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Friday, September 29, 2017

DESIGN 3 PROJECT 2 : RUJIRADA JUTHASANTIKUL


DIDACTIC DNA


PROJECT 2 PLAY GIFTS & MANIPULATIVES



RUJIRADA JUTHASANTIKUL

NARIT PARANULASKSA


                                                           

SETSUZOKU

                                                           




[ LINK FOR FULL RESOLUTION ]

PULLING THE CONCEPTS FROM THE LAST PHASE, UNDER ON ROOF BY KENGO KUMA, WHICH WAS PURPOSEFULLY FOCUSING ON THE IDEA OF CREATE CONNECTION AND PERMEABILITY. UNDER ON ROOF TRANSFORMED THE SITE FROM BEING A DYSFUNCTIONAL VOID INTO A NEW PUBLIC SPACE WITHIN THE CAMPUS AND ALSO CREATE CONNECTION BETWEEN STUDENT RESIDENTS AND MAIN CAMPUS.

THIS TOYS IS SUITABLE FOR CHILDREN AGES 6 YEARS OLD OR ABOVE BECAUSE THE GAME REQUIRE INTERMEDIATE STRATEGY. 2 OR 4 PLAYERS IS SUGGESTED FOR THIS GAME.

SETSUZOKU MEANS CONNECTION IN JAPANESE, THEREFORE THE CONCEPT OF SETSUZOKU IS CREATING CONNECTION BETWEEN ON SIDE THE BOARD AND THE OPPOSITE SIE BY USING ELASTIC BAND MEDIALLY HOOK THE POLES, CREATING LINEAR FORM LIKE UNDER ONE ROOF. 

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MANUAL











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OBJECTIVE

1. CREATE CONNECTION BETWEEN 2 POLES IN ORDER TO REACH THE OPPOSITE SIDE BY USING
ELASTIC BANDS. WHO REACH THE OPPOSITE SIDE FIRST WIN
2.WHILE YOU TRY TO REACH THE OTHER SIDE, YOU ALSO HAVE TO BLOCK OTHER PLAYER AND AVOID THEM TO BLOCK YOU.
3. USE FEWER BANDS AS MUCH AS POSSIBLE BECAUSE AT THE END OF THE GAME WHO USE LEAST 
ELASTIC BANDS WILL GET EXTRA POINT. 

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INVENTORY

 160 ELASTIC BANDS
144 POLES
1 BOARD GAME
50 INTRIGUE CARDS
1 DICE
20 SAFE-ZONE CARDS


ELASTIC BANDS





4 COLOURS ELASTIC BAND FOR MAXIMUM 4 PLAYERS BUT 2 PLAYERS CAN BE POSSIBLE.

40 RED BANDS
40 YELLOW BANDS
40 GREEN BANDS
40 BLUE BANDS

DICE


> NUMBER 1, 2 AND 3:  ARE THE STEP THAT YOU HAVE TO MOVE.

> “ X”: IF THE DICE SHOWN “X” MEANS YOU HAVE TO PICK ONE INTRIGUE CARD AND THEN FOLLOW THE ORDER IMMEDIATELY TO END THE TURN.

POLES



BOARD GAME



INTRIGUE CARDS



THERE ARE 8 DIFFERENT TYPES OF INTRIGUE CARD.AT THE 
BEGINNING EACH PLAYER WILL GET 6 INTRIGUE CARDS, WHICH YOU CAN USE ANYTIME YOU WANT AND DON’T FORGET TO KEEP IT 
SECRET. ON  OTHER HAND, IF YOU GET THE CARD DURING YOUR TURN, YOU HAVE TO IMMEDIATELY USE IT.

EXTRA TURN CARDS
ELIMINATE CARD
SKIP TURN CARD
RELOCATE CARD
BAD LUCK CARD
OBLIQUE CARD
IMPERIOUS CARD
RECALL CARD

SAFE-ZONE CARDS



NORMALLY YOU CAN NOT CROSS OTHER PLAYERS ROUTE BUT IF SOMEONE’S ROUTE IS ON YOUR SAFE-ZONE AREA, YOU CAN CROSS THEM. HOWEVER, DURING THE GAME, YOU CAN NOT RELOCATE YOUR ZONE EXCEPT YOU LUCKY ENOUGH TO GET INTRIGUED CARD TO CHANGE THE ZONE.

