Month: February 2016

artwork 2 final

Merchant and Thief

rip a page from your school book

36ae772d607d03f5d31689b2215b27

Draw a 5×5 square grid as indicated prior

place five pen caps at each  end of said grid, the two caps on the  extremities need to be identical, one side will be the Thieves and one side will be the Merchant and Guards.

the five pieces will be explained:

Either move or Ranged attack

-The Archers 2hp: are situated on the extremities of each team, they can attack anything in a diagonal path but only cause 1 damage( every character only has 2hp) they move 1 square per turn.

– Shield master 2hp: Left of the king, he is the only character who can block arrows

– Great sword 3hp: on the right of the king, if damaged he attacks anything in a 1 square radius of him

Merchants:

-Merchant (king): moves 1 square per turn, can spawn a recruit every 2 turns (recruits are 1hp and only 1 square movement for 2 turns then choose what they become)

Thieves:

-King of thieves 2h: the king is the central cap on the board, he can move anywhere in a 3 space radius from him and if he doesn’t move when dealt damage at first exchange him for an archer on your team.

The reasons why i choose to make a game such as this because I feel like chess is a very timeless thing, there were some great chess champions at the time as well. The other reasons are that to play this game you are destroying a dada textbook( I think it would make some dada artists really happy). And thirdly i feel like making people make the game board and find the peases also resembles what Dadaists were trying to do

 

Artwork 2: Appropriation-Final Iteration

Final Iteration for Artwork 2

An Arena For High Stakes Chess

Starting Materials:

  • Arena board, from the game Krosmaster Arena
  • Chess set
  • Deck of 52 playing cards

Rules:

Players play rock paper scissors to see who goes first, that winner may choose black or white, it doesn’t matter.

Players then set-up the board;

This is done by first placing down obstacles for the opposing player,

This is done by using the Arena accessories such as trees, crate, and bushes.

The player who lost the rock, paper, scissors game may set down up to 5 pieces(3 trees, 1 bush, 1 crate)  in any spot that he/she wishes first. Then the other player does the same.

Then both players setup the board as they would in regular chess,

The players must stay in the first two rows on their side, but they can as be spread out as they want, there are “12” spots, for 8 pieces per row, so there will be space.

The two kings must be facing each other, and must have a pawn in front of them. (this is to prevent the king from being taken immediately).

The rest is set up in the standard order

Once set up the players can start the game.

Changes to the Chess Rules:

All pieces that had restricted movement can now move an extra space if they wish,

(this is for pawn, king, and knight)   

Pawns can now also start by moving  up to 4 spaces forward on their first move if they so choose to.

If there is an obstacle in the way, the piece can move around it by making adjacent steps around the obstacle.

Knights can choose to move up to the 4 steps they can make, meaning they can move less than 4 steps, but they always have to move at right angles.

Knights can now also jump over crates and bushes.

When capturing an opponent’s piece, the players must play a round of 5 card poker.

This means both players draw 5 cards, and the anti is the 2 pieces that are “fighting” each other. As in 5 card poker, each player can exchange up to 5 cards with the “dealer”. The dealer can be designated through whatever means. The player who does the “attacking” gets to exchange cards first. The player with the better hand,  keeps their piece in the spot, and the losers piece is “taken” or discarded.

Then play continues as normal.

Checks, or checkmates, are played the same way, if the king is being checked, and the player doing the checking has the better hand, then the king is lost, and the other player wins.

The rest of the game is played regularly.

Documentation:

Materials:

IMG_6105

The board:

IMG_6106

The first player setting up the obstacles on the opposing side:

IMG_6107

The second player setting up obstacles:

IMG_6108

The pieces are set up:

IMG_6109

An example of an attack, white pawn taking black:

IMG_6110

After cards are distributed and exchanged the winner is decided:

IMG_6111

White has taken the black pawn, and now it is the black sides turn:

IMG_6112

These are a few shots of gameplay in class:

Annie making a moveIMG_6113

Manning’s turn, taking  time to think it through

IMG_6114

5-Card poker, gamble over their pieces

IMG_6115

The hands are shown, higher hand wins

IMG_6116

Artist Statement:

