learning domain learning outcomes modifications...learning domain . rhyming for early elementary...
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Game Modification Joe Schultz - INTE 5830 - March 30, 2014
Learning Domain Rhyming for early elementary students and emerging readers.
Learning Outcomes Match familiar rhyming words from the Dr. Seuss stories.
Modifications This modification starts with the classic Fluxx deck. All Keepers, Creepers and Goal cards are replaced with cards listed in the table below. In addition, there are some substitutions for Action, New Rules, Meta Rule cards as detailed below. All other New Rule, and Action cards are retained from the classic Fluxx deck. This deck has 100 cards.
Keepers Goals Creepers cat Cat in the Hat - The player with the CAT and the
HAT on the table wins.
hat fox Fox in Box - The player with the FOX and the
BOX on the table wins.
box beast Who's Banquet - The player with the FEAST and
the BEAST on the table wins.
feast Who Two Who - The player with WHO and TWO on
the table wins.
two No More Than - The player with CINDY-LOU and TWO on the table wins.
ham He Likes Them - The player with SAM and HAM on the table wins.
Sam Sam-I-am - The player with SAM and AM on the table wins.
am fish Put Me Down! - The player with FISH and DISH
on the table wins.
dish rake Balancing Act - The player with RAKE and CAKE
on the table wins.
cake
Grinch - You cannot win if you have this. On your turn you can play normally; or you can steal any one card that’s been played on the table; or, you can pass this card to another player; but you can only do one of these on each turn.
pinch Try Them, Try Them! - The player with GREEN
EGGS AND HAM and SAM on the table wins. green eggs and ham - You cannot win if you have this unless the Goal says otherwise.
Lorax Stop the Chopping - The player with LORAX and AX on the table wins.
ax - You cannot win if you have this unless the Goal says otherwise.
Max (Grinch's dog) The Good Guys - The player with LORAX and MAX on the table wins.
Cindy-Lou (Who) Cindy-Lou Who - The player with CINDY-LOU and WHO on the table wins.
Thing 1 and Thing 2 - You cannot win unless you have the CAT. At the end of each of your turns, you can choose to reverse the direction of play.
train Could You, Would You - The player with TRAIN and RAIN on the table wins.
rain (little toy) man Look at Me Now! - The player with MAN and
FAN on the table wins.
(red) fan boat Not on a, not with a - The player with BOAT and
GOAT on the table wins.
goat no Not One Little Bit - The player with NO and GO
on the table wins.
go sad Some Fish Are - The player with SAD and GLAD
on the table wins.
glad bad Bully Fish - The player with BAD and SAD on the
table wins.
Actions Keep all "Action" cards from classic Fluxx except:
1. "Draw 3, play 2 of them", replace with: "These rhyme" - Take a Keeper from in front of another player that rhymes with one of your Keepers, place both in front of you.
2. "Today's Special", replace with (duplicate of card above): "These rhyme" - Take a Keeper from in front of another player that rhymes with one of your Keepers, place both in front of you.
3. "Let's Do That Again!", replace with "Find a rhyme" - Find one card rhyming with one of your Keepers. Start with other player's hand, then the discard pile, then the draw pile. Place both in front of you.
New Rules Keep all "New Rule" cards from classic Fluxx except:
1. "Party Bonus", replace with Surprise card: Surprise - "That's Mine!" Out of turn: Cancel and Action another player has just played. During your turn: All other players must discard one Action, or random card, from their hand.
2. "Inflation", replace with: "Rhymer's Bonus" - If someone has more rhyming pairs on the table than any other player, that person may play 1 extra card. In the event of a tie, no player receives the bonus.
3. "You Also Need a Potato", replace with: "Poor Rhymer's Bonus" - If someone has fewer rhyming pairs on the table than any other player, that person draws 1 extra card. In the event of a tie, no player receives the bonus.
Other Substitutions 1. Replace "Meta Rule" in classic Fluxx with optional Meta Rule card:
"Rhymers Keepers" - If someone plays a Keeper, anyone with a rhyming Keeper in their hand, must immediately play the card on the table next to the Keeper that was just played, then draw a new card from the draw pile. All rhyming Keepers belong to the person who played the first Keeper. This does NOT apply to Keepers that have already been played on the table.
2. Replace "Taxation!" New Rule card in classic Fluxx with: Surprise - "Stop That!" Out of turn: When another player plays a Keeper, it goes in front of you instead of them, possibly preventing their victory. During your turn: Steal another player's Keeper and put it in front of you.
