Call to Mission

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PROJECTA Non-Digital Game Design

Proposal

ITGM 705 Visual Interface and Information Design Summer 2010 | Professor David Meyers

Š 2010, All Rights Reserved. Intellectual Property of Tim Putt

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

1


table of contents 3 Project Details 5 Proposal 6 Game Instructions 13 Board Game Testing 18 Game Testing Analysis 19 Supply Piece Creation 20 Long-Term Mission Cards 23 Short-Term Mission Cards 26 The Situation Card 39 Supply Depot 45 Currency 46 Final Game Instructions 50 Game Instruction Booklet Photos 55 Game Board Digital Version 56 Final Game Photos

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

2


project details |

Midterm Project, Non-Digital: Board Game

OBJECTIVE Design and produce a non-digital interactive game, story, information system, or artwork. The topic and area of exploration is up to you, although it is recommended that you select a topic related to your interests and your intended degree focus. PROCESS Part 1: Proposal, Due: End of Unit 2 Write a one- or two-page proposal that describes the topic you’ve chosen to investigate and the product you intend to design. Your proposal should articulate the concept, design direction, and significance of your chosen project and must include all of the following elements: Design Statement: This section should answer the question, “What problem are you trying to solve?” Audience and Context: This section should define the context in which your project will be consumed and the audience for whom you will create it.

Motivation: This section should describe your motivation for choosing the project you’ve selected. It should also describe the motivations that will draw your intended audience to the project. Part 2: Visualization and Conceptualization, Due: End of Unit 3 Begin realizing your project through visualization and conceptualization. Depending upon the nature of your project, this phase may involve creating any of the following: • storyboards • wireframes • flow diagrams • initial designs of game cards or your game board • any other suitable means of giving initial form to your project. Part 3: Prototype, Due: End of Unit 4 Develop a prototype for your project. Depending upon the nature of your project, this might take the form of any of the following: a playable gamea series of interface sketches suitable for paper testing any other “rough” format

Non-Digital Game

ITGM 705

that will facilitate user testing. Run at least one test session of your prototype. Test it with at least five different people within your target audience. You are encouraged to use a feedback form to help you collect data and focus audience feedback. Given the feedback received, prepare a brief report addressing the key issues raised, key areas of success, and any design decisions to address key issues. Part 4: Final, Due: End of Unit 5 Develop a polished final version of your project. Post sketches or photographs of your work-inprogress (as a single PDF file) to the appropriate Unit 5 discussion forum by Day 3 of Unit 5. Review feedback provided by your professor and peers and make any desired revisions to your work. Update your proposal to reflect any changes to the original plan, including your rationale for these revisions. Feedback gathered during the testing should be included as well, particularly as it impacted your design decisions. Add description(s) for use or game rules to your original proposal document.

Visual Interface & Info Design

Spring 2010

Professor David Meyers

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project details |

Midterm Project, Non-Digital: Board Game

Evaluation Criteria

• Your proposal should define a project appropriate in scope for a four-week graduate project.

• Your proposal should speak to an appropriate audience and context for use, given the focus of the project.

• Your revised proposal should accurately reflect the final state of your project and should logically discuss any major design changes made between the initial proposal and the final product.

• Your proposal should clearly introduce the use and experience of your project to someone who has never encountered the project before.

• Your proposal should be well written and free from grammatical and typographic errors.

• Your final project should be polished and fully realized. This means that, for the purposes of this project, visual design is as important as interactive design.

• Your project should be appropriate to the medium of choice and the experience level of your intended users.

• Your project should be based on interaction model(s) beyond well-known examples.

• Your project should show development and refinement as you move through the production phases.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

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proposal |

Midterm Project, Non-Digital: Board Game

Design Statement The goal is to create a family friendly game that does not promote violence or war, but instead a culture of humanitarian support. By reinforcing concepts and processes of humanitarian aid, players will become acquainted with real-life situations but more importantly methods and strategies to address global issues.

Motivation Growing up, I always enjoyed games of strategy that required big picture logistics. Solving problems and overcoming obstacles can be an important lesson taught by such games and thus my goal is to create a game that utilizes tactical decision making. It seems that war games are most common in this genre of games so creating a game with a positive focus was my intention. Being raised by parents involved with relief agenAudience and Content cies and humanitarian work I often played The audience for the board game is both imaginary aid-worker type games. Helping male and female for ages 12 and up. It is a people requires a similar amount of planstrategic game of moving supplies, people and funds over continents and across borders ning, strategy and mobilization of supplies and people as war games. Children have a by land, air and sea. It requires players to way unique way of seeing needs—they often collect support for their causes and spend wonder why more is not being done. This funding to mobilize aid convoys. The end game encourages the development of these goal is to help people through the missions inclinations rather than letting them ignore they are challenged with. To win players those instincts. must out play opponents by moving their supplies and people in place first

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ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

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early game instructions | Point of the Game This is a strategic game of raising funds, moving aid supplies (food and medicine), and coordinating volunteers. The board displays a map of the world which is divided by country boundaries but connected by transit lines. Each Player represents a Relief Agency with individual missions to accomplish. Setting up the Board Place the Player Agency pieces (up to six teams) at the starting point at the United Nations in New York City. Set the Situation Card and Supplies Card decks in place. Roll a die to determine who is going to campaign first. The player who scores the lowest score gets to campaign first. Campaigning involves each player placing Support Rings on cities with available space on their Pillars. Each player places N rings before the player to the left follows suit and so on. When all the Support Rings have been placed, each player pulls a Call to Mission and play begins.