This piece was inspired by several different artists of the Fluxus movement. The main inspiration is of course Marcel Duchamp, who worked so much with chess, that he eventually became a chess master. The piece he made with Johnny Cage, called Reunion contributed somewhat, as well as Yoko Ono’s White Chess. The Fluxchess sets were different and aspired to make the player feel something new, to create a sense of flux in something that had existed for hundreds of years if not more. For my piece, I wanted to emulate war, and at the same time, the randomness of life. I wanted my chess board to represent a battlefield, a place where soldiers fight each other, often for a pointless cause. I wanted the reality of life, which is represented by the “randomly” placed obstacles, to be present in the game. And I wanted each encounter to be decided by chance and just a hint of strategy, much like the wars that have persisted throughout humanity’s history. This ties in with the larger board, a 12×12 , because of how in real life wars have been fought by large battalions and hundreds of thousands of people have died. A simple 8×8 board is too small to emulate such battlefields. The obstacles that are placed by the opposing player can be seen as “fate” or “luck” and can simulate how our lives are shaped by the obstacles around us. I also quite enjoyed the grassy aesthetic of the board, and think that it is more interesting than a simple grid pattern. My overall goal was to create an aggressive, quick game, that is often decided by chance. This is quite different that Yoko Ono’s White Chess in which the players must be focused and play slow to keep track of who is who.  I think the amalgam of the games that are presented works well and creates a fun piece of art and a fun game.

Jenga Warz Final Iteration: Appropriation

Required Materials:

  • At least one full Jenga set
  • Two rubber bands per player
  • People

Rules and Instructions: This game can be played by 2-3 players.

  1. Split the number of Jenga pieces evenly among all players.
  2. Each player will now construct a fortification out of Jenga pieces. The player will also set one piece aside as the “ammo piece.”[BUILD PHASE]
  3. The players will take turns attempting to destroy each other’s Jenga fortification with their “ammo piece.” The “ammo piece” will be fired at the defending fortification by using two rubber bands. (Use the rubber bands to create a slingshot with your index and middle fingers, then proceed to place the ammo piece in the rubber band slingshot and fire). [BATTLE PHASE]
  4. Any Jenga piece that falls off of the defender’s fortification during the Battle Phase is now considered the attacker’s war spoil and the attacker takes possession of those piece(s).[PLUNDER PHASE]
  5.  If any player loses possession of all their pieces then that player is eliminated.
  6. Each player will continue to destroy  each other’s forts and rebuilding their own after it is attacked.  This cycle will continue unless if all the surviving players agree to make peace with one another and share all the pieces or until one player is left standing.

Note: Please do not use Jenga pieces to hit people .

Documentation:

IMG_6344IMG_6352

The build phase

IMG_6345

The battle phase

IMG_6343

The plunder phase

 

Artist Statement

                        Throughout the Dada art movement there has been a consistent theme of anti-war sentiment that is represented through many of the artists’ work such as John Heartfield and Rudolf Schlichter’s “Prussian Archangel” and Kurt Schwitter’s “The Holy Affliction.” This theme served as my main inspiration of my game “Jenga Warz.” The game’s purpose is to simulate the never ending cycle of war and the destruction war brought.

Kurt Schwitter’s Merzbau piece “The Holy Infliction” represented his own feelings towards World War One. The piece is a chaotic combination of various objects attached to a human manikin which is reference to the many soldiers who had limbs amputated and got prosthetics limbs. Another striking feature of this piece is the German word for “insanity” written on a portion of the Merzbau sculpture. The violence, suffering, and carnage associated with the war did not make sense to Schwitter. I modeled this idea that war does not make sense into my game. I implemented a system in which the players battle over Jenga pieces (used to simulate resources or land) seemingly for no reason. A player may gain some Jenga pieces from attacking an enemy player, but they quickly lose it as another player will want those new pieces from themselves. The point was to show that the reasoning behind most, and probably all wars, are pointless as the gains are not eternal.

Many Dada artists were known for cutting out bits of newspapers and other texts to use in their art. Kurt Schwitter and Raoul Hausmann are examples of Dada artists who implemented this into their artwork. To me the cutting of newspapers symbolizes the destruction and fragmentation of the world they once knew. To me it represents the fragmentation of everything that once made sense to them in the world. The world was literally torn apart by the war. To model this idea of destruction in my game I literally implemented destruction. The instructions of my game stipulate that each player builds a fort out of Jenga pieces. Each fort takes time to build but an enemy is allowed to attack it and potentially destroy it. It is destroyed much like the world the Dadaist knew before the world was destroyed. My ultimate goal for this game and assignment was to reflect those ideas that I feel like the Dada artists were reacting to at the time.

