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| Scenario |
Purpose |
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Making Wine |
To pass on the knowledge of Viticulture and Wine Making in a fun way |
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Race Around the World |
To Entertain and Teach the Countries and Cities of the World |
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The Periodic Table of Elements |
To enable Chemistry and Physics students to comprehend Chemical Interactions |
Mechanic |
To use as a Training Tool for Apprentices |
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| Scenario |
Purpose |
| AFL
Australian Rules Football |
To Entertain and allow spectators to become players |


Chapter 3. Environments of InteractionWe are not very concerned
about the rules of play or the game objective at this stage.
We may however think of some plots, and possibilities along the way. Therefore I keep a notebook to jot down ideas, which I keep with a torch beside my bed. When I cannot sleep, I can write ideas and not worry about forgetting them by the morning. Don't be too concerned about the accuracy or details at this stage. Just simply try to gather as many words as possible. Many will be added or deleted later.
Here are some ideas I wish to
add to kick your idea factory into gear.
Survive 2012 Ascension 2012
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Chapter 4. Progression![]() Without movement there is no game.
You already know that a Card Game progresses as each player has a turn in a clockwise rotation. A Board Game progresses as each player moves a random generator such as a spinner or dice. So you need to decide whether to use a Spinner, Dice, Cards or some other device to move players through the game. While we are on the subject of progression, don't forget to consider luck. Remember Snakes and Ladders, a game that moves a player Forward or Backward. Also most games have Miss a Turn, Move Ahead so many spaces, Go To such and such and Have a Free Turn. Survive 2012 Ascension 2012
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Chapter 5. "Board or No Board"Are you inventing a card game or a
board game?
This is an important question as it concerns Levels and Points. A Game Board uses Game Tokens (pawns) to record each players progression throughout the game. A Card Game could perhaps use a Tally Sheet to record each players progress or perhaps players might Collect Cards to show their advancement throughout the game. Survive 2012 Ascension 2012
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Chapter 6. Number of PlayersIn each game I have invented, I have found that the number of
players a game allows depends entirely on the game and the number of cards in the game.
For example: A game with 8 players may require 1,000 cards, reducing the game to 4 players, will halve the required cards to 500. The time taken to complete the game may also influence the number of players. The more players, the longer the waiting time for each player to have a turn, and therefore a longer game. So my advice is to aim for six players, test run the game and if it takes too long, use less players. Survive 2012 Ascension 2012
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Chapter 7. Play Methods/MechanicsHere I have listed Methods of Play to give you some ideas
you can use.
You
might want your players to break their way through an obstacle, work
through a maze, or collect patterns, pictures or shapes. If you can think of
any more methods, perhaps you can email them to me to improve this
tutorial. In fact email me as
you progress if you like, it would be nice to hear how you are doing.
Survive 2012 Ascension 2012 contact@goanahplaygames.com ![]() Go An Ah Practice
Go An Ah Give you a Tip: Dont worry about details yet. Just brainstorm (write down ideas). You will go back over it later to add, improve, alter and delete.
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Chapter 8. Example Invention![]() Survive 2012 Ascension 2012
Go An Ah Practice
I have chosen AFL Football (an Australian Ball Game) for the example. You have seen the process of Method of Play being invented. Notice I had the coloured dots idea first but then thought about a grid method afterward. This is good as it gives more room for creativity later on. The Method of Play needs more work, however we have the framework down ready for building. Chapter Selection |


Chapter 9. Game ObjectiveThe Game objective is an outline
or summary of the process of playing the game and what a player will
need to achieve to win.
With our example, it is easy to establish the Game Objective as it is based on a game of competition with existing rules and play. The objective is to get the football token down to your teams end of the board between the goal posts. The player's team that scores the most goals at the end of the game is declared the winner. |

Chapter 10. Fortune MisfortuneHere we need to think about luck
to make the game more unpredictable and more interesting.
Time to write down some ideas. ![]() Go An Ah Practice
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Chapter 11. Length of PlayIt is time to look at how
long it takes to complete the game.
There are no standards to refer to here. It depends on the type of game. A simple shape matching game would most likely get boring if it lasted 2 hours. However most people would not complain about spending 90 minutes on a multi-level adventure game. Ascension 2012 The Shift If players were to spend a long time:
It wouldn't take long before
the players become tired of playing.
That said, there still has to be a certain amount of chance. Chance allows players to overtake and advance beyond other players and win the game. A game would be very ordinary if all players progressed in exactly the same manner at the same rate. We need to provide Surprise, Chance, Bonus's, Penalties, Choices and Adventure . Your aim is to find a balance that works. My advice is to play with as many different players from different age groups as possible. But remember, a game with less players will not take as long to play as a game with more players. |


