A downloadable game

TangibleBoardGame 6: Student Loan Crisis

  • A Resource Management Game for 1-4 Players
    Munendra Pratap Choudhary
    Sumit Patel
    TangibleBoardGame
    Objective:
    Graduate college with the least debt and the best mental health.
    Components
    Resource Tokens:
    Money Tokens: Represent scholarships, loans, or job income.
    Time Tokens: Represent hours per semester.
    Mental Health Tokens: Represent stress and well-being.
    Event Cards: Life events that impact player resources, either positively or negatively.
    Player Boards: Track each player’s current resources: Money, Time, and Mental
    Health.
    Semester Tracker: Keeps track of the current semester. The game lasts for 8 rounds
    (semesters).
    Graduation Score Sheet: Used to calculate each player’s final score after the game
    ends.
    Setup
    1. Distribute Resources:
    Each player starts with:
    10 Money tokens (representing initial financial aid or savings).
    12 Time tokens (representing a manageable workload).
    10 Mental Health tokens (representing average well-being).
    2. Event Deck:
    Shuffle the event cards and place them in the center of the table.
    3. Semester Tracker:
    Place the semester tracker on round 1 (there are 8 total semesters/rounds).
    4. Player Turn Order:

    Decide the turn order randomly.
    Gameplay Overview
    Each player’s turn represents one semester (round). During their turn, players make decisions
    <span class="textLayer--absolute" <that="" impact="" their="" resources="" (money,="" time,="" and="" mental="" health).="" after="" all="" players="" have="" completed<="" span="">
    >span class="textLayer--absolute"<their actions="" for="" the="" turn,="" an="" event="" card="" is="" drawn,="" which="" simulates<="" span="">>span class="textLayer--absolute"> </their></span>life events that affect all
    players.
    Player Actions (Choose 2 per Turn)
    Study
    Cost: 3 Time tokens.
    Reward: Gain 1 Scholarship token (Money) if you study for 2 consecutive
    semesters.
    Effect: Studying increases your chances of receiving scholarships or academic
    awards.
    Work
    Cost: 3 Time tokens, Lose 1 Mental Health token.
    Reward: Gain 5 Money tokens.
    Effect: Working helps you pay off debt but impacts mental health.
    Socialize/Relax
    Cost: 2 Time tokens.
    Reward: Gain 2 Mental Health tokens.
    Effect: Socializing or relaxing helps balance stress and improve overall mental
    well-being.
    Take a Loan
    Reward: Gain 5 Money tokens immediately.
    Penalty: Must pay back 6 Money tokens before graduation.
    Effect: Loans help in the short term but increase your debt burden later.
    Event Cards
    At the end of each semester (round), draw an Event Card and apply its effects to all players.
    Event Cards add unpredictability to the game, mimicking real-life situations that affect students.
    Example Events:

    Unexpected Expenses: Lose 3 Money tokens for an emergency.
    Scholarship Award: Gain 3 Money tokens if you’ve studied for 2 consecutive semesters.
    Mental Health Crisis: Lose 2 Mental Health tokens unless you’ve taken time to
    relax.
    Job Opportunity: Gain 4 Money tokens if you worked this semester.
    Graduation
    <span class="textLayer--absolute" <the="" game="" ends="" after="" 8<="" span="">>span class="textLayer--absolute"> </span>semesters (rounds). Once the final round is complete, players calculate
    <span class="textLayer--absolute" <their="" scores="" based="" on="" their="" debt="" and="" mental="" health.<="" span="">
    >span class="textLayer--absolute">Debt Calculation:</span>
    Total all your remaining Money tokens.
    Subtract any unpaid loan debt.
    For every loan taken, subtract 6 Money tokens if unpaid.
    Mental Health Bonus:
    For every 3 Mental Health tokens remaining at the end of the game, subtract 1 point
    from your total Debt.
    Final Score:
    <span class="textLayer--absolute" <the="" player="" with="" the="" lowest="" total="" debt="" (after="" applying="" mental="" health="" bonuses)="" wins="" the<="" span="">
    >span class="textLayer--absolute">game.</span>
    In case of a tie, the player with the highest remaining Mental Health wins.
    Winning the Game:
    <span class="textLayer--absolute" <the="" winner="" is="" the="" player="" who="" graduates="" college="" with="" least="" debt="" and="" best="" mental="" health.<="" span="">
    >span class="textLayer--absolute">Successfully balancing the challenges of studying, working, and managing stress is key to</span>
    victory.

