Art vs War


In 1916, exiled Zurich artists such as Hugo Barr, Amy Hennings, Tristan Tzara, Hans Arp, Richard Husenbeck, and Sophie Thorber formed a literary society in the local Hotel Voltaire, where they expressed their distaste for the war and the values that spawned it, through discussions of artistic topics and performances.

Requirements: 4-5 players, Dice

Basic rules

Description: This is a board game that requires 4 players. Each player represents a side, they are Military, Workers, Merchants, and Artists. Each side will have 20 million population. If a player’s population is eliminated that means its side is out of the game. If there is more player, they will automatically be civilian side.

Basic Rules: Roll the dice to decide who to start with, with the order of players after that going clockwise.

There will be four identity cards representing the different powers on the field, and each person draws one at random after it is disrupted face down. After that, you will receive your population, and each player will have a total of 1 card with a population of 10 Million, 1 card with a population of 5 Million, and 5 cards with a population of 1 Million. Players will need to place these population cards face down in random combinations around the identity cards to avoid being seen by other players. Players can trade resources with each other (consensual) or money (players can use money to buy other goods and the person they are trading with can’t refuse), or attack (artists can’t attack).

Warmonger: This is a power ruled by war-mongers who are passionate about selling nuclear weapons or using them to bomb other countries. In the game, warmongers will bring their nuke at the start of their turn, and automatically get one every 3 turns thereafter. Nukes can be traded and used to attack other countries, but only once every two turns. Nukes can be traded and can be used to attack other countries, but only every two turns. two ore and one money can also be spent to actively build nukes. warmonger needs to actively eliminate at least two forces to win.

Merchant: merchants have a great deal of wealth, and they oppress their workers and win through various means. Merchants have six money cards at the start of their turn and gain two money cards every turn thereafter. Money cards can be used to force the purchase of nukes, artwork, and ore. However, only one type of material can be purchased from a single player per turn. The merchant must eliminate the worker force himself to win, and if the worker force is eliminated, the merchant loses his solo victory and has the option of joining the artists in the fight against the warmonger.

Worker: Workers who are hard at work mining ore, and who resent the oppression of the merchants and rebel against them. At the start of their turn, workers have three Ore cards. Every two turns thereafter, the worker mines two Ore Cards. Ore cards can be traded for nukes. They cannot be actively sold but can be purchased by any other player. The worker wins by actively eliminating the trader, and if the trader is eliminated by the warmonger, the worker has the option of surrendering or joining the artist’s side.

Artists: Artists are a group of peace-loving idealists who fight against the warmongers by creating artwork that can’t be attacked by nukes wherever it exists, and the Artists come with two pieces of artwork to start with. Artists get one artwork every 3 turns, and artwork can be sold or purchased by the player. Artworks can be placed on any of the player’s Population cards to protect against a nuke attack, but they cannot be stacked on the same Population card, and a maximum of two Artworks can be used on the field at the same time. Extra artwork can only be stored and not placed on Population cards. The Artist wins if the warmonger is eliminated, but the Artist cannot use or buy nukes.

Special condition: When there is a fifth player or more on the field they are automatically in the civilian camp. Civilians cannot create any resources, open with 10 million population, and can generate a new 1 million population each turn. Population can also be traded for resources or bought and sold. However, civilians must not have a minimum population of less than 3 million or they will be considered eliminated. Civilians can choose one of the four camps at the beginning of the round, but this choice cannot be made known to anyone else. If the chosen camp wins, the civilians win together. If the chosen camp is eliminated, the civilians have another chance to roll the dice and decide on a number. If the result is the same as the dice roll, the civilian camp will inherit the abilities and victory conditions of the chosen camp, but not the population or resources, and will lose the civilian camp’s original abilities. If it does not succeed then it will be eliminated together.

When one phases out another side, that side will inherit the abilities of the phased-out side, provided that civilians have not replaced the original side

  • Price list:
    1 Ore = 2 Money
    1 Artwork = 3 money
    1 Nuke = four money
    1million population = 6 money
  • Resource Exchange
    3 Ore can be exchanged for 1 Nuke
    1 artwork for 2 ores
    6 million people for a nuke
    4 million people for a work of art
    3 million people for a mineral card.
    Two million people for one money.