World Relief Agency: The Board Game

Player may move their agency, convoys or Playing the Game both the amount shown on the die The Call to Mission game card informs each Travel from one node to the next is conplayer of the two individual missions they sidered “One Stop� must accomplish in order to achieve success and must be kept secret from the other agen- 3. The Player may purchase Supplies recruit Volunteers, collect Support Rings or purcies. The card will indicate target quantities chase additional Travel Stops during his/ of Funding, Volunteers and Supplies required her turn. for delivery to each destination before an4. Mark the end of the turn by placing 3 nouncing success. Although each set of new support markers on the board from missions are unique, the challenges remain the Support Bank. equally difficult. The player who led out on the campaign trail always plays first. Support Rings 1. Player picks up a Situation Card and Support Rings may be collected by traveling follows the instructions on it. and stopping in map locations where a sup2. Player then rolls three of the four dice: port tower holds rings. Upon stopping at a Green die determines land travel pillar of support, the Player must roll the red Blue die determines water travel die to determine the maximum number of Yellow is determines air travel rings they may collect. Rings are then traded Red die adds to either of the other dice in to receive funding. The first set of rings being rolled to be traded in receives N in funding. The - the number on the dice determines subsequent amounts are determined on the maximum travel stops allowed board Funding Chart.

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Visual Interface & Info Design

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game instructions | Travel Stops Travel lines correlate with the color of die being thrown. The Green Line is for travel by land and costs an additional 2,000 per stop. The Blue Line is for travel by sea and costs an additional 5,000 per stop. The Yellow Line for travel by air and costs an additional 10,000 per stop. Crossing the Border Countries charge taxes to allow supplies to pass through. The amount is indicated on the map border and must be paid for entrance. If no money is available player may stay in the closest Travel Stop on the line. Supplies Card Supplies may be purchased only during a players turn. Upon purchasing Supplies, a Supplies Card is pulled to determine which port they will originate from. Blocking Convoys Supply Crates may be “abandoned” should an agency want to slow down another. Other

World Relief Agency: The Board Game (continued)

agency’s must stop along transit lines where supplies have been left. The following round they may collect the donated Crate as there own and carry on.

Money Values Each player begins the game with $20,000. If for some reason a player is out of money they must sell supplies and volunteers.

Agency Trading Trades may take place between players only when their agency’s have stopped at the same travel stops. The Situation Card: Examples The Situation Card an be either a blessing or a curse as it will either speed things up set relief work back. It must be picked up at the beginning of the turn prior to rolling the dice. Several Travel Stops across the board also allow a Situation Card to be pulled. Here are some examples of Situation Cards: • e xtra help from the local government collect 4 Support Rings Non-Digital Game

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• bad weather has set you back, your envoy will not be moving for one round • Dishonest assistant has sent you back to headquarters for questioning, end turn early. • Volunteers turn out big support, collect 10 Volunteers. • Mechanical problems have slowed progress, pay 12,000. • Congress passes bill, collect 20,000 in funding grants for your cause. • Government red tape is getting in the way, pay 6,000 to move forward. • Documentary created highlighting your cause: collect 2 donated supplies from each agency. • The Agency has had a tremendous year, donate 1 support ring, or $1,000 to each Agency out of your account. • Talks go well with donors. Collect 4 Volunteers and enjoy 4 Air Stops. • Drop everything and fly to Moscow for emergency meeting. • Certificate of request: Receive 5 supplies from any Agency.

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wire frames |

Game Board and Cards

Cropped version of board with dummy pieces, scaled to 100% to check legibility. Non-Digital Game

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Visual Interface & Info Design

Spring 2010

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wire frames | Unexpected help from the local government collect 4 Support Rings.

Mechanical problems have slowed progress, pay 12,000.

Situation Cards

Bad weather has set you back, your envoy will not be moving for one round

Congress passes bill, collect 20,000 in funding grants for your cause.

Documentary created highlighting your cause: collect 2 donated supplies from each agency.

Dishonest assistant has sent you back to headquarters for questioning, end turn early.

The Agency has had a tremendous year, donate 1 support ring, or $1,000 to each Agency out of your account.

Government red tape is getting in the way, pay 6,000 to move forward.

Cropped version of board with dummy pieces, scaled to 100% to check legibility. Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

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wire frames | Drop everything and fly to Moscow for emergency meeting.

Congress passes bill, collect 20,000 in funding grants for your cause.

Situation Cards

Certificate of request has been approved: Receive 5 supplies from any Agency.

Government red tape is getting in the way, pay 6,000 to move forward.

Non-Digital Game

Mechanical problems have slowed progress, pay 12,000.

Documentary created highlighting your cause: collect 2 donated supplies from each agency.

ITGM 705

Visual Interface & Info Design

Talks go well with donors. Collect 4 Volunteers and enjoy 4 Air Stops.

Drop everything and fly to Moscow for emergency meeting.

Spring 2010

Professor David Meyers

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wire frames |

Situation Cards

Certificate of request: Receive 5 supplies from any Agency.

News media block communications and bring your operations to a halt. Only move one die roll.

High winds at sea. Your seabound convoys are stranded in position.

Clinics in Nairobi save 36 cabinet members lives. Collect $6,000 for government support.

Strong campaign wins support from other causes. Receive 2 support tokens donations from each player.

Air travel is grounded due to severe weather. Use air roll as land transit if desired.

Clinics in Nairobi save 36 cabinet members lives. Collect $6,000 for government support.

The rainy season yields healthy crops. Receive loan payments for last years micro-loans of $3,000.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

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research |

Wallmart Game Display

Finished Box sizes is an important aspect to study as department stores have limited shelf space around specifications

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

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wire frame |

Board Game Testing

A rough draft of the board was created and posts were inserted to hold “support� pieces. Dummy pieces, paper Situation cards, Supply cards and Call to Mission cards where created on the fly as each was discussed for the importance of each piece and their interaction. Money values, and costs for additional moves and purchasing of supplies was fine-tuned.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

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wire frame |

Card Design Drafts

Build wind turbine farm in Monrovia, Liberia.

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Unexpected help from local government.

Collect 4 Support.

