GalapaGo!
Explore, Build, Conserve
GalapaGo! is a board game that teaches players about the complexities of solving conservation problems in the Galapagos. Everyone must work together to create a resilient Galapagos that can withstand incoming environmental crises. Each player has a specific role with a unique way to earn money and complete conservation actions. Can you solve enough conservation cards before time runs out?
If you would like to print and play this game yourself, you can download the game board, cards, and rules here: (link)
4 Players, 1 Hour Playing Time, Age: 12+
Design Process
I began by writing down my overall goals, which I reflected on throughout the design process:
Teach the players about the collaboration involved in solving conservation problems.
Explore the complex relationships between the many stakeholders in the Galapagos.
Share the beauty and magic of the Galapagos with people who have never experienced it before.
Initial Ideas
This idea physically represents the relationship between environmental and social aspects of the Galapagos using a balance. This idea introduced me to a main question of my game process: balancing collaborative vs competitive gaming. However, I felt that this idea did not address my learning goals for the players. If I portrayed the Galapagos as a scale in balance, it would completely ignore social-ecological system thinking, neglecting all of the different relationships and connections between stakeholders in the Galapagos.
Card Collection
In this idea, players travel across the Galapagos map to collect sets of conservation cards. Each set increases the overall resiliency of the system, building up a defense against random “El Niño” cards.
Rapid Prototypes
Resource Excavation
This prototype was focused on resource management in the Galapagos and the build up of waste. Players had to decide between helping themselves or putting everyone at risk of losing.
Key observations:
Players didn’t feel any incentive to help the group
Key educational aspects were unclear through gameplay.
At one point, my brother mentioned “If everyone loses, you don’t feel like you really lost.” With this mindset, it was better for everyone to lose than for someone else to win. He did what was best for him personally, no matter what the group consequences were.
Post test: How collaborative vs. competitive should I make my game?
Conservation Solutions Card Game
In this prototype, everyone has a specific role and needs to gather a list of different resource cards. Some of the resources, like “waste management” and “inspect imported goods,” would need to be bought for everyone, while other resources could only be bought individually.
Key Observations:
The game was very quiet. Nobody wanted to work together to buy common resources or trade
Players purposely used the El Niño punishment card to hurt others
The lack of a board took focus away from the Galapagos.
Invasive Species Outbreak!
This game is completely collaborative, so either everyone wins or everyone loses. In order to win, all of the players had to work together to remove invasive species by gathering resources and “research innovation” action cards. Players also had individual roles, which could each bring a new skill to the table.
Key Observations:
A lot more conversation between players compared to previous games.
Without competition, players were overall less engaged in the game and had less interest in winning.
At one point, a player suggested that everyone should lose so that the test would be over.
Players learned about the collaboration involved in solving conservation problems, as well as the roles that different stakeholders play.
Hidden Objectives
This game uses elements of the prisoner’s dilemma and the tragedy of the commons. On their turn, players privately decide to play the “help myself” or “help group” card. At the end of the round, everyone’s choices are revealed, and rewards and consequences are distributed. Whoever chose “help myself” gets personal rewards, but they move the island’s resiliency meter down. If the meter hits zero, everyone loses! In order to combat previous completely selfish behavior, I created a personal resiliency meter for each player. If they choose “help myself” too many times, they lose.
Building & Conserving
In this game, modeled after Settlers of Catan, players build tourism developments, buy boats, and solve conservation cards in order to earn victory points. Players must also work together to solve crisis cards that are drawn each round. You can read full rules here.
Key Observations:
Using dice rolling for movement caused players to spend unnecessary time in transit between spots on the board.
Players learned about Galapagos animals and current conservation problems
Players could strategize individually while also collaborating with others to solve crisis cards.
Drawing different crisis occurring each round, the players had a lot of trouble focusing on other aspects of the game.
Post-test questions: How can players move around the board in a more efficient way? How can I add currency to the game? How can I make crisis cards appear more randomly?