I realize that when a set of rules is set up, it works in theory. But when implemented in reality it can be so irrational and unworkable. I got a lot of different feedback from players, so after playtest I improved the rules and added new ways to play.

artist statement:
I started out creating this game originally when I learned about Dadaism and the story behind it in class this semester. I was inspired by the work of many artists against the war, such as George Grosse’s Metropolis. I was drawn to these anti-war pieces and was intrigued by the way they satirized war. I believe that people should live in peace with each other, eliminate prejudices, and cooperate. This is an idea that many Dada artists want to convey.
When I realized that there are still many people in the world suffering from war I decided to make a card game related to war. Because the game allows players to engage in real competition, it has a different advantage than just artwork.
My game contains four camps, they are the warmonger, the merchant, the worker, and the artist. Reflecting some groups in the real world, they check and balance each other, but can’t live without each other. Each camp has its purpose to achieve. But I designed the warmonger to be more powerful because this is the cruelty of modern war, the one who owns the weapon has the real power of speech. The artist camp, on the other hand, represents many peace-loving idealists who may be fighting back hard but can’t change anything. But the fact that paintings can be traded in the game is also my way of satirizing the use of art as a money-making machine by certain artists. I hope that when players play my game, they can feel the cruelty of war, and the feeling of powerlessness when facing a really powerful opponent. At the same time, it can draw attention to and reflect on war. Of course, in addition to these core ideas, I also hope that players can bring in characters and win the game through their own decisions and thinking.

Sources: some icons are from “thenounproject.com”





Apex Legends:Happy Birthday Song Challenge

Requirments: Any device that can play apex legends

For my Intervene project, I had chosen the battle royal first person shooting game Apex Legends as my subject of intervention. In this game, I when to both the battle royal mode and team death match mode. In this game, people barely turns on their microphone before the game actually started. So in the beginning of every match, I typed something like:”Hi guys, its my birthday today, can yall sing happy birthday to me?”  I would like to see how my teammates react to my request. I want to interfere with their gaming experience through such seemingly unreasonable demands. At the same time their response interferes with my gaming experience and the results of my experiment. So I played around 10 matches in total and I only edit the 5 games out of it, because it seems like no one actually cares about their temmates birthday or they just ignore my request. Some of them did response but instead of singing the happy birthday song they typed Happy birthday in the chat. However in one match there was someone who actually sangs happy birthday song to me, I was so impressed.

Artist statement:

I embarked on an unconventional artistic intervention in a game world where strategy, skill, and quick reflexes are the main elements in a tense and exciting apex legends matchup. My project was unassuming but impressive, causing my teammates to pause in their pursuit of a game win to participate in a birthday sing-along in honor of my birthday.
The purpose of this intervention was to inject humanity and joy into every competitive and stressful online multiplayer game. It challenges the conventions of gaming interaction, blurring the lines between the battlefield and the shared space of celebration.

At the same time I see it as an exploration of human connection in the digital world, where the act of singing Happy Birthday is one that is universally recognized as a symbol of joy and solidarity, turning the digital battlefield into a vehicle for celebrating my birthday. I think this is similar to the work “Rope” in that my teammates are strangers matched through a computer algorithm, and they are not obligated to sing along with me for my birthday. rope’s idea is also to challenge the idea of how people get along with each other, and to forcefully bind two people together in a certain way (they use rope, I use the birthday song). The idea of rope is also to challenge different people to get along with each other in a certain way (they use a rope, I use a birthday song), and to accomplish seemingly impossible challenges until they reach a certain state of harmony, where human emotions can be transmitted to each other in the most unlikely of circumstances. What these two projects have in common is that they challenge the traditional way of being together, both in life and in games.

Rock Paper Scissors and Array the trains

What you need: at least 2 players, a deck of poker or more. 

Inspirations: The basic rule of RPS and Chinese card game


Two or more players, holding evenly divided cards, keep their hands face down and take turns playing cards in clockwise or counterclockwise order, with each player playing only the top card of his or her hand. 

Each player may only play the top card of his or her hand. The cards are stacked up in the order in which they are played, as long as the numbers on the face of the cards are visible. 

