Throughout The Beaver
Coat, multiple objects were stolen including wood and the beaver coat
itself. However, it is never explicitly
stated who steals these things. The
audience can infer through context clues what happened, but one can never know
for sure exactly what happened, and in the end, the thefts are never resolved.
For our
project, we plan on making a board game similar to Clue. There will be different settings around the
outside of the board including Mrs. Wolff’s house, Krueger’s house, the river,
the courtroom, and the street. The
characters we chose to include are Mrs. Wolff, Leontine, Adelheid, Dr.
Fleischer, Julius, Motes, and Von Weherhahn.
The potential objects that could be used to steal the wood and the
beaver coat include the sled, the boat, the laundry sack, a handbag, and the
ladder. You would play almost the same
way the original Clue is played but we added a dimension by using action
cards. At the beginning of your turn,
you would draw an action card to tell you what you are able to do. They are: make a guess, look to see one of
your opponents’ cards, an excuse card, or a game over card. There would be more game over cards than
other cards leading it to be statistically likely that the game would end
before you figured out who actually stole the objects. Numerically speaking,
there will be 40 cards with ten of each of the four types. Unlike the other
types, the excuse card doesn’t have to be used immediately. Players can keep
this card and use it when necessary. As with regular Clue, one setting, one
character, and one object will be put off to the side in an envelope that
reveals the guilty party (if the game ever gets that far).
The way we have designed our game
relates to the story because the truth about who steals the objects is never
revealed. It also works because the
story ends abruptly without any warning. If a player draws the “game over”
card, they will get the full effect of what the story is like. An excuse card allows one to pass on proving
their innocence. If a player is guessed
as the thief and they have an excuse card, they can simply use that excuse
instead of proving that they didn’t do it.
It adds a layer that further connects to The Beaver Coat because it allows characters to get away with
thievery just as Mrs. Wolff gets away with stealing the beaver coat and the
wood. To put it simply, the whole point
of this game is to let players jump into the world of the Wolffs. It allows
players to relate to the story to help them understand how Mrs. Wolff gets away
with stealing the objects. The different
manipulations she uses are shown through the various cards. Overall, the play is described as being like
a “slice of life” and that is exactly what the game will be too.
Emily2
(Emily Humphreys and Emily Reed)
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