top of page

The Masquerade

Overview

The Masquerade is a 5 player social deduction game based around dancing and gestures. Players don capes and try to find their target during a masquerade ball without getting caught themselves. The Masquerade features 5 full costumes, all equipped with Flora microcontrollers which enable unique gestures. The electronics involved enable unique identification and real time verification of player actions. 

Components

5 customized capes, each containing a mask, and two gloves, plus several electronics. 5 instruction cards, one for each cape, which give information about the player role.
A music producing device (such as a laptop).

 

Set Up

The capes should be laid out on a table or on mannequins so that players can pick a cape without knowing what technology lies underneath. Players will pick a cape, peak at what their role is using the under mask, and then put the mask inside the cape on, then the gloves, then connect the velcro. Once the game is set to begin, the game master will read the following text and hit play on the music device.

 

Objective
Be on the surviving team! 

Rules

Players are split into two teams: the Humans and the Monsters. Each team is trying to kill the members of the other team. Monsters can attack anyone, but humans can only attack certain monsters. All players (except the priest) have a Predator and Prey, a role they are trying to kill and a role they are trying to avoid.

Once play has begun, players are free to move about as long as the light inside their cape is green. If they believe they have found the player who is their Prey, they can grab them by the shoulders from the front to attack them. If the other player’s outter light goes red, that player is dead and they reveal to everyone who they are.

If the inner light of the cape turns white, the player must perform their signature gesture. They should take caution to do it in secret to avoid being detected by their predator. Masking it with dance moves is a good way to accomplish this feat. The game ends when either all monsters or all humans have been killed. 

If at least one monster and at least one human are left alive once the song has finished playing, every player loses. 

The Masquerade Game Design Documentations

1.Themes from mind map (Nature stuff, social, magic & monster, birth) 

 

2.Possible Game ideas related interaction, scenario, narratives 

● Hide and seek game/ Mafia with conductive clothes to reveal/different room

  • ○  full moon with timing

  • ○  //Something at night, (use neopixels)

  • ○  //medal, push the medal and transform to a monster or something else.

  • ○  //use wand as a magic tool, tap on body parts to transform

  • ○  hide in leaves, dirts, spaghetti

  • ○  Scare people

  • ○  haunted house

  • ○  The ghost has a period of time that he will go out and catch people, if people move

    when ghost is around. Other times the ghost will not. The goal is for people try not to get caught by the ghost (Jing)

        ○ Add opening 

■ sounds before ghosts come out (putting speaker under clothes) The ghost: Vampires

  • Hidden the teeth from people, and when people sees Vampires teeth, there is a surprise

  • Maybe use a mask, decorate with neopixels. Monsters characters.

  • Vempire

  • Yeti

  • Zombies

  • Priest

  • Devil Hunter

  • Fire man
    **consider adding a six character -done **consider the human can mess things up-done

■ ■ ■

Non talking game
During the play test, find out if we need a mask.
When the time is up (reach the full moon) monsters have to pair up with the right monster to win.
By the time is up, have to reveal who you are.

  • 5 Flora, one costume per flora-5 players

  • User experience: Know who you really are.

  • At a party.

 

Social game discovering who other people really are by observing and deducing:

  • ●  Find out who is the monster/who is the human by gesture (collaborative)

  • ●  Be the last survival. (independent)

  • ●  Blab monster, blab eats the human when the full moon is up.

  • ●  They have three chances

  • ●  Monsters have do they designated gesture X times if not they lose (life).

  • ●  Vempire touches the teeth with pressure sensor behind the mask. Vempire have to touch it.

  • ●  Zombie with scratchy thing under the arm, to have their lift.

  • ●  Human freestyle to not get caught as human.

○ (Q: How do we stop human from standing still?

  • have all three sensors on them

  • Decide how do they pair up

■ Have a group to go in a restrict area to do the gestures, and then the next group. When everyone performs counts as one round, we have three rounds.

 

Game Characters rules

  • Monster eats monster, monster eats human.

  • Human find each other to win.

  • Can’t pair with each other twice in the row.

  • Use magnet to switch the human and monster life.

 

Costume Ideas

 Same outfit with different tech constraint for the movements 

Costume reference

●  Clean look with stretchy material or masks

●  Double masks

● Coat 

3.User Flowchart 

4.Summary of Game with Rules, objective, instructions 

5.Technology and Costume Design 

Character gestures:

●  fireman : crossing arms,

●  sharp shooter: pulls the string/ archerer.

●  persist pray

●  vempire pull coats up with bent arms: press sensor

●  yeti raises hands up like surrounding: two sleeves on the arm, bend sensors on the fingers

●  zombie make angled arms, with straight bend sensors on the fingers 

User Testing Video:

bottom of page