Modification Process I started by counting each type of card in the classic Fluxx deck (Keepers, Creepers, Goals, etc.). I also counted the number of each type of card in Oz Fluxx. I noticed that each deck had 100 cards total, but the amount of the each type of card varied slightly. This told me that I could vary the number of each type of card, but it would probably be good to maintain the proportions. In other words, it would not be
a good idea to have twice as many Creepers as the other two decks. I was determined to keep the total card count at 100. For future modifications, I might reduce the deck size to around 56 cards like Family Fluxx. This might make it better for younger players.
I replaced all the Keepers and Creepers with content that supported my learning domain and learning outcome. As I was deciding on new Keepers and Creepers, I designed new Goals around those Keepers and Creepers. Finally, I replaced a few of the Actions and New Rules. Some of the Actions and New Rules referred to content from the classic Fluxx deck so they needed to be replaced. I added two Surprise cards from Oz Fluxx because I liked having those in the deck. Finally, I created a new Meta Rule card from classic Fluxx with one that made more sense to my learning outcome.
I ended up with 29 Keepers and 19 Goal cards. This is a bit out of proportion from the other Fluxx decks which generally have more Goal cards (around 30) than Keepers (around 20). This became necessary because it was very difficult to find rhyming pairs that had memorable pictures from the Dr. Seuss books. In play testing, one of my goals was to see how this affected the play. My concern was that it would too long to win the game because in most cases there were only two Keepers associated with one Goal card. Getting the right combination of cards to win the game is more difficult with my version of Fluxx. In other Fluxx variations, most Keepers are associated with multiple Goal cards. I compensated for this by creating some actions that made it easier to get pairs of rhyming Keepers. I also added a Meta Rule that required anyone with a rhyming Keeper in their hand to give it to a player who plays a rhyming Keeper on the table. I also compensated by reducing the number of New Rule cards which limit the number of Keepers one can have in from of them. This version works best if there are lots of opportunities to match Keepers to Goal cards.
Play Testing My play testing was fairly successful. I discovered some ambiguity in some of my cards. I was aware that Fluxx is not meant for non-readers, and some emerging readers would need help understanding the cards. However, my non-reading 4-year-old son was able to recognize rhyming words and understand which card pairs would help him win the game. It worked fine for me to read the cards to help him understand the Actions and New Rules. My 6-year-old daughter was able to read the cards, so she didn’t need any help playing her hand. Both of them needed help remembering all the rules and keeping track of the order of play. They are both very young to be playing Fluxx which is meant for ages 8 and up. But the fact that they both enjoyed the game and were able to play it, made me more confident that an older audience would like this Dr. Seuss version.
I enjoyed playing the game. When multiple New Rule cards were played, I had trouble keeping track of all of them. At one point, we had a Draw 5 and Play 4 rules in effect. This got a bit overwhelming. Each turn took a long time, as each player figured out which cards to play in which order. In future modifications, it might be helpful to reduce the number and complexity of New Rule cards.
This modification of Fluxx took longer to win than the other two versions I played (Classic Fluxx and Oz Fluxx). In future modifications, I could design more Action, New Rule, and Goal cards that make it easier
to acquire rhyming pairs and match them with a Goal card. I could envision a New Rule card, that makes it possible to have three or more Goal cards active at one time (similar to the Double Agenda card).
I was pleased that both my children, who are quite young to be playing Fluxx, enjoyed the game. They enjoyed the connection with the Dr. Seuss stories that they are both very familiar with. My wife also enjoyed the cards, though she didn’t play the game with us. Her comment to me was that it took a long time to complete one game.
Reflections related to better understating of learning Domain I decided that all the Keepers that allow a player to win needed to rhyme, since that was my learning domain. This presented a particular challenge as I was creating the Goal cards and deciding with rhyming word from Dr. Seuss to use. There were some natural pairs that I wanted to use (i.e. green eggs paired with ham), that were not possible because they didn’t rhyme. I considered using them anyway, but it didn’t make sense for my learning outcome to introduce non-rhyming pairs.
Another challenge came as I was considering which objects would be easily represented and recognized from the Dr. Seuss books. I wanted young players to be able to match the winning pairs using their familiarity with the Dr. Seuss books. It helped immensely to have a picture associated with the word. Even my son who is not reading yet, was able to look at the picture which he recognizes from the Dr. Seuss story and match it with another image with a rhyming name. During play testing, I learned that it didn’t really matter whether the rhyming words had similar spelling. For example the words two, Cindy-Lou, and who which use different letters to represent the “oo” sound, all rhyme. As long as there is a picture associated with the word, young readers can learn by playing the game, that rhyming sounds are necessarily spelled the same.
