The Transmediation of Journey To The West Into A
The Transmediation of Journey To The West Into A
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Masters Theses (All Theses, All Years) Electronic Theses and Dissertations
2016-04-28
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Wu, Zihui, "The Transmediation of Journey to the West into a board Game" (2016). Masters Theses (All Theses, All Years). 457.
https://digitalcommons.wpi.edu/etd-theses/457
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The Transmediation of Journey to the West into a board Game
By
Zihui Wu
A Thesis
in
__________________________________
April, 2016
Approved
________________________________
________________________________
Britton Snyder
_______________________________
Lee Sheldon
1
Abstract
China is a cultural and economic giant in today’s world, but has been somehow
misunderstood in the past decades 1. With more and more educational and economic
communication between China and the western world, more non-Chinese people find a need to
know China. This project has created a board game based on Journey to the West, a 2000-page
novel which is one of the four great classical novels in China. The project seeks to transmit some
of the cultural aspects of China, stimulate people’s interest in China through simple gameplay.
The ultimate goal of this project was to develop a game which was fun for friends and families to
play together, as well as to offer a relaxing and pleasant play space for people to experience a
The paper explains the research that has been done to realize the project, Journey to the
West: the Board Game, and the production expectation. A study has been done behind the
project explored the game’s mechanics, appeal and effectiveness. The paper also details the
results of this study to determine if players of this board game learn about Chinese culture more
1
Jacques, Martin.2009
2
Acknowledgements
First of all, I want to thank my thesis advisor, Professor Dean O’Donnell, for his useful
advice with regard to my project. He played an important role in my design iterations and
playtests’ process. I would also like to thank Professor Lee Sheldon and Professor Britton Snyder
for being my thesis readers and for sharing with me their opinions on my project.
I also want to thank Professor Huili Zheng for her advice on ways to teach Chinese
culture, for sharing of her understanding of the book Journey to the West and her help with
I would like to acknowledge the help of my friends Chun Yang, Yuteng Zhou, Yue
Chang, Chaima Jemmali and Yakin Najahi in being my game testers and offering me feedback
on the game play. They helped me to improve and balance my game mechanics. I also want to
thank Zhen Tan, Siqi Liu for their help with the art design of my game.
I would also like to express my gratitude and love to my parents and my grandparents for
being so supportive and caring, especially when I feel stressed. They are always there for me and
encourage me.
3
Table of Contents
ABSTRACT --------------------------------------------------------------------------------------------------------------------------------------- 2
ACKNOWLEDGEMENTS ------------------------------------------------------------------------------------------------------------------ 3
TABLE OF CONTENTS ---------------------------------------------------------------------------------------------------------------------- 4
LIST OF FIGURES ----------------------------------------------------------------------------------------------------------------------------- 6
INTRODUCTION ------------------------------------------------------------------------------------------------------------------------------- 8
ANALYZING ------------------------------------------------------------------------------------------------------------------------------------- 9
Why should western people know Chinese culture? ------------------------------------------------------------------------------ 9
Why choose the book Journey to the West? -------------------------------------------------------------------------------------- 10
Board games and their educational functions ----------------------------------------------------------------------------------- 11
Learning objective of the board game --------------------------------------------------------------------------------------------- 12
BACKGROUND ------------------------------------------------------------------------------------------------------------------------------- 14
THE NOVEL JOURNEY TO THE WEST----------------------------------------------------------------------------------------------------- 14
Brief summary and structure --------------------------------------------------------------------------------------------------------- 14
The popularity in China and other cultures -------------------------------------------------------------------------------------- 15
CHINESE CULTURE -------------------------------------------------------------------------------------------------------------------------- 16
Religions and Philosophies ----------------------------------------------------------------------------------------------------------- 17
Chinese characters ---------------------------------------------------------------------------------------------------------------------- 18
Ancient literature ------------------------------------------------------------------------------------------------------------------------ 19
Visual art ---------------------------------------------------------------------------------------------------------------------------------- 19
JOURNEY TO THE WEST THE GAME THE BOARD GAME -------------------------------------------------------------- 20
INITIAL DEVELOPMENT OF THE GAME --------------------------------------------------------------------------------------------------- 20
Chinese culture components in the game ----------------------------------------------------------------------------------------- 21
Experience--------------------------------------------------------------------------------------------------------------------------------- 22
Mechanics and inspirational references ------------------------------------------------------------------------------------------ 22
DEVELOPMENT OF THE GAME ------------------------------------------------------------------------------------------------------------- 30
Paper prototype -------------------------------------------------------------------------------------------------------------------------- 31
Art creation ------------------------------------------------------------------------------------------------------------------------------- 32
REVISED GAME ------------------------------------------------------------------------------------------------------------------------------- 42
Target audience -------------------------------------------------------------------------------------------------------------------------- 42
Duration ----------------------------------------------------------------------------------------------------------------------------------- 42
Numbers of People to Play------------------------------------------------------------------------------------------------------------ 42
Game elements --------------------------------------------------------------------------------------------------------------------------- 43
How to play ------------------------------------------------------------------------------------------------------------------------------- 45
CHINESE CULTURE COMPONENTS IN THE GAME -------------------------------------------------------------------------------------- 46
Experience--------------------------------------------------------------------------------------------------------------------------------- 46
The stories --------------------------------------------------------------------------------------------------------------------------------- 46
The art style ------------------------------------------------------------------------------------------------------------------------------- 46
Other components ----------------------------------------------------------------------------------------------------------------------- 46
PRINTING AND PRODUCTION ------------------------------------------------------------------------------------------------------- 48
EVALUATION AND SURVEY ---------------------------------------------------------------------------------------------------------- 49
SUBJECTS -------------------------------------------------------------------------------------------------------------------------------------- 49
METHOD---------------------------------------------------------------------------------------------------------------------------------------- 49
RESEARCH QUESTIONS ---------------------------------------------------------------------------------------------------------------------- 50
4
The demographic information-------------------------------------------------------------------------------------------------------- 50
Questionnaire ---------------------------------------------------------------------------------------------------------------------------- 50
Test ------------------------------------------------------------------------------------------------------------------------------------------ 50
RESULTS ---------------------------------------------------------------------------------------------------------------------------------------- 52
THE DEMOGRAPHIC INFORMATION ------------------------------------------------------------------------------------------------------ 52
PRE-EXPERIMENTAL RESULT -------------------------------------------------------------------------------------------------------------- 52
POST-EXPERIMENTAL RESULT ------------------------------------------------------------------------------------------------------------ 55
POST MORTEM ------------------------------------------------------------------------------------------------------------------------------ 61
EVENTS THAT WENT WELL --------------------------------------------------------------------------------------------------------------- 61
FUTURE WORKS ------------------------------------------------------------------------------------------------------------------------------ 61
CONCLUSION --------------------------------------------------------------------------------------------------------------------------------- 63
BIBLIOGRAPHY ----------------------------------------------------------------------------------------------------------------------------- 64
APPENDIX A: INSPIRATIONAL BOARD GAMES REFERENCES ----------------------------------------------------- 70
APPENDIX B: THE GAME ELEMENTS -------------------------------------------------------------------------------------------- 71
APPENDIX C: THE GAME RULES --------------------------------------------------------------------------------------------------- 72
APPENDIX D: THE PRINTING PRICE TABLE --------------------------------------------------------------------------------- 79
APPENDIX E: DEMOGRAPHIC QUESTIONS ----------------------------------------------------------------------------------- 80
APPENDIX F: SURVEYS ------------------------------------------------------------------------------------------------------------------ 81
APPENDIX G: THE TEST----------------------------------------------------------------------------------------------------------------- 86
5
List of Figures
6
FIGURE 33- DO YOU THINK THE GAME IS FUN TO PLAY? ----------------------------------------------------- 59
FIGURE 34- TESTS’ ACCURACY COMPARISON -------------------------------------------------------------------- 59
7
Introduction
China has been somehow misunderstood and overlooked in the past decades 1. With
more and more economical, educational and cultural exchanging 2 between China and the world,
there is more need for non-Chinese people to know more about this emerging global power.