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game testing |

Game Testing Session II

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game testing |

Game Testing Session II

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game testing |

Session Two: Analysis

The second session of game testing was absolutely necessary for game refinement. Instead of trying to figure out if the concept would actually work and be fun, the focus of the practice rounds was to fine tune the game flow and interactive aspects of the game. Everything was monitored, from setup time to each players turn. Important observations were made regarding game play that will be addressed in the Game Instructions accompanying each game set. During this second round of testing two players unfamiliar to the game were introduced. Without a set of instructions with visual diagrams it was a challenge to explain how the game worked. While the game is complex with many different aspects of game play it is quite manageable once it can be explained. It is the type of game that must be shown to fully understand. After one round the game-play became more clear to the newcomers. Setup took a little less than 10 minutes. The first round players took about 4 minutes for each move. As subsequent rounds became more complex (with more activity around the board such as supply movement and trading in supply rings) turns took up to 10 minutes. In all 3 rounds of play with five players lasted for 1 hour and 32 minutes. The map had been thoroughly traversed and several players had begun mobilizing Supplies although none were close to approaching a complete mission. Three key additions were made to the game upon observations made at the second testing session. It was clear that in order to get the game moving right away players needed to start with a larger amount of money. Money is the key to moving supplies and traveling for support just as it is in real life situations. To increase the cash flow another element was added to the Support Ring feature. Trading in 5 Support always provided you with $5,000 x 5 Rings = $25,000. Now in addition, a Gold Ring will be added to the Agency Pawn indicating that they have traded in in the past. At the beginning of a turn the player receives “Ongoing Support” of $3,000 per Gold Ring they have collected— prior to pulling The Situation Card.

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game piece fabrication |

Supply Crates, Support Rings and Support Cities

Supply Crates and Support Rings and Plastic Storage Bins

Support City Towers for Game Board Non-Digital Game

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Long-Term Mission

1

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Long-Term Mission

Start children’s school initiative located in Bol, Chad.

Build wind turbine farm in Monrovia, Liberia.

Open children’s school in Kabul, Afghanistan.

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63

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31

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65

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68

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$118K

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30

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26

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$100K

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$110K

Provide Braille training to children in Dar Es Salam, Tanzania.

Dig wells for a desperate community in Yaounde, Cameroon.

Hold AIDS health fair in Bangalore, India.

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62

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60

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72

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28

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30

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27

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$100K

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$108K

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$100K

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Long-Term Mission

Provide sanitation to a war-torn village in Maputo, Mozambique.

Tsunami victims in Jakarta, Indonesia need relief.

Provide a lifeline for flood victims in Kolkata, India.

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64

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60

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68

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31

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32

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28

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$114K

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$120K

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$105K

Send health workers to teach clinics in Antananarivo, Madagascar.

Bring warm clothes, food and job training to Surgut, Russia.

Encourage fair trade in Ulan Bator, Mongolia through jobs training.

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73

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64

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63

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26

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30

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31

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$115K

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$112K

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$118K

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Short-Term Mission 1

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Short-Term Mission

Work with local government to develop urban gardens in San Francisco, USA.

Take hygiene kits to disaster in Sucre, Bolivia.

Devastating mudslides strike El Salvador.

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26

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21

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29

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10

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10

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11

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$37K

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$46K

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$39K

Storms knock out power across Newfoundland. Setup relief response in St. John’s, Canada.

Fund and organize medical missions to Guatemala.

Setup adult literacy school in Osorno, Chile.

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23

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20

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21

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9

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10

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10

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$42K

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$47K

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$46K

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Visual Interface & Info Design

Spring 2010

Professor David Meyers

24


Short-Term Mission

Work with local government to develop urban gardens in San Francisco, USA.

Take hygiene kits to disaster in Sucre, Bolivia.

Devastating mudslides strike El Salvador.

=

26

=

21

=

29

=

10

=

10

=

11

=

$37K

=

$46K

=

$39K

Storms knock out power across Newfoundland. Setup relief response in St. John’s, Canada.

Fund and organize medical missions to Guatemala.

Setup adult literacy school in Osorno, Chile.

=

23

=

20

=

21

=

9

=

10

=

10

=

$42K

=

$47K

=

$46K

2

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

25


The Situation Card 1

Non-Digital Game

ITGM 705

Visual Interface & Info Design

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The Situation Card

Submit this card anytime to the Agency of your choice to receive donation of $4,000.

Dishonest assistant sends you back to headquarters for questioning. End turn early, place campaign Support immediately.

Unexpected help from local government.

Bad weather has set your team back.

Collect 4 Support.

Agency stays put this round.

Mechanical problems have slowed progress. Pay $12,000 before moving any Supplies.

Congress passes bill. Collect $20,000 in funding grants for your cause.

2

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The Situation Card

Government red tape is getting in the way.

Documentary created highlighting your cause.

Pay $6,000 to move forward.

Each Agency donates 2 Support to you.

Talks go well with donors.

Drop everything and fly to Moscow for emergency meeting.

Collect 4 support and travel up to 4 transit stops of any type.

You may collect Support, but do not roll for travel.

The Agency has had a tremendous year. Donate 1 Support to each Agency.

Certificate of need has been approved. Receive 5 Supplies from Agency of your choice.

4

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Shipping error sent supplies to the wrong Agency.

The Situation Card

Challenge Agency to the left. Roll 2 dice against their 1. The highest die collects that amount from opponents supplies.

A mudslide has struck Mexico. Travel to Mexico City to provide immediate assistance. You may collect Support, but do not roll for travel.

Army ants infest food Supply. Lose 2 Supplies.

Structural Adjustment Programs strain local government finances.

Hospital in Mexico opens doors to medical missions.

A coup d’Êtat in Belize causes civil unrest.

Lose $5,000.

Collect 5 Support.

Lose 2 Support in city riots.

6

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City-wide power outage hits New York knocking out the connection with headquarters.

The port is closed due to a hurricane.

News media block communications bringing your operations to a halt.

No sea travel this turn. Miss one turn.