The Art of War (Final)

Materials:

  • A deck of cards
  • A ruler
  • A large amount of string, you can use multiple colors if you wish.
  • A large sheet of paper
  • Some type of adhesive: hot glue or tape.

Rules:

  1. Place the paper on the floor or a hard surface, whichever you prefer.
  2. Attach one end of the string to any point on the piece of paper with your adhesive. This is your first point.
  3. Shuffle your deck of cards and deal out two piles.
  4. Flip the first card of each pile.
  5. Determine the larger card and take that number and double it. (2 will be 4, 5 will be 10, and so on).
  6. This number will tell you how many centimeters from the first point will be your second point.
  7. You may decide to go in any direction from the first point. Attach string here with hot glue or tape.
  8. Flip another card from each pile and repeat process.
  9. If your string is too short, feel free to start a new piece of string by attaching to a point of your own choosing.
  10. Continue until satisfied or out of room.
  11. Admire your work.

Questions:

  • Does the string have to be straight? : No the string can be hung however you’d like, as long as the points (the adhesive areas) are the correct distance between.
  • You can go in any direction from your point?: Yes. you can go in any direction you’d like.
  • What numbers are associated with the Jack, Queen, King, and Ace?: 11,12,13,15 respectively.

Artist’s Statement:

With this piece I hoped to establish a conversation between two seemingly opposite topics.  I wanted to show that sometimes, things that are disharmonious can still produce harmony. I decided to work with a meticulous method because art and war is just that. Bits and pieces that work together to form a strategy. I have worked with systems within my previous pieces and I found this idea useful.

My inspiration for this piece came from the artists in the Dada movement that we are currently exploring. They were so anti-art that they redefined art. Art wasn’t necessarily about technique, it was about expression and redefinition.

From the common themes in their pieces came mine, but in a more literal form. They talked about themes pertaining to WWI to create art and in my piece I used the literal game card game of War.

 

 

Photos

hseCs – Final Version

Materials: Chess Board, Chess Pieces

 
Optional: Paper and pencil to keep track of the movement sets.

 
Key: Basic Piece means a Pawn, Rook, Knight, or Bishop.

Rules
1. Set up the chess board as if you were going to play a standard game of Chess.
2. Black goes first.
3. Follow all the standard rules of chess unless stated otherwise.
4. If you are the first player to move a Basic Piece, then you can choose what Basic Piece rule set it follows. This holds true for both players.
5. Instead of moving a piece on your turn you way change the movement pattern of a Basic Piece to that of another Basic Piece.

Documentation
NOTE: I realize now that my documentations looks like rambling. I should have used proper grid coordinates to talk about the moves.
1. Player A and B sit down. Both A and B understand Chess, but are not experts.
2. Player A opens by moving his Pawn as a Rook to the center of the board.
3. Player B captures the Pawn with his own Pawn.
4. Both players do this back and forth for a bit laughing at the novelty of it.
5. After several turns, B decides to move his Bishop as a Bishop to capture a pawn.
6. A moves a Pawn forward.
7. B says Pawns move like Knights.
8. A uses a Pawn to capture a Bishop.
9. B lowers his head in shame for not seeing the play.
10. B captures a Pawn with his Pawn.
11. A moves his Bishop to the halfway line.
12. B moves a Pawn in to range of capturing a Bishop.
13. A says Pawns move like Pawns.
14. B says Pawns move like Rooks.
15. A captures a Queen with his Pawn.
16. B realizes he is far worse at Chess then he thought.
17. A laughs and says it’s only because hseCs is so different.
18. B realizes he is in Check and says Knights move like Rooks and takes out the Pawn.
19. A takes out a Pawn with his Pawn.
20. B realizes he has had A in check since he made Pawns move like Rooks.
21. Both players realize they are idiots.
22. B wins.

 
Artist Statement
This was an idea I had kicking around in my brain for a while. Not this exact piece, but the core concept behind it. What I really wanted to do with this game was to create a version of a game that throws all preconceived notions on its head. A game in which a master could still find something shocking and novel. I eventually settled on Chess because it is a classical game. Everyone has played it at some point, and most understand how it works. This made it so that I didn’t have to teach the basic mechanics to players. I could strive solely for what I wanted.
During the first iteration of this game I had it so that all pieces could move like any piece. This lead to all pieces becoming Queens or Knights, and this was not the result I wanted. In my second iteration I decided to make it so that a Movement set could only be on one type of piece at a time. When I tested this, players were confused and had trouble keeping track. This was what lead me to compromise between the two and make the current rule set. While it might still need a bit of tweaking, for the most part I think it is quite engaging, and as can be seen in the documentation leads to quite some interesting games.
My biggest inspiration for this project was the concept of the fluxus movement. I liked the idea of constant change and uniqueness. Just like most of the fluxus pieces we looked at, each game of hseCs is novel. I was also inspired by Marcel Duchamp. Not by any of his pieces in particular (though I do love the idea of Portrait of Chess Players), but by his fascination with Chess. His fascination with the game was what made me think of it as a good base for my concept.

