Play a casual group game, with no need to make a deck! In the exciting “Arda” format, players draw from “shared decks” and uniquely customize their companies and strategies as the game progresses.
Description:
In 1995, Iron Crown Enterprises published the iconic MECCG collectible card game, set in Tolkien’s Middle-earth universe. For the exciting multiplayer “Arda” format, there is no need to make a deck. Instead, players draw from “shared decks” and uniquely customize their companies and strategies as the game progresses. Journey back to the most strategic collectible card game ever made. The rules will not be taught, so you should have experience playing the game before. However, the environment will be casual enough so even if you are very rusty, players will happily help you!
Redesigning Board Games for Instructional Purposes
Summary:
We will play a well-designed game (e.g. Pandemic), study its mechanics, then design an instructional variant of that game. For educators, training managers, and learning game designers.
Description:
Are you a teacher, training manager, content designer or learning game designer? We’re going to PLAY a well-designed commercial board or card game (e.g. Pandemic, Red7, Forbidden Island) for 45 minutes. Next, we will study reference cards I created that meticulously examine that game’s mechanics and how the gameplay might be modified to teach any school or workplace instructional goal (or to visualize a problem). Finally, you will pick such a goal, and together with other smart team members, brainstorm a new learning game inspired by the game you just played. You will walk away with several ideas for enhancing your own instruction, and with many custom game cards and handouts! Led by a professor and based on his new book The Allure of Play. See previous event pictures and descriptions here: http://www.joebisz.com/redesigningboardgames (Workshop changes each year.)
Join us for a casual tournament where you draft from a carefully selected pool of 480 cards. “Cube” captures the sealed deck experience, but with better combos and strategic gameplay. No deck needed.
Description:
Has it been a while since you’ve played this amazing collectible card game from Decipher (SWCCG), made in 1995? Join us for a very casual tournament where you draft from a carefully selected pool of 480 cards. “Cube” captures the sealed deck experience, but with better combos and strategic gameplay. No deck needed. We will also have a few slots for players wishing to play a “No Virtual Cards” cube, so if you prefer to play that way, email the organizer after you register. The rules will not be taught, so you should have experience playing the game before. However, the environment will be casual enough that if you are a little rusty, players will happily help you!
Join our casual event where you quickly make a deck from our provided pool of 480 cards, but without drafting. CUBE is similar to Sealed, but with better cards, combos, and strategy. No deck needed.
Description:
Has it been a while since you’ve played this amazing collectible card game from Decipher (SWCCG), made in 1995? Similar to Sealed Deck, we will provide you with a random pile of cards, taken from carefully designed pool of “Cube” cards. You will then use that pile of cards to quickly design a deck. There will be no drafting so we’ll get to our games faster. Our game play will feature Prof Joe’s original mechanic called “Smuggling Pile” which will let you tweak your deck from a sideboard during the game, so you can get just the card you need at the right time—at a cost! No deck needed. The rules will not be taught, so you should have experience playing the game before. However, the environment will be casual enough that if you are a little rusty, players will happily help you! (We also have another, longer event called “Star Wars CCG: Cube Draft” if you want even more Star Wars!)
What’s Your Game Plan?: Turn Your Lesson or Training into a Game
Summary:
Can you enhance your teaching lesson or training exercise with the mechanics of board games in only 20 minutes? For educators, training managers, content & game designers.
Description:
What does the lesson “Finding Citations,” the game “Trivial Pursuit,” and the mechanic “Bluffing” have in common? In this boot camp brainstorm, your team’s mission to enhance a teaching lesson or training exercise with the mechanics of popular board games in only 20 minutes. Whether you need to teach the rules of citation or compliance, there’s a game plan that can help. If you’re an educator, training manager, presenter, instructional designer, or game designer, you’ll learn how to integrate non-digital educational games or simulations into your classroom or workspace. This full-featured workshop begins with an interactive lecture on game pedagogy, then segues into whole room active game design, and is kept at an optimum size so we can explore your instructional problems in depth. Led by a professor and based on his new book The Allure of Play. (Workshop changes each year.)
What’s Your Game Plan?: Turn Your Lesson or Training into a Game
Summary:
Can you enhance your teaching lesson or training exercise with the mechanics of board games in only 20 minutes? For educators, training managers, content & game designers.
Description:
What does the lesson “Finding Citations,” the game “Trivial Pursuit,” and the mechanic “Bluffing” have in common? In this boot camp brainstorm, your team’s mission to enhance a teaching lesson or training exercise with the mechanics of popular board games in only 20 minutes. Whether you need to teach the rules of citation or compliance, there’s a game plan that can help. If you’re an educator, training manager, presenter, instructional designer, or game designer, you’ll learn how to integrate non-digital educational games or simulations into your classroom or workspace. This full-featured workshop begins with an interactive lecture on game pedagogy, then segues into whole room active game design, and is kept at an optimum size so we can explore your instructional problems in depth. Led by a professor and based on his new book The Allure of Play. (Workshop changes each year.)
What’s Your Game Plan?: Turn Your Lesson or Training into a Game
Summary:
Can you enhance your teaching lesson or training exercise with the mechanics of board games in only 20 minutes? For educators, training managers, content & game designers.
Description:
What does the lesson “Finding Citations,” the game “Trivial Pursuit,” and the mechanic “Bluffing” have in common? In this boot camp brainstorm, your team’s mission to enhance a teaching lesson or training exercise with the mechanics of popular board games in only 20 minutes. Whether you need to teach the rules of citation or compliance, there’s a game plan that can help. If you’re an educator, training manager, presenter, instructional designer, or game designer, you’ll learn how to integrate non-digital educational games or simulations into your classroom or workspace. This full-featured workshop begins with an interactive lecture on game pedagogy, then segues into whole room active game design, and is kept at an optimum size so we can explore your instructional problems in depth. Led by a professor and based on his new book The Allure of Play. (Workshop changes each year.)
What’s Your Game Plan?: Turn Your Lesson or Training into a Game – With One Minute for One Change!
Summary:
What does the lesson “Finding Citations,” the game Trivial Pursuit, and the mechanic “Bluffing” have in common? Answer fun riddles from my published design game that gamify your exercise in 1 MINUTE.
Description:
In this boot camp brainstorm, you will enhance a teaching lesson or training exercise with the mechanics of popular board games in multiple one-minute rounds. Whether you need to teach the rules of citation or compliance, there’s a game plan that can help. If you’re an educator, training manager, presenter, instructional designer, or game designer, you’ll learn how to integrate non-digital educational games or simulations into your classroom or workspace. Led by a professor who leads similar workshops every year at Gen Con, and based on his design tool “What’s Your Game Plan?” and his best-selling book for teachers “The Allure of Play” (allureofplay.com).