A traditional Chinese novel, Journey to the West, which is one of the four great classic
novels in China (The other three great classic novel are Romance of the Three Kingdoms, Dream
of the Red Chamber and Water Margin), was used as the basis for a board game in order to
disseminate some of the Chinese cultural aspects and stimulate non-Chinese people’s interest in
Journey to the West is one of the few books that have received huge popularity from
people in all ages. It is also among the list of the most representative and influential books of
China. Some aspects of Chinese culture, like the religious views of ancient Chinese people, are
shown in the book and can be put into the game. These aspects are widely-known by Chinese
people and should be known by non-Chinese people. The board game was chosen to be the
medium that the book would be transformed into because it has an important advantage that is
not seen in other types of games. This advantage is that board games can offer Chinese and non-
Chinese people opportunities for face to face communication, which allow them to discuss
cultural aspects while playing, so that besides learning, they can gain mutual understanding
2
"China Overview." <http://www.worldbank.org/en/country/china/overview>.
8
For the project, the ultimate goal was to develop a game which is fun for friends and
families to play together, as well as to offer a relaxing and pleasant play space for people to
Analyzing
Nowadays, people are more globally connected and therefore are more interested in
foreign cultures. As one of the predominant cultures in the world, Chinese culture has received
more and more interests from those with a non-Chinese heritage, from all over the world. One of
the notable aspects of Chinese culture is its 5,000 years of rich history and archaeological
values3.
China has become the second largest economy and is increasingly playing an important
and influential role in the global economy 2. Since there are more business contacts between
China and the world, there is more need for non-Chinese people who have the demand to
communicate with Chinese people in knowing this country. Another aspect that shows the
cultural exchanges between China and the world stands on the educational experience. In the
past few decades, more and more Chinese students choose to study abroad. For example, there
are more than a quarter of a million students from China in colleges in the United States - a third
of all international students in the country-which is almost a fivefold increase since 20004.
Chinese people can be seen everywhere around the world. In the daily life, non-Chinese have
3
"Chinese Dynasty Guide - The Art of Asia - History and Maps." <http://archive.artsmia.org/art-of-
asia/history/chinese-dynasty-guide.cfm>.
4
Svoboda, Sarah. "Why Do so Many Chinese Students Choose US Universities? - BBC
News." <http://www.bbc.com/news/business-32969291>.
9
more chances to contact with Chinese people. Mutual understandings are required for Chinese
and non-Chinese people to build up good relationships. All these phenomena below can show
Chinese culture, which was conceived through its glorious history, its people, and its vast
landscape, has been regarded as a point of pride for this country. Knowing some of the cultural
aspects, this focal point can connect individuals from China with those who are not. China has
always and continues to be regarded as a nation that is intertwined with both prominent and
developing countries. These connections are based off of sharing ideas and innovations that
concern anything with education, resources, and economics. These ties have demonstrated the
ever- increasing needs of what China can provide to external masses, including Chinese culture.
and the length of this novel can prevent people from reading it. The most well-known English
translation version of the book has more than 2,000 pages. Many transmediations of this book
have been done before and helped the story to gain huge popularity among Chinese people of all
ages.
There are several reasons of choosing this book. Firstly, as one of four classic novels in
China, the book itself is an icon in Chinese literary culture. Knowing the book implies knowing
some of the aspects that are integral to Chinese literary culture. Secondly, many Chinese cultural
aspects are shown in this story, such as Chinese folk religion, Chinese mythology, and Taoist and
Buddhist philosophy5. A successful transmediation of Journey to the West would not only teach
5
"Journey to the West." <https://en.wikipedia.org/wiki/Journey_to_the_West>.
10
the story, but also introduce some of the related cultural aspects. Thirdly, the book vividly
depicts a magical, timeless and complex world with ancient Chinese people, deities and demons.
The themes of the book are illustrated through many interesting, entertaining, and engaging short
stories that can be easily accepted and understood by non-Chinese people. As a result, Journey to
the West is undoubtedly a great book that could be used in teaching cultural aspects without
Interventions, the author Lawrence C. Rubin discusses some of the benefits that people can get
from board games. “Board games can help people to develop skills and moral instruction”6. And
although in a digital age where everybody worships technology, a growing number of companies
are going in the opposite direction. According to board game historian Margaret Hofer, board
games serve as “cultural mirrors of our societal and technological progress and offer fascinating
windows on the values, beliefs and aspirations of humans”7. These studies show that board
Board games have a long history and have received a lot of popularity, especially in the
western world. Combining board games with eastern culture would be a good way to stimulate
people’s interest in culture, and compared to the book, Journey to the West: the Board Game
offers a more dramatic and entertaining way of disseminating culture. Furthermore, since the
book is too long for people to get a general idea of it in a short time, the board game will help
people more easily achieve that goal. Board games do not take long to be played while at the
6
Rubin .Lawrence C. 2008.
7
Hofer , Margaret. 2003.
11
same time, the replayablity of them is high. Board games are supposed to be played many times.
As a result, with the experience of the whole journey being condensed in the game, people can
learn the story and the cultural aspects behind the story and get the change to gradually to learn
Board games can offer opportunities for people to sit together and to communicate with
each other face to face. This merit could potentially create perfect spaces for Chinese and non-
Chinese people to play and discuss Chinese culture together, and will definitely help to achieve
culture. Ultimately, this game will be the first step in allowing players to learn more about China.
