Ashley's+Design+Plans

= = =Final Game Designs by Ashley Castro=

Design Plan #1:
by Ashley The serious issue that my game is based on is the extinction of tigers. Over many decades the tiger population has gone from 400,000 to 4,000. The age range 5 and up. The goal of the game is to get to the end of the board by picking up cards and moving your pawn.
 * Tiger Land! :) **
 * Core Mechanics: **
 * 1 Plot: The Tiger's population is decreasing every year. People are hunting them and trading their furs despite the laws. The only way to save them is to make reserves for them and make sure you stop the people that are hurting them. On the way to the end of the game you run through people who are trying to help tigers and people that couldn't care less and would rather just break the law by trading tiger's fur. You also come to people who want to help just like you. They are the people that are in organizations to help tigers. Your mission is to help save tigers and to work with other people to make reserves.
 * 2 goal: The goal of the game is to reach the end of the board.
 * 3 rules:Each player chooses a pawn. Each player places their pawn where it says start. From the Start place players, in an order, chose a card and place their pawn on the first space with the certain color they chose.
 * ** If they choose a double tiger card they go to the 2nd nearest space with that specific tiger.
 * If they choose a character card then they go to the space with that characters icon no matter where they are.
 * If they land on a space with a black dot in the middle they have to stay on that space until they pick up a card with the color of the space.
 * If players land on the purple space connected to the gumdrop pass then they go straight to the other purple space connected to the gumdrop pass.
 * If players pick up a card and there are no other spaces with that color except for the rainbow space then they go straight to the rainbow space.

Players pick up cards until they reach the end of the board. The first player to the end of the board wins. Territory: I would like the board to look like a forest with pictures of tigers on it. I would also like the spaces to be different kinds of tigers. 2:Green shirt man 3:Blue shirt woman 4:Purple shirt woman 9 Bengal Tiger card 2 double Bengal tiger cards 9 Indo-Chinese Tiger cards 2 double Indo-Chinese tiger cards 9 Siberian tiger cards 2 double Siberian tiger cards 9 South China tiger cards 2 double South China tiger cards 9 Sumatran tiger cards · 2 double Sumatran tiger cards ** 5 Character cards: ** Tiger Hunter · Tiger fur Trader · Founder of Project Tiger · Member of Project Tiger · Reserve Maker
 * Moving parts: The parts of the game that will move is just the pawns.
 * ELEMENTS OF GAME: **
 * Four Pawns: **
 * 1: ** Red shirt man
 * One deck of tiger cards:**
 * The Board : Square spaces that curve and go through the whole board. There are 62 spaces.
 * 11 are Bengal Tiger
 * 10 are Indo-Chinese tiger
 * 10 are Siberian tiger
 * 11 are South China tiger
 * 11 are Sumatran tiger
 * 1 is a reserve
 * 3 are spaces that you have to stay at until you pick up a card that has a specific tiger depending on the space.
 * 5 are character spaces (one for each character card)


 * To **get started** with this game stack the cards and make sure that they are shuffled. Next you have to put you pawns where it says start. Then pick up a card and move your pawn to the closest space with the tiger on the card.
 * My game would not be that **challenging**, the most challenging thing about the game is that if your near the end and you pick up a character card you have to go to where the character space is.
 * The **original game** is **Candy Land.**
 * Core mechanics of original Game**:**
 * Plot/Storyline: There is **no real plot or storyline**
 * Moving Parts: The only **moving parts** of the game are the **pawns.**
 * Goal: The **goal** of the game is to get to the end of the board**.**
 * Territory: There is a bunch of Candy all around the board and it has picture of all the characters.

Tiger Reserves
by Ashley The serious issue my game is based on is tiger extinction. The age range 10 and up. The **goal** of the game is to get as many points as possible.
 * Core mechanics:**
 * 1 Plot: Tigers are getting extinct from hunting and people trading their fur. You can help them by making reserves. The only problem is that reserves cost money, so you need to get as many points as possible so that you can build more and more reserves.
 * Territory: I would like the background to look like a forest to represent the habitat in which tigers live in.
 * Moving parts: The moving parts of the game would be your avatar and the enemies that you have to go through.
 * Elements :**
 * Blocks
 * keys
 * points
 * 1 gun
 * 5 levels
 * Enemies
 * 1 AVATAR

The game should be fast paced. The game will be challenging because the enemies will be hard to get through and also you will have to go through many obstacles to get points.__ **
 * To get started __you just have to move your avatar.__
 * __Some rules might be that you can not jump over blocks. Also another one might be that you can not have unlimited ammo for the gun.

**SAVE THE TIGERS!**

 * by Ashley**

The **serious issue** my game is based on is **tiger extinction.** The **goal** of the game is to get all of the pawns to the Tiger reserve location. · Four are a boy with a save the tiger shirt · Another four is a girl with a save the tiger shirt. · four are a white tiger · Another four are a orange tiger
 * Core mechanics:**
 * **Plot/story line**: Tigers are growing more and more extinct everyday. The only way to save them is to make reserves and protect them. So you have to stop the hunters and traders who are hurting tigers and find ways to make more reserves.
 * **Territory**: The board is mostly green except for the Tiger reserve location spaces. I think the home spaces should be in the shape of reserves for tiger because that is the goal for both games.
 * **Moving parts**: The only moving parts of the game are the pawns.
 * The **main verb** of this game is moving.
 * The **age range** is 3 and up.
 * Elements of the game:**
 * 4 pawns:**

There are five cards marked with the number 1 and four cards marked with each number from 2 to 12. To avoid confusion, there are no 6s or 9s. There are also four //Sorry!// cards. Cards are annotated with the following actions: opposing pawns on the board or there are no pawns in Start; the player instead can forfeit their turn. ||
 * ~ 1 || Move a pawn from Start or move a pawn 1 space forward. ||
 * ~ 2 || Move a pawn from Start or move a pawn 2 spaces forward. Drawing a 2 entitles the player to draw again at the end of his or her turn, whether the 2 itself can be used or not. ||
 * ~ 3 || Move a pawn 3 spaces forward. ||
 * ~ 4 || Move a pawn 4 spaces **backwards**. ||
 * ~ 5 || Move a pawn 5 spaces forward. ||
 * ~ 7 || Move one pawn 7 spaces forward or split the 7 spaces between two pawns (such as four spaces for one pawn and three for another). This makes it possible for two pawns to enter Home on the same turn, for example. The 7 cannot be split into a 6 and 1 or a 5 and 2 for the purposes of moving out of Start. The entire seven spaces must be used one way or the other or the turn is lost. ||
 * ~ 8 || Move a pawn 8 spaces forward. ||
 * ~ 10 || Move a pawn 10 spaces forward or 1 space backward. If a player cannot go forward ten spaces, they **must** go back one space. ||
 * ~ 11 || Move 11 spaces forward or switch places with one opposing pawn; if the player cannot move 11 spaces they are not forced to switch and instead can forfeit their turn. ||
 * ~ 12 || Move a pawn 12 spaces forward. ||
 * ~ Sorry! card || Move any one pawn from Start to a square occupied by any opponent, sending that pawn back to its own Start. Nothing happens if there are no

To get **started** you have to put all four of the same pawns

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