This document describes a board game called ProMania that is intended to educate students about different professions in society. The goal of the game is for students to learn about various professions and what is required to work in each one. Players move around the board completing tasks that require them to collect profession cards. The game includes boards, pawns, dice, cards for tasks, professions, chances and questions. It is designed for 4 players ages 13-16 and takes about 1.5 hours to play. The game went through several iterations based on user testing feedback to improve the rules clarity, gameplay, and educational value.
3. e
a m iew
G rv
ve
O
Concept
ProMania is a board game to bring awareness in
students about various professions in the society and
how much essential it is to have a mixture of
professions and balance for a society to sustain.
It will also help students understand various educa-
tional background/ degree required to be accepted
as that professional.
4. e
a m iew
G rv
ve
O
Goal of the game:
The goal is to make students aware of the different
Professions and become one and how they together
serve the Society. Be the first player to complete the
given tasks to win the game. In the process, improve
your awareness!
5. e
a m iew
G rv
ve
O
Game contents:
Board
Pawns
Dice
4 kinds of cards : Task,Professional, chance & Ques-
tion cards
Currency amount
6. e w
amvie
G r
ve
O
Genre : Board Game, Educational Game.
Number of Players : 4
Age Range : 13 to 16years
7. s
ey th
K ng
re
St
What is new?
Its a game where kids go away with retaining
knowledge which makes them aware about existing
professions and its eligibility!
Why the market needs it?
Market needs it because there is scarcity of such
educational games which are good for their
immediate future!
8. s
ey th
K ng
re
St Selling Points :
High retain value
Triggers Group discussions
Memory skill increases
Develops Responsibility factor
Reality of life
Awareness about eligibility of various professions
Inculcates management & organizational skills
Increases visualisation power
Reduces stage fear
Confidence level boosts
9. l ay
ep
am
G
Players actions & controls :
Rolling the dice, moving clockwise on the board,
picking & keeping cards, distributing currency,
acting, speaking, picking up Luck , profession & ques-
tion cards.
10. l ay
ep
am
G
Player objective :
Player objective is to finish the given task by collecting
professionals and be the best student in his
society/school.
Challenge :
Its basically a luck game and with that children have
to retain profession so that they can answer the ques-
tion, that’s a challenge!
11. Game Contents :
Task cards : Each player is distributed with 2 task cards each
in the start of the game. The task card tells the player which
professionals he needs to collect while playing the game.
Profession cards : A player needs to collect the profession
cards of people mentioned on his task card by paying the
amount (mentioned on the profession card) to the government
bank. He can do so whenever he land on that profession on the
board.
A player can buy any number of profession cards and sell it later
to the player who needs that it, in double the amount than its
original value.
12. l ay
ep
am Chance cards :
G
Chance cards contain misfortunes and good luck!
There are activities mentioned on them which a player is
supposed to perform.
Failing to do so he either needs to pay some amount to the
bank/ or the opposite player and vice-versa.
Question Cards:
Question cards contain question related to different professions
mentioned on the board. On answering the right question
player gets some money amount and failing to do so leads to
loss of money for him!
Penalty/Bonus :
Player has to give/take money from Bank in case of
Penalty/Bonus
13. Game flow
Start
Play a dice
Lands on a tile
Professional Question Chance Bonus/Penalty
tile tile tile tile
Pick a
card Read it & Collect/Pay
Dont All professionals do the needed from/to the bank
Buy
Buy collected
opp player
asks question
End
answer dont answer
Collect Give
money money
14. e e
m ur
a t
G uc
s tr Game mode : multiplayer (4 players)
Length & Duration : 1 hour 30 min
Replay Value :
This game gives them the freedom to buy and sell things
which they really like doing!
This game gives kids to feel like a responsible kid. Makes
them feel like the head boy/Head girl of their school which
motivates them a lot.
There is a lot of fun and competition factor in the game, every
kid wants to be better than the other kid, this game hits on this
nerve and make them feel this! And the best part is that
along with having all the fun they end up learning about pro-
fessions which is good for their immediate future.
15. e
am k
G ris
Handling money in the game can make it less learning game
and treated more like a business game.
Parents might not want to buy it , in fear of exposing their kids
to professions like dancers, actors, models etc. Keeping in
mind the psyche of indian parents, they generally don’t
appreciate such professions for their kids.
26. ew
vi
Re 1st UT
Players : Our team played
- Eliminated danger area
- More Surprises should be there.
- NO storyline (as in no connection in the tasks cards, why
players is collecting professions)
- Time management has to improve.
- Reward should be there after completion of 1 task, to
BOOST the game.
- Need to introduce any superpower in the task.
- Players was landing up on the profession which is
needed by other player.
Need to introduce some Rule.
- Money transaction has to be increased.
- Probability of winning was low.
- Need to write Money on board and card
27. in
es
ng r y
C ha to
s
Each player is a responsible kid of his/her school
society, and everytime there is a problem he is
approached by his family or school head to take up
certain responsibility.
The whole game revolves around him, and his urge
to fulfill the tasks he is asked to perform!
30. ew
vi
Re
Players Age : (21-25yrs)
Observations made after testing :
- Players were taking long time.
- Color coding is disturbing
- Seems like its buying & selling rather than learning.
- What is the Bank for?
- Players have multiple questions like:
Is necessary to buy profession if I land on it and I need it?
- Penalty & Bonus write in rules.
- And also they get tired in 45min
- Players were taken taken in very calculative manner
- Few Rules were bit ambiguous
- They were not reading stories/ scenarios on task cards
32. ew
vi
Re Observations after testing :
Target Audience:
Age: 13-16 yrs
Lower Middle Class Kids
- Problem in understanding Rule like: "earned it".
- Players don't player that have to play a chance after getting"6"
- While playing game, in between money get shorter and they
were not able to buy required professions
- Less amount of Surprise Cards and name is not very appropri-
ate as they were not accepted BAD LUCK in this card.
- Money circulation should be more
- There could be options in the answer.
- No one finished 1 task till 1:10 min
- Students thought that its a business game.
- BAD LUCK is too much.
- NOT BORED
34. i ew
Rev
Target Audience
Age: 12-15yrs
Middle Middle Class Kids
- More profession & surprise needs to be added
- Time Management needs to be improved more, as it taking too
long.
- More surprise and fun eliment needs to be there.
- font correction