The game gives players a general idea of some of the important components of Chinese
culture, which involve Chinese composition characters, Chinese religions, etc. These
Since Chinese culture is a field of study that includes extremely rich and complex
contents, it is difficult to explain the various aspects in detail of this complex culture. The task of
the game is not to teach everything, but to give non-Chinese people a general idea of some major
components of Chinese culture. For example, the game can introduce people to some Chinese
culture aspects by familiarizing them with some of the traditional art styles and Chinese gods,
such as Maitreya and Queen Mother of the West who was worshiped by ancient Chinese people.
12
Beside the functionality of the board game, the playability and the amusement that the
Teaching culture is meaningful and the book Journey to the West was authored to make a
game. The intended purpose of the game was to provide players an enjoyable board game to
play, and expose them to an environment which could show some different aspects of Chinese
culture, including famous Chinese mythological figures (which involves deities that Chinese
people worship and demons that Chinese people fear of), Chinese folk tales, Chinese religions,
etc. Those aspects are all considered to be very well-known and as important culture aspects to
13
Background
Journey to the West was published in the 16th century during the Ming Dynasty and
novels of Chinese Literature and is one of the few classic novels that have received popularity
from all ages. The book is a long novel. The original Chinese version contains an approximate
of 866,000 words. The most common unabridged translation to English has a total of more than
2,000 pages and published in four volumes 9. It vividly described a magical, timeless and
The novel has in total 100 chapters and can be divided into two parts based on its plot.
The history of Wukong (the Monkey King) and his companions is introduced in the first 12
chapters. These chapters talk about the conversion of the Monkey King, Sha Wujing (Friar
Sand), Zhu Bajie (the Piggy) and the White Dragon Horse to Buddhism and their promises to
wait for the master Sanzang (the monk, also known as Tripitaka) and accompany him on a
journey. Also told in these chapters is the background story of the Tang Emperor Taizong and
8
"The introduction of Journey to the West".<http://www.thn21.com/wen/chang/9965.html>.
9
The review of Wu, Cheng. Journey to the West. Trans. W. J. F. Jenner. Foreign Languages, 1993. Print.
10
"ExEAS - Teaching Materials and Resources.". <http://www.columbia.edu/cu/weai/exeas/resources/buddhism-
journey-to-west.html>.
14
The main part of the story, the actual journey to the Western Paradise, the obtainment of
the scriptures, and the trials are presented in chapters thirteen to one hundred: The Master
Sanzang and his disciples undergo the necessary eighty-one trials, the nine by nine of perfection.
Along the journey, they confront numerous encounters, which include a variety of wild beasts,
supernatural monsters, demons, as well as good and evil humans. Some of these demons and
monsters are defeated by Wukong and his companions, some of them were taken away by
Chinese gods and deities. In the final three chapters, the pilgrims present the scriptures to
Emperor Taizong and return to the Western Paradise for their rewards10.
Journey to the West has been received popularity from all ages through all time. It is
difficult to find someone, even a child, in China that doesn’t know about Journey to the West. It
is probably also the best-known Chinese novel to the people in other Asian countries or even
outside of the Confucian cultural sphere11. With its fabulous magical battles starring the lovable
short-tempered Wu Kong (the Monkey King), Journey to the West has an immediate appeal that
transcends cultural differences. The translations have been done in many languages, including
English, French, Japanese, German, Russian etc. 12. The book has been scholastically analyzed
inside and outside the world of China. Outside China, Japan has done the most work on it,
including early works like Inomata Shohachi’s writing About Journey to the West, and the
scholar of Chinese culture, Nakano Miyoko’s works10.On the other hand, many transmediations
that have been realized in different counties and regions include movies, TV series, video games,
Beijing operas, Manga, animations, dramas, etc. Some of the most notable movies are Journey to
11
Miyamoto, Yoko. "The Journey to the West: Chinese Views of History - Demystifying Confucianism.".
<http://www.demystifyingconfucianism.info/the-journey-to-the-west-chinese-view-of-history>.
12
Wang, Lina. <http://www.literature.org.cn/article.aspx?id=18314>.
15
the West (1966, China), A Chinese Odyssey Part One: Pandora's Box (1994, Hong Kong), and
Journey to the West (2013, China). The Monkey King Returns (2015, China), a hugely popular
animated movie in China, is also among this list. Ever since the first TV series Journey to the
West had been shot in 1982, the novel has been transformed to TV shows in 1998, 2000, 2010,
and 2012 in China. Even Japan shot the TV Series Journey to the West in 1993, 1994 and 200613.
There is also an American miniseries of this novel called The Monkey King that was directed by
Peter MacDonald and produced by NBC and the SciFi Channel14 in 2001. Another TV show that
is based on the novel is the Japanese anime series titled Dragon Ball Z, which has been popular
in America11.
Video games that have been inspired by this story include Fantasy Westward Journey,
QQ Journey, Fantasy Westward Journey Mobile, and so on. The main character, the Monkey
King, can also be seen in some other games such as Warriors Orochi and League of Legends and
Manga such as Sukiyaki (,Japan), Dear Monkey (Japan). Animations such as The Monkey King
(China) and Havoc in Heaven (1964, China) are well-known in China. Furthermore, more than
Chinese Culture
Chinese has more than 5,000 years history and its culture is one of the world's oldest
cultures 3. Thanks to the extraordinarily rich and complex Chinese history 3.and the vast territory
of China, Chinese culture has its glorious, unique and notable aspects. The components of
13
Baidu baike.<http://baike.baidu.com/subview/2583/5315045.htm>
14
"The Monkey King (TV Movie 2001)." < http://www.imdb.com/title/tt0198779/>
16
Chinese culture include, architecture, music, literature, martial arts, visual arts, religion and
many more. When discussing Chinese culture, a variety of topics could arise.
China has been a cradle and a host to a variety of the most enduring religions and
philosophical traditions of the world. Confucianism, Taoism and Buddhism are generally known
as the "three teachings", and combined to form the foundation of Chinese religion. They played a
sociopolitical teachings” 17 rather than a religion to Chinese people, had been the predominant
philosophy in China for a long time since Confucius first started it. Because of its unique training
that could allow multiple religions to coexist and to be practiced by the public at the same time,
other religions, such as Taoism and Buddhism were able gather large followings. As a result,
Taoism (also called Daoism), which originated in China, is a polytheistic religion that
contains a multitude of gods and goddesses. Its profound impact on Chinese culture can be seen
in many aspects, such as Chinese alchemy, Chinese astrology, and traditional Chinese medicine18.
In China, some of the widely-know theories were first proposed by Taoism, such as the
theory of Yin and Yang, and the theory of Five Elements. Five Elements (Wuxing), which refers
15
Miller, James. Chinese Religions in Contemporary Societies. 2006. p57.
16
Yao, Xinzhong, and Yanxia Zhao. Chinese Religion: A Contextual Approach. 2010.
17
Engler, Steven. Historicizing "Tradition" in the Study of Religion. p232.
18
Levitt, Susan.2013.
