AI snippets

Terraforming Town

Prompt: Create a description for a game, based on Terraforming Mars, but with a theme of building a new town

Response: Welcome to “Terraforming Town”, a strategy board game where you and your fellow players are tasked with building a new town from scratch. As the pioneers of this new settlement, you must work together to establish a thriving community by constructing buildings, managing resources, and expanding your town’s infrastructure.

Similar to Terraforming Mars, the game is set in a futuristic setting where players must use science and technology to achieve their objectives. However, in this game, the focus is on building a sustainable and livable town on a newly discovered planet.

Players begin with a small set of resources and must use them wisely to build their town. The game is played over a series of rounds, with each round representing a year of progress. During each round, players take turns to perform actions such as constructing buildings, developing new technologies, and managing their resources. These actions will earn players victory points, which are used to determine the winner at the end of the game.

Players can build various types of buildings, such as residential homes, commercial buildings, and industrial factories, each with their unique benefits and drawbacks. They can also invest in new technologies such as renewable energy sources, transportation systems, and communication networks to enhance their town’s efficiency and productivity.

As players expand their town’s infrastructure, they must also manage various resources such as food, water, and energy, ensuring that their town remains sustainable and self-sufficient. Players must also face various challenges such as natural disasters, economic downturns, and social unrest, which require them to adapt their strategies and make tough decisions.

The game ends when all players have completed a set number of rounds, and the player with the most victory points wins the game. So, are you ready to build a new town from the ground up and become the leader of a thriving community? Play “Terraforming Town” and find out!

Sustainable Town Builders

Prompt: Give me a description of a semi-cooperative game about building a new sustainable town. Players, who represent corporations involved in the project, should ’win’ by making the greatest contribution, and there should be multiple ways of gaining points, representing not just business success, but societal and environmental benefits. Gameplay should feature the idea of ‘projects’, which should be appropriate to the theme of building a town. Projects should have costs to play, and limitations on when in the game’s progress, they can be played-similar to the way project cards work in Terraforming Mars, but the types of project should be appropriate for the theme of building a town in the 21st century. The game should feature appropriate resources which players need to acquire and spend to achieve their aims. Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: – please suggest appropriate names for these. On the game board, players compete for the best places to build new town features, which will influence other aspects of the game, such as resource production. The game consists of rounds, which have 4 phases. Please suggest appropriate actions to be taken in these phases 1) Player order shifts clockwise. 2) Players receive new projects 3) Action phase: Players take turns doing 1-2 actions during this phase 4) Players receive resources and points

Response: Welcome to “Sustainable Town Builders”, a semi-cooperative strategy board game where players represent corporations involved in the project of building a new sustainable town. The goal of the game is to make the greatest contribution to the town’s success by balancing business success with societal and environmental benefits.

In this game, players compete to gain victory points through various means such as completing projects, constructing sustainable infrastructure, and managing resources. The game features a wide range of projects that players can complete, each with a cost and a specific time when it can be played. These projects are designed to reflect the challenges of building a town in the 21st century, such as developing renewable energy sources, building public transportation systems, and improving public health.

Players keep track of their production and resources on their player boards, which include six types of resources: Energy, Water, Food, Materials, Waste, and Pollution. These resources are used to build and upgrade town features, complete projects, and manage the town’s environmental impact. Players must balance their use of resources to ensure that the town remains sustainable and resilient.

The game board features various locations where players can build town features, such as residential areas, commercial districts, and public services. These locations offer different benefits, such as increased resource production, improved quality of life for residents, and reduced environmental impact. Players must compete for the best locations to build these features, as they will have a significant impact on their chances of winning the game.

The game is played over a series of rounds, each consisting of four phases:

  1. Player order shifts clockwise, ensuring that each player has a chance to go first.
  2. Players receive new projects, which they can choose to complete during the next round.
  3. Action phase: Players take turns doing 1-2 actions during this phase. Actions include acquiring resources, building town features, completing projects, and managing the town’s environmental impact.
  4. Players receive resources and points based on their production and completed projects.

The game ends when a specific number of rounds have been completed, and the player with the most victory points is declared the winner. So, are you ready to take on the challenge of building a new sustainable town and proving your corporation’s value? Play “Sustainable Town Builders” and find out!

