Month: October 2017

Dada Collage – Paris


Our collage was based on works from the Dada movement in Paris. Works by artists such as Duchamp, Picabia, Dali, Arp, Breton, Man Ray and Tzara. These art works and our collage itself were influenced by the literature, performance, and classical music background of Paris.

In-Class Collage Exercise (Zurich)

For this piece, we decided to create a stage to represent Cabaret Voltaire because performance art was a huge part of the Zurich Dada, and this was also how Dada originally started. While making this piece, we tried to recreate the chaotic and confusing vibe of the performance where people were doing things that wouldn’t make sense in a traditional theater performance. Since there were many costumes and puppets made in this period, we created strange-looking figures by cutting and reassembling them to represent the performers. As for the two-dimensional artworks, we cut them into different shapes to represent props on stage, such as the sun, the boat, and the balance ball. In the middle of the sun, we put the word “DADA” and one of the costume heads made by Sophie Taeuber to represent the theme of this performance. The texts of “DADA” we put in front of the stage are used to represent the theme as well.


Cards War

Four players:

My game combines elements of werewolf game and standard 52 card deck game.



  1. 2 decks of standard 52 cards
  2. Four roles card, which can be made by four small pieces of cardboard



Background: the werewolf and the vampire prepare to attack human city, and the hunter and knight decide to protect the city. Hence, there is one war between two camps.

Basic roles

There are two camps (evil and justice) represented by Black and Red. Four roles are Werewolf (the Club Card to represent – evil), Vampire (the Spade Card to represent- evil), Hunter (the Diamond Card to represent-justice), and Knight (the Heart Card to represent- justice). Every role has four lives initially. (if possible and have enough time, I will give different lives for different roles, or different skills and so on)

The Use of Cards

Four suits card and every suit has 13 cards. Ace, 2, 3 to 10, there are ten cards represent the numbers of soldiers. Three face cards J, Q and K represent generals who can lead some numbers of soldiers to attack. J can lead 2, Q is 3 and K is 4. When one camp player takes one card that its suit shows this card belongs to its opposite camp, this card can just be used for representing numbers of soldiers basing on value of this card. If this card suit shows it belongs to its camp, and this card is regarded as double numbers soldiers basing on value. If this card is face card and its suit fits the suit of player’s role, the player can use this card special skill on its camp.

Special Skill of Face Card:

  1. Red color card:

J: obtain three soldiers to use

Q: add one live for one player

K: resurrect one player live

  1. Black color card:

J: make one player cannot do anything when his turn

Q: obtain one general who can lead three soldiers

K: if attack success, can make opponent lose two lives


Start play:

Four players sit in a circle and there are two shuffle decks (104 cards) on the middle. Four players picked up four role cards randomly. All players can choose to expose their role and hide identities. Game start from one player and take turns clockwise. When it is one player’s turn, the player can pick up two cards from the deck and have two choices: first one is sending troop to attack one of other three players and soldiers must be led by generals. Second choice is using their special kill card once if they have valid special skill card. Player can choose to do both. When he chooses to attack one player, that player who is attacked can choose to lose one live or send troop to defend. Now, attacker and defender should show their sending soldiers and generals at the same time. Attack is successful when attacker send more soldiers than defender, others means fails. When attack succeed, defender will lose one live or two lives due to special skill card. All cards that be used will go to one place and after all cards in deck are used, these used cards will be shuffled and start to be picked up again if the game is not over.


Game Over:
When one camp players kill all opposite camp players and survive, the game is over and winner should be survivors.



Appropriation 1st Iteration – Lucky Chess

# of players : 16

Overview: “Lucky Chess” takes the components of traditional chess and adds a touch of randomness to spice things up. The game aims to be a commentary on the class structure of our society.