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WINNING

"PLAYER WHO REACH THE OPPOSITE SIDE FIRST WIN."

* IF NO ONE CAN COMPLETE THE MISSION, COUNT THE NUMBER OF ELASTIC BANDS, WHO HAVE ELASTIC BAND LEFT THE MOST WIN.

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SET UP

1. PLACE ALL POLES ON THE BOARD
2. EACH PLAYER CHOOSE COLOUR AND ARRANGE ORDER
3. DISTRIBUTE SAFE-ZONE
> FOR 2 PLAYERS: EACH PLAYER WILL GET 2 SAFE-ZONE CARDS
> FOR 4 PLAYERS: EACH PLAYER WILL GET 1 OR 2 SAFE-ZONE CARDS
4. SHUFFLE ALL INTRIGUE CARDS AND DISTRIBUTE 6 CARDS TO EACH PLAYER ( PLAYERS CAN USE THESE 6 CARDS ANY TIME THEY WANT BUT ONCE PER TURN, THEY CAN DECIDE WHETHER THEY WILL USE OR NOT ). PLACE THE REST FACING DOWN BESIDE THE BOARD.
5. START THE GAME 

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START THE GAME

1. DURING THE FIRST TURN, FIRST PLAYER PLACE HIS/HER 2 SAFE-ZONE CARDS ON ANY AREA OF THE BOARD. LATER, MOVE 1 STEP FROM ANY STARTING  POINT ON THEIR SIDE THEN THE NEXT PLAYER DO THE SAME THING RESPECTIVELY.
2. ROLL THE DICE: MOVE VERTICALLY OR HORIZONTALLY UP TO THE AMOUNT OF STEP THAT SHOWN ON THE DICE. IF THE DICE SHOWN “X”, IMMEDIATELY PICK ONE INTRIGUE CARD FROM THE DECK AND FOLLOW THE ORDER FROM IN ORDER TO END THE TURN.
3. 6 GIVEN CARDS: IF YOU WANT TO USE THE CARD YOU HAVE TO REVEAL BEFORE YOU START YOUR TURN. FOLLOW THE CARD’S ORDER, THEN ROLL THE DICE TO CONTINUE YOUR TURN. 

*IF AT LAST NO ONE CAN REACH THE GOAL, COUNT THE ELASTIC BAND WHO LEFT THE MOST WIN.


TWO PLAYERS’ GAME




“THERE ARE TWO MISSIONS TO FINISHED FOR TWO PLAYERS’ GAME. FIRST, THEY HAVE TO REACH THE OPPOSITE SIDE FROM WHERE THEY HAVE STARTED. LATER, THEY HAVE TO BEGIN THEIR NEW ROUTE FROM LEFT SIDE TO THE RIGHT SIDE IN ORDER TO WIN THE GAME. IN CONCLUSION, THERE WILL BE TO ROUTE FOR EACH PLAYER TO CREATE.”

EXAMPLE OF 2 PLAYERS' GAME



FOUR PLAYERS’ GAME

“FOR FOUR PLAYER’S GAME, TO REDUCE THE CHAOS, THE OBJECTIVE IS JUST TO CROSS TO THE OPPOSITE SIDE. ALL THE RULES AND CONDITIONS ARE THE SAME WITH TWO PLAYERS”



EXAMPLE OF 4 PLAYERS' GAME



AS YOU CAN SEE, THIS GAME BLUE PLAYER WIN BECAUSE HE/SHE CAN COMPLETE THE MISSION BY CROSSING FROM ONE SIDE TO THE OTHER SIDE.



"BLUE CAN REACH THE GOAL"



"GREEN ALMOST MADE IT BUT SLOWER THAN BLUE"



"YELLOW CAN NOT Make IT BECAUSE HE/SHE CAN NOT CROSS DUE TO THE RULES"

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GALLERY


























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