17
to Metal, Wood, Earth, Water and Fire19, is a fivefold conceptual scheme that many traditional
Chinese fields used to explain various scientific or mysterious phenomena. These phenomena
encompass cosmic cycles, the internal body functions, the succession of political regimes and
Another religion that was somewhat widespread in ancient China is Buddhism. Traditions,
beliefs and practices of this religion are based on teachings attributed to Buddha 21. When
Buddhism was first introduced into China from India in the Han Dynasty more than 2,000 years
ago, its theory continually interacted with and gradually became an important part of Chinese
culture22.
coexisted in harmony with each other in China for a long time. They became the sources of the
deities and the gods that people believed in and some of them were shown in the book Journey to
the West.
Chinese characters
Chinese characters, also known as Han characters are logograms used in the writing of
Chinese23. Chinese characters constitute the oldest continuously used system of writing in the
world 24. and are among the most widely adopted writing systems in the world. In Chinese
myths, Cang Jie invented a lot of symbols that were inspired by the footprints of animals in
19
Dr Zai, J. 2015.
20
Jin, Zhengyao. 1990.
21
Lopez, Donald. < http://www.britannica.com/biography/Buddha-founder-of-Buddhism>.
22
"Buddhism in China." . <http://www.chinahighlights.com/travelguide/buddhism.htm>.
23
Potowski, Kim. 2010.
24
Fisher. Study guide for World History with Student Activities. 2013.
18
5,000 years ago25, and these symbols gradually transformed to Chinese characters that we have
today . Chinese language and its characters are an essential part of Chinese culture.
Ancient literature
Concepts covered include a wide range of subjects including poetry, astrology, astronomy,
calendar, constellations and many more. The Song dynasty was also a period of great scientific
literary progress. There were also enormous works of historiography and large encyclopedias.
The notable works are the Four Great Classical Novels. Countless fictional stories were inspired
Visual art
Different forms of art have developed under the influence of great philosophers, teachers,
and religious figures. Chinese painting became a highly appreciated art form. For example, a
type of painting called Shui Mo (ink and wash painting), Which was first developed in Tang
Chinese line drawing is another drawing style that involves traditional ink and brush. It
could show an object’s quintessence using simple and concise lines without redundant embellish.
25
"Legendary Origins of Chinese Character."<http://characters.cultural-china.com/talk14.html>.
26
Dr. Ulrich Theobald, phil. "Chinese History - Song Dynasty Literature, Thought and Philosophy."
.<http://www.chinaknowledge.de/History/Song/song-literature.html>.
27
"Chinese Painting (from C.200 BCE) Characteristics and Aesthetics.". <http://www.visual-arts-cork.com/east-
asian-art/chinese-painting.htm#washpainting>.
19
Journey to the West the Game the board game
The following section details the process of transforming the theoretical work and the book
into an actual game play. The complete game will be described in the later sections as well.
The board game was initially meant to be an entertaining game with the function of
disseminating Chinese culture. The book Journey to the West was chosen to be the main theme
of the game because of its profound influence and popularity in China. This board game aimed
to combine the entertainment elements with educational functions, helping Non-Chinese, who
are interested in Eastern culture become familiar with this influential Chinese literature and
know more about traditional Chinese culture. In this way, they will build a basic concept of
Chinese culture and may create a better understanding when communicating with Eastern
people. In short, the intended purpose of the game was to provide players an enjoyable board
game to play, and expose them to an environment which could show some different aspects of
Chinese culture.
The designer, a Chinese citizen, wanted to develop a game that she could bring to her
non-Chinese friends and create a space that they could play together and build up more
The targeted audiences are defined as non-Chinese people who are not familiar with but could
be possibly interested in Chinese culture. However, other groups of people, such as Chinese
20
There are in total three major questions that need to be answered in the earlier stages during
Based on research and the feasibility of the game design, the following Chinese culture
The novel Journey to the West itself is among the list of the Four Great Classical Novels
in China. Knowing stories of the book implies some knowledge of Chinese literature culture.
Getting people familiar with the book is a major task for this game.
Some culture aspects related to the book will also be discussed in the game, such as
The novel depicts a magic world with a variety of Chinese supernatural spirits and evils,
which could largely reflect the religious concepts and beliefs that ancient Chinese people
conceived. Showing these supernatural figures and introducing their religious origin helps non-
Chinese people build up a basic idea of the religious view of ancient Chinese people.
21
Chinese costumes, painting art and Chinese characters
Some culture aspects such as Painting art, Chinese characters, and Chinese ancient
costumes, can directly convey aspects of Chinese culture and are easily incorporated with the
cards or board of the game. Therefore, these aspects were decided to be included in the future
Experience
The game aimed to create an opportunity for each player to play a role in the story,
Journey to the West, to experience the characters’ difficulties, fighting vicious powers, in order
to obtain the final goal, which is gaining enlightenment. This experience is actually related with
a Taoism theory of helping people in need, fighting the bad and eventually achieving immortality.
The game also aimed to provide players a sense of accomplishment. Although in the
original story, four protagonists worked together to face multiple trials, the game was defined to
be a competitive game, in order to increase the interest and reach a larger audience.
The term “journey” in following sections refers to the whole process of Master Sanzang
and his disciples, who were going through a journey to reach the west. They started form Xi’an,
22
Grid Movement-Istanbul(2014)
The term Grid Movement in board games refers to an action that pawns, (the player’s token)
move on the grid in various directions. Usually, the grid is a square or hexagon.28.
“Istanbul”, which was designed by Rudiger Dorn and published in 2014, is a tiles based
table- top game that involves dice rolling, grid movement and some other mechanisms.29 The
Grid Movement mechanism helps to make the character’s movement more flexible. At the early
stage of the game design, in order to generate randomness and add flexibility to the game, this
28
"Grid Movement."<https://boardgamegeek.com/boardgamemechanic/2676/grid-movement>.
29
"Istanbul."< https://boardgamegeek.com/boardgame/148949/istanbul>.
23
Figure 1 shows an early design of the game. As shown above, multiple situated tiles are
randomly placed on the table. The characters could move around on all the tiles and encounter
This mechanism was eventually removed because it weakened the players’ perception of
the experience of a linear journey, and the tiles couldn’t show a whole picture of a map that
The Board game Lewis and Clark is a racing game made by Cédrick Chaboussit. The
Deck Building is a mechanism in which players start the game with a pre-determined set
of cards and could add more or exchange cards during the game. These new cards generally
expand the capabilities of players and allow them to build up a system that would be helpful for
number of tokens ("workers") to multiple spots that provide various defined actions, for example,
getting resources.3233
A very impressive aspect of the game is a simulation of an actual journey with the
combination of multiple mechanics. This was a mechanical system that could be used as a
30
"Lewis and Clark." < https://boardgamegeek.com/boardgame/140620/lewis-clark>.