The Situation Card

Lightning storms ground all air travel. No air travel permitted.

Roll one die only.

Strong campaign wins backing from other causes. Receive 2 Support donations from each Agency.

Rain storm destroys cargo. 5 Supplies are lost.

8

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Visual Interface & Info Design

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Clinics in Nairobi save 36 cabinet members lives and gains government assistance.

Mechanical problems. Pay $10,000.

Donate $14,000 to the agency of your choice.

The Situation Card

Collect $6,000.

The rainy season yields healthy crops. Receive loan payments for last years micro-loans.

5K walk is a huge success. Collect 4 Support.

Collect $3,000.

Volcano ash cloud suspends air travel. Spend $5,000 to organize alternative transportation roll or Wait one turn for ash cloud to dissipate.

10

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Guerillas have taken 3 supporters.

The Situation Card

Roll 2 die against Agency to the left’s 1 die to negotiate their release or lose 3 Support.

Raise money for urban gardens in Romania for income generation. Collect $4,000.

Rainy season slows land travel. Divide ground travel roll by 2.

Natural disaster leaves thousands in need of emergency medical aid. Donate 5 Supplies to the Agency nearest to you in ground travel.

Help a woman start a business in Indonesia. Donate 2 supplies.

Provide a lifeline for flood victims in Bangladesh. Donate 4 Supplies.

12

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Provide training in tree crops, nutrition and health, and marketing skills. Farmers will soon create income by selling the surplus. Donate 2 Supplies, but find $15,000 from last years surplus.

The Situation Card

Billionaire finally returns your call. Roll die and multiply by $1,000 to collect donation.

You have been asked to speak at a conference in Germany. Travel to Berlin immediately. You may roll for Support, but not for additional travel.

Earthquake in Los Angeles. Send 5 Support.

Advance to the nearest city with at least one Support. Win Nobel Peace Prize! Roll to collect Support and roll for travel after collecting support.

Collect Global Fund.

14

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Visual Interface & Info Design

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A fire engulfs your home-base. Media attention gives your cause a surprising boost.

The Situation Card

Collect $2,00 from each player.

Hollywood actors rally around your relief effort. Collect $19,000.

A feature article in the New York Times highlights your cause and generates funds.

Local farmer donates 5 Supplies for your efforts.

Collect $11,000.

International airline donates 4 free flights. Play this card to advance up to 4 air stops.

Hospital donates Medical Staff and Supplies. Collect 4 Supplies.

16

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Redesign of website attracts younger audiences.

The Situation Card

Collect $8,000.

Cruise line donates boat. Your Agency is now setup to be a traveling hospital.

Dictator dies and borders open.

Farms yield more than expected.

Cross closest international border.

Collect 5 Supplies. Donate 1 Supply to Agency of your choice.

Education is a key to ending poverty. Building schools in Ethiopia gets attention from scholarship foundation.

Honduran school kit program gains support from US aid program. Collect $3,000.

Collect 6 Supplies. Collect $5,000.

18

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Visual Interface & Info Design

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The Situation Card

Bicycle ambulance program in Malawi gains good press.

Computerized inventory system saves time and Supplies.

Collect 5 Support.

Collect $7,000.

After a disaster, water sources quickly become contaminated. Receive aid from Agency who rolls the lowest number die.

School in Africa agrees to teach locals how to grow crops. Collect 5 Support.

Urban garden program started. Collect 4 Support.

Land becomes available to dig wells. Collect 5 Support.

20

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Visual Interface & Info Design

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The Situation Card

Submit this card anytime to the Agency of your choice to receive donation of $4,000.

Submit this card anytime to the Agency of your choice to receive donation of $4,000.

Submit this card anytime to the Agency of your choice to receive donation of $4,000.

Submit this card anytime to the Agency of your choice to receive donation of $4,000.

Submit this card anytime to the Agency of your choice to receive donation of $4,000.

Submit this card anytime to the Agency of your choice to receive donation of $4,000.

22

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The Situation Card

Win Nobel Peace Prize!

Win Nobel Peace Prize!

Win Nobel Peace Prize!

Collect Global Fund.

Collect Global Fund.

Collect Global Fund.

Win Nobel Peace Prize!

Win Nobel Peace Prize!

Win Nobel Peace Prize!

Collect Global Fund.

Collect Global Fund.

Collect Global Fund.