As I was developing the game, I was concerned that it didn’t require players to actually think about which words rhyme. If all they had to do to win the game was have the two Keepers on the Goal card, it was more of a matching game than a rhyming game. However, the addition of a new Meta Rule changed this dynamic. The Meta Rule states:
If someone plays a Keeper, anyone with a rhyming Keeper in their hand, must immediately play the card on the table next to the Keeper that was just played, then draw a new card from the draw pile. All rhyming Keepers belong to the person who played the first Keeper. This does NOT apply to Keepers that have already been played on the table.
This addresses my concern by making it necessary to determine if any of the cards in one’s hand rhyme each time a Keeper is played. There are also three new Action cards which require players to find rhyming cards. These two things change the dynamic from matching to rhyming.
Overall, I’m very pleased with my game modification. I think it supports my learning outcome nicely.
KEEPER
CAT
cat
To play this card, place it faceup on the table in front of you.
KEEPER
HAT
hat
To play this card, place it faceup on the table in front of you.
KEEPER
FOX
fox
To play this card, place it faceup on the table in front of you.
KEEPER
BO
X
box
To play this card, place it faceup on the table in front of you.
KEEPER
BEA
ST
beast
To play this card, place it faceup on the table in front of you.
KEEPER
FEA
STfeast
To play this card, place it faceup on the table in front of you.
KEEPER
WH
O
Who
To play this card, place it faceup on the table in front of you.
2
KEEPER
TWO
two
To play this card, place it faceup on the table in front of you.
KEEPER
CIN
DY-
LOU
Cindy-Lou
To play this card, place it faceup on the table in front of you.
KEEPER
SAM
Sam
To play this card, place it faceup on the table in front of you.
KEEPER
AM
am
To play this card, place it faceup on the table in front of you.
KEEPER
HA
M
ham
To play this card, place it faceup on the table in front of you.
KEEPER
FISH
fish
To play this card, place it faceup on the table in front of you.
KEEPER
DIS
H
dish
To play this card, place it faceup on the table in front of you.
KEEPER
RA
KE
rake
To play this card, place it faceup on the table in front of you.
KEEPER
CA
KE
cake
To play this card, place it faceup on the table in front of you.
KEEPER
LOR
AX
Lorax
To play this card, place it faceup on the table in front of you.
KEEPER
MA
X
Max
To play this card, place it faceup on the table in front of you.
KEEPER
TRA
IN
train
To play this card, place it faceup on the table in front of you.
KEEPER
RA
IN
rain
To play this card, place it faceup on the table in front of you.
KEEPER
MA
N
man
To play this card, place it faceup on the table in front of you.
KEEPER
FAN
fan
To play this card, place it faceup on the table in front of you.
KEEPER
BO
AT
boat
To play this card, place it faceup on the table in front of you.
KEEPER
GO
ATgoat
To play this card, place it faceup on the table in front of you.
KEEPER
NO
no
To play this card, place it faceup on the table in front of you.
KEEPER
GO
go
To play this card, place it faceup on the table in front of you.
KEEPER
SAD
sad
To play this card, place it faceup on the table in front of you.
NO GO
KEEPER
GLA
D
glad
To play this card, place it faceup on the table in front of you.
KEEPER
BA
D
bad
To play this card, place it faceup on the table in front of you.
GOAL
THE
CAT
IN T
HE
HAT
To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with the CAT and the HAT on the table wins.
The Cat in the Hat
GOAL
FOX
IN B
OX To play this card, place it face
up in the center of the table.Discard previous Goal if any.
The player with the FOX and the BOX on the table wins.
Fox in Box
GOAL
WH
O’S
BA
NQ
UET
To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with the FEAST and the BEAST on the table wins.
Who’s Banquet
2
GOAL
TWO
WH
O To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with WHO and TWO on the table wins.
Two Who
2
GOAL
NO
MO
RE
THA
N To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with CINDY-LOU and TWO on the table wins.
No More Than
GOAL
CIN
DY
LOU
WH
O To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with CINDY-LOU and WHO on the table wins.
Cindy Lou Who
GOAL
HE
LIK
ES T
HEM
To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with SAM and HAM on the table wins.
He Likes Them
GOAL
SAM
-I-A
M To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with SAM and AM on the table wins.
Sam-I-am
GOAL
PU
T M
E D
OW
N! To play this card, place it face
up in the center of the table.Discard previous Goal if any.
The player with FISH and DISH on the table wins.
Put Me Down!
GOAL
BA
LAN
CIN
G A
CT To play this card, place it face
up in the center of the table.Discard previous Goal if any.
The player with RAKE and CAKE on the table wins.
Balancing Act
GOAL
BU
LLY
FISH
To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with BAD and SAD on the table wins.