31
"Deck pool building." < https://boardgamegeek.com/boardgamemechanic/2664/deck-pool-building>.
32
Woods, Stewart.2012.
33
Adams, Ernest, and Joris Dormans.2012.
24
In the early stages of designing Journey to The West: the Board Game, the game board
imitated the board design of Lewis and Clark, and all players were competing and racing to
strive for being the first one to get to the end. While in the original story, all of the main
characters would stick together during the whole journey and eventually reach the west paradise
as a team. Taking the mechanical aspect of racing into the Journey to the West game would set
players apart in game play and reduce the sense of being unison. Since the mechanics in Lewis
and Clark lack the ability of offering the real experience, only parts of this game were used as
references.
25
Worker Placement- Lords of Waterdeep (2012)
Lords of Waterdeep is a German-style board game designed by Peter Lee and Rodney
Thompson34. It is one of the paragons of Worker Placement games. On one hand, the worker
placement mechanic is relatively easier for designer to realize, to calculate the weight of each
resource, and eventually helps to balance the game. The reason is that in general, when designing
a worker placement game, if each spot on the board has the same weight, which means these
spots are theoretically balanced, the game would be relatively easier to design as a balanced
game, which means one player won’t have an advantage over another player, and one action that
a player can take won't be clearly beneficial then other actions. On the other hand, this mechanic
helps to increase interaction among players and make the game more interactively fun to play.
34
"Lords of Waterdeep." < https://boardgamegeek.com/boardgame/110327/lords-waterdeep>.
35
"Lords of Waterdeep Gold and Double-Dealing Flow Freely in the City of Splendors."
<http://dnd.wizards.com/products/tabletop-games/board-games/lords-waterdeep>.
26
Variable Player Powers, Set Collection- Citadels (2000)
Citadels is a card game that involves the mechanics of Card Drafting, Set Collection,
Variable Player Powers36 and etc. Figure 4 shows the cover of Citadels.
Games that have Card Drafting allows players to pick cards from a limited subset to gain
some short or long term advantage, or to assemble cards that are used to meet their goals37.
The Set Collection mechanic encourages players to collect a set of items to meet
36
"Citadels."< https://boardgamegeek.com/boardgame/478/citadels>.
37
"Card Drafting." <https://boardgamegeek.com/boardgamemechanic/2041/card-drafting>.
27
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory
to the players39.
In Journey to the West, four protagonists have their own super powers or specialty, the
mechanics of Variable Player Power was planned to be included in the game. However, using
this mechanic requires more play test simulations. It was eventually removed and become a task
in future studies.
The Five Elements theory is a general theory that is widely-known by Chinese people and
was first proposed by Taoism. It is a culture component that the designer wanted to involve in
the game. Since the five element-water earth, wood, fire and metal-each have their represented
color. Collecting colors became a good way to count for final scores. As a result, a Set
The board game Bruges, which is a hand management and Dice Rolling game, was made
by Stefan Feld and published in 201340. This game demonstrates various ways of dice rolling and
card usage to generate randomness and choices. The game was a great reference of dice rolling
mechanics. In order to add a mechanism that was based off of luck, the dice rolling component
Hand Management is a major mechanic that has been seen in many board games. It is
defined as an action of managing the hand and playing the cards in certain sequences or groups
in order to get the best reward under given circumstances. Cards often have multiple uses in
38
"Set Collection." <https://boardgamegeek.com/boardgamemechanic/2004/set-collection>.
39
"Variable Player Powers." <https://boardgamegeek.com/boardgamemechanic/2015/variable-player-powers>.
40
"Bruges.".< https://boardgamegeek.com/boardgame/136888/bruges>.
28
games that have this mechanic41. This mechanic was applied to the game because it gives
multiples uses based on a limited numbers of cards, and this reduced the number of cards that
need to be made. Besides, cards are good platforms to convey information. There are a great
numbers of Chinese supernatural and devils in the story Journey to the West. Having decks in the
game offers a feasible way for players to learn about numerous monsters and stories in Chinese
culture. Figure 5 shows the game Bruges and the dices that are used in the game.
Figure 5- The game Bruges and the dice that are used in the game
41
"Hand Management." <https://boardgamegeek.com/boardgamemechanic/2040/hand-management>
29
To see the full list of the reference games refer to Appendix A.
Developing the game required frequent playtests and fast iterations. “Game is quickly
prototyped, played, and refined again and again before it is finalized” 42. Iterative design allows
designers to quickly identify mechanic bugs and get feedback to revise the game. In the design
process of Journey to the West: the Board Game, elements are added to or removed from the
The picture below shows one play- test session during the design process:
42
Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers. p19. 2009.
30
Journey to the West: the Board Game took a six-month mechanics’ development and a three-
month art design process. In the mechanic development phase, paper prototype was the major
technique that I used. The art referred to some of the traditional Chinese art style and developed by
hand.
Paper prototype
Paper-based prototyping bypasses the time and effort required to create a work. It only
needs very simple tools such as paper and scissors43. A4 paper and poster paper were used to
After revising the game rules for many times, a rough draft of the board had been defined.
43
"Five Paper Prototyping Tips." <https://articles.uie.com/prototyping_tips/>.
31
The picture below is the final hand-drawing board of the game before it was printed out:
Art creation
Reference art
The art style referred to traditional Chinese painting styles, the common art styles of
board games, and existing images of the characters in Journey to the West. The following
32
An image example of the characters of Journey to the West in the animation Havoc in
44
Havoc in Heaven. Dir. Laiming Wan. 1964. Film.
33
Figure 1045 is a drawing of a deity figure in Chinese folktales that applied Chinese line
drawing technique.
45
Free design components download website-Qiantu
< http://www.58pic.com/tupian/xiyoujibaimiao.html >
34
Figure 11 shows a sample of a Chinese Shui Mo painting46 (ink and wash painting).
46
Free background design components download website- Qianku <http://588ku.com/>.
35
Art design
For Journey to the West: the Board game, the software and the tools that were used to
design the art is Adobe Photoshop, Adobe Illustrator and the drawing pad. The design of the art
includes elements of both the front and the back sides of the card, as well as the game board and
players’ references board. In detail, these design involving designing the map board, the
background of the front side of cards, the back side of cards, the symbol of various elements and
Some of the design components were came from several open source art websites 45 46
The background patterns of the cards vary from deck to deck. Figure 12 above shows an
example that illustrates the background of the front side of the Monster deck.
36
In order to design the backgrounds of the front sides of the cards, several techniques were
used in Photoshop, such as, distorting, changing colors, and changing the opacity of images.
The cards back were designed to achieve Chinese ink and wash painting style. An
In the designing stage, it was evident that the font style and size, the border and the
background’s style, and the Shui Mo painting needed more imaging development. The goal in
designing these images was to have each one blend with one another, creating a harmonious
image. During this process, many drafts and changes were made to the images in order to have a
complete and full image that would be compatible with the overall style and themes of the game.
