Student Loan Crisis
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 |
Status | Released |
Author | Munendra |
Genre | Strategy |
Tags | Board Game |
Download
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