Bully Fish
GOAL
TRY
THEM
, TR
Y TH
EM
To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with GREEN EGGS AND HAM and SAM on the table wins.
Try Them,Try Them
GOAL
STO
P T
HE
CH
OP
PIN
G To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with LORAX and AX on the table wins.
Stop the Chopping
GOAL
THE
GO
OD
GU
YS
To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with LORAX and MAX on the table wins.
The Good Guys
GOAL
CO
ULD
YO
U, W
OU
LD Y
OU To play this card, place it face
up in the center of the table.Discard previous Goal if any.
The player with TRAIN and RAIN on the table wins.
Could You,Would You
GOAL
LOO
K A
T M
E N
OW
! To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with MAN and FAN on the table wins.
Look at Me Now!
GOAL
NO
T O
N A
, NO
T W
ITH
A To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with BOAT and GOAT on the table wins.
Not on a,Not with a
GOAL
NO
T O
NE
LITT
LE B
IT To play this card, place it faceup in the center of the table.Discard previous Goal if any.
The player with NO and GO on the table wins.
Not One Little Bit
NOGO
GOAL
SOM
E FI
SH A
RE To play this card, place it face
up in the center of the table.Discard previous Goal if any.
The player with SAD and GLAD on the table wins.
Some Fish Are
SURPRISE
THAT
’S M
INE!
That’s Mine!
This card can be played at any time, for one of the functions described below, or to cancel a Surprise which another player has just played.
Out of turn: Cancel and Action another player has just played.
During your turn: All other players must discard one Action, or random card, from their hand.
SURPRISE
STO
P T
HAT
!
Stop That!
This card can be played at any time, for one of the functions described below, or to cancel a Surprise which another player has just played.
Out of turn: When another player plays a Keeper, it goes in front of you instead of them, possibly preventing their victory.
During your turn: Steal another player's Keeper and put it in front of you.
ACTION
THES
E R
HYM
E
These Rhyme
To play this card, do whatever it says, then place it on the discard pile.
Take a Keeper from in front of another player that rhymes with one of your Keepers, place both on the table in front of you.
ACTION
THES
E R
HYM
E
These Rhyme
To play this card, do whatever it says, then place it on the discard pile.
Take a Keeper from in front of another player that rhymes with one of your Keepers, place both on the table in front of you.
ACTION
FIN
D A
RH
YME
Find a Rhyme
To play this card, do whatever it says, then place it on the discard pile.
Find one card rhyming with one of your Keepers. Start with other player's hand, then the discard pile, then the draw pile. Place both in front of you.
NEW RULE
RH
YMER
’S B
ON
US
Rhymer’s Bonus
To play this card, place it face up in the center of the table.New rules take effect instantly.
If someone has more rhyming pairs on the table than any other player, that person may play 1 extra card. In the event of a tie, no player receives the bonus.
* NEW RULE
PO
OR
RH
YMER
’S B
ON
US
Poor Rhymer’sBonus
To play this card, place it face up in the center of the table.New rules take effect instantly.
If someone has fewer rhyming pairs on the table than any other player, that person draws 1 extra card. In the event of a tie, no player receives the bonus.
* META RULE
RH
YMER
S K
EEP
ERS Rhymers
Keepers
If all players agree, keep this card with the Basic Rules during the entire game.
If someone plays a Keeper, anyone with a rhyming Keeper in their hand, must immediately play the card on the table next to the Keeper that was just played, then draw a new card from the draw pile. All rhyming Keepers belong to the person who played the first Keeper. This does NOT apply to Keepers that have already been played on the table.
*
CREEPER
GR
INC
H
Grinch
You cannot hold this card, but must place it face up in front of you as soon as you get it.If you drew it, immediately draw another card to replace it.
You cannot win if you have this.
On your turn you can play normally; or you can steal any one card that’s been played on the table; or, you can pass this card to another player; but you can only do one of these on each turn.
CREEPER
GR
EEN
EG
GS
AN
D H
AM
green eggsand ham
You cannot hold this card, but must place it face up in front of you as soon as you get it.If you drew it, immediately draw another card to replace it.
You cannot win if you have this unless the Goal says otherwise.
CREEPER
AX
ax
You cannot hold this card, but must place it face up in front of you as soon as you get it.If you drew it, immediately draw another card to replace it.
You cannot win if you have this unless the Goal says otherwise.
CREEPER
THIN
G O
NE
& T
HIN
G T
WO
Thing One andThing Two
You cannot hold this card, but must place it face up in front of you as soon as you get it.If you drew it, immediately draw another card to replace it.
You cannot win if you have this unless you have the CAT.
At the end of each of your turns, you can choose to reverse the direction of play.