24

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1

Supply Depot Cards

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2

Dunedin

San Francisco

Houston

Tulsa

New Zealand

United States of America

United States of America

United States of America

Jacksonville

Cleveland

Anchorage

Winnipeg

United States of America

United States of America

United States of America

Canada

Halifax

Calgary

Belize

Panama

Canada

Canada

Caracas

Porto Velho

Salta

Mar del Plata

Venezuela

Brazil

Argentina

Argentina

Supply Depot Cards

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4

Concepcion

Lima

Reykjavik

Dublin

Chile

Peru

Iceland

Ireland

Glasgow

Birmingham

Stockholm

Tampere

Scotland

England

Sweden

Finland

Oulu

Murmansk

Minsk

Kiev

Finland

Russia

Belarus

Ukraine

Sofia

Bratislava

Athens

Ankara

Bulgaria

Slovakia

Greece

Turkey

Supply Depot Cards

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6

Naples

Lisbon

Barcelona

Madrid

Italy

Portugal

Spain

Spain

Jeddah

Tripoli

Rabat

Nouakchott

Saudi Arabia

Libya

Morocco

Mauritania

Dakar

Monrovia

Freetown

Luanda

Senegal

Liberia

Sierra Leone

Angola

Cape Town

Maputo

Antananarivo

Nairobi

South Africa

Swaziland

Madagascar

Kenya

Supply Depot Cards

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8

Mogadishu

Khartoum

Yaounde

Port Elizabeth

Somalia

Sudan

Cameroon

South Africa

Alexandria

Damascus

Muscat

Baku

Egypt

Syria

Oman

Azerbaijan

Islamabad

Karachi

Colombo

St. Petersburg

Pakistan

Pakistan

Sri Lanka

Russia

Astrakhan

Magadan

Petropavlovsk Kamchatskiy

Shanghai

Russia

Russia

Russia

China

Supply Depot Cards

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Hong Kong

Tokyo

Osaka

Seoul

China

Japan

Japan

South Korea

Manila

Ho Chi Minh City

Bangkok

Kuala Lampur

Philippines

Vietnam

Thailand

Malaysia

Darwin

Perth

Brisbane

Madang

Australia

Australia

Australia

New Guinea

Wellington New Zealand

10 Supply Depot Cards

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currency |

values and colors

1

110 Call to MISSION

currency

$1K

CallCall to to MISSION MISSION

currency currency

1

All rights reserved 2010

1 2

$10 1K K

Call Call to to MISSION MISSION

currency currency

110

All rights All rights reserved reserved 2010 2010

1 210 25 Call to MISSION Call to

MISSION currency currency

$ $1 2KK

CallCall to to MISSION MISSION Call Call to to

MISSION MISSION currency currency currency currency

1 2

All rights reserved 2010 All rights reserved 2010

1 2 5 Call to MISSION Call to

All rights reserved 2010 All rights reserved 2010 All rights reserved 2010

$ 1 $ $2 5KKK

CallCall to to MISSION MISSION Call Call to to

1 2 5

$ 1 $10 25 2KK KK

Call Call to to MISSION CallMISSION to

1 210 25

cu

10 100

100

$ 100 K $$10 25 KK

cu

10 100 25

All rights All rights reserved reserved 2010 2010 All rights reserved 2010

100 10 25 50

$ 10 1 $ 2 $25 50 5KKK KKK

Call Call to to MISSION CallMISSION to

MISSION Call to currency currency MISSION currency currency

1 10 2 525 50

All rights All rights reserved reserved 2010 2010 All rights All rights reserved reserved 2010 2010 All rights All rights reserved reserved 2010 2010

110

$$10 100 KK

All rights All rights reserved reserved 2010 2010

MISSION currency currency currency

All rights All rights reserved reserved 2010 2010 All rights All rights reserved reserved 2010 2010

MISSION MISSION Call Call to to currency currency MISSION MISSION currency currency currency currency

100

100 10 25

10 1 2 525 50 MISSION Call to currency MISSION currency currency

1 2 5

100 10

2 Non-Digital Game 525 50

ITGM 705

100

$ $10 100 K K $ K $25 50 K

All rights All rights reserved reserved 2010 2010 All rights reserved 2010 All rights reserved 2010

100 10

25 Visual Interface & 50Info Design

Spring 2010

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10 100 25 50

Professor David Meyers

100

45


final game instructions Call to Mission: Introduction This is a strategic game of raising funds, moving aid supplies and coordinating support. Each Player represents a Relief Agency with a unique missions to accomplish. Tactical maneuvering and timing all play a part in real word relief as it does in this Call to Mission. Game Equipment: · 1 Tri-fold game board · 6 Agency Pawns · 4 Dice: 1 green, 1 blue, 1 yellow, 1 red · 6 Sets of Supply Crates, each a different color · 260 Support Rings · 75 Gold Support Rings · Deck of 12: Long-Term Mission Card · Deck of 12: Short-Term Mission Card · Deck of 60: The Situation Card · Deck of 77: Supply Depot cards

Winning the Game: To be the fastest responder to complete the outlined missions as indicated on the LongTerm and Short-Term Mission Cards. Setup 1. Place the game board on an even surface. 2. Shuffle “The Situation Card” and the “Supply Depot” decks and place them face down in their respective positions on the board. 3. Place 3 Support Rings on every Support City pillar. 4. Place all Agency pawns in New York at headquarters. 5. Place $25,000 in the World Funds location on the board. 6. Supply each agency with monetary funding: 1-$25,000, 2-$10,000, 4-$5,000, 5-$2,000 and 10-$1,000.

Non-Digital Game

ITGM 705

Determining Game Length A full Call to Mission game consists of pulling both the Short-Term and Long-Term Mission Cards. However it if a shorter game is desired either one of the cards can be left out. Full Game: 4 hours Long-Term Mission: 2.5 hours Short-Term Mission: 1.5 hours Playing THE GAME The goal of your Agency is to collect Support (Support Rings) which can be converted into money and then used to purchase Supplies (Supply Crates) and additional travel to mobilize both your Agency Pawn and Supplies. Each of your turns consist of 4 steps, in this order: 1. Picking up a Situation Card and following the instructions 2. Rolling 3 of the 4 dice to determine travel.

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final game instructions (continued) 3. Agencies have the option each turn to: - Move Agency Pawn along travel routes - Move Supplies along travel routes - Roll for Support in Support Cities - Purchase Supply Depots - Purchase Supplies - Cash in Support Rings for Funding - Purchase additional Travel 4. Campaign for Support. Mark the end of your turn by placing 3 Support on the cities of your choice. Mission Cards Mission Cards determine each players specific task to complete before they can announce success. Players do not need to inform opponents of their Mission until they have been completed. At the beginning of the game players determine how many Missions are required to win. Approximate game length can be determined by the amount of mission cards. A full game consists of both long and short term missions, although choosing one mission can make for a shorter game.