The player who finds that he or she has played any card with the same number as any of the cards stacked up on top of it will win all the cards starting with the one with the same number as the card he or she played up to the middle of his or her own hand, and then place the winning card at the bottom of the pile in his or her own hand, and that player then proceeds to take a card from the top of the pile and play the card.

 The game continues until one player has won all the cards in the other player’s hand, and the game ends with the player with all the cards in their hand winning.

Rock, Paper, Scissor


  • After a player place a card  have numbers that  matches the number of the card on table, another player can challenge him by RPS, if he lost he has to take back the card and place it under his own deck 
  • before placing the card, one player can can challenge another player first using RPS, if he/she wins, the player will not be able to be challenge by another player at his turn.)



,if the next player place a card that is either A,K,10,3,7,8- He can take all the cards in between the 2 matched cards.

Forexample, this player draws the Ace card from his deck, he wins all the cards between the 2 Aces.

These cards will needs to be shuffled and put it under the winner’s deck


The play test went very well, my game is easy to understand and play.

Artist Statement:

Artistic appropriation is the use of pre-existing objects or images with little or no transformation of them. Appropriation holds an important place in art history. Appropriation, similar to readymade object art, is “an artistic strategy of intentionally borrowing, copying, and altering pre-existing images, objects, and ideas.” Appropriation has also been defined as “the appropriation of a physical object or even an existing artwork into a work of art.”

In my appropriation project, I draw inspiration from the avant-garde movement “DADAism.”” DADAism” emerged in the turbulent early 20th century as a reaction to a chaotic and dystopian world.DADAism’s disregard for traditional norms and challenge to conventional art styles resonates deeply with my creative process. That is, to break some kind of rule or focus on destroying integrity. The notion of “appropriation” is also integrated into the structure of the game. Just as DADA artists often repurpose readymade objects and appropriate cultural symbols, the game itself appropriates and combines the rules of two classic games and works well to produce new game mechanics. Artists such as George Grosz and John Heartfield’s art is extremely caustic and cynical. But while my game also inspired chaos with players fighting each other. However, the game doesn’t deliberately try to provoke players, and players can choose not to disrupt others’ card winning actions. The game’s “rock, paper, scissors” challenges are a subversion of traditional aesthetics, much as DADA artists attempt to subvert social and artistic conventions. Here, players utilize a “game within a game” to achieve control, causing the player who could have won the card to take the risk of winning nothing. Just as DADA artists achieve control over artistic narratives through absurdity and deconstruction.


Experiencing different life at the same time

Introduction:This a game or activity that players have to take a picture at the same time, even though they may be in different places and doing different things. But the time experienced by all is fixed, and photos taken at the same time can be compared with each other. Maybe other people’s lives are not always what they want, and their own lifestyle may be what many people dream of. We should be able to find arts in other people’s life, but most importanly in our own life.

Inspirations: Kaprow said, ‘The line between art and life should be kept as fluid, and perhaps as indistinct as possible. We use our eye to observe many things/events happened  every single day. But sometimes we just ignore it, so this game force players to stop and actually observe the surroundings, art can be anything in your life. Cameras sometimes can helps you capture the moment. By putting everyone’s moment together it would be a wonderful piece because they are so random but they all happened at the same time on this planet.

Instructions:Players get together and agree on a time for the photo shoot, and a specified theme or anything that they feel like is art.

requirments: A Device that could capture photos( cell phone, digital camera, polaroid camera….)


examples: I ask my friends take a picture at 5PM today(including myself), no matter where they are or what they doing.

Me at 5 pm (Playing Cyberpunk 2077, I would called it Art):

Peter at 5 pm (Studying Art design in SNELL):

Jiang at 5 PM (exploring the city):

Justin at 5 PM(staying home and looking outside):

Discussions and Conclusion: Everyone wanted to do what I was doing at 5 pm, because they were either bored or very busy. I am the only one at that time staying at home and play video game. But I actually wanted to study like peter did at 5pm,however I wasn’t in the mood. I would also like to go out and walk around the campus, yet the weather was bad so I didn’t do it.  In fact I am totally not regret about what I was doing at 5 pm because the Night City in Cyberpunk 2077 was so beatiful, it is an art piece that I can particiapte in.