37
There are many visual components that play important roles in the game. Although they
only take small spaces on the card and seem as very detailed components, these still could not be
ignored in the design process. An example is the design of the Spirit symbol and Power symbol,
Chinese brush drawing style was applied in designing these two symbols and many other
key symbols in the game. Photoshop it the main software used to develop these symbols.
38
Figure 15 below shows images that were created using Adobe Photoshop and the drawing
pad. It demonstrates a line drawing image of a female (as seen in the left) and how it evolves
after being colored (as seen in the right). This design was achieved by incorporating a style of
All the characters shown in the game were original hand-drawings inspired by some of
Various elements were designed and eventually put together on the card or the game
boards. Figure 16, 17, and 18 show examples of the final designs of the card, the player’s board
and the game board respectively. The Style of Chinese seal, the Five Elements and the Chinese
39
Figure 16- A complete Monster card
40
Figure 18- The game board’s final design
41
Revised game
After a 9-month development process, Journey to the West: the Board Game was finally
Target audience
Non-Chinese people who are interested in but not familiar with Chinese culture
Duration
90+ minutes
2-4 players
42
Game elements
The elements of the game include one game board, four player’s boards, four decks and
many other pieces. The figure below shows a generally view of the game pieces.
The game board is the place where plays get resources and more importantly, get the idea
of the whole journey and what happening during the game play. It is a functional game board
while could not clearly show the actual route of the journey from China to India. Some future
43
The Monster deck
It is a medium that contains some of the Chinese culture aspects in two forms, verbally or
visually. Contents on the cards tell the stories in the book and the images on the cards
demonstrate different art styles, Chinese evils in folktales and Chinese costumes.
Most importantly, the cards are for playing. The concise symbols on those cards show the
Similar with the Monster deck, the Spirit deck is used for playing while at the same time
for disseminating some culture aspects. Some typical Chinese deities and gods were designed on
the spirit cards and were sorted by their origin, which are either Taoism or Buddhism.
44
Other pieces
Dice, tiles and many more other pieces are used in the game. The full list of the game
How to play
Journey to the West: the Board Game is a card-driven, worker placement and resource
management game. Scores (Enlightenment points) can be earned during the journey and will be
summed at the end of the game. There are two ways to win the game:
The game ends when players reach the Western Paradise, which is located in India.
Then the player with the highest Enlightenment points wins the game.
The game ends at the time a player first earn 10 Enlightenment points. This player
The game board will show the actual route of the journey in Journey to the West. There
will be several places for players to place their token (bowl) on, which allows them to get
resources, such as water, rice and fruits, get Threefold Training points(Virtue/ Mind/ Wisdom
points) or get bonus cards. Players play or collect cards by paying their resources, powers or
45
Chinese culture components in the game
Experience
The game allows players to play roles in the story Journey to the West, to experience the
characters’ tribulations and fighting devils in order to obtain the goal of gaining enlightenment.
This experience is actually related to a Taoism theory of helping people in need, fighting evils
and eventually achieving immortality. The experience that players could achieve after playing
the game would somehow help them gain the knowledge that is related to the ancient Chinese
religious philosophy.
The stories
The game tried to simulate the process of the journey in the novel Journey to the West. It
gives players a basic idea of what this book is about. The contents that are written on the cards
tell mini stories of the book. Gaining some knowledge of the book would in turn mean gaining
The art was created to show some common Chinese panting styles and Chinese costumes.
Other components
Some supernatural figures, for example, the Third Lotus Princess and Maytreya, are not
just characters in the book; they are actually the deities or gods that ancient Chinese people
46
believed in. These characters are depicted in this game verbally and visually, aiming to immerse
47
Printing and production
The complete game was printed by The Game Crafter, which is a company based
in Madison, Wisconsin that produces tabletop game components and custom print-on-
The cost of one copy of the game is 46.89 US dollars. The retail price should be 50 to 55
US dollars so that at least 10 dollars profit could be made per copy. For larger scale printing,
more than one hundred copies, it cost 33.13 US dollars per copy. In the future, when the game is
ready to be sold, the reasonable price of the game would be 45 US dollars. At least 10 dollars of
profit per copy could be made. These are very rough statistics, and for future publishing, a more
For the full table of the printing price, please see Appendix D.
47
Game Crafter. <https://www.thegamecrafter.com/>.
48
Evaluation and Survey
A test of the game was conducted for the purpose of obtaining playtest feedbacks, finding
mechanic and game play bugs, and exploring whether the game achieves the original goal of
disseminating and stimulating non-Chinese people’s interest in Chinese culture. This study also
The evaluation was conducted by comparing outcomes of experimental subjects who are
given the board game versus those who are given an abbreviated version of the original story.
Subjects
The subjects of the experiment are WPI non-Chinese students, professors and alumni
who are not familiar with the novel Journey to the West.
Method
Subjects were assigned to two groups: one experimental group and one control group.
The experimental group played Journey to the West: the Board Game, and the control group read
the children’s book (Journey to the West by Wu Cheng’en, Retold by Christine Suh, and
Illustrated by Shirley Chiang). The subjects were required to take several questionnaires and tests,
both before and after they played the game or read the book. The questionnaires and the tests
were available online, while a paper version of these surveys was offered to people who were not
able to use online survey due to certain circumstances. The website that was being used to
49
Figure 22- The process of the experiment
Research questions
The demographic survey was required for all subjects to take at the begging of the
experiment. The questions that were asked involved their ages, nationalities and more.
Questionnaire
cultural learning aspects. The questions included how they think about the traditional ways of
learning, how they think about the board game, and more. Feedback about the game was also
Test
A pretest was conducted to show how much the subject knew about the novel and Chinese
culture. The results of this test were used as comparison references for the post test. The post test
50
was taken after the game play or finish reading the book. This test showed how much the subject
51
Results
In total, 36 valid responses were collected from the study, including 17 responses from
the experimental group and 19 responses from the control group. WPI non-Chinese students,
The subjects’ ages ranged from 19 to 44 years old, and most of them aged from 20 to 26.
These 36 people were from different countries. 18 of them were from the United States, 3 were
from Tunisia, 3 were from Ukraine, 2 were form Brazil, and 1 person was from each of the
following countries: Basque, Turkey, Albania, India, French, Mexican, Jamaica, Iran and
Grenadian. There was also one person that was born in America with a Chinese background. 27
of them were WPI students, 1 was a professor, 1 was a student from another school, and 8 of
them were WPI alumni. The subjects’ area of studies included Interactive Media and Game
Engineering.
