSTEMS for more information


STORYLINE/SCRIPT

-- guide for Game Master


BEFORE PLAYING

The Game Master will give the players a list of items for them to start the game with. Characters have a limit of 3 items*, excluding their weapon. The weapons will be chosen by rolling a die.

* see list of Materials for items to choose from


SETTING - at the beginning of the game

You are standing at the edge of the woods, the road stretches out in front of you, disappearing beyond a hill on the left and stretching into the distance on the right.


LIST OF POSSIBLE EVENTS

  • You see a line of smoke trailing in the sky. You move closer to the source and hear the faint murmurs of people talking.

  • You or a party member becomes sick.

  • You come across a potentially inhabited farmhouse.

  • Food stores are becoming low and there have been no places to scavenge.

  • You are walking along the road when the sky darkens and it begins to storm.

  • You encounter a stranger in the road.

  • You are exploring a potential shelter for items when you hear a noise from another room.

  • Someone steals your backpack, taking your food supply and extra clothing with them.

  • You see someone dying on the road and have all your food taken.

  • The bottom of your backpack rips open.

  • You suspect that someone is following you.

  • A group of people surrounds you on the road.

  • A party member gets mildly injured during the day, forcing you to stop and continue your journey during the night.

  • A party member gets lost.

  • You find an old man on the road in need of food.

  • You find water due unsure if it will make you sick.



CHARACTER & ITEMS SYSTEM


The players will have the opportunity to create a character. Customization includes assigning physical and personality attributes. Players will also be able to choose what items their character starts out with at the beginning of the game.

Food items must be eaten within the lifespan or it becomes useless. Players have to eat a whole item of food or half of two items each third day. They must have one item of food with them at all times. If they don’t, they must find at least one item within the day. Players must drink 16 oz of water in three days as well.

The points under attributes will affect a character’s abilities (i.e. more Strength = better Athletics = able to walk longer). The items that a player decides to bring on their journey will also have the possibility of affecting your ability and attribute numbers, thus changing an event’s outcome.

A player can pick up to 3 Abilities to give to their character. In order to find your Ability points, find the corresponding Attribute and half the amount of points you rolled for that. If an Ability has two corresponding Attributes, combine the halves of both those numbers. In the event that an Attribute has an odd number of points, half the number and round the decimal down.

While playing, in the event that a character needs to use an Ability to help in a situation, it’s up to the player to pick which Ability will be most effective.


ATTRIBUTES

  • Strength

    • Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

  • Dexterity

    • Dexterity measures physical agility and reflexes.

  • Intelligence

    • Intelligence measures mental acuity, the strength of recall, and the ability to reason.

  • Wisdom

    • Wisdom reflects how attuned you are to the world around you, representing perceptiveness and intuition.

  • Charisma

    • Measures your ability to interact effectively with others. It includes such factors as confidence and eloquence.

  • Luck

    • Control the severity of a situation for a better outcome.


ABILITIES

  • Athletics (involves speed, agility, & endurance)

    • Your Strength check covers difficult situations you encounter while climbing, jumping, climbing.  

    • Affected by Strength and Dexterity

  • Deception

    • Determines whether or not you can convincingly hide the truth, either verbally or through your actions.

    • Affected by Charisma

  • Insight

    • Determines whether or not you can tell the true intentions of a creature such as when searching out a lie or a predicting someone's next move.

    • Affected by Intelligence and Wisdom

  • Intimidation

    • When you attempt to influence someone through overt threats, hostile actions, and physical violence.

    • Affected by Strength and Charisma

  • Scavenging

    • The ability to find things useful to your survival such as food, tools, weapons, shelter, etc.

    • Affected by Wisdom

  • Medicine

    • A wisdom (Medecin) check lets you try to stabilize a dying companion or diagnose an illness.

    • Affected by Intelligence

  • Stealth

    • Determines how well you can slink past and hide from your enemies.

    • Affected by Dexterity

  • Survival

    • This is the heightened ability to follow tracks, track wild game, guide your group through wastelands, predict the weather, and other elements to survive the deathly setting that you are in.

    • Affected by Strength and Wisdom

  • Perception

    • Your Wisdom check lets you spot, hear, or otherwise detect the presence of something.

