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[2 player] educational game "League of Elements"

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Sunseteer
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Joined: 10/07/2017

Hi everyone,

I wanted to design something easy to play for my young daughter, nieces, and nephews to be interested in science and thought that associating chemical elements with flashy characters might work. The result is a tactical memory game tentatively named "League of Elements". As a note, the current artwork / graphic design are placeholder and kept very basic for playtesting purposes.

Players: 2
Time: 10 minutes
Ages: 7+
Components: 12 cards & 10 cover slips

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Gameplay
- Form a team of Elements during the drafting phase and place them strategically on the battlefield.
- Attempt to recite the names of Elements. Doing so successfully allows tactical re-positioning of Elements on the battlefield.
- Match your Elements with higher Atomic Numbers against the opponent’s Elements with lower Atomic Numbers to achieve victory.

Print & play Files and Rules can be downloaded here: https://drive.google.com/drive/u/1/folders/18FhMjnC09x9NoAhtTLXZVARxeCNH...

If this might interest you or some younger members of your family, please share your thoughts in this thread. Thanks everyone!

Best,
Derrick

Juzek
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Ok, I promise to read the

Ok, I promise to read the rules, but I have a ground question for you:

Who is this game for (target audience) and what are your hopes for it's future?

This will help me to frame my feedback in the most useful fashion for you.

Sunseteer
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Thanks for taking a look!

Thanks for taking a look! The target audience for this game is younger children (ages 7+) and their parents. Some chemical elements are hard to pronounce, so the minimum age will likely need to be adjusted. I'm hoping to eventually get this published as an educational game with illustrations and theme that are more along the lines of Pokemon.

The gameplay was designed to be simple yet engaging - and my hope is that the final illustrations will be beautiful enough to capture the young players' sense of wonder. Hope this helps!

questccg
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Hmm... A bit different than I thought

The name "League of Elements" makes me think of "League of Legends". I guess the term "League" has forever been associated with that 3D Video Game. Maybe something like "Clash of Elements" might be sufficiently different not to yield a comparison between both names.

The second comment I wanted to make... Is that the various "Elements" are portrayed as "Heroes" or "Characters"?! I don't think this blending of Heroes and Science works very well. Although this is my opinion, I'm sure that others will agree.

But I don't want to poo-poo on your design. Quite the contrary. Where I could see this design fitting is the the "Sci-Fi" realm. Instead of Fantasy, I would go the Futuristic road. And make ELEMENTAL Characters that are more SCIENCE-oriented.

To me that would go a long way in solidifying the SCIENCE with FICTION.

What I could picture is something like "Heroes" with Electrons around them like Science-like shields. And make the nucleus something HEROIC-Like robotic characters. That would be like cybernetics meets atomic heroes.

Just an idea. Best of success with your design. Feel free the use, adapt or disregard these suggestions. Just offering you some feedback and how you can adapt things to be more in-line with the game.

Cheers!

questccg
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Like for Oxygen...

And then the 2 rings could be the SHIELD around the "Cybernetic Character" in the middle. You can maybe use the 8 Neutrons and 8 Protons by adding a Red "8" on the Top Left of the Card to indicate 8 Protons and a Yellow "8" on the Top Right of the Card to indicate 8 Neutrons.

That could yield something wildly COOL TBH.

Robots and cybernetics is really cool with kids too... They love robots. So I would explore that further and use this kind of SHIELD with the Robotic-character to make the game more SCIENTIFIC and less "arbitrary" with the characters in the PNP sample.

Again feel free to use, adapt or disregard these ideas... They are just offered to you as ways how to improve your design. But in the end, it is YOUR design ... So feel free to ignore if these ideas don't appeal to you.

Cheers again!

Juzek
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questccg wrote:The name

questccg wrote:
The name "League of Elements" makes me think of "League of Legends". I guess the term "League" has forever been associated with that 3D Video Game. Maybe something like "Clash of Elements" might be sufficiently different not to yield a comparison between both names.

Yes Quest, it is referencing the very same League of Legends game. The characters portrayed are screenshots from it.

It is a working title and theme for now.

Which is why I asked my ground questions. Thank goodness there isn't the expectation to get licenced by Riot.

questccg
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League of Legends then Pokemon. Enough of the AAA Franchises

Juzek wrote:
Yes Quest, it is referencing the very same League of Legends game. The characters portrayed are screenshots from it.

Haven't played but I've heard a lot about it. One thing I noticed, first it is "League of Legends" (and their characters) and then it's Pokemon (as per the thread owner). Got to come up with something more original than copying the major AAA franchises.

Juzek wrote:
It is a working title and theme for now.

Which is why I asked my ground questions. Thank goodness there isn't the expectation to get licenced by Riot.

Working title or not, I usually figure out the NAME of my game FIRST. It inspires me to continue with the design knowing that I have a proper name that is unused by anyone else.

I think Robots and Cybernetic characters with the atomic "shields" would go a long way in creating a very UNIQUE feel for the game. Nothing like that I have seen ... So my angle is go Cybernetic (and Robots) for a more Sci-Fi feel to the game (instead of Fantasy that is "League of Legends").

