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Trending Now: Buddhism

Strategy Board Game

4 Players

3-Week Solo Class Project

Playtime: ~120+ min.

Current Status: Incomplete / Prototype

‧₊˚❀༉‧₊˚.

Compete against other players to collect the most karma and have the best house with these cute Buddha decorations!​

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A satirical strategic board game based on the aestheticization and appropriation of Buddhist symbols, reflecting on modern day's obsession with Asian culture and its gentrification.

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Gameplay Overview

Trending: Buddhism is an experimental board game meant to critique one way modern America has appropriated and aestheticized Asian culture.​​​​​​

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It transforms karma into a tangible currency and features action cards for sabotage, Buddhist symbols and artifacts as decorations, a design board voting system, and event cards that trigger mandatory challenges. Each of these components encourage players to buy Buddhist items or accumulate karma to win; forcing strategic tension between hoarding objects or selling them for karma, social competition through design board rankings, and resource scarcity which create economic pressure.

 

At its core, although Trending Now: Buddhism is a simple, economy-based strategy game, it mimics consumerism and social media today where people chase trends to be recognized without acknowledging its damage on our cultures, economies, and planet.

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Basic Gameplay Loop​

The game features turn-based gameplay through rounds. On each round:

  • Each player takes turns:

1.  Buying or selling Buddhist objects

2.  Playing or discarding an Action Card

3.  Stabilizing hand to 3 Action Cards

4.  Collecting Karmaback tokens

5. Rearranging/Decorating Design Board

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  • All players participate in voting for the best Design Board

  • At the end of each round, draw an Event Card and resolve it.

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Ideation

​Thematic Significance

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​Buddhism is a non-theistic religion that teaches us how to reach enlightenment, a state where all desires, hatred, and ignorance is purged. Although Buddhism emphasizes non-attachment from material objects, some of these objects serve as significant Buddhist symbols or reminders. In Chinese and Vietnamese Buddhist culture, jade is symbolized by purity, mindfulness, and peace. Wooden beaded bracelets are tactile tools for meditation, counting mantra, and are representative of time, impermanence, and humility. As Lotus flowers rise up from mud and dirt, they are significant to Buddhist culture as symbols of rebirth and enlightenment.

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Despite this, modern America has taken these symbols and turned them into home decor, mass producing a Buddhist statue or image of Siddhartha onto a T-shirt, tapestry, or mug, and market it as fashionable, trendy, or "Zen" to have when oftentimes consumers and distributors don't know what Zen means. Ironically, they use objects that symbolize this religion and represent its teachings for their own materialistic desires. ​

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Satire & Appropriation

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The board game uses language such as "Buddhist connoisseur" to refer to the players and aims to solely use physical artifacts from other mediums (without supporting distributors mass producing Buddhist products). Artifacts are images reprinted, second-hand jewelry, bingo tokens, and/or thrifted Buddhist statues. Design boards were made from an interior design magazine and will hopefully become thrifted or vintage dollhouses. It is heavily inspired by Monopoly and the satirical humor and appropriation of Dadaism art.

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Some of these inspirations come from A Victim Society (Remember Uncle August, the Unhappy Inventor) by George Grosz, Fountain, and L.H.O.O.Q. or La Joconde both by Marcel Duchamp. These pieces took preexisting objects or structure to create something satirical which would critique and defy the political, cultural, and social state of the world. 

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A darker inspiration comes from Brenda Romero's board game Train, designed in 2009. Players are tasked with loading what seems like a train with passengers and at the end of the game, they realize that they were loading passengers on the train towards concentration camps during the Holocaust. Similarly, Trending: Buddhism has players acting as the perpetrators.

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Karma Currency System​

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​Karma is a Sanskrit word that means "action" and represents the idea of

cause and effect.​ In Vietnamese, this word is "nợ". Karma shows up in past,

current, and future lives. Whether you perform bad deeds (accumulating

unwholesome karma from greed, hatred, etc.) or good deeds (accumulating

wholesome karma from selflessness, tranquil, etc.), at a certain time in your

life, this one or the next, you must repay that karma. 

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Then, it is ideal to use such a belief as arbitrary currency in this game

without distinguishing whether it is good or bad, as that is evidently

determined by the intentional actions of the player participating in the

game and their desire to win.

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A Big, Beautiful, House​

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One of the main goals for the player is to decorate their home in a beautiful way using karma tokens and the objects they buy. By decorating well and winning the votes, players would amass much more karma compared to selling and buying objects.

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This serves to further reinforce the idea of spiritual objects simply being viewed as desired commodities and decor in one's home.

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As of the most recent iteration, this house is a page from a magazine and furniture book. However, in future iterations. this will be in the form of a dollhouse.

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Bingo tokens as karma tokens.

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Playtests + Iterations

Playtests were completed with friends, family, and classmates. There were a total of three iterations spanning one month of development.

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Iteration 01:

  • ​Simply testing the mechanics and rules, players noted:

    • The karma values of each object needed tweaks for balancing.

    • The use of the die made the game unnecessarily longer.

    • Fix the wording for cards to help players understand it better and make it more appropriating.

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Iteration 02:

  • ​The new voting and decoration board has been added and players noted:

    • Change the voting system: The voting system had many, many iterations over the several playtests of Iteration 2. Sometimes, it wasn’t anonymous enough so players would vote according to how the person voted them previously. Or, it was too anonymous and players were just voting however they wanted, giving everyone 0s.

    • Make an actual design board instead of plain paper.

    • Balance the values for karma more.

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Iteration 03:

  • ​In the final iteration, players noted:

    • Use a different form of design board, such as a doll house OR make all the objects 2D. However, if I decide to make them all 2D, then it will take away from the message that I want to send about cultural appropriation of Buddhism.

    • Make each piece's design fit in with the game world. For example, put frames around the quotes and paintings.

    • Design the game in a way where there’s less calculating and more doing.

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