    • Affected by Wisdom


Value System


The value system for each player is different within the game. The players have to determine how they will survive and actions that they take to get to the end. People can do whatever it takes to get to the end or try to help fellow travelers along the way. Our goal in creating this game is to show how hard it is to survive in a post-apocalypse world and question people’s definition of humanity. This will be a difficult task for many because many players will try to keep their character alive while simultaneously trying to help others. Over time, as players play the game and lose supplies, they will be forced to make decisions to either keep themselves alive or keep their morality intact by helping other travelers. It’s entirely possible (and expected) for the values a player might have at the beginning of the game to change as they continue playing


CONNECTION TO THE BOOK


Throughout the book, The Road by Cormac McCarthy, the skills and knowledge of the father is what keeps him and his son alive. The choices the man makes affected how he and the boy lived presently and in the future, which is just like the concept of a tabletop RPG, such as D&D (and consequently Until the Last Moment). In the game Until the Last Moment, you can't win. You can only survive and have better luck than your co-players, but the end result will be the same for each player -- death. In the book, there is no way to completely escape the deathly world that they live in, which the game is meant to reflect. There is only trying to make things better for yourself, although your luck could eventually run out.

The father and the son were on their journey with the goal of survival on their mind. There were a lot of times where they had to scavenge for tools, food, and sometimes weapons of self-defense. They “had no food and little sleep” (McCarthy 105) for the majority of their journey in the book. This is also a concept replicated in the game. The players will have to make a lot of their own choices as well as react to situations out of their control (like if there’s a storm). The players, like the man and boy, will have to be cautious and think about the consequences of their actions if they wish to survive. They must find out for themselves if they are “carrying the fire” (McCarthy 283).

The game is also based a lot on luck, such as the dice affecting what items and the amount that you get while playing. Similarly, in the book, the good things that happened to them were based off luck. You don’t know how an action will play out in the game, much like in real life and in the book, and the players will have to be prepared in case their luck turns.


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Game Destination

Posted by Mindy Saw in College English · Giknis · B Band on Thursday, December 20, 2018 at 9:43 pm

Objective: Player will have to be able to strategize their game destination in three minutes using their given cards, the game board, and the game key. Rules & Directions: 1. Four players. Pass out ten cards to each player. Leave the rest of the cards in the deck. 2. Each player rolls the dice. After every player has rolled the dice, the lowest rolled number is placed at District 2 Second to lowest rolled number is placed at District 2. Second to highest rolled number is placed at District 3. Highest rolled number is placed at District 4. 3. In three minutes, each player has to plan out a path to get to one of the three destinations with the ten cards that they were given. 4. Once the three minutes are up, the game begins. The player from District 1 starts the game, then the player from District 2, then the player from District 3, and then the player from District 4. 5. Each player makes a move towards their planned destination reaching the first obstacle on their path. This obstacle, along with all others, must be done successfully. Failure to complete an obstacle will result in a death strike and each player is given three death strikes for each game played. 6. Keep playing with each player taking turns doing what their card says. The goal of the game to win is to reach a destination and there can only be one player at each destination. One player has to lose because there are only three destinations. 7. Follow the key paper included in the game. This key tells you what each obstacle is and how the ten cards you have can help you get to your destination. Novel Connections: This game correlates to the novel The Road in many ways. Our plot for the game is all mysterious and based off of fate and luck. Just as it is in the novel, the boy and the man never knew what they are going to encounter and how long they were going to survive. What they get from the road is what keeps them going. The game is played based off of strategy and luck. It is the players’ job to strategize a path to take to get to their intended destination. Just like the novel, the man and the boy had to strategize how they ate their food and tried to salvage their supplies, like the pistol, in order to keep going on the road to their destination which was the South. On the game board when the players strategize their path, they have a clue of what they can encounter as does our game key says, but they do not know when they will encounter these things as they play. In the novel, the boy and the man are consistently facing obstacle after obstacle and at certain points, they reach moments of where they think they would actually die but doesn’t. For example, one moment from the novel when the man thought they were going to die was when they have been starving for days. Having no luck in finding food until all the sudden they come across a bunker full of food and supplies. In the game, the players will accidentally “die” either by drawing a death card or not being able to complete an obstacle with the cards that they have (having three lives per game) and that is based on the novel scenes of where the man thinks they are going to die. Overall, the choices we have made for our game is almost completely based off of the scenarios in the novel with the fact of how mysterious it is.

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Compassion vs Cruelty - College English

Posted by Lauren Nicolella in College English · Giknis · B Band on Thursday, December 20, 2018 at 9:09 pm

Compassion vs Cruelty


Lauren Nicolella, Aysha Siddiquee & Greg Tasik


This is a card game similar to the format of Cards Against Humanity, but with fewer cards and many different prompts and situations that pertain to The Road.