  • 2 decks of playing cards

Class Structure [chess]:

  • King
  • Major pieces (queen and rook)
  • Minor pieces (bishop and knight)
  • Pawns


  • There should be 8 players on each team [1 king, 1 queen, 1 rook, 5 pawns]
  • The roles correspond to the cards as follows:
    • King = K
    • Queen = Q
    • Rook = J
    • Pawns = any numbered card


  • Remove any card that is not used in “Lucky Chess” from the playing decks
  • Shuffle the remaining cards and deal them to each player on the team face down. When everyone is dealt a card, players should check their cards and reveal their roles to their team only.
  • Both teams face each other from opposite sides of the room. Whoever is the king and queen MUST sit in chairs. Everyone else should stand away from them
  • The winning conditions are:
    • Beat the opposing king OR
    • Beat all of the other players on the opposing team


  • Every turn, the king will pick someone who will represent their team
  • The players who are picked must step forward and reveal their roles to each other.
  • Whoever loses “Rock, Paper, Scissors” will be eliminated from the game.
  • The structure for ‘Rock, Paper, Scissors” differs depending on who is going against each other.
    • King = If facing a King, then it best 2 out of 3. Everyone else, he only needs to win once.
    • Queen / Rook = If facing a King, Queen, or Rook, then it best 2 out of 3. Everyone else, they only need to win once.
    • Pawns = If facing a King, Queen, or Rook, then it best 3 out of 5. Against pawns, then it is 2 out of 3.
  • At any point,  a player can challenge the current King on their team for their position.  When this happens, that player and the king must step forward. If the player wins, they become the new king and the old one becomes a pawn. If the king wins, they remain king and the player is killed. The rules for going against different classes still apply.


Appropriation First Iteration: M.A.D. War

Appropriation Art: M.A.D. Wars


2-4 players


This game takes War (the card game) and adds some twists and new rules to it.



  • 1-3 decks of cards (depending on number of players), evenly mixed together
  • Nukes (anything to represent a counter, preferably in an atomic bomb-style shape)
  • 2-4 sets of rows of 3 boxes each (Places to put your dormant Nukes)



Every player chooses a power (either from ALLIES or AXIS) and that skill is applied to them for the entire game.

  1. Every player is evenly dealt the combined decks of cards (modified for Germany due to country effect).
  2. Every player starts with 3 Nukes*.
    1. If a player’s total Nuke amount dips below 3 (modified for Italy because of country effect), Radiation Poisoning** activates.
  3. Players proceed to play a “normal” game of War.
  4. After a declared “war” has ended, the winning side is given 2 options he can either give the cards to the enemy and steal a Nuke from them or take the cards for himself.
  5. All destroyed cards are sent to the Graveyard.
  6. The game is complete when only one player is left with cards in his deck.

*Nukes allow a player to destroy all enemy cards currently on the board and allows you to regain the card you just played. They are a one time use.

Nukes can be activated at any time, including right after a “war” is over after the winner has been decided, preventing the winner from taking the spoils. But if used during a “war,” all cards on the board are destroyed.


**Radiation Poisoning activates on a per turn basis. A player gains +1 Radiation Poisoning for every Nuke used that places their total Nuke count under 3. Players must discard the top card of their deck before every turn for every Radiation Poisoning they have.

Ex. A player has 2 Nukes. He has +1 Radiation poisoning.

Ex. A player has 0 Nukes. He has +3 Radiation poisoning.


TIPS: It is better to try out the game without using the countries to get a feel for the game first.


Allies v. Axis


USA– Gains 1 Nuke every 20 turns

USSR– Can negate a Nuke (once for every enemy)

Great Britain– Can activate a Nuke effect without using a Nuke once a game (Dresden)

France– Gets 2 Jokers, which essentially can be any card France wants it to be (wild card).


Germany– Starts with 10 more cards than everyone else.

Japan– Can declare “Kamikaze War” at any time, limited to 2, which is normal “war” except the resulting cards placed will always be destroyed and sent to the Graveyard. The winning side of the “war” always steals a Nuke from the loser.

Italy– The Radiation Poisoning minimum starts at 2 (which means Italy only starts gaining Radiation Poisoning when her total Nuke number is below 2).

Art Work #2 Appropriation: Dice Hold’em Final Draft

Dice Hold’em



Get at least 2 players.



Dice (5 Dice for each player)

Poker Chips (10 Chips for each player)

Dice Cups (1 Dice Cup for each player)

(This Black cup is called Dice Cup)


Winning Condition (Goals):

Eliminate the other player by win over all the poker chips.


