Shown below is an elevator pitch for The Toddler Trials/Daycare Nightmare.
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The Toddler Trials consists of 3 "toddlers" that attempt to win the game by escaping a day care, versus a single teacher whose job is to prevent this. The toddlers have a basic turn-based movement scheme, and the teacher has the power to alter the play space, which is comprised of small squares that can be used to create complex shapes. 

Each square the board is comprised of has it's own class and power: White squares have no effect on the toddlers (neutral space). Red squares take away from the toddlers' Energy Points by the amount written on the square. Blue squares give the toddlers one additional Energy Point. Purple squares allow a toddler to teleport to any other Purple square. Teleportation does not cost any movement (only if the toddler lands on a Purple tile.) Rectangles on the side of the tiles are doors.
TODDLERS
Toddlers can move two spaces per turn, and cannot backtrack. Toddlers cannot leave the daycare until their turn counter has passed 8. Toddlers start with 8 energy points, if the energy points reach zero they are trapped and removed from the game. Energy points are restored by Blue squares, and the juice box tile card. If only one toddler is out, they can choose 1 of 2 of another toddler player's movement space. After all of the toddlers finish moving, it is then the teacher's turn. 
TEACHER
The teacher must always place down a single tile at the start of their turn. After placing down that tile, they have the choice to play an effect card on any open tile or place down another tile. The teacher has a hand of two tiles, and one effect card at all times after initial set up. The teacher can only play tiles and effect cards from their hand. Effect cards last for one entire turn. Once an effect card is placed on a tile, that effect stays and affects that specific tile until the teacher’s next turn comes along.
EFFECT CARDS
Effect cards modify both the play space, and the toddlers themselves. The Red effect card makes all of the squares on the tile it was set down on turn into Red squares, which deal two damage to the toddlers' Energy Points. The Slow effect card reduces all of the toddlers' movement to one from two. The X-effect card makes it so that no toddler can move on to the tile it was placed on, for their next turn. If a toddler is already on that tile when the card is played, they must move off of the tile on their next turn. The 2X effect card makes it so all squares on the tile it was placed on do double the normal amount to the toddler's Energy Points. Red squares do double the damage, while blue squares do double the healing.


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Shown below is an image of our game pieces packaged into the box.
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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:
Nathaniel Alvarez obtained the card materials, and the plastic game pieces, and built all of our physical assets with Nicole. 
Vinson Kok compiled the rule document from the rules the group decided on in meetings.
Nicole Shadley completed the box art, and contributed to creating the rules. She also worked with Nathaniel Alvarez to create the physical game assets. 
Nathaniel Hoang created the sprites on the playing cards.
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Trick or Terror
Shown below is assignment 3. The goal of assignment 3 was to create a game that utilized AI as a mechanic. We came up with  "Trick or Terror". It's a Halloween themed game where three players draw cards (items), and craft them together to make traps, which they can lay down to stop the AI player surrogate from reaching the house. The point of this assignment was to make a 3 versus 1, where one player plays as the AI, much like a computer. My contributions to the team were the movement patterns of the AI, and working with the team on the general rules of the game.
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Click to return to "James Dollar-Works."