The rules:

Each of the 4 players starts off with 8 cards, 4 compassion and 4 cruelty. During each round, the person who’s turn it is reads a context card and gets to judge their favorite answer in response to the scenario. They have the power of which card makes most sense to them, that may make or break the situation you’re put in. The player with the most scenario cards at the end of the game wins.


Objective:

Obtain the most cards in the end, while managing to survive through the different scenarios of survival.


How it’s played:

  1. Shuffle two separate decks of 16 compassion cards and 16 cruelty cards.

  2. Each player gets 4 cruelty and 4 compassion cards.

  3. One player draws one scenario card out of the scenario card pile.

  4. The other 3 players choose one of the 8 cards to respond to the scenario.

  5. The player that draws the scenario card chooses which scenario they like best. (very subjective and random, such as how the characters in the story act)

  6. Repeat steps 3 through 5 till all scenario cards have been drawn.

  7. Player with the most scenario cards at the end of the game wins.


Categories of cards:

  • Compassion cards (morality)- 16 cards

  • Cruelty cards (immoral)- 16 cards

  • Context cards (scenarios)- 8 cards


Explanation & Connections:

The main concept of this game is to make the personal decision on whether something is moral or immoral based on the scenario and decisions the players are given to choose from. In The Road, the man and boy had very limited options of how they could survive and get through another day, which is why we are giving each player a random choice at being cruel or compassionate. The scenarios we chose the players to engage with are either ideas based on the novel, or were major scenes that had taken place and affected both the relationship and well-being of the man and boy. There are connections to cases of starvation, cannibalism, violence, and relationship-building that the man endure on their journey together and it is up to each player to decide which way they would want to live. If it gets picked is up to the judge that round, so keep in mind of who is in charge of that since everyone has different views on survival.


Value System:

The value system is based or morals, and it is up to the players of what is valuable to them in the situation they are given. We wanted this to be interpreted as they are given tiny yet significant details of compassion, and more harsh cruelty cards since it is more of a reality in a survival setting. In The Road, there were encounters with different kinds of people who reacted differently to both survival and with others, and it is their choice to be compassionate or cruel to who they come across. The most valuable part of this game is obtaining as many context cards as possible, so making sure that the people playing you are conscious of how to win you over.


Risks & Rewards:

The main risk is losing all of your cards (if the game ends up going to every round) since there won’t be anymore options for that player and will ultimately die. Whoever has the most cards secures a safe spot in being alive, and is the first to go in the next match.


Compassion Cards- These are the cards that correlate with the situations and actions that occur to the Man and the boy’s journey that revolve around kindness.

Compassion: 16

  1. Share half of your food rations with 1 person.

  2. Allow 1 person to join you on your journey.

  3. Help out 1 injured person.

  4. Feed a wild dog you find.

  5. Share a Coca-Cola with 1 person.

  6. Find a new lighter.

  7. Save 1 person from being eaten by cannibals.

  8. Teach 1 person how to swim.

  9. Use first aid-kit on an injured person.

  10. You find an abandoned house to stay in.

  11. Share multiple cans of food with 1 person.

  12. Bury a dead body.

  13. Teach 1 person how to swim.

  14. Share your dream with 1 person.

  15. Make grape flavored-water.

  16. Snap out of a distracting memory.


Cruelty Cards- These are tragedies that correlate to the obstacles that the man and the boy have to face during their journey.

Cruelty: 16

  1. Kill off the person you across from you.

  2. Take the items and clothes of 1 person.

  3. Get shot in the leg with an arrow.

  4. Shoot at the army passing by.

  5. Eat 1 person.

  6. Steal all of the belongings from 1 person.

  7. Develop a horrendous cough.

  8. No access to food for five days straight.

  9. Kill a baby to have a meal.

  10. Kill the person to your right.

  11. Get invited into a truck on the road.

  12. You get distracted by a daydream.

  13. Face the harsh reality that your partner will die soon.

  14. Have false hope.

  15. Murder a man who innocently crossed paths with you.

  16. Get lost in the woods.


Conext Cards- These are scenarios that correlate to the situations that the man and boy find themselves in throughout their journey

Scenarios (Context)- 8

  1. You find multiple people scared and naked in a barn, what do you do?

  2. You are starving and are resorting to alternate methods. What will you do?

  3. You wake up in an abandoned house and hear someone walking into the room you’re in, what do you do?

  4. Everything you had was stolen and you follow the tracks of the culprit, what do you do?

  5. You get discovered by the army, what do you do?

  6. Another person on the road asks you for your help, what do you do?

  7. It’s between your life and your partner both of you are to cross the bridge, but it’s only strong enough for one, what do you do?