Cheers!

Sunseteer
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Focusing on making the education part fun

Thanks for all of the input so far! I started this game design with an emphasis on making the education part effective and fun - the "unique" aspect of this game, in my opinion, is having the players learn chemical elements and their atomic numbers without having it feel like a science class.

Admittedly, I have not yet given much thought to the theme and title so far, but I do appreciate the sci-fi idea that was suggested and agree that it would mesh well with the subject matter presented in the game. Regardless of what the final theme is, I'm hoping that the artwork will complement the gameplay and keep the players engaged.

questccg
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It's okay... We get it ... It's important to find the DESIGN

At least you have a GOAL in mind (making the science FUN to the players). And it's okay to refer to major AAA Franchises as sources of "inspiration" but in the end the DESIGN itself is what matters.

Like I said, sometimes it HELPS to figure out the NAME of the game first, get the domain (.com, .ca or .net .org, etc.) and check Board Game Geek to ensure that the name has NOT been used already... That's always FUN as a Designer...

It's funny, not too many Robotic/Cybernetic Card Games out-there. I mean my TradeWorlds is Sci-Fi but it's a Deck-Builder (like Dominion). I'll admit that things like Pokemon, Duel Masters, Digimon, et al. All are about dueling and have "Monster" or "Creatures" to duel with. Nothing new to that GENRE.

But the idea of using the Electrons as Shields making each creature having it's own SHIELD ... Could be cool because of how they interact with other Atomic Elements. Again more on the SCIENCE-side of things. For younger kids it can be all about the ROBOTS ... And screw the science-side (LOL).

Maybe you could also have BONDING too...? Like H2O means two (2) Hydrogen Atoms with one (1) Oxygen atom... When you get this, you can search your Deck (and the shuffle it) for a specific card and put it into play...!

Making COMBOS possible... IDK, just having fun as a Game Designer with the space... I mean the different options available!

But yeah... You could definitely have strategies and make more complex units and/or creatures. See where the design can go. And then work with the confines of what is possible.

Regards.

Juzek
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I PM'ed you detailed

I PM'ed you detailed comments. Keep working on it, and let me know when you have revised your next set of rules, and I will look them over too.

let-off studios
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Feedback

I have been playing games of various types with my twin nephews, since they were 5 years old (they're now going to be 9 later this month). I'll speak on this based on my anecdotal experience with the two of them. I also make games and activities for an educational/instructional environment as part of my day job.

I'd suggest you're juuuuuust about right-on with the age group with what you've developed here. Your game makes me think of the classic game of War, and I like the fact that you've added the memory and tactical elements to it. Cover slips, guessing, revealing, etc. can be captivating things when used for surprise and/or to double-check whether or not "I guessed right."

At the same time, I wish your game had the same amount of setup as the classic card game I already mentioned. I'd skip drafting, and simply shuffle and deal. Sure, some players might be outta luck at the outset, but when matches are so short, and so easy to set up, a "best two out of three" match seems decisive enough.

Finally, I think it would be interesting to experiment with these sorts of mechanics mixed with a Smash Up command-points method of winning a game. Players add their own cards, partially-concealed, to certain point-winning areas. To keep things streamlined, I suggest you have a limited number of slots available at each command point (perhaps one on each edge, or two per player).

At the end of the game, the cards and their Atomic Numbers are revealed, and the player with the highest value of combined Atomic Numbers wins. If there's a tie, then a player with more elements that bond together wins the points.

This is similar to questccg's suggestion about combining elements together to create compounds like H2O and whatnot. In this way, the players learn not only the names of the different elements, but also which elements bond together via chemistry. To win battles, learning the common compounds as well as the element names is worthwhile.

Best of success with your game design, and have fun playing with those kids. :) Heck... Were I a chemistry teacher in a middle school or high school, I'd consider using something like this to instill some of these basic lessons in their brains during the introduction of the topic.

Sunseteer
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Rulebook revision

Great feedback so far - I've been thinking hard about how to implement some type of combo mechanic without making the game too complex for younger players.

For now, I've revised the rulebook to be a bit easier to read based on suggestions I've received. Will keep everyone posted on any new developments!

Sunseteer
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Switching to sci-fi / robot theme

Based on feedback, here's a card I put together centered around a more sci-fi / robot theme. Thoughts?

https://drive.google.com/file/d/1MXZwO_9wHV1rXCtV-NYuKHQllOBCSV0Z/view?u...

Unknown Depths
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Sci-fi robots are cool but...

I actually think the illustrations for a game like this would work much better if the illustrator designed characters around the typical models of atomic structures. Giving the orbs of protons unique features and faces similar to that of a Pokemon-like character could really anthropomorphize the atomic structures, make each one unique, and keep players focused on visuals (and the ideas associated with them) that more represent what scientists have observed in their research/studies. Something closer to this Pokemon example: https://www.pokemon.com/us/pokedex/gastly

I like what you shared about the game mechanics and memory/recnognition elements involved in them. I'm curious to see just how things with this project will develop in terms of gameplay.

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