The Situation Card The Situation Card is either a blessing or a hindrance. Players are to pickup The Situation Card before rolling the dice. Additional Situation Cards can be drawn if a player chooses to stop at one of the two locations on the board showing a mini Situation Card. Rolling the Travel Dice You may roll up to 3 of the 4 dice after pulling the Situation Card. The color of die being thrown correlates with the color of die being thrown. The dice indicate how many travel nodes can be made in that turn according to the die color and intended travel route. Once a die has been used to move either a player piece or a set of supplies it may no longer be used. Stopping or transferring travel methods renders any previously used travel rolls dead. Green Die: Land Travel Blue Die: Water Travel Yellow Die: Air Travel Red Die: Travel Extender (may be added Non-Digital Game

ITGM 705

to any method of transportation when it is played. Example: Player rolls green 5, blue 3 and red 6. Option 1: Player chooses to go 7 by land travel and then 3 by water. Once the Player stops all three dice are now unusable. Option 2: Player chooses to go 4 by land and stops to Gather Support. Upon stopping their land travel die is “dead�. Once the player has rolled to determine how much Support will be collected they still have their water travel available for use. The same travel rules apply to both Player pieces (Agencies) and to Supply convoys. When travel dice have been used up, additional travel can be purchased. Purchased travel is limited to one continuous movement of one type of transportation.

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final game instructions (continued) Gathering Support Players may choose to stop in any city with support rings. Players roll the fourth, unused die to determine the maximum amount of Support they can collect. Two players may not reside in the same city at any one time. Trading in Support Support may be redeemed for cash. A set of 5 rings is awarded with $25,000 and an Ongoing Support gold ring. Players may collect $1,000 for every Ongoing Support piece in their possession at the beginning of their turn.

ship their supplies for a flat fee $1,000 per transaction. When a Supply Depot is paid for, the agency draws the card to determine its location. Supplies Supplies may be purchased for $1,000 per crate. Crates marked with a V indicate a quantity of five as the X’s indicate ten. Supplies can be purchased any time during a players turn, but must originate from a Supply Depot.

Campaign for Support Players mark the end of their turn by Campaigning for Support which means placing three support rings where ever they choose. Supply Depot Supply Depot’s allow Agencies to ship Supplies. Purchasing a supply depot costs $20,000 and is owned by that agency to ship supplies, or to allow other agencies to Non-Digital Game

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instruction booklet |

Folded size 5.5”x8.5”

CALL TO MISSION: INTRODUCTION This is a strategic game of raising funds, moving aid supplies and coordinating support. Each Player represents a Relief Agency with a unique missions to accomplish. Tactical maneuvering and timing all play a part in real word relief asCARDS it does in this Call to Mission. MISSION

DETERMINING GAME LENGTH A full Call to Mission game consists of pulling both the Short-Term and Long-Term Mission Cards. However it if a shorter game is desired either one of the cards can be left out.

Full Game: 4 hours Mission Cards determine each players specific task to complete before Option 2: Player chooses to go 4 by land and stops to Gather SupGAME EQUIPMENT: they can announce Long-Term Mission: port. 2.5 hours success. Players do not need to inform opponents Upon stopping their land travel die is “dead”. Once the player · 1 Tri-fold game board Short-Term Mission:has 1.5rolled hoursto determine how much Support will be collected they still of their Mission until they have been completed. At the beginning of · 6 Agency Pawns the game players determine how many Missions are required to win. have their water travel available for use. · 4 Dice: 1 green, 1 blue, 1 yellow, 1game red length can be THE GAME Approximate determined by the amount of PLAYING mis· 6 Sets of Supply Crates, erent color The goal of your Agency is to collect sioneach Support cards.a diff Rings)pieces A full The same which(Agencies) and to travel rules game apply(Support consists of both long and short term missions, to both Player · 260 Support Rings although choosing moneyconvoys. and then used to purchase Supplies one mission can make for a shorter game. can be converted intoSupply · 75 Gold Support Rings (Supply Crates) and additional travel to mobilize both your Agency · Deck of 12: Long-Term Card Pawn and Supplies. When travel dice have been used up, additional travel can be purTHE Mission SITUATION CARD · Deck of 12: Short-Term Mission Card chased. Purchased travel is limited to one continuous movement of The Situation Card is either a blessing or a hindrance. Players are to · Deck of 60: The Situation EACH OF YOUR TURNS oneCONSIST type of transportation. OF 4 STEPS, IN THIS ORDER: pickup Card The Situation Card before rolling the dice. Additional Situa· Deck of 77: Supply tion Depot cards Picking up a Situation Card and following the instructions Cards can be drawn if a player chooses to stop at one of the 1. two 2. GATHERING Rolling 3 of the 4 dice to determine SUPPORT locations on the board showing a mini Situation Card. travel. 3. Agencies have thePlayers to stop in any city with support rings. Players roll optionmay eachchoose turn to: OBJECTIVE OF THE GAME: the fourth, unused - Move Agency Pawn die to determine the maximum amount of Supalong travel ROLLING THE TRAVEL DICE routes To be the fastest responder to complete missions as indiport travel canroutes collect. Two players may not reside in the same city at You may roll up tothe 3 ofoutlined the 4 dice after pulling the Situation Card. - Move Supplies alongthey cated on the Long-Term Short-Term Mission any one time. Players must Theand color of die being thrownCards. correlates with the color of die being - Roll for Support in Support Cities be located in one of the cities Th referenced on theirhow Mission - Purchase Supply Depots thrown. e dice indicate manyCards. travel nodes can be made in that TRADING IN SUPPORT FOR ONGOING SUPPORT turn according to the die color and intended travel route. Once a die- Purchase Supplies SETUP may be redeemed for cash. A set of 5 rings is awarded with Rings for Funding has been used to move either a player piece or a set of supplies it may- Cash in SupportSupport 1. Place the game board $25,000 on anbe and an Ongoing Support gold ring. Players may collect even surface. no longer used. Stopping or transferring travel methods renders - Purchase additional Travel 2. Shuffle “The Situation $1,000 for every Card” and the Support “Supply piece Depot” in their 4. Campaign for Support. Mark the Ongoing any previously used travel end of your turn by placing 3 possession at the rolls dead. decks and place them face down in their respective positions on the board. beginning their turn. Support on the cities of yourofchoice. 3. Place 3 Support Rings on every Support City pillar. Green Die: Land Travel CAMPAIGN FOR SUPPORT 4. Place all Agency pawns in New York at headquarters. Blue Die: Water Travel Players mark the end of their turn by Campaigning for Support 5. Place $25,000 in Yellow the World location on the board. Die:Funds Air Travel which means placing three support rings where ever they choose. 6. Supply each agency funding:(may be Redwith Die:monetary Travel Extender added to any method of transpor1-$25,000, 2-$10,000, 5-$2,000 and 10-$1,000. tation 4-$5,000, when it is played. SUPPLY DEPOT Supply Depot’s allow Agencies to ship Supplies. Purchasing a supply Example: depot costs $20,000 and is owned by that agency to ship supplies, or Player rolls green 5, blue 3 and red 6. to allow other agencies to ship their supplies for a flat fee $1,000 per Option 1: Player chooses to go 7 by land travel and then 3 by water. transaction. When a Supply Depot is paid for, the agency draws the Once the Player stops all three dice are now unusable. card to determine its location.

