Target Audience: Ages 12 and Up Played by 3-5 Players EAT, PLAY, GO! Overview EAT, PLAY GO! is a modification on the popular fast-paced card game Sushi Go!, that encourages strategic quick thinking and and mathematical skills to gain most points over opponents. The modified version seeks to improve the competence and relatedness players through the impact of the modifications, eventually attaining the goal of the game: “To instill knowledge about positive eating habits and educate on the the different dietary life choices and habits.” Game Script Goal of the game is to assemble the best Meal and leave opponents with leftovers. Roles: Before the dealing of cards, each Player is given a specific role, according to which they choose their optimal meal plan. Roles are not revealed till the end of the game. The number of cards you start with depends on the number of players you have. If there are 5 players, you deal 7 cards each, then add an extra card for each missing player. Junk Cards: Deep Fry and Add Sugar are to be among the cards dealt at random to players; those 2 cards will add to 33 other Food Cards dealt equally among 5 players, 30 other Play Cards dealt equally among 4 players and 25 other Play Cards dealt equally among 3 players. Gameplay starts with a hand of cards, and each turn you just pick one card to play. Once everybody has made their choice, players flip over their chose card together and play them, then pass the rest of the hand to their left. Player takes new hand from their right, and repeat. The players yell, “EAT, PLAY,” while passing and choosing their card, and shout “GO!” while flapping and playing their chard of choice. Players choose their card, play, and pass until all the cards run out, then the round is over. Game ends after three rounds Pace of gameplay needs to be quick. Decisions and choice of cards are to be made in terms of strategy. Modifications ROLES: Each player draws a Role Card at random that dictates their gameplay in a way that resembles a known dietary lifestyle and habits. This imparts knowledge about the choices made by people on how they approach nutrition and makes players aware of the various eating habits and dietary restrictions. Roles are not revealed till the end of the game. This mirrors the personal choice that is made by people or participate in said lifestyles. In game, this element of suspense and surprise encourages players to manipulate the hand in order to limit choices available to opponents. JUNK FOOD CARDS: Junk Food cards are introduced to the playing deck before set number of cards are shuffled before they are all dealt. They serve to make players aware of poor dietary choice, whose impact mirror those that might happen in real life. They incur penalties in game of they do not execute the strategies to work around them. For example, to avoid the penalty of Add Sugar card, they must avoid having the least number of Water cards. This mirrors the real-life need for hydration after high sugar intake. Survey Questions 1. How much do you enjoy the game? 2. How engaged/focused were you during gameplay? 3. How likely are you to play this game again? 4. How quickly did you think and play? Can you go faster after playing more often? 5. How much of luck or strategy is involved in the progression of the game? 6. What is the estimated proportion of choices made that were planned and calculated? 7. Do you feel the Roles made the game more interesting? 8. Are the Junk Cards 9. How much of luck or strategy is involved in the progression of the game? 10. Do you feel one could learn more about dietary intake and different eating lifestyles? 11. In your opinion, what skills are fostered in think Eat, Play, Go!? Playtester's Information Srilatha, 45: Home Maker (likes to play classic board games like Monopoly and Snakes and Ladders; plays once every two months) Seenivasagan, 53: Software Engineer (likes to play card games with mathematic intuition like Poker and Rummy; plays monthly) Deepikaa, 16: Student (likes to play board games, including Sushi Go and such as Munchkins, Codenames, plays with friends weekly) Reflections on results and design decisions The players showed a greater degree of motivation to get to the end of the game and find out the outcome of the game, compared to the original SushiGo!. As such, they were more intrinsically motivated, leading to a more overall involvement and enjoyment in the game. There is also the element of luck introduced to this modified version where the Junk Cards could be at any player’s hand at the beginning of play and depending on the hands draws, the Role of the player can either reap benefits or have grave consequences to the scores. Observations Pre-Game Surprised by the incorporation of Roleplaying as the limitations and perks of each Role were discussed Impressed that the Junk Food cards have dire implications