  8. There is a strong wildfire approaching the area you’re camping in, what do you do to survive?





Photos of game:


Close up of Cards


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The Road Creative Project

Posted by David Roberts in College English · Giknis · B Band on Thursday, December 20, 2018 at 8:13 pm

In effort to emulate the main objective and struggle of the novel The Road, by Cormac McCarthy, our group of Eric Gorski, James Klenk, and David Roberts created a card game of possessions. Like the novel, the objective of the game is to be the last man standing by staying warm and fed. We decided to add a competitive aspect to the game to make it more fun. https://docs.google.com/document/d/1ICvCv2lEeKDoUfFeCBNNVQCPxWaUdOExuGm8qRWBn_M/edit?usp=sharing

3 to 8 players with a closed hand are dealt a knife card, clothes card, and 3 food cards. This is their starting hand. At the beginning of each turn, players scavenge, or draw one card from a stack of 52 called the “scavenge pile.” Better weapons, additional food, additional clothes, and a rare cart can all be scavenged from that pile. Players are constrained to a maximum of five cards when their turn ends. On a turn, players have several options. First, they can attack another player. In doing so, the attacking player has to consume and discard a food card, while the defending player does not. Both attacking and defending players reveal their highest quality weapon. Every weapon can attack without restraint, except for the gun. If the attack, or defending player has no bullet, the gun cannot be used, and if not backup weapon is available, they lose immediately. Both players are assigned dice according the quality of their weapon. Knife cards receive one dice, flare gun cards get two, bow and arrow cards get three, and gun cards get four. Each player rolls their die and counts up the total amount that they rolled. Whoever has the highest total wins the fight and the other player dies. Both attacking and defending players can die. When a player dies, they reveal their hand and lay their cards on the table face up, and the winner of the fight can steal up to two card from the dying player’s hand. Second, players can steal rather than scavenging. If a player has died or is sleeping, they reveal their cards and lay them on the table face up. Instead of scavenging, players can steal only one card from any of theses piles, and then can proceed to other actions in their turn. Third, in the case that a player is running low on food, they can sleep that turn. Sleeping players cannot scavenge, steal, or attack on their turn, and they reveal their hand. At the end of each turn, players consume and discard a food card, as if to eat. Players that cannot eat at the end of their turn die. Sleeping players do not have to eat at the end of their turn. In addition, if a player has no clothing cards at the end of their turn, they die. Lastly, at any time during their turn, players can discard any card they do not desire. These discarded but not consumed cards are placed back into the scavenge pile at the bottom. Good Luck!

The novel revolves around survival. That is the characters’ only real struggle and we wanted to reflect that in a survival game. We decided against a game involving teamwork because, even though the man and his son work together, the world they live in is truly every man for himself. There are some examples of teamwork, but for the most part, the man and his son are alone and helpless. When creating items we kept in mind the value of each. For example, there is only one gun in the entire deck. In the novel, a gun was considered the most valuable thing one could find. There are also only two flare guns for the same reason. The bow and arrow however, are more common in the deck as they can be easily created in the novel. We also used similar reasoning when assigning dice quantities to each weapon. We gave the gun four dice as it is the most powerful weapon one could possess. It can only be used with a bullet, so we decided to keep the two separate and rare. A bow and arrow has similar characteristics to a gun but less powerful and less accurate. Therefore, we gave it three dice. The flare gun cannot kill as efficiently as the previous two weapons, but possesses the range that a knife does not. We gave it two dice. Lastly, the knife is the weakest weapon and we it allotted one dice. Warm and food are also huge factors in the novel’s characters’ survival and we implement this into the game as well. Players die without food or clothing so maintaining the two are important in the game, as well as in the book. We added stealing and the related game mechanics into the game to mirror the instances in the book where the characters were stolen from. While the game is played with a closed hand, players that steal from others can inspect their victim’s hand and choose a card. In the book, the characters are stolen from when they were unable to protect their belongings and the thief had the chance to inspect their stores. Finally, each turn players scavenge a card. At every opportunity, the characters scavenged what they could to survive, and so we decided that every turn players scavenge a card. In addition, a cart was added to echo the cart the characters used to carry more item than usual. There are some aspects that we added to make the game playable. Sleeping was added to give players a way to preserve their life and remain longer in the game. There are disadvantages to sleeping, so players are forced to either sleep or attack. The competitive aspect was also added. There is some competition in the novel but it is rare. The competition our game creates is to make the game more enjoyable and engaging. The book was slow and dull at some points and we did not want to make a game as such.