Player Types

Prompt: The following are Richard Bartle’s Player types. For each player type, briefly suggest a change to the above game description to make the gameplay explicitly appealing to that player type: Types of Achievers Planner (explicit) They set a goal and aim to achieve it. Opportunist (implicit) They look around for things to do, but they don’t know what these are until they find them. Types of Explorers Scientist (explicit) They are methodical in their acquisition of knowledge. Hacker (implicit) They have an intuitive understanding of the virtual world, with no need to test their ideas. Types of Socialisers Networker (explicit) They assess who’s worth hanging out with. Friend (implicit) They enjoy their company. Types of ‘Killer’ Politician (Explicit) Their aim is to get a big, good reputation. Griefer (implicit) Their vague aim is to get a big, bad reputation.

Response: For the Planner: To make the gameplay explicitly appealing to the Planner, we could introduce a system of long-term goals that players can set for themselves. These goals could be related to achieving certain environmental, societal or business targets, and could be rewarded with bonus victory points if they are achieved by the end of the game. This would allow Planners to have a clear objective to work towards, while still allowing for flexibility in how they achieve it.

For the Opportunist: To make the gameplay explicitly appealing to the Opportunist, we could introduce a system of random events that occur throughout the game. These events could provide opportunities for players to gain resources or complete projects in unexpected ways, encouraging players to be flexible and adaptable in their strategies.

For the Scientist: To make the gameplay explicitly appealing to the Scientist, we could introduce a system of research and development, where players can invest resources into gaining new knowledge about sustainable town building. This research could unlock new project cards or provide bonuses to resource production, giving Scientists a clear path to gaining knowledge and improving their chances of winning.

For the Hacker: To make the gameplay explicitly appealing to the Hacker, we could introduce a system of experimentation, where players can try out new strategies without penalty. For example, players could be allowed to test out project cards for a limited time before deciding whether or not to commit resources to completing them. This would allow Hackers to test their ideas and develop new strategies in a low-risk environment.

For the Networker: To make the gameplay explicitly appealing to the Networker, we could introduce a system of social events, where players can interact with each other and build relationships within the game. These events could provide bonuses to resource production or project completion, rewarding players for building strong networks within the game.

For the Friend: To make the gameplay explicitly appealing to the Friend, we could introduce a cooperative element to the game, where players can work together to achieve common goals. For example, players could be given the option to pool resources to complete larger projects, or to work together to reduce the town’s overall environmental impact. This would allow Friends to enjoy each other’s company while also working towards a common goal.

For the Politician: To make the gameplay explicitly appealing to the Politician, we could introduce a system of reputation management, where players can gain or lose reputation based on their actions within the game. This reputation could be used to gain bonuses to resource production or project completion, giving Politicians a clear incentive to build a positive reputation within the game.

For the Griefer: To make the gameplay explicitly appealing to the Griefer, we could introduce a system of sabotage, where players can disrupt each other’s progress and hinder their chances of winning. For example, players could be given the option to steal resources from each other or to sabotage each other’s project completion. However, to prevent this from becoming too disruptive, these actions could come with a penalty or a risk of negative reputation gain.

Terraforming Card

Prompt: Suggest the format for a project card for ‘Sustainable Town Builder’ based on the format of project cards from Terraforming Mars, but appropriate to the theme of this game

Response: Sure! Here’s a suggested format for a project card in “Sustainable Town Builder” based on the format of project cards from Terraforming Mars:

Title: [Name of the Project]

Card Type: [Resource / Building / Event / Action / Milestone]

Cost: [List the resources needed to play the card]

Requirements: [List any prerequisites or limitations for playing the card, such as minimum production values, required buildings, or previous project completion]

Effects: [List the benefits of playing the card, including any resource production increases, bonuses to victory points, or other special effects]

Victory Points: [List any victory points earned by playing the card]

Flavor Text: [Optional description or backstory for the project]

Example:

Title: Green Energy Initiative

Card Type: Building

Cost: 20 Money, 4 Steel, 4 Solar

Requirements: Must have at least 1 energy production and 1 science production

Effects: Increases energy production by 2. Each opponent loses 1 energy production. Gain 1 victory point for each opponent affected by this card.