Pre-experimental result
For all 36 responses, 31 people had never heard about the book Journey to the West
before, while the other 5 people had heard about it but were not very familiar with it. 33 people
considered themselves to have interests in Chinese culture to varying degrees. The aspects that
make them interested in Chinese culture are shown below. The other category includes interest in
52
the rich history of China, Chinese music, professional connections with Chinese business,
Chinese language, and relationships with Chinese people, and one person lived in China before.
The Figure 23 shows why they are interested in knowing Chinese culture and the Figure 24
shows the ways that they have been exposed to Chinese culture.
Figure 23- why the subjects are interested in knowing Chinese culture
Figure 24- The ways that the subjects have been exposed to Chinese culture
53
For all 36 participants, only 4 people do not like playing board games.
The types of the board games that are usually played by these responders are shown in Figure 26.
54
The majority of the responders showed very positive attitudes toward the idea of learning
Chinese cultural aspects through playing board games. Figure 27 shows the participants’
response to the question, “Do you think learning about culture through playing board game is a
good idea?” In this figure “1” means they think it is a bad idea and “5” means they strongly
agree with the idea that learning through reading is a good idea.
Figure 27- Do you think learning about culture through playing board game is a good idea?
Post-experimental result
The subjects’ opinions and feedback after they played the board game or read the book
were collected. In Figure 29, the left table shows how people from the control group think about
learning through reading, and the table on the right shows how the experimental group thinks
about learning through playing board games. In general, people think learning by playing board
55
Figure 29-Do you think learning by reading (Left)/ playing board games (Right) is a good idea?
56
Figure 30- After the research, will you look up more relevant materials of different culture?
After the game section, more than 70% people are more interested in Chinese culture, and
about 50% of them claimed that they would like to look up more relevant materials to find the
information about aspects of Chinese and other different cultures. Figure 29 and Figure 30 above
Some positive feedback to the game play and the game art had been received. In general,
all subjects think the art is very impressive and can show Chinese visual art styles. For all 17
people who played the game, 13 of them read some or all of the content on cards and found the
stories interesting. While some people think the content on the cards are too long this prevents
57
Figure 31- Did you read the contents on cards?
Figure 32- How do you like the art of this board game?
58
Figure 33- Do you think the game is fun to play?
Subjects in both the experimental and control groups did two tests, a pre and a post test.
Figure 34 shows how reading or playing the game help people gain understandings of some
59
Reading the book and playing the game basically have similar effects. There is 33%
increase of the accuracy of the test after the subjects played the game. Although this
improvement is not significant, both the experimental and the control groups were getting
familiar with the story. While people from the reading group are more clear about the characters
and the overall story, the playing group received more information about the related cultural
aspects.
To conclude, all the charts and data above show that the art is well-made and the game is
functional. The majority of the subjects from both the experimental and control groups consider
learning culture by playing board games is an effective way. The game achieved the goal of
stimulating people’s interest in this specific culture and helping them to gain understanding of
60
Post Mortem
Based on the feedback of the playtest, the game is functional and somewhat fun to play.
The numbers of the cards in decks are appropriate. Decks do not run out fast. The
numbers of cards are adequate and can satisfy the game play.
The finished art is good and people have given very positive feedback to it. It reached the
goals of showing Chinese style. All the boards, cards and mini tiles are in their right sizes; this
means the game elements are clear enough to be seen by people but without being too big. The
symbols are designed clearly, and are easy for players to understand what they represent in the
game play.
The experiment that was conducted behind the project was successful. Besides the
feedback from the game testers, many other opinions and suggestions from other players were
collected during the evaluation process. This feedback will be helpful for improving the game in
the future.
Future works
Due to the limitation of the time, not all important characters in the book are designed
and shown on the cards. Some of the images were shown more than one time on cards. More
The introductions and the mini stories on the cards should be more concise. The long
contents on cards sometimes prevent players from reading them. In order to give people more
61
clear and direct information, the stories should not be too long and unnecessary parts should be
cut down. A more efficient and concise way of telling stories should be applied to the game.
There is a small problem with the rule for getting spirit points. The spirit cards should be
more tempting for players to get. The observation of the play test sections show that players
seem to focus more on getting the powers rather than getting the spirits. Future improvement on
The four main characters’ powers should be specialized in the future. In the original
novel, the four main protagonists each have their own skill sets. So in order to make the game
show more about the book and help them have better understanding of the story, different
Most importantly, the design of the box and the rule book should be finished soon. The
62
Conclusion
Overall, the results of the experiment and the observations of play-tests show that the
game is a functional game with a measurable degree of entertainment, and the art was very well-
made and can show Chinese art styles. The capacity of this game to stimulate non-Chinese
people interest in Chinese culture can also be reflected in the evaluation. Even though people
have not learned significant amounts of culture aspects from playing, they become familiar with
the stories and several related Chinese culture aspects. The depth of culture teaching in this game
63
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68
69
Appendix A: Inspirational board games references
Istanbul (2014)
Citadels (2000)
Troyes (2010)
Bruges (2013)
Navegador (2010)
70
Appendix B: The game elements
Dice
71
Appendix C: The game rules
Winning condition:
The game ends when the Journey tracker reaches the Western Paradise, India. Then, the
The game ends at the time a player first earns 10 Enlightenment points. This player wins
the game.
1. Playing and collecting 3, 5, 8 or 10 of the same color or type of Monster or Spirit card
4. When players reach certain places on the journey, they need to compete with each other
and count the Enlightenment points by comparing certain resources that each player has,
including:
Count Five Elements’ points: the ones who have the least Bad Luck markers on the
Count Virtue/Mind/Wisdom points. The player that has the most V/M/W points get
die roll.
72
Game setup:
2. Place the resource (Water, Fruits and Rice) tokens on the table.
3. Each player chooses a character (Monkey King, Sanzang, Bajie or Wujing ) to play. Each
character is represented by different colors(yellow, red, green and blue). Each play get
5. Each player draws 4 Monster cards. these cards can be played in two ways:
As Monster cards: the power value shown on the right-down corner of the card
indicates how much power is needed to give away to defeat this monster.
As Formula cards: the formula on the top shows how to exchange the resources
6. At each players’ board, we use a token to indicate no Enlightenment points, and 1 each of
Virtue/Mind/Wisdom points
7. Every player take 2 Bad Luck markers and place them cover two spots on the Five-
Element Matrix. The spots that are covered cannot be used to be placed the Bonus cards
on from then on. In later game play, ways of removing the Bad Luck marker are provided.
8. Place the Evil deck on the board. Place 1 Spirit card on each of the Spirit card spots on
the board. Place 1 Bonus card face up on each of the Five Elements’ spots on the board.
9. Get resources:
73
The second player: 1 rice, 2 fruits, 2 waters
Game Play:
1. All players start their journey in Chang’an, China (the up left spot of the journey). Each
player rolls a die. The one who rolls the highest number goes first.