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game instruction booklet |

Photos

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Non-Digital Game

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game board | 180˚

165˚

A

150˚

r c t

i

135˚

c

O

c

120˚

e

a

Digital Version

105˚

90˚

75˚

60˚

45˚

30˚

15˚

15˚

30˚

45˚

60˚

75˚

105˚

n

A

r c t

120˚

i

c

O

Kara Sea

c

e

a

150˚

165˚

180˚

n

Laptev Sea

Greenland Sea

Greenland

135˚

75˚

75˚

Barents Sea

Baffin Bay

Beaufort Sea

East Siberian Sea

Chukchi Sea

Tromso

Norwegian Sea

Noril'sk Murmansk Vorkuta

Finland

Bodo

Sweden Fairbanks

Oulu

Iceland

Godthab

Anchorage

Vaasa

C a n a d a

Norway

Hudson Bay

Gulf of Alaska

U. K.

Labrador Sea

Edmonton

Hamburg

Vancouver

Ottawa

Saint Paul Boise

United States

Reno

Denver

San Francisco

Wichita

Kansas City

Portugal

New York

Lisbon

Azores

Memphis

Albuquerque

Los Angeles

Austin Hermosillo

North Atlantic Ocean

Charlotte Dallas

Tucson

Atlanta Jacksonville

Spain

Naples

Houston

Mexico Culiacan

Saltillo

Gulf of Mexico

Honduras

Puerto Rico

St Lucia Barbados

Trinidad & Tobago

Medellin Merida

Georgetown Bogota

Guyana

Suriname French Guiana

Monrovia

Cayenne

Guinea

Burkina Faso Ghana Cote d'Ivoire

Benin Togo

Nigeria

Cameroon

Accra

Sao Luis Teresina

Pucallpa Porto Velho

Namibia

Tonga

Paraguay

Chile

30˚

Supply Depot: Supplies: Support:

$20,000 $1,000 5 = $25,000

Funds

For Purchasing Supplies/Travel

Asuncion

Santiago Concepcion

Osorno

National Capitals International Boundaries Lakes

0 0

750 750

Sao Paulo

Cordoba

Porto Alegre

Botswana

Gaborone

Ho Chi Minh City

South China Sea Singapore

Malaysia

Cape Town

Montevideo

Palau

Brunei

Kuala Lumpur 0˚ Banjarmasin

Jakarta

Surabaja

East Timor

Comoros Mozambique

Madang

New Guinea

Dili

Lae

Papua New Guinea

Port Moresby

Solomon Islands

Darwin

Pemba

Lilongwe

15˚

Majunga

Harare

Antananarivo Madagascar

Coral Sea Mauritius

Reunion

Fiji

Vanuatu

I n d i a n O c e an

Pretoria

A u s t r a l i a

Maputo

Brisbane

Lesotho

30˚

Maseru

Perth

Whyalla Mildura

Sydney

Port Elizabeth Adelaide

Canberra Hamilton

Melbourne

Tasman Sea

Mar del Plata

Neuquen

15˚

Catarman

Marawi

East London

Uruguay

Buenos Aires

Philippines

Manila

Vietnam

Swaziland

Bloemfontein South Africa

Argentina

Vientiane

Cambodia

Sumatra

Dar es Salaam

Bulawayo

Windhoek

South Atlantic Ocean

Rio De Janeiro

San Miguel de Tucuman

Land Travel - $1,000 Sea Travel - $2,000 Air Travel - $5,000

45˚

Londrina

Hong Kong

Laos

Indonesia

Kashiba

Zimbabwe

North P a c i fi c Ocean

Taiwan

Hanoi Burma

Bangkok

Phnom Penh Sri Lanka

Nairobi

Malawi

Belo Horizonte

Madurai

30˚

Taipei

Guiyang

Tanzania

Zambia

Lusaka

Cuiaba

Tokyo

Osaka

Borneo

Lubumbashi

Brasilia Bolivia

Sucre

Hiroshima

East China Sea

Thailand

Addis Ababa

Dodoma

Salvador

La Paz

Japan

Pusan

Kunming

Yangon

Bangalore

Colombo

Angola

Lima

15˚

Bhutan India Bangladesh Kolkata (Calcutta)

I n d i a

Kenya

Rwanda Burundi

Kinshasa

Luanda

Recife

B r a z i l

Chongqing

Hyderabad

Mogadishu

Uganda

Kampala Dem. Republic of Congo

Fortaleza

Peru

Dijbouti

Ethiopia

Bangui

Yaounde Gabon

Mumbai (Bombay)

Arabian Sea

Somalia

Congo

Libreville

Kathmandu Bhopal

Yemen

Singa

Sudan

Central Africa Republic

Liberia

Oman

Seoul

Yellow South Korea Sea

Zhengzhou

Ahmadabad

Aden

Akita Jinan

Lanzhou

Nepal

New Delhi Karachi

San'a

45˚

Pyongyang

Shanghai

Abu Dhabi

Qatar

Muscat

Red Sea Eritrea

El Obeid

N'Djamena

Abuja

Equatorial Guinea

Manaus

Machala

Somoa

Shiraz Bahrain

Riyadh

Medina

Khartoum

Chad Bol

Ouagadougou

Sierra Leone

Belem

Trujillo

Egypt

s

nd

Isla

Sapporo

Sea of Japan

North Korea

Pakistan

Kerman Kuwait

Djado

Niamey

Bamako

Colombia Ecuador

Piura

Amman

Xining

C h i na

Islamabad

Kabul

Baghdad

Jilin

Shijiazhuang

Dushanbe

Afghanistan

Iran

Iraq

U.A.E.