Testing with a very collaborative family
I heard quotes like “what does the community say” and “I gotta do my part,” as people chose to earn resiliency cards instead of building hotels. They were very excited by the idea of building an island community focused on conservation.
This testing session taught me that I need to seek out many different people to test my game, so that I can learn from and adapt to different playing styles.
Testing with an “average” family
I used Monopoly credit cards as the currency, and I priced the different boats and buildings, and research centers. In order to add randomness, I created two dice. One described the quality of the environment (low, medium, or high) and the other determined the amount of tourism (limited or mass). The dice combination would determine payout, showing how the quality of the environment directly impacts tourism and economy. Read full rules here.
Testing Observations
Some crises were way too difficult to solve, and this caused players to not even attempt solving them.
Two players purposely ignored a crisis that required multiple people to solve because it was only harming one specific player.
People tended to spread out to different islands and work separately at their respective islands
People felt like they were either helping or hurting the environment and wanted a middle ground
Testing over Zoom — Introducing Graphics
In this test, I wondered how introducing graphics on the cards would impact gameplay. Would players be more likely to do a conservation action when they see a picture of that animal? I also tested the rules, and I had the players attempt to read and understand the game without me answering any questions.
In this test, I learned:
Players had too many options of possible actions on their turn
There wasn’t enough incentive to build research centers
No visible reaction to the graphics — could be because the test was over Zoom
Testing over Zoom — Ferry Routes
In this prototype, players build ferry routes between different islands so that they can move from island to island. bring in the aspect of blocking off people from different islands, and it could be replayed with a different starter island for some variability.
Testing Observations
Crises were too random, and they needed to be more consistent.
Conservation cards are not as impactful as building and tourism — goes against educational goals
Players wanted to be able to use other people’s ferry routes, possibly for a fee
Players wanted more ways to make money – either through tourism or trading with other players
Print and Play, First Try
For this testing session, the players recreated the game at their house, using their own game pieces. They played as if they just opened it out of the box.
Testing Observations:
They really enjoyed the negotiation aspect of the game in deciding where to move and which conservation tasks to solve
One player didn’t build any hotels/fishing boats and went solely for conservation actions. After a couple rounds, this backfired because they did not have any way of making money each round, and a lot of development spaces had already filled up.
They wanted a cheat sheet/graphic on the game board that had the prices for each item and the different things to do on your turn.
Print and Play… Again!
Once I printed out and gathered all of my materials for my game, I was able to drop off the full set at play tester’s houses. This way, they could play it without my involvement, and I could test if my game rules work.
Back to Collaborative
After further testing, feedback, and reflection, I decided to make my game completely collaborative. In a competitive game, people will not come together to solve crises if it doesn’t suit their personal interests. In order to stay true to my educational goals, I modified my game to make it purely collaborative.
Graphic Design
Satisfied with the general idea of game play, I started moving towards the graphic design of the game.
Initial Card Design Ideas
At first, I was leaning towards doing everything through illustration on my iPad. However, I had difficulty finding a middle ground between simplicity and detail. I really liked earthy colors, and I played around a lot with different designs:
After reflecting on my educational goals for this game, I decided that using photos would be more effective to teach players about different plants and animals of the Galapagos. I still wanted to incorporate elements of whimsy, so I tried collaging and I incorporating bright colors.
For my conservation card design, I decided to use photos I took in the Galapagos and collage them with earthy fabrics, bright colors, and interesting textures.
Crisis Cards
My goal was to create a card that matched with the conservation cards but also expressed the severity and urgency of a crisis. I decided on a common dark grey background which could be used to identify all crisis cards.
Crisis Card Theme
Card Backs
After designing the front of the cards, I designed the common card backs for the conservation and crisis cards.
GalapaBucks Design
I decided on these final two designs for the $100 and $50 bills:
Game Board
I went through many different game board ideas, updating the board as I refined gameplay.