Game Studies1 Project 1: Tabletop game proposal
Tabletop game proposal
Week 2 - Week 5
Assignment Brief This group project aims to design and develop fun edutainment rules for a tabletop game that introduces and educates young adults about concepts of glucose pathways in the body through glycolysis, glycogenesis, and the pentose phosphate pathway (PPP). Think of how the game can make scientific principles fun by allowing players to explore how glucose is processed as energy for the body. Aim for a game that uses playful learning mechanics to help players understand the glucose pathway
concepts.
Process:
Initially, our team explored a number of ideas. One early concept was to make a very detailed simulation specifically targeting the biochemical pathway of glycolysis, with an emphasis on accuracy through mechanisms such as worker placement to manage energy conversions (such as ATP and NADH). However, we quickly realised that this "hardcore, science simulation-orientated design" might be too complex and could be intimidating for our young adult target audience. To ensure the game was accessible and, most importantly, fun, we decided to change direction. We found inspiration in the framework of the classic Monopoly board game. This familiar structure allowed us to significantly simplify the rules, resources, and components. Our strategy was to retain the basic, familiar circular board layout but completely reinvent its core gameplay and rules to fit our topic of glucose metabolism, aiming to provide a faster-paced, clearer gaming experience while still effectively communicating educational content.
Based on this inspiration, we created the game Health Master.
HEALTHY MASTER centres around players managing their body's glucose (or "glucose") levels. To play, players roll dice and move around a 4x6 grid board that abstractly represents the journey and processing of glucose in the human body. The ultimate goal is to maintain a healthy glucose balance, avoiding conditions such as obesity (defined as glucose stores exceeding 200 units) and hypoglycemia (glucose stores dropping to zero). Victory is achieved by being the last player standing who remains healthy. As an alternative win condition, if multiple players remain alive after the 45-minute game time limit, the player whose glucose level is closest to the ideal 100 glucose is declared the winner.
To directly integrate scientific learning objectives, we designed a dynamic glucose management system. Each player starts with an initial glucose level of 100 units, representing a baseline health state. Throughout the game, their choices and encounters on the board result in the intake or consumption of glucose. The tiles of the board are crucial in this. For example, when a player stops at an “energy tile”, they need to draw an event card. These cards may trigger various glucose-affecting scenarios, such as “Intake of a high-sugar snack” (forced glucose intake) or “Hyperthyroidism” (increased glucose consumption per round). Conversely, tiles such as “Restaurants and Cafes” provide opportunities to consume glucose, while “Companies” tiles may force players to consume glucose. “Hospitals” serve as a starting point, and every time a player passes through or stops there, they have the opportunity to adjust their ±20 glucose points. This entire system is designed to help players intuitively understand how different foods, activities, and physiological events affect their body’s energy balance.
To introduce a deeper strategic element and reflect the unpredictable nature of health, we integrated multiple card types and unique player roles. We designed 50 event cards that introduce unexpected metabolic turns and challenges. In addition to these, there are 30 action cards that give players more agency, allowing them to make conscious decisions about glucose intake or expenditure, such as cards like "eat whole-wheat bread" (+30 units) or "jog" (-40 units). Energy cards add a layer of direct player interaction, allowing actions such as forcing opponents to reduce glucose or protecting themselves from negative effects. In addition, we developed six different player roles, including "athlete", "programmer", and "diabetic". Each role has a different initial glucose threshold (for example, an athlete may have a higher upper limit for glucose storage). This not only adds strategic depth and replayability, but also subtly teaches players that different lifestyles or physiological conditions affect how individuals manage glucose.
Throughout the design process, our focus has been on fostering specific game experiences that align with learning. Our goal is for players to feel a sense of completion and achievement as they successfully manage their health throughout the game and ultimately win . Continuously monitoring glucose, anticipating the impact of future events (like event cards or opponents’ actions), and making strategic decisions about intake and expenditure fosters a sense of mastery over players’ in-game health . Of course, the game is also animated by social competition, as players interact, sometimes helping each other, sometimes hindering each other, and ultimately competing to be the last person standing with a healthy glucose level . Learning happens organically; as players focus on balancing their “glucose,” they are actually internalizing the basic principles of glucose regulation and energy management in a simplified and accessible way.
Reflection:
We recognize potential challenges and areas that require careful field testing and refinement. Balancing the game's economic system—the rate at which Portuguese coins are gained and lost, the impact of property (company, restaurant) ownership, and the strength of various cards—is critical to ensuring a fair and enjoyable gaming experience for all players. While simplification is one of our goals, we need to ensure that scientific concepts (such as glycolysis and glycogen synthesis), while abstracted, are not oversimplified to the point of being inaccurate. These pathways are presented more through the overall management of glucose rather than directly simulating each step. Another consideration is game length; while we aim for approximately 45 minutes, card draws and strategic decisions can extend game time, so game pacing needs to be monitored.









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