Shown below is an elevator pitch for Polarity II.
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Polarity II consists of 4 teams comprised of 3 classes, which begin the game from color coded areas: 
(3) Positive ( + ) pieces that can move in any direction besides backwards, which pull all other gameplay pieces towards them.  
(2) Negative ( - ) pieces which can move to any adjacent square while pushing all other gameplay pieces away from them. 
One (1) Null( O ) piece which are immune to the other two pieces’ effects. Null pieces can move to any adjacent square, twice (8 directions).  Null pieces can be played onto the board only when no other pieces are in the player’s home-zone. The only exception to this rule is if by moving the Null piece into play space it would immediately capture an enemy piece. 
The win state is achieved by: The final player with a piece on the board after the free-for-all match against 3 other players. 
Removing another player's pieces is achieved by: Pushing another player's piece into a square that is already occupied. 
Movement Chain mechanics: A Movement Chain is caused whenever a Positive or Negative piece moves another piece. After all pieces are either pushed or pulled by the player’s move, the player chooses one of the moved pieces to become the focus for the Movement Chain. The focus then pushes or pulls, as if it was moved by the player, ignoring the piece that caused it to move. The Chain repeats this process and stops when either the third cycle has been enacted, or the pieces contact unaffected pieces. 
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Shown below is an image of our game being tested during a session of play testing.
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Team Credits:
Esmeralda Godinez helped to create the "movement chain" dynamics.
Lauren Dutton created the playing pieces, and designed the graphics used on the game board and rule sheet.
Benjamin Friedman coordinated with me, and the rest of the group to create the rules for the game, specifically the movement of each piece.
Jeremy Bogucki obtained the board materials, and printed the board.
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Daycare Nightmare
Shown below is assignment 2. The goal for assignment 2 was to create an asymmetrical board game for 4 players. One of our most influential mechanics was the board itself, as it was made of many pieces and made the game a unique experience. My contributions to the team were helping to create the rules, specifically contributing to engineering the "Toddler" class, so that their progression is healthy to the development of the game, along with the "Teacher class." I also helped to make sure the "Effect Cards" were balanced.
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Click to return to "James Dollar-Works."