The idea behind my game was to involve a board game that has already been created that people did not know the rules of in this case I ended up using a game developed by a Northeastern proffessor and his partner being Robots. The idea behind my game is to have people play a game to which they do not know the rules and have them either make their own rules for the game and try to win based on their rules. Similarly they could also try to figure out what the rules on based on the context of what was given to them and what their capabilities were and try to win off of what they suspected was the win condition. The game has an overall a lot of moving parts and tries its best to make a lot of complex ideas simple and easy to understand thus it wasnt difficult for players to take the game in the correct direction. However how the game is actually played and overall the amount of pieces can be seen in the video bellow
Components:
- 32 Gear Cards
- 1 Coal Heart Hex
- 1 Quarry Card
- 1 First Player Card
- 60 Resource Cubes
- 6 Playmats
- 66 Robot Parts
- 12 Tracker Tokens
- 7 Action Hexes
- 1 Resource bag

An example of all of the pieces required to play the game
The first playtest for the game went very intrestingly because there were some aspects of the game that the group deffinetly got right however a lot of the rules that were found in more Eurocentric games seemed to confuse them or they seemed to not be aware of the limitation. They also seemed more willing to interpret the rules for their own robots very loosely. For example one of the robots has the feature of getting the ability to not be a target of being attacked whenever that specific player picks the attack action but the players chose to interpret it as meaning that they could just never get attacked. Which I was very surprised to see people just accept that because thats what the ability says. This play test was very intresting because when asked about the win condition they seemed to be certain it involved being the last robot to not be broken which is one of the two win conditions. Other than that they seemed to kind of hand wave a lot of the rules and just kind of guess which they all agreed with and had this expectation or idea of we can spend all day arguing so lets just agree upon a rule and play with it meaning a lot of rules were “broken” but they did get through the most gameplay out of all of the groups playtesting.
The second play test went really well this was by far the longest playtest going on for a little over 30 minutes and it was mainly because the players chose to do their absolute hardest to play the game correctly. This meant that they would read through every thing given to them and disscuss with each other on what it could mean and how it could relate or whether or not it proved their previous assumptions correct or not. They did however bassically play the game correctly they seemed to particularly enjoy figuring out how to play the game. They also all seemed to agree that in order for this game to work it should be a game that has a lot of direction to give the players which is a lot of information that the players can use to figure out how the game is played and only have the players make a couple leaps in logic to be able to properly play the game. This particular playtest group deffinetly had the most fun playing my game. Simillarly the final playtest went well it was a little shorter than the other two but people got the hang of it a lot quicker given that we had some repeat players and decissions were made very quickly though the game was still not played correctly but they all again expressed loveing having to figure out the rules of the game.
In the creation of my game I had a couple of inspirations such as the chess game that Celia Pierce showed us in class where someone was playing chess while it was on a mans back and they kept trying to play as they ran through the park. I thought the idea was quite humerous given that people already knew the game of chess it was a nice way to change/bend the rules. I also was inspired by the Ready made which I belive Duchamp started and I think the idea of having something be used in a different way follows the idea of my game given that I have something that has the purpose (a game meant to be played one way) and then have people be forced to play it a different way because they have no other choice but to play it the only way they know how which is not knowing it at all. I think Duchamp was a really big inspiration for this even without knowing it because I also think L.H.O.O.Q simillarly follows the inspiration because I take a game in this case one that isnt well known and make a small change to it being having the game be set up as if some other group of players had played and just got up mid round and then the new group of players arrived and have to figure out how to play and win while not knowing the rules. Meaning I take something created the board game or Mona Lisa and then make a small change to it that changes the initaial purpose of the piece very simillar to a lot of Dada to be honest.
I printed out 13 of the most famous and recognizable paintings and also their titles:






