Chapter 12. Rules and PlayBefore marketing your game,
writing an Instruction Booklet is an important step in the creation.
By now you have most likely played your game with many different people. What if you were not present to explain how the game works? Imagine you are a customer and have just purchased your game. You would have to rely totally on the instructions to play the game. A lot of what you the inventor, ASSUME is obvious, may not necessarily be obvious to others. Therefore after you have written your Rules and How to Play Booklet, I suggest you ask a friend or relative that has never played the game to edit the instructions. Even the way you word a sentence can potentially be misleading and send a new player down the wrong path. Preparation of the Patent Having detailed, easy to follow Instructions is essential when writing your own Patent. Of course you can employ a Patent Attorney to write your patent for you. Personally I found it too expensive and therefore I write my own. I rely heavily on the Instructions to write the Abstract, Description and Claims in a Standard Patent. A Patent Attorney told me the greatest cost is the time taken to understand the workings of the game. Even if using an Attorney, they still need well written and thorough descriptions and diagrams to work from. I was told it could take 8-10 hours for an attorney to evaluate the game play. Considering they are paid by the hour, the time you spend preparing, could save you quite a lot of money. The following example is the format that I find works for me. And just like this tutorial, my aim is not to make a set of rigid rules on how to make your game. I am simply freely sharing ideas and opinions that will hopefully be of use to you as you progress in your creation. As I am only using my example for instructional purposes; I have not yet decided to go with the coloured dots or the grid location method to travel the board (oval). Therefore I will use examples from both ideas to allow you to see the process I use to write the instructions. If I were really inventing this game to market, I would have played the game. I would have decided the method before I began writing the Rules and Play. Description or Outline Players of “Name of Game” will “Mechanics and Outcome”. ie. Players of “Footy Laces” will “experience playing Australian Football as they team up with other players in a race to kick the most goals and points with the aim of winning the game”. Dealing of the Cards This game plays “Direction of Play (clockwise/anticlockwise)” and allows “#” of players. Each player is dealt “#” of cards to be held in the player's hand. This is referred to as the player's hand. The remainder of the deck is to be placed face down in the centre. Begin Play To begin play the “player clockwise to the dealer” or “the player that rolls the highest number” is to “pick up the top card from the deck and place in the hand, and discard a card from the Hand beside the deck face up” or “is to throw the dice to establish the number to move”. Cards and Board Squares Explained Now I usually explain the cards that players are likely to pick up and what is to happen. After a card is picked up, is the card to be placed in front of player until used, or to be discarded beside the deck and a certain thing will happen. Or explain what happens if you land on a square on the board. I like to give each description a heading. For example: Coloured Dot Card: When discarded this card allows a player to move the football token on the board. The player can only move the ball onto a location, beside the ball's current location, that has the same coloured dot as displayed on the card. Survive 2012 Ascension 2012 Penalty Card: When discarded this card prevents a team from having a turn and it becomes the opponents turn. A Penalty Card does not have to be discarded. It may remain in front of the team until they decide to use it. However as long as it remains there, a Free Kick Card cannot be redeemed. Taking Possession: When the ball token lands on a grid location occupied by an opponent's Football Player Token. The opponent's team may take possession of the ball. Opponents may move the Ball to any grid location occupied by a Football Player Token on their team. Certain Football Player Tokens are restricted to certain sections of the board. (ie Ruck, Flank, Centre Forward etc). Scoring Points: Here you would include the rules on how to record on the Tally Sheet. In our example we would most likely use the same points and goals as in the real game. Ending the Game: The first player to “collect, completed, arrived, answered etc.” is declared the winner and the game ends. Or When a player has “collected, completed, arrived, answered etc.”, that player is declared the winner and the game ends. Ascension 2012 The Shift Example: The game is divided into 4 quarters. At the beginning of the game the length of time for a quarter is decided. In the real game it is 20 minutes. At completion of the last quarter, the team with the most points is the winner. |

Chapter 13. Game IdeasI will now jot down some
ideas. You will notice my
examples have a focus on teaching.
Perhaps this is because I am a qualified trainer. I can see a lot of potential in marketing games that target upper school education and workplace training. This is the focus of Go An Ah Play Games®. If you have ideas you would like to include in this tutorial, please email contact@goanahplaygames.com. I plan on continually updating and improving this tutorial. Spy Game: I received the following email from http://www.topspysecrets.com/
"As you know, I have a spy site for kids. It's doing very well, but I have been searching for a product idea to offer from the site. An original spy themed game (like a card game) with an educational twist would be something I'd love to be able to offer. Is there any way you can put me into contact with a game inventor who could design a spy game with me? Or maybe you know of a game someone invented that could be adapted to a spy theme? It was just a thought that occurred to me." Kind regards, Mr. EAscension 2012 The Shift If you would like to help Mr. E to create a spy game please email. Recipes: The player obtains a certain card to cook a certain type of food, ie. seafood, dessert, salad, entrée, breakfast etc. Throughout the game each player needs to collect ingredients and follow a specific process to complete the task. You could use this game to teach home economics students or apprentices to learn recipes, ingredients, temperature, food preparation and presentation. Nursery: Each player is to design and landscape a garden to suit a specific purpose. Ie. Grow vegetables, full shade, full sun, decorative, coastal region, dry or desert etc. The game could teach the names of real plants and players would select plants to inhabit particular environments. Players may begin the game with an environment that suits a specific card or cards held by an opponent, this could encourage player interaction, such as trading, stealing etc. You could even add pests, natural disaster, drought, flood, fertiliser, mulch, pruning, grafting etc. Science: Imagine the possibilities available in this subject. You could design a game to help students learn astronomy, biology, chemistry, anatomy and physiology or even quantum physics. Information Technology: How about designing a game to teach the older generation that did not grow up with computers, computer basics, in the form of a non threatening board or card game. I think it is time for you to go and get started. Good Luck. |

ConclusionI hope Step 1 of this tutorial has provided
a framework to assist you in the creation of your very own board or card game.
There are many games already out there, that is true. However I believe a lot of the games currently available are designed to: 1. Test general knowledge such as a trivia game 2. Entertain for the sake of passing time and encourage interaction 3. To educate children Ascension 2012 The Shift There is nothing wrong with any of the above. I am just pointing out that there may be other possibilities. A Market is available to inventors with a creative mind willing to cater for a niche market. Even if we produced all the game ideas mentioned in this tutorial, there still remains a multitude of game ideas waiting to be thought up. Just when we think everything has been invented - Somebody invents something. See you in the next lesson. |

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