At the beginning of every round, move the Journey Tracker one step forward on the
journey route
3. General actions:
During a player’s turn, he/she can do 2 general actions and choose the order of doing
74
1) Place workers action: Place your bowl (the token in your character’s color) on
an unoccupied spot on the board, to get resources, Spirits cards or Bonus cards.
Living supplies: Including Water, Fruits and Rice. Based on the numbers on
Spirit Cards: You can get a Spirit card of your choice in one of the threefold
training you want to have (Virtue/Mind/Wisdom). That way, the player can
move the corresponding value on the Player’s board 1 step ahead. Once you
get a Spirit card, it goes into your hand and adds to the Monster cards. You
Bonus cards: You can get a Bonus card based on the dice roll. The bonus
card can help you with the game play in a certain degree. The board shows
each of Five Elements (the Fire, Water, Wood, Metal and Earth) with its
Roll 2 dice, according to the number you rolled, you can potentially get a
bonus card. For example, if you roll a “2” and a “4”, the corresponding
elements on board are Wood and Fire. If on your player’s board’s Five
Elements matrix, the Wood spot or the Fire spot is available (no Bad Luck
marker on it), you can get a bonus card and place it on your corresponding
element’s spot on your play’s board. On your player’s board, one spot can
only has one card on it, if you want to have more bonus cards, you need to
75
If your dice roll includes “6”, you can choose any card on the board, while
you still need to have the corresponding elements’ spots available on your
player’s board.
luck: There are 2 spots on the board that you can place your token on, based
on the dice roll, you can get the corresponding living supplies or
Virtue/Mind/Wisdom points
As a Monster card: you can play a Monster card if you want to defeat the
monster on it. The power icon on the bottom-right shows how much
power you need to defeat the monster. After you defeat the monster, that
card goes to your collection, and at the end of the game, we count the
you defeated.
As a formula card: The formula on the top of the Monster cards shows
how to transfer from living supplies to powers. The powers that you have
earned could be used in the game later. After you play the card as a
Play the Spirit cards: After you play a Spirits card, the card goes to your
collection, and at the end of the game, we count the enlightenment points
76
depending on the cards that you have played. Some Spirit card can help you to
4. Special actions: When it comes to certain places on the Journey route, some special
1) Reveal an Evil card: When the Journey tracker steps on a place that has an Evil
card symbol on it, an Evil card must be revealed and placed on the board.
According to the values on the Evil card, each player must give away resources or
2) Resolving an Evil card: When the Journey tracker steps on a place that has a
Fight symbol on it, all players must work together to resolve the Evil card on the
board. In order to survive from this evil place, certain amount of power must be
given away. The number of the power that is needed is indicated by the power
icon on the bottom-right corner of the card. Each player must secretly choose the
number of the power that they want to give away and all players reveal the power
at the same time. If the total number of the power is bigger than the number on the
card, then the card is successfully resolved and the player who gives away the
most powers earns the Evil card. If the total number of the power is smaller than
the number on the card, then the player who gives away the least powers must
take a Bad Luck marker and no one get the Evil card.
3) Compare the Bad Luck markers: When the Journey tracker step on a spot with
a Back Luck symbol on it, players much compare the number of the Back Luck
marker they have. The one who have the least bad Luck markers on the Five
77
4) Compare the Virtue/Wisdom/Mind points: When the Journey tracker step on a
spot with a Spirit symbol on it, Players must roll a die to define which one of
these three points will be compared. Players then compare the number of the
chosen type of points they have. The one who have the most of this type of points
78
Appendix D: The printing price table
Production Type Type Amount Unit price Total price Total price
(US dollar) (US dollar) 100+games
(US dollar)
Quad-fold board Journey board 3 6.67 10 8
Skinny mat Player’s 4 0.46 1.83 1.4
boards
Poker deck Monster card 75 0.09 10.53 6.89
Spirits card 30 0.09
Devil card 8 0.09
Reference card 4 0.09
Micro deck Power card 21 0.07 3.99 2.44
Bonus card 35 0.07
Mini square tile Food supply 57 0.12 9.49 5
Punishment 20 0.12
tiles
Dice 6 Dice 4 0.24 0.96 0.96
Avatar Bowl tokens 1*4(colors) 0.15 0.6 0.6
People S/E trackers 4*4= 16 0.14 2.24 2.24
Avatar Journey 1 0.15 0.15 0.15
tracker
Jumbo booklet Rule book 1 1.10 1.10 0.76
Box Box 1 6.00 6.00 4.69
Total price=46.89 Total price= 33.13(100+)
79
Appendix E: Demographic questions
___________________
__________________
o High school
o Undergrad
o Master’s degree
o PhD
o Professor
o Student
o Other
__________________
80
Appendix F: Surveys
Q. Are you familiar with the Chinese story Journey to the west?
o Yes
o No
o Yes
o No
If your answer above is “Yes”, what makes you interested in knowing about Chinese? (Check all
that apply)
___________________
Q. In what ways are you usually exposed to Chinese culture? (Check all that apply)
o TV/ Movies
o News
o School
o Books
o Friends
81
o Food
o Music
o Performances
o Holidays
o Others(please specify)
___________________
o Yes
o No
o Once a week
o Once a month
What kinds of board games do you usually play? (Check all that apply)
82
o Strategy Games (StarCraft TBG, Battlestar Galactica, Terra Mystica)
________________________________________
Q. Do you think learning about culture through playing board games is a good idea?
o Yes
o No
If you did read the contents, did you find the stories interesting?
o Yes
o No
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Q. After research, will you look up relevant materials to find out more information about
o Yes
o No
Q.Do you think learning about culture through reading is a good idea?
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None 1 2 3 4 5 Much
None 1 2 3 4 5 Much
o Yes
o No
Q. After research, will you look up relevant materials to find out more information about
o Yes
o No
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Appendix G: The test
Q1. Which of the following does NOT belong to the threefold training in in Buddhism? (Check
o Wisdom
o Virtue
o Concentration
o Effort
o Mind
o Not sure
Q2. Which of the following is not the main character in the story Journey to the West?
o Xuanzang
o Wu Cheng'en
o Zhu Bajie(Piggy)
o Sha Wujing(Sandy)
o Not sure
Q3. Which of the following are common philosophies that Chinese people value? (Check all that
apply)
o Taoism
o Mitogaku
o Buddhism
o Jainism
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o Not sure
Q4. Which of the following gods were worshiped by Chinese people in ancient times? (Check
o Jade Emperor
o Guan Yin
o Confucius
o Buddha
o Not sure
Q5. In oriental culture, which of the following do people tend to value more?
o Individualism
o Collectivism
o Not sure
o Qin Dynasty
o Tang Dynasty
o Qing Dynasty
o Song Dynasty
o Not sure
Q7. Which one of the following is NOT an element that belongs to the five-element theory of
o Wind
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o Earth
o Wood
o Water
o Not sure
o India
o Thailand
o Pakistan
o Nepal
o Not sure
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