Victory Points: 3

Flavor Text: “Harnessing the power of the sun, the Green Energy Initiative provides clean energy for our town while reducing our reliance on fossil fuels.”

German Games

Prompt: Suggest five ideas for a learning game about diversity and inclusion, based on well-known ‘german games’

Response:

  1. Settlers of Inclusion: In this game, players take on the role of settlers in a new and diverse land. Each player must work to build a thriving community that embraces and values diversity. Players will need to navigate challenges and obstacles that arise, such as prejudice and discrimination, while striving to create a welcoming and inclusive society.
  2. Ticket to Diversity: In this game, players travel to different regions of the world, experiencing different cultures and lifestyles. Along the way, they encounter challenges related to diversity and inclusion, such as language barriers, cultural misunderstandings, and bias. Players must use their knowledge and skills to overcome these obstacles and build bridges between different communities.
  3. Power Grid: Diversity Edition: In this game, players take on the role of energy company executives, working to provide power to a diverse range of communities. Players must balance the needs and preferences of different communities, taking into account factors such as race, ethnicity, religion, and socioeconomic status. The game will challenge players to think critically about how to ensure that all communities have access to reliable and affordable energy.
  4. Pandemic: Diversity Response Team: In this game, players take on the role of a diverse team of scientists, doctors, and public health experts who are tasked with responding to a global pandemic. Players must work together to develop treatments and vaccines, while also addressing the social and economic impacts of the pandemic on different communities. The game will challenge players to think creatively and collaboratively about how to respond to complex and multifaceted challenges.
  5. Agricola: Inclusion Farming: In this game, players take on the role of farmers who are working to build a diverse and inclusive farming community. Players must navigate challenges related to gender, race, and ethnicity, while also working to build sustainable and equitable farming practices. The game will challenge players to think critically about how to build inclusive communities and sustainable food systems.

German games extended

Prompt: For the game ‘Settlers of Inclusion’ please suggest how a round of play could proceed using both the mechanics of Settlers of Catan but including discussion and reflection,and the option for players to vote on changes in how the community within the game is structured and operates

Response: Sure! Here’s one way a round of play for “Settlers of Inclusion” could proceed, incorporating both the mechanics of Settlers of Catan and opportunities for discussion and reflection on diversity and inclusion issues:

  1. Set up the game board with the usual Catan components, but add a deck of “diversity and inclusion” cards. These cards could include prompts for discussion, such as “What are some ways that we can ensure that all members of the community have access to basic resources like food, water, and shelter?” or “How can we ensure that our community is welcoming and inclusive to people of all races, ethnicities, and religions?”
  2. Begin the game as usual, with players taking turns to place settlements and roads on the board. However, after each player’s turn, take a moment to draw a diversity and inclusion card from the deck and discuss the prompt as a group. Encourage players to share their perspectives and ideas for how to address the issue at hand.
  3. As the game progresses, players will accumulate resources and build their settlements and cities. Use these developments as opportunities to discuss how diversity and inclusion play a role in community building. For example, when a player builds a new settlement, ask the group to consider how they can ensure that the settlement is welcoming and inclusive to people of all backgrounds.
  4. At any point during the game, players can call for a vote on a proposed change to how the community is structured or operates. For example, a player might propose that all settlements be required to have at least one member of a traditionally underrepresented group. The group can discuss the proposal and then vote on whether or not to adopt it.
  5. At the end of the game, hold a final discussion about the community that was built during gameplay. Ask players to reflect on what they learned about diversity and inclusion, and what strategies they would use to build a more inclusive community in real life.

By incorporating discussion and reflection into the gameplay, “Settlers of Inclusion” encourages players to think critically about how diversity and inclusion impact community building. The option for players to vote on proposed changes also gives players a sense of agency and ownership over the game and its outcomes.

Azul prompt

From two to four players collect tiles to fill up a 5×5 squares player board. Players collect tiles by taking all the tiles of one colour from a repository, or from the centre of the table, and placing them in a row, taking turns until all the tiles for that round are taken. At that point, one tile from every filled row moves over to each player’s 5×5 board, while the rest of the tiles in the filled row are discarded. Each tile scores based on where it is placed in relation to other tiles on the board. Rounds continue until at least one player has made a row of tiles all the way across their 5×5 board. Additional points are awarded at the end of the game for each complete row or column, and for each instance of all five tiles of the same colour being collected.