Niger Senegal

Conakry

Venezuela

Cali

S o u t h P a c i fi c O c e a n

Dakar

Uzbekistan

Ashgabat

Damascus

ril

Ku

Shenyang

Beijing

Tajikistan

Tehran

Syria

Jeddah

Mali

Mauritania

Nouakchott Cape Verde

Dominica

Caracas

Quito

Turkmenistan

Saudi Arabia Djado

Libya

Antigua & Barbuda

St Kitts & Nevis

St Vincent & the Grenadines Grenada

Panama

Costa Rica

Dom. Rep.

Haiti

Caribbean Sea

Nicaragua

Azerb.

Harbin

Hami

Urumqi

Kyrgyzstan

Baku

Safi

Cuba Jamaica

Belize

Hegang

Bishkek

Tbilisi

Armenia

Jordan

Algeria Western Sahara

Qiqihar

Mongolia

Kizil-Tal

Stavropol'

Cyprus Lebanon

Cairo

(Occupied by Morocco)

Bahamas

Guadalajara

Guatemala El Salvador

Safi

Khabarovsk

Ulan Bator

Astrakhan'

Alexandria

Petopavlovsk Kamchatskiy

Sakhalin

Qaraghandy

Turkey

Athens

Mediterranean Sea

Tripoli

Irkutsk

Astana

Georgia

Ankara

Izmir

Canary Islands

Miami

Havana

Mexico City 15˚

Morocco

Odesa

Istanbul

Malta Tunisia

60˚

Sea of Okhotsk

Biysk

Orenburg

Kazakhstan

Bucharest Black Sea

Greece

Tunis Algiers

Casablanca Safi

Chelyabinsk

Oufa

Penza

Bulgaria

Sofia

Mace.

Albania

Magadan

a

Novosibirsk

Romania

Bosnia & Serbia & Herz. Mont.

Madrid

Tulsa

North P a c i fi c Ocean

Mold.

Budapest

Croatia

Italy

Rome

Barcelona

Washington

Hungary

Slovenia

France

Halifax

Cleveland

i

B e r i n g S ea

Voronezh

Ukraine

Slovakia

Austria

Liech. Switz.

Bern

Montreal

Toronto Detroit Chicago

Omaha

30˚

Vienna

s

Krasnoyarsk

Ryazan'

Minsk

Kiev

Czech Rep.

Paris

Seattle

Eugene

Vilnius

Belarus

Warsaw

Prague

Lux.

St. John’s

Portland

45˚

Germany

Belgium

s

Kostroma

Moscow

Poland

Berlin Neth.

London

u

Perm

Latvia

Lithuania

Denmark

Ireland

Winnipeg

Regina

Estonia

Riga

Copenhagen

Manchester

Dublin

Calgary

Tallinn

Stockholm

Aberdeen North Sea

Glasgow

Londonderry

R

St. Petersburg

Stavanger

Yakutsk

Surgut

Helsinki

Oslo

Noyabr'sk

Troitsko-Pechorsk

Petrozavodsk

Tampere

Whitehorse

60˚

B e r i n g S ea

Archangel

Umea

Trondheim

Reykjavik

New Zealand

Wellington

Hobart

Christchurch

45˚ Dunedin

1,500 Miles

1,500 KM Falkland Islands South Georgia Tierra Del Fuego

180˚

165˚

150˚

135˚

120˚

105˚

90˚

75˚

60˚

45˚

30˚

15˚

Non-Digital Game

15˚

30˚

ITGM 705

45˚

60˚

75˚

105˚

Visual Interface & Info Design

120˚

135˚

Spring 2010

150˚

165˚

180˚

Professor David Meyers

55


final game photos

Game Board prior to setup.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

56


Board Game contents— without container box.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

57


Game pieces ready to be distributed.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

58


Game components before setup.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

59


Game components before setup.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

60


Game Board ready for play.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

61


Agency (Player) pieces around board.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

62


Agency (Player) pieces around board.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

63


Agency (Player) pieces around board.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

64


Supply Depot and Situation Card game decks.

The Reference List is a legend to remind players of important game options.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

65


Long-Term and Short-Term Mission cards.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

66


Game setup with currency laid out.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

67


Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

68


Yellow Agency piece showing that it has traded in 10 Support pieces for 2 Ongoing support pieces as well as 2 regular Support pieces.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

69


Blue Agency piece showing that it has traded in 10 Support pieces for 2 Ongoing support pieces (gold) as well as 2 regular Support pieces (silver).

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

70


Showing Supply envoys.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

71


The Global Fund holds all the money that Agency’s are required to pay as deemed by Situation Cards. When it is collected, it is automatically replenished with $25,000.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

72


Showing Support pieces on city posts.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

73


Yellow Agency showing how the piece can cover up Support cities when stopped.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

74


Yellow Agency showing how the piece can cover up Support cities when stopped.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

75


Yellow Agency showing how the piece can cover up Support cities when stopped.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

76


Green and Orange Agency pieces showing that they have traded in 5 Support pieces for 1 Ongoing support piece.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

77


The Situation Card sample.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

78


Supply Depot showing that the player picked Port Elizabeth.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

79


Game decks ready for play.

Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

80


Non-Digital Game

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

81


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