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kls39
kls39 presents ...

2024/12/13

Students Against Anxiety

Students Against Anxiety is a two-player race game with elements that align with the challenges students in college– be the first student to bring all the pieces to the goal zone first to win all while avoiding your opponent and the challenge spaces.

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A new version of this scenario was uploaded on 2024-12-13 04:06:20 UTC Students Against Anxiety is a two-player race game with elements that align with the challenges students in college– be the first student to bring all the pieces to the goal zone first to win all while avoiding your opponent and the challenge spaces. USER INSTRUCTIONS: Students Against Anxiety is a two-player race game in which one player controls three blue bookbag and the other (against the CPU) controls three red bookbag game pieces. The user will control the game by clicking the pieces or die. The gameboard resembles a college setting, with twenty spaces arranged in the shape of a three by 8 rectangle, with the exception of a few blank spaces. Each space represents a different circumstance during their experience in college. Both players move in a similar path starting at opposite sides of the board and move towards the top of the board, then into the center of the board from the top. From there they move to the bottom of the board, in opposite directions towards the direction they started off in, and up to move off the board. Player’s start with all three of their game pieces in a “starting zone,” and the objective is to move all three of your pieces onto and through the board, following the player’s movement path, and finally off the board into the player’s goal zone before their opponent does. Players take turns rolling a four-sided die for a chance to roll and move between 0 and 3 per roll. If a player rolls a zero, they have lost their turn. Each piece has a target space determined by its current position plus the die roll. If a player has no possible move, then they have lost their turn. A piece is considered “moveable” if its target space is unoccupied altogether or if it is occupied by an opponent’s piece, allowing for capture unless the space is a “safe space” (space 8), with that being said: only one piece can occupy a space at any time. If a piece lands on a space occupied by an opponent, that opponent’s piece is captured and returned to their starting zone, unless the space is designated as safe. If a player’s piece lands on a red space (space #7 and #9), their will be will be sent back to their starting zone. If a player lands in a yellow space (space 8), they are granted safety in this space AND another roll for this turn. If they land on a green space (space #4 on both sides), the player is granted another roll. The game also includes an important rule for removing pieces: to move a piece off the board into the goal zone, the die roll must exactly match the number of spaces remaining along that piece’s movement path. For instance, a player must roll a 3 to move a piece from space 12 to the goal zone. While moving through the board, the player will be given an excerpt in relation to facing anxiety in college on the screen based on what kind of space they have their piece on. The first player to move all of their pieces off the board wins the game.
A new version of this scenario was uploaded on 2024-12-13 05:00:02 UTC USER INSTRUCTIONS: Students Against Anxiety is a two-player race game in which one player controls three blue bookbag and the other (against the CPU) controls three red bookbag game pieces. The user will control the game by clicking the pieces or die. The gameboard resembles a college setting, with twenty spaces arranged in the shape of a three by 8 rectangle, with the exception of a few "blank" spaces. Each space represents a different circumstance during their experience in college. Both players move in a similar path starting at opposite sides of the board and move towards the top of the board, then into the center of the board from the top. From there they move to the bottom of the board, in opposite directions towards the direction they started off in, and up to move off the board. Player’s start with all three of their game pieces in a “starting zone,” and the objective is to move all three of your pieces onto and through the board, following the player’s movement path, and finally off the board into the player’s goal zone before their opponent does. Players take turns rolling a four-sided die for a chance to roll and move between 0 and 3 (inclusively) per roll. If a player rolls a zero, they have lost their turn. Each piece has a target space determined by its current position plus the die roll. If a player has no possible move, then they have lost their turn. A piece is considered “moveable” if its target space is unoccupied altogether or if it is occupied by an opponent’s piece, allowing for capture unless the space is a “safe space” (space 8), with that being said: only one piece can occupy a space at any time. If a piece lands on a space occupied by an opponent, that opponent’s piece is captured and returned to their starting zone, unless the space is designated as safe. If a player’s piece lands on a red space (space #7 and #9), they will be will be sent back to their starting zone. If a player lands in a green space (space 8), they are granted safety in this space AND another roll for this turn. If they land on a green space (space #4 on both sides), the player is granted another roll. The game also includes an important rule for removing pieces: to move a piece off the board into the goal zone, the die roll must exactly match the number of spaces remaining along that piece’s movement path. For instance, a player must roll a 3 to move a piece from space 12 to the goal zone. While moving through the board, the player will be given an excerpt in relation to facing anxiety in college on the screen based on what kind of space they have their piece on. The first player to move all of their pieces off the board wins the game.

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