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The Road

Posted by Emily Pugliese in College English · Giknis · B Band on Thursday, December 20, 2018 at 3:40 pm

https://docs.google.com/document/d/1LuYqWkMfLni9ilI3wmA1AT4TgSQOuS9tUEc6-VDd3Q8/edit

Fire and Ice

Our board game consists of moral choices that not only affect one group but all groups involved in the game. The objective of, Fire and Ice, is to make it to the coast at the same time as the other team. We felt that since the coast was the man and the boy’s only goal in The Road that it would be fitting to make it the end of the game. There are two paths that lead to the coast. The longer (less difficult) road represents the road that the man and the boy took, and the shorter (more treacherous) path represents the forest that’s beside the road. Within the game two groups work together in order to reach the end at the same time. Throughout the book, the boy and the man are on their own and don’t really work with other people in order to survive but the boy constantly thinks about other people and how they are being affected by the world they live in. The boy has compassion for others and always wants to help even when they have barely anything to offer such as when they ran into Ely or when they returned the one handed man’s clothes after they took them away. Along with the man and the boy thinking about how their choices would influence one another throughout the book such as whether to “take a look” in a house or to camp out a night. Without them thinking about each other they would have ended up pushing each other away making it harder to survive. We wanted to add the compassion and teamwork element to the board game by adding two teams that must work together to reach a common goal but subsequently end up being the same group since they reach the coast at the same time. It makes the moral choices from the demon cards harder to make since it will be influencing both groups.


Each group gets camp cards and supply cards. Camp cards allow them to lose a turn in order to help teams reach the end at the same time. Supply cards are enough food, water, ammunition, etc for one person to survive the game, without a supply card the person evidently dies. In the book supplies is the most important thing for their survival which is why we added the supply card aspect to the game. It makes the moral decisions that they will encounter harder if it involves losing a card, possibly killing a member or taking on another person which means you would need a supply card in order to take care of them. Throughout the game each turn a group will roll a dice in order to decide which card they will have to work with, demon cards or angel cards. Demon cards deal with hard moral choices that people would run into while living in an apocalyptic era. These choices range from bad weather taking away a supply card to finding a child and having to make the decision to either take the child or not with the possibility of going back two spaces if you don’t, and losing a supply card if you do. Along with choices that can affect the other team such as pawning off a child onto them or taking a supply card from them. The team with these decisions would have to think about how their decisions would influence the other team and themselves bringing up the compassion element from the book along with the fact that within this kind of apocalyptic environment moral decisions are very important to survival. The boy and the man run into these decisions very often throughout the book where these choices that they make can influence the rest of their journey. Angel cards deal with the random strokes of luck that the man and the boy have run into such as finding a bunker or finding a tarp. Things that help with survival and make life just a little easier. Angel cards are hard to roll since you must roll a seven in order to earn them. You have the chance to earn supply cards easily or to move forward faster through out the game. There is also an opportunity to get both cards at the same time by rolling doubles. The man and the boy run into strokes of luck by getting supplies or finding a safe space but at the same time they have a hard moral choices to make such as staying the bunker. The man and the boy found a bunker which gave them enough supplies to survive for months but they had to decide how long to stay or wether to stay at all. In this kind of environment luck and choices go hand and hand so we wanted to make sure we included that aspect into our game.


Getting Started

Based on age. The oldest have to make the choice for the youngest. Do they want them to take the harder path with less choices compared to the easier path with more choices.

Start off with a 100% then throughout the game things are taken off of it.


Objective: Both teams reach the coast at the same time.

Items in Box:

  • Two dice

  • Timer

  • The board game

  • Angel cards

  • Demon cards

  • Supply cards

  • Camp cards

Rules:

  1. 2 or more people should play. It is okay to have an odd number of team members.