over the outcome of the game, just as what they represent would have on their health Feedback During Game Tense body language and eye contact with one another that there is increased relatedness as players seek to plan sabotage by predicting Roles of opponents. Visible expressions of despair and relief as the penalty of Junk Cards takes effect and is evaded, respectively. Post-Game Generally, players experienced more enjoyment, engagement and motivation to complete the game as they were eager to know the outcome of the game, after the three rounds. Due to the incorporation of Roles, players felt A need to plan and strategize more, compared to SushiGo! as Roles dictate their manner of gameplay An element of suspense and surprise as they tried to predict each other’s Roles to change the hand being passed around to restrict the choices of opponents More relatedness as the combination of the two aforementioned aspects of the games meant they had to pay attention to their opponents' moves on top of building their own Meal Due to the incorporation of Junk Cards, players cold Make an instant connection to the real-life implications of poor dietary choices and lifestyles as they are detrimental to health, as Junk Cards are to their game See the impact of Healthier Choice in the improvement of their game and draw parallels to the Healthier Choice symbols found on food products that would help them improve their dietary intake The Junk Cards improves the competencies of players as it forces them to use Healthier Choice in game, which is hopefully translated in life, and better strategize despite the shortcomings of the Junk Cards themselves. The Role cards enhances the relatedness among players who try to predict their opponents’ roles and plan their play so that the hand they pass around is disadvantageous to others. Autonomy has always keen the keen element of both versions given the active choice of play from various options. One improvement to the game design could be the inclusion of more food groups, such as dairy, to better educate the younger audience and Eat, Play, Go! Has the potential to be impressional on children who begin to develop eating habits Annex Cards Breakdown Total Number of Cards: 105 Cards Add Sugar (1 card) - JUNK CARD Card does not carry any point Player must play this card off the hand when the first round commences Minus 3 points if the player has the least Water Deep Fry (1 card) - JUNK CARD Introduced to the pile of playing cards before gameplay Minus 5 points for player who has Deep Fry, at the end of the play Strategy: Players can play Healthier Choice and swap out Deep Fry to bypass the order which would dictate the last holder of Deep Fry ROLE CARDS Normal Diet (1 card) Vegetarian – cannot play Meat and Meat Cards hold no point (1 card) Keto – cannot play Carbohydrates (1 card) Pescetarian – cannot play Meat (1 card) Diabetic – cannot play Sweet cards (1 card) Athlete – if most Water is collected, resulting in 6 points doubled to 12 points (1 card) Influencer – for every Healthier Choice played, player gets 5 points (1 card) Water (10 cards) - Play Card Evaluated at the end of the game, after the three definitive rounds of play, the player with the number of Water collected in the deck over the three rounds gets 6 points The player with the least number of Water will lose 6 points. Healthier Choice (4 cards) - Play Card Healthier Choice do not carry any point. Card is introduced to the pile of playing cards before game play. Strategy: When played on the deck, they allow for the exchange of one card from the hand that the player receives for a onetime swap. Player returns the Healthier Choice to the hand he receives in a later round since they have played Healthier Choice. Player can then play any card he wants from the hand they receive. This move cannot be executed during the last play right before the round ends. Sweets - Play Card The player with the most sweets on each round forfeits all the Water cards. Ice Cream – 1 point (7 cards) Soda – 2 points (7 cards) Fish (14 cards) - Play Card - 3 Fish = 10 points Carbohydrates (14 cards) - Play Card 2 Carbohydrates = 5 points Only multiple sets of 2 (i.e., 4,6,8 Carbohydrates) count. Incomplete sets (i.e., 3,5,7 Carbohydrates) do not count. The lowest common multiple of 2 adds to the points tally. For example, from the abovementioned, (5-1) = 4 Carbohydrates gives 10 points Meat (6 cards of 1 Cut) (12 cards of 2 Cuts) (8 cards of 3 Cuts) - Play Card Meat Cards contain 1,2 or 3 Cuts per card. At the end of each round, the player with the greatest number of Meat in their deck gets 6 points and the one with the second most number gets 3 points. The rest of the players would get no points. Fruits and Vegetables (14 cards) - Play Card 1 Fruits and Vegetables = 1 point 4 Fruits and Vegetables = 10 points 5 Fruits and Vegetables = 15 points