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December 01, 2005

Todd Carranto
Peter Van Dyke
Herb Yang
Shon-Ting Fu

Kuhhandel-card.jpg


Kuhundle is the german word for “horse trade,” which constitutes one of
the two main mechanics in the game. The horse traid represents the
manner by which players steal and lose animals towards the end of the
game. Play also revolves around an animal auction mechanic (with which
you buy animals to gain multipliers and points), which is essentially a
bidding system that brings new animal cards into the game. These two
mechanics are explained by the game as being a sort of animal auction.

Dramatic Elements:
The dramatic elements in Kuhundle are the players and consequently the
values of the animals. The horse trade tactic, which allows you to steal
animals from other players, has a strong effect on the perceived value
of the animal cards. Because completed sets are safe from other players,
and count as a multiplier at the end of the game, it can become
strategic to take a chicken fro
m another player, or to disallow a
competitor from stealing a donkey, regardless of the point values.
Multipliers are far more important than actual point values as long as
you have a reasonably high point value animal, and this creates the
dynamic elements to the game. In no two games will the animals be
distributed the same way, and as such the game appears to repeat players
to be dynamic. Animals also enter the game in a different order each
time due to shuffling of the deck (this includes the donkey card, which
pays out money each time it is drawn from the deck. This is the only way
in which money is introduced to the game).

Play Experience
Kuhundle was a great game to be exposed to and the reason for that is because the game creates
a tense competition between the horse trades and the auctions. This type of tension between players
allows us to extend the use of our brain whether that is for intimidation and/or anticipation. Throughout
the game, we came to a conclusion that keeping track of where the money is going between the players
becomes a critical observation. Having the cash flow and the knowledge of how the money is distributed
among the players keeps the competition alive. For example, Shon held 3 cards of both the cow (800 pts) and horse (1000 pts), completing both sets and any additional set would essentially win Shon the game, however,
since everyone else is aware of that fact, the holders of the last horse and cow made sure that they had enough cash on them to keep the pressure on Shon and not get bought out easily. The rest of the game narrowed down to
a battle of the mind.

Play Experiment: Acquire

CTIN 488
Zack Keller
Peter Van Dyke
Shon-Ting Fu
Jonathan Zabel
Todd Carranto
Tre Ford

Acquire Play test


Formal Elements
The formal elements of Acquire consist of essentially just the board. From game to game this stays constant, while the tiles that are placed on it and the distribution of money change.

Dynamic Elements
The primary dynamic elements consisted of the tiles and the money. Tiles are what players use to create, expand, and merge chains. As the game progresses and chains merge, money is distributed to players through Primary/Secondary stockholder bonuses and the selling of stocks they control in defunct chains.

Dramatic Elements
The game doesn't have characters per se but the player is able to become a powerful business/property owner and therefore takes on that persona. As you play through, you are able to see your empire grow/topple and actually feel worried about what the other people will do next.
You literally build the story in this game creating power struggles, conflicts with other hotel chains, and the personal choices therein. The set up is you are trying to create the largest hotel chain in order to end up with the most money at the end of the game. Through gameplay, the story emerges as empires are built, chains are acquired, and players are cheated out of their profits.
The dramatic arc didn't work quite as well in this game because it is about continuously building until you have the most money and therefore had no real climax. Instead, players emerged as dominant about halfway through and left the others to devise new ways of making profit. This changed the dynamic but the dominant stockholders still stayed on top.

Play Experience

Dramatic Elements: Challenge
• Clear Goals and Feedback
o You want to:
o Increase the value of your shares.
o Have your chain bought out.
o Gain control of the most shares.
• Flow
o Depends on the skill levels of the other players.
Dramatic Elements: Play
• Player types that thrive:
o The Competitor
o The Collector
• Participant play:
o Each player has a stake in the end outcome of the game.
Dramatic Elements: Premise
• Charged world of corporate acquisitions:
• Wealthy hotel-chain owning moguls.
• Money and stock are vital game resources.

acquire_pics.bmp