    1. When playing with more than 2 split into teams based on your choice

  2. To decide your path you roll the dice.

    1. Larger number gets longer path, other group gets shorter path

  3. Each group gets a set of cards

    1. Supply cards: each group gets 1 card per person, 1 additional card for group use only

      1. Supply cards contain supplies such as guns, food, water, clothing, tarp, etc.

      2. You must have the same number of supply cards as people in the group when you start. Throughout the camp you may earn or lose some.

    2. Group with longer path gets 1 camp card

    3. Group with shorter path gets 2 camp cards

      1. Camp cards give you the opportunity to camp out at night forfeiting a turn

  4. Each turn you roll the dice, for each choice you have 5 seconds to answer

    1. 7: Angel card

    2. Demon Card everything else

  5. Go back and forth till both of you reach the coast at the same time

  6. You win by both teams surviving and reaching the coast at the same time

    1. You lose by killing the other team or dying

      1. Dying: No more supply cards after 4 turns

    2. Not reaching the coast at the same time

Emily Pugliese, Shilo, Antonio DeRock and Lei
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The Road --- Creative Project

Posted by Weston Matthews in College English · Giknis · B Band on Thursday, December 20, 2018 at 10:10 am

 Members
Wes, Sharron, Waverly, Sashoya


Title: Carry the Fire

Player(s) should be metaphorically “carrying the fire.” The idea is to protect and keep your fire throughout the game and stay alive.


The Board

Approximately a 4 by 3 foot board. Two inch squares that extend around the board to form a swirly path. The beginning point is titled “Darkness” and the end point is titled “The End of the Road.” Every few spaces reads “Draw Card.”


Gameplay

To start, each player is given 20 tokens. 10 of these tokens are survival tokens and the other 10 are fire tokens, the former representing overall player health and the latter representing the player’s overall compassion “level.” For each players’ turn, a die is cast and the player must move a corresponding amount of spaces along the board. If the player lands on a “Draw Card” space on the board, the player must draw from a stack of “Chance” cards and read their card out loud. Chance cards throw the player into a situation that they are out of control of and will ask them to either give up or collect one of the two categories of tokens (they typically concede or rescind 2 to 3 tokens). Additionally, players may opt to go down certain routes on the board to the “Scenario” locations, where they must draw a card from a separate stack of cards. The cards will present various scenarios, most of which will instruct the player between surrendering a certain amount of one type of token in exchange for the other. This way, strategy is introduced into the game. If a player loses all their survival tokens, they’re out of the game and pronounced dead. However, the goal is to reach The End of the Road with fire token still intact, and the player with the most fire tokens by the end of the path is the winner.


Explanation


Our game combines player strategy with an inevitable construct of luck, or lack thereof. In the book, the father and the boy face a series of unfortunate events that out of their control, such as rainstorms and earthquakes. Many of our scenarios reflect this randomness. However, one of the underlying conflicts worked into the novel is the boy’s unwavering compassion for life versus the father’s self-centered will to survive, and how both dispositions simultaneously interfere and cooperate with certain aspects of the human identity. In an attempt to recreate this conflict, we have made it so that the goal of the game is to collect fire tokens, but all fire tokens will be null and void should someone lose all their survival tokens.


Often in the book, the man and the boy must together come to a consensus of what the right thing to do is. When their cart is stolen, for example, they track the thief down and the father nearly shoots him, but the boy implores him to let it go. When they come across a feeble old man, the father wants to play it safe and show him no attention, but the boy wants to help him. In scenes like these, McCarthy means to demonstrate two divergent conditions of humans: kindness and selfishness. In such a desolate and dead world, decisions like these could mean life and death, and we made the game based on that premise. Accordingly, there are many scenarios that mirror real events in the book. Of course the Fire tokens are a direct reference to the “carrying the fire” motif that most notably appears in the novel at the end, when the man, dying, expresses his faith in his son’s ability to make a brighter world, even in the darkest of circumstances. In this sense, the boy’s compassion ideals triumph over everything in The Road as the most important saving factor. This was our reason for making the collection of Fire tokens the objective for the game; we want to make the statement that value of goodness in the world will always outweigh the benefits of selfishness. We imagine that while playing, players will have an earnest conversation about personal morals and how they affect our world.


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ENG4-001

Term
2018-19: 1st Semester

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  • Amal Giknis
Science Leadership Academy @ Center City · Location: 1482 Green St · Shipping: 550 N. Broad St Suite 202 · Philadelphia, PA 19130 · (215) 400-7830 (phone)
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