Appropriate – Manning

“Madmen’s Hack”

Manning Artist’s Statement

Two players take turns to move pawns with the intent of capturing their opponent by moving their pawn onto a space occupied by the opponent. The game is played on a computer keyboard, using the keys as you would a standard game board.  The players’ movements are determined by asymmetric dice rolls; one player uses a single ten-sided die, while the other uses a pair of four-sided dice. The player must move their pawn onto a key that at least partially shares an edge with the key their pawn occupies at that moment, must move to as many keys as the number that they rolled on their die/dice, and may not move their pawn onto a key that it occupied at any other point in their turn. The computer must be turned on and have some key-operated program running, such as a word processor, video game, or online resources such as a virtual keyboard.

Appropriation Iteration #1: Bouquet

Materials:
A variety of floral print paper
One plain white 8.5″x11″ printer paper
At least one set of seven hexagonal dice
Scented markers
Scissors
Tape

Rules:

  1. Lay the plain white paper on the floor.
  2. Drop the dice onto the paper, let them roll where they may.
  3. Position the floral paper underneath the dice. It’s okay if the dice move a bit. These things happen.
  4. Each player picks a scented marker, and connects the dice. How they connect is up to you.
  5. If there is no paper between two connected dice, place another piece. If there’s no full sheets left, use the scissors cut a necessary amount of paper. You may not cut paper in a way that severs a previously drawn connection.
  6. End when there’s no paper left.

Project 2: Black Solitaire

Materials: 2 decks of cards

Instructions: Remove all of the red cards from each deck, combine them, and then play solitaire.

This game is inspired by Yoko Ono’s White Chess, which is technically playable through keeping careful watch of the pieces, Black Solitaire  is technically unplayable (without a few very specific combinations of cards).IMG_3498 IMG_3499 IMG_3500 IMG_3496 IMG_3497

Battleship (Final)

Description:

Single player battleship made with Unity Engine. Player place ships each turn and trying to survive in order to reach a higher score.

K_CU%YEJVA_@P30$@6VJ7T0

 

Rules:

One player, 15 by 15 board.

Four type of ships: Aircraft Carrier, Battleship, Cruiser, Patrol Boat.

Gold are used to purchase new ship, and generated by some type of ships on the ocean.

When player clicks proceed, the sea will be attacked by a certain amount of number equal to “Enemy fire”, which can be reduced by some type of ship, and increases each turn. For each attack, a random tile is hit, and if it hits a ship, it causes the ship on fire. Whenever a ship is fully on fire, it sinks.

After the attack phase, player could gain gold and score from ships on board. The goal of the game is to achieve the highest score possible.

 

Game Download here.

DocumentationofAppropriationFinal

Commissars, Fuhrers, and Presidents

Commissars, Fuhrers, and Presidents

 

Materials

Two Nerf guns
A deck of cards

Rules

  1. Four players sit around a table with a deck of cards and two guns
  2. Each player draws a card and does not show it to other players
    1. Diamonds = Russia
    2. Hearts = France
    3. Spades = Germany
    4. Clubs = America
  3. Each suit has its own win conditions
    1. Diamonds = Win if Germany and America are killed
    2. Hearts = Win if they’re the first to be killed or are the last to survive with Russia or America
    3. Spades = Win if all non-Germans are killed
    4. Clubs = Win if Germany and Russia are killed
  4. Players may at any point flip over their card to reveal who they are, but are not required to.
  5. If a player wants to kill another player, they must reveal their card before taking the gun.
    1. If a player reveals their card and goes for a gun, another player may go for the gun if they plan to shoot the revealed player, and may flip their card after shooting.
  6. A player may only shoot once before returning the gun to the table.
  7. If a player shoots an ally, they lose.

Story

It’s the height of World War 2 and diplomats of Germany, France, Russia, and America have sat down to negotiate. Each diplomat is planning on betraying their enemies, but don’t know who is representing who.