Please create a description of a similar but different game, where tile are replaced by cards,there is no board, and the theme of the game is books by charles dickens

Dickensian Tales Locations

Prompt: Suggest 8 location cards for this game from the novel ‘Little Dorrit’

Response: Certainly, here are 8 location cards inspired by the novel “Little Dorrit” for the game “Dickensian Tales”:

  1. Marshalsea Prison – This location represents the infamous debtor’s prison where many of the characters are imprisoned at some point in the novel.
  2. Bleeding Heart Yard – This location is the setting for the lodgings of Arthur Clennam’s mother, Mrs. Clennam, and features prominently in the story.
  3. The Circumlocution Office – This location represents the bureaucracy of the government and the slow, inefficient way that it operates.
  4. Merdle’s Bank – This location is the center of the novel’s financial scandal, and is where the unscrupulous financier Mr. Merdle carries out his fraudulent schemes.
  5. The Dorrit Family’s Lodgings – This location represents the humble lodgings of the Dorrit family, and serves as a contrast to the wealth and luxury of many of the other locations in the game.
  6. The Meagles’ House – This location is the home of the Meagles family, and is where Arthur Clennam meets and falls in love with their daughter, Pet.
  7. The House of Clennam & Co. – This location is the headquarters of Arthur Clennam’s family business, and serves as a hub of activity for many of the characters.
  8. Mrs. General’s House – This location is the home of Mrs. General, the governess hired by the Dorrit family, and is where she carries out her lessons and schemes.

Wretched and Alone

Prompt: [This section can be titled anything you like, such as “The Grimoire,” “The Field Guide,” or “The Secret Texts.” You can choose something that fits the theme of your game, or simply call it The Deck of Cards. Write a brief description of how to use the deck and what each suite means. You can use the script below, or write your own.] The deck of cards is divided into four categories based on suits. Consult the tables below each time you flip a card to determine what you must do. Some cards will have you pull from the tower, place or remove tokens from a card, or have you shuffle a card back into the deck. Some will ask you questions about your feelings or the situation. Other cards will spell out your death. Hearts: [MEANING] [DESCRIPTION] Diamonds: [MEANING] [DESCRIPTION] Clubs: [MEANING] [DESCRIPTION] Spades: [MEANING] [DESCRIPTION] Hearts — [MEANING] [WRITE A BRIEF DESCRIPTION HERE] A [The Ace of Hearts is your win condition. Write something here that is the only way out of the situation. It is something that will take time and luck to complete, and even then isn’t a sure thing. Add the text below as a separate paragraph.] Do not discard this card. Put it to the side and place ten tokens on it. At the end of each day, after writing in your journal, roll a d6. On a result of 6, remove a token from the card. When you remove the last token from the card, make a final pull from the tower. If the tower stands, [DESCRIBE HOW IT SUCCEEDS]. If the tower falls, [DESCRIBE HOW IT FAILS]. 2 [Even numbers are usually not as bad as odd numbers and typically don’t require a pull from the tower. Describe something that happens that fits under the category of the suite.] 3 [Odd numbers, Jacks, and Queens are usually worse than odd numbers and typically require a pull from the tower. Describe something terrible or harrowing that happens that fits under the category of the suite.] Pull from the tower. 4 [Even numbers are usually not as bad as odd numbers and typically don’t require a pull from the tower. Describe something that happens that fits under the category of the suite.] 5 [Odd numbers, Jacks, and Queens are usually worse than odd numbers and typically require a pull from the tower. Describe something terrible or harrowing that happens that fits under the category of the suite.] Pull from the tower. 6 [Even numbers are usually not as bad as odd numbers and typically don’t require a pull from the tower. Describe something that happens that fits under the category of the suite.] 7 [Odd numbers, Jacks, and Queens are usually worse than odd numbers and typically require a pull from the tower. Describe something terrible or harrowing that happens that fits under the category of the suite.] Pull from the tower. 8 [Even numbers are usually not as bad as odd numbers and typically don’t require a pull from the tower. Describe something that happens that fits under the category of the suite.] 9 [Odd numbers, Jacks, and Queens are usually worse than odd numbers and typically require a pull from the tower. Describe something terrible or harrowing that happens that fits under the category of the suite.] Pull from the tower. 10 [Even numbers are usually not as bad as odd numbers and typically don’t require a pull from the tower. Describe something that happens that fits under the category of the suite.] J [Odd numbers, Jacks, and Queens are usually worse than odd numbers and typically require a pull from the tower. Describe something terrible or harrowing that happens that fits under the category of the suite.] Pull from the tower. Q [Odd numbers, Jacks, and Queens are usually worse than odd numbers and typically require a pull from the tower. Describe something terrible or harrowing that happens that fits under the category of the suite.] Pull from the tower. K [Drawing a King is always very bad. Describe something terrible that happens, then include the text below as a separate paragraph. The death described should be a natural result of what happened in the first paragraph.] Do not discard this card. Set it aside where you can see it. If this is the fourth King you’ve drawn, [DESCRIBE HOW YOU DIE]. You die and the game is over.