    Development Notes
    Playtesting feedback highlighted the importance of offering meaningful choices during
    each semester. Each action should feel impactful and force players to make trade-offs
    between time, money, and mental health.
    We observed that random event cards add excitement and unpredictability, simulating
    real-world life events that students face in college. This adds a layer of realism and
    strategy to the game.
    A balance must be maintained between mental health and finances, ensuring that
    neither dominates gameplay entirely.
    TangibleBoardGame 6
    Munendra Pratap Choudhary & Sumit Patel
    October 2024
    Video For Final Assignment Link : - https://youtu.be/-httEvfq5qQ

  • Published 1 day ago
    StatusReleased
    AuthorMunendra
    GenreStrategy
    TagsBoard Game

    Download

    Download
    annotated-Munendra%20Sumit%20Tangible%20Game%20PDF%20with%20Link.pdf 197 kB

    Install instructions

    TangibleBoardGame 6: Student Loan Crisis


  • A Resource Management Game for 1-4 Players Munendra Pratap Choudhary Sumit Patel TangibleBoardGame Objective: Graduate college with the least debt and the best mental health. Components  Resource Tokens:  Money Tokens: Represent scholarships, loans, or job income.  Time Tokens: Represent hours per semester.  Mental Health Tokens: Represent stress and well-being.  Event Cards: Life events that impact player resources, either positively or negatively.  Player Boards: Track each player’s current resources: Money, Time, and Mental Health.  Semester Tracker: Keeps track of the current semester. The game lasts for 8 rounds (semesters).  Graduation Score Sheet: Used to calculate each player’s final score after the game ends. Setup 1. Distribute Resources:  Each player starts with:  10 Money tokens (representing initial financial aid or savings).  12 Time tokens (representing a manageable workload).  10 Mental Health tokens (representing average well-being). 2. Event Deck:  Shuffle the event cards and place them in the center of the table. 3. Semester Tracker:  Place the semester tracker on round 1 (there are 8 total semesters/rounds). 4. Player Turn Order:

     Decide the turn order randomly. Gameplay Overview Each player’s turn represents one semester (round). During their turn, players make decisions life events that affect all players. Player Actions (Choose 2 per Turn)  Study  Cost: 3 Time tokens.  Reward: Gain 1 Scholarship token (Money) if you study for 2 consecutive semesters.  Effect: Studying increases your chances of receiving scholarships or academic awards.  Work  Cost: 3 Time tokens, Lose 1 Mental Health token.  Reward: Gain 5 Money tokens.  Effect: Working helps you pay off debt but impacts mental health.  Socialize/Relax  Cost: 2 Time tokens.  Reward: Gain 2 Mental Health tokens.  Effect: Socializing or relaxing helps balance stress and improve overall mental well-being.  Take a Loan  Reward: Gain 5 Money tokens immediately.  Penalty: Must pay back 6 Money tokens before graduation.  Effect: Loans help in the short term but increase your debt burden later. Event Cards At the end of each semester (round), draw an Event Card and apply its effects to all players. Event Cards add unpredictability to the game, mimicking real-life situations that affect students. Example Events:

     Unexpected Expenses: Lose 3 Money tokens for an emergency.  Scholarship Award: Gain 3 Money tokens if you’ve studied for 2 consecutive semesters.  Mental Health Crisis: Lose 2 Mental Health tokens unless you’ve taken time to relax.  Job Opportunity: Gain 4 Money tokens if you worked this semester. Graduation semesters (rounds). Once the final round is complete, players calculate  Total all your remaining Money tokens.  Subtract any unpaid loan debt.  For every loan taken, subtract 6 Money tokens if unpaid. Mental Health Bonus:  For every 3 Mental Health tokens remaining at the end of the game, subtract 1 point from your total Debt. Final Score:  In case of a tie, the player with the highest remaining Mental Health wins. Winning the Game: victory.

    Development Notes  Playtesting feedback highlighted the importance of offering meaningful choices during each semester. Each action should feel impactful and force players to make trade-offs between time, money, and mental health.  We observed that random event cards add excitement and unpredictability, simulating real-world life events that students face in college. This adds a layer of realism and strategy to the game.  A balance must be maintained between mental health and finances, ensuring that neither dominates gameplay entirely. TangibleBoardGame 6 Munendra Pratap Choudhary & Sumit Patel October 2024 Video For Final Assignment Link : - https://youtu.be/-httEvfq5qQ