Losing Condition:

Lost all the poker chips.


Number Ranking:



(Based on the Number Ranking, the following rules applied.)


Dice Ranking (From the Biggest to the Smallest)


  1. Five of the Kind (Five dice are the same number)

2. Four of the Kind (Four dice are the same number)

3. Full House (Three dice are the same number with one pair)

4. Three of the kind (Three dice are the same number)

5. Two Pairs (Two pairs in the five dice)

6.One Pair (One pair in the five dice)

7. No Pair (Five numbers are all different)



Situation when it is draw:

If two players both got same Rank of Dice Combination, compare with the Number Ranking to figure out the winner.

If two players both got same Rank of Dice Combination and the same Number Ranking, then it is draw.



  1. Give each player 5 dice, 1 dice cup, and 10 poker chips.
  2. All the players put the dice inside the dice cup and shake it.
  3. Now, nobody knows what is the result in their dice cup, and choose an action from: Fold(Give up) or Pay the Blinds(Blinds: Short for “blind bets,” these are the forced bets made before a player look at his or her own dice. The blind bet is one poker chip.)
  4. After pay the blind bet, the blind bet are collected on the table. Players who paid the blind bet are allowed to look at their own dice.
  5. Now, players know the result in their dice cup, and they have to choose an action from: Check (Not Betting), Fold (Give up), or Raise (Betting any amount)
  6. If all the players choose Check (Not Betting), then they will open their dice cup and compare their dice with the Dice Ranking and Number Ranking. The player with the biggest dice combination will take all the betting chips on the table.
  7. If a player choose to raise(Let’s say he is betting 2 poker chips), that will leave other players with following options: Call (Betting 2 poker chips as well), Raise (Betting more than 2 poker chips), or Fold (Give up).
  8. When all the players choose to Call, first put all the betting chips on the table, and open their dice cup to compare. The player with the biggest dice combination will take all the betting chips on the table. (If a player choose to Raise after another player Raise, go back to step 7.)



This Game is called Dice Hold’em. It combined the randomness of the game Dice, and the technics in the Texas Hold’em. It changed the game of dice to a gambling game that needs players’ technics and further consideration. For example, when a player choose to raise, other player/players have to figure out if he is bluffing. In this case, Dice Hold’em is using the rule of Texas Hold’em to change the origin of the Dice game.

Artist Statement:

After looking at Dada’s artwork, I realized that Dada is mostly a art form that is created based on multiple cultures. The game Dice is usually popular in Eastern culture(Especially in China), and the game Texas Hold’em is mostly popular in the Western culture(Especially in U.S.) Also, Dada has the spirit of freedom of creating. Therefore, I decide to combine those two games into a new type of game—Dice Hold’em.

Appropriation: Song and Sound Remix

The Author is called Daniel Kim, he has remixed all of the popular songs throughout the year into a 7-8 minutes song, and he called his work collection as “Pop Danthology”. Another cool sound remix is using the sounds from airplane to produce a remix song with a hype music.

There’s the link for the Daniel Kim’s work collection.


Here is the Sound remix for the Airplane.

Fool the hangman the first Iteration.

Need two or more players to play

  1. One player will think of a word and represent it as a row of dashes. Let’s call this person the hangman or the drawing player.
  2. Other players need to guess the what the word is by suggesting letters, but when these players have guessed the word they don’t speak out the word, since they want to fool the hangman in this game. Let’s call these players guessing players.
  3. When guessing players suggest the correct letter, the drawing players should write it on correct position.
  4. When guessing players suggest the wrong letter, the drawing player draw one element of a man stickfigure.
  5. Once drawing player finish the body of the stickfigure, the game is not over. Instead of executing the stickfigure, guessing player can still guess the word. At this time, if guessing player suggest the wrong letter, they can ask drawing player to draw an element of body to decorate the stick figure. Guessing players cannot ask drawing player to draw multiple repeated parts, like to draw a boots on the sneakers.
  6. The game will be ended when: 1) The drawing player does not match the description from guessing players. The drawing player loses and asks to tells the truth answer. 2) The drawing player can give up when he feels like everyone knows the word (being “fooled” by everyone). Then he will ask or tell the true answer.