Response: Hearts: Work Ethic

The hearts suit represents the work ethic required to be a successful shelf-stacker. This suit focuses on your determination to get the job done, your willingness to help others, and your overall attitude towards work.

A – The Ace of Hearts represents the ultimate goal of being the best shelf-stacker in the store. You must prove yourself to be the most efficient and helpful worker in the store by working hard every day. To win, you must receive six tokens by rolling a d6 at the end of each day. When you receive your last token, you must make a final pull from the tower. If the tower stands, you are recognized as the best worker in the store, and you have won the game. If the tower falls, you are fired, and the game is over.

2 – You notice a small display is about to fall and quickly move to stabilize it. Gain one token.

3 – Your supervisor chews you out for stocking a product in the wrong spot. Your confidence is shaken, and you feel discouraged. Pull from the tower.

4 – You receive recognition for your work from your supervisor. Gain one token.

5 – You accidentally drop a jar of pickles and make a mess. Your supervisor is not happy, and you must clean up the mess. Pull from the tower.

6 – A customer asks for your help in finding a specific product. You spend a lot of time searching for it but are unable to locate it. Pull from the tower.

7 – You stay late to help a coworker finish their work. Gain one token, but also pull from the tower.

8 – You are given a raise for your hard work. Gain two tokens.

9 – A customer becomes belligerent and begins to yell at you. Pull from the tower.

10 – You help a customer find a product they have been searching for. Gain one token.

J – Your supervisor assigns you to a task that is impossible to complete within your shift. You work as hard as you can but are unable to finish it. Pull from the tower.

Q – Your coworker calls out sick, and you must take on their workload in addition to your own. Pull from the tower.

K – You suffer a severe injury while stocking shelves and require hospitalization. You are unable to work and are fired. If this is the fourth King you’ve drawn, your injury leads to your death, and the game is over.

Sustainable Towns Cards

Prompt: Using the following template, create one example card of each type [Resource / Building / Event / Action / Milestone]

Title: [Name of the Project] Card Type: [Resource / Building / Event / Action / Milestone] Cost: [List the resources needed to play the card] Requirements: [List any prerequisites or limitations for playing the card, such as minimum production values, required buildings, or previous project completion] Effects: [List the benefits of playing the card, including any resource production increases, bonuses to victory points, or other special effects] Victory Points: [List any victory points earned by playing the card] Flavor Text: [Optional description or backstory for the project] Example: Title: Green Energy Initiative Card Type: Building Cost: 20 Money, 4 Steel, 4 Solar Requirements: Must have at least 1 energy production and 1 science production Effects: Increases energy production by 2. Each opponent loses 1 energy production. Gain 1 victory point for each opponent affected by this card. Victory Points: 3 Flavor Text: “Harnessing the power of the sun, the Green Energy Initiative provides clean energy for our town while reducing our reliance on fossil fuels.”

Response: Sure, here are examples of one project card for each type:

Resource Card:

Title: Recycling Program

Card Type: Resource

Cost: 10 Money, 2 Steel, 2 Waste

Requirements: Must have at least 1 waste production

Effects: Increases waste production by 1. Gain 2 money for each waste produced.

Victory Points: 0

Flavor Text: “Reduce, reuse, and recycle! Our town is committed to creating a sustainable future.”

