Monthly Archives: July 2015

ALLIANCE Megagame Logo

ALLIANCE megagame almost ready to publish!

The world needs new leadership. Are you read to be prime minister, a military commander, a calculating economist, or a mad scientist? Each nation-team will have to negotiate, compete, collude, go to war, and collaborate to resolve countless international conflicts.

Megagames are one part board game, two parts role playing, and three parts epic experience. Play with as few as 5 players or as many as 60 players, this megagame is perfect for classrooms, parties, and megagame events.

Over the course of the last 2 years I’ve been developing a board game to teach students world-wide problem solving through play and collaboration. We often ask students to quietly  work independently while placing them next to each other, but how often do we utilize our state sponsored opportunity to have them collaborate to solve epic problems together? By allowing them to role-play as world leaders, perhaps they will take the first steps to becoming world leaders.

The game is nearly finished. I only need to produce a few more graphics and upload them to my Game publisher account. As soon as it is done I’ll publish it and make it available to teachers everywhere. Sign up for my newsletter to find out when it becomes available.

First professional print!

Game Preview

ALLIANCE is a political science simulation created by my high school game design students and I to help young people understand the dynamics of working towards world peace. In the game as many as 60 players role play as world leaders of 20 different nation teams to try and solve multiple geo-political crises, trade, and develop their nations. They learn first hand the importance of diplomacy, the necessity for self-defense, international interdependency, and cooperation.

The game can be played as a board game by as few as 5 players, or expanded into a megagame by 60 players. The game borrows key elements from Buckminster Fuller’s World Game, John Hunter’s World Peace Game, Settlers of Catan’s trading mechanics, and Archipelago’s economic mechanics. We also developed our own war mechanics. The students have freedom to maneuver economically, militarily, or technologically together or against other teams. There is also a lot of room for open creative ideas in the course of the game so that the students are not limited to conventional problem solving strategies.

This video shows what the game actually looks like in practice.

For a better explanation of how the game works you can watch this video below.

Here is a small sample of graphics created for the game. There are rule books for each of the three different roles, prime minister, secretary of defense, and lead scientist, but the rule books are more like a menu of actions that they can take and how to initiate them. A lot of the actual rules and mechanics are explained in these game components, cards, and player aids, so that they only need to worry about the rules that they currently need. We also have control players that operate like umpires to explain the rules as they play, so the students do not need to have all the rules memorized in order to play.

Jacob Basquez role-playing as the Prime Minister of the Wild Nation. In this version of the game his role was to recruit the rest of the nations to a secret faction rebelling against another secret faction. He did a terrific job.