Building Card:

Title: Community Garden

Card Type: Building

Cost: 15 Money, 2 Plants

Requirements: Must have at least 1 plant production

Effects: Increases plant production by 1. Gain 1 victory point for each plant produced.

Victory Points: 2

Flavor Text: “A place for the community to come together, share their love of gardening, and grow fresh produce.”

Event Card:

Title: Clean Energy Incentives

Card Type: Event

Cost: None

Requirements: None

Effects: Each player gains 1 energy production. The player with the lowest carbon footprint (energy production minus any negative effects) gains 2 victory points.

Victory Points: 0

Flavor Text: “Our town is committed to incentivizing clean energy use to create a more sustainable future.”

Action Card:

Title: Public Transit System

Card Type: Action

Cost: 25 Money, 3 Steel, 3 Energy

Requirements: Must have at least 2 energy production

Effects: Each opponent loses 1 money production. Gain 1 victory point for each opponent affected by this card. Increase energy production by 2.

Victory Points: 3

Flavor Text: “A reliable and efficient public transit system encourages sustainable transportation choices and reduces traffic congestion.”

Milestone Card:

Title: Sustainable Community Award

Card Type: Milestone

Cost: None

Requirements: Must have at least 1 greenery, 1 animal, and 1 energy production

Effects: Gain 5 victory points.

Victory Points: 5

Flavor Text: “Our town’s commitment to sustainability has earned us recognition as a leader in building sustainable communities.”

1984 prompt for Dickensian Tales

Prompt: Create 5 character cards, with appropriate format for this game, except this time it is for a variation of the game based on George Orwell’s novel 1984

Response: Sure! Here are 5 character cards for “Orwellian Tales”:

Name: Winston Smith

Image: [Image of Winston Smith]

Description: Winston Smith is the protagonist of the novel, a member of the Outer Party who secretly rebels against the oppressive government. He is intelligent and introspective, but also prone to fatalism and despair.

Points: 6

Points Bonus: If you also have the Julia character card, earn an additional 3 points.

Name: Big Brother

Image: [Image of Big Brother]

Description: Big Brother is the figurehead of the ruling Party, representing the all-seeing eye of the government. He is an enigmatic and terrifying presence, with an ever-present image watching over the citizens.

Points: 8

Points Bonus: If you collect all of the government-related character cards (including Big Brother, O’Brien, and Inner Party Member), earn an additional 10 points.

Name: Julia

Image: [Image of Julia]

Description: Julia is Winston’s love interest, a member of the Junior Anti-Sex League who also harbors secret rebellious tendencies. She is passionate and free-spirited, but also deeply skeptical of Winston’s ability to resist the government.

Points: 4

Points Bonus: If you also have the Winston Smith character card, earn an additional 3 points.

Name: O’Brien

Image: [Image of O’Brien]

Description: O’Brien is a high-ranking member of the Inner Party who Winston believes to be a fellow rebel. However, O’Brien is actually a loyal servant of the government, leading Winston down a path of torture and brainwashing.

Points: 7

Points Bonus: If you also have the Room 101 location card, earn an additional 5 points.

Name: Inner Party Member

Image: [Image of an Inner Party Member]

Description: The Inner Party Members are the ruling elite of Oceania, with access to all the privileges and luxuries denied to the lower classes. They are cold and calculating, with a fierce loyalty to the Party.

Points: 5

Points Bonus: If you collect all of the government-related character cards (including Big Brother, O’Brien, and Inner Party Member), earn an additional 10 points.

END

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Sarah Le-Fevre is a games-based learning professional who specialises in organisational learning around systemic ‘wicked problems’, and helping businesses spot and exploit opportunities for ethical ‘for good’ innovation. She works with tools such as Lego® Serious Play® and the Octalysis gamification framework to create compelling immersive learning experiences. She is currently writing a book outlining a systems practice approach to delivering impactful learning within organisations.

A real board games nerd, she is considering having her floors reinforced to support the ever increasing weight of the boxes. When she is not designing or facilitating learning games she is the editor of Ludogogy Magazine, and also the community facilitator for Speculative Optimism, a futures-thinking based co-creation project to imagine and then realise better futures for people and planet. Sarah lives in Oxfordshire with her husband, younger daughter, and a beautiful (but very loud) Bengal cat. Contact her at sarah@ludogogy.co.uk
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