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Life-Size Human Board Game

Inspired by Caine’s Arcade, my Design Thinking students participated in their own Cardboard Challenge.  They started by brainstorming and collaborating for several days using Google Documents and Slides to share and pick the perfect focus for the Cardboard Challenge. They wanted to leave a lasting impact and decided to empathize with the Board Game Club at our middle school. Following the Design Cycle, my students created an original life-size human board game titled “Cops and Robbers.”


The creation process took much longer than expected, but I was so amazed by the ability of my students to work together and collaborate as a team for a common purpose.  Even though they divided themselves into groups to accomplish specific components of the game, when one group finished they immediately went to help those in need.  


In the testing stage of the Design Cycle, there were many “hiccups” that needed to be fixed prior to its debut. My students worked diligently to get it ready to the big reveal.  Several of my Design Thinking students voluntarily stayed after school on a Friday to run the game for the Board Game Club.  The game was not only successful, but a major hit!








Cops and Robbers game directions
Written by Mrs. Van Wilgen's Design Thinking Students
Directions {For robbers}  
  • Start at first game space.
  • Official “spinner person” spins for players.
  • First player moves certain number of spaces as spun.
  • Second, third, and fourth players do the same.
  • If there is an argument over game play, the official “rule person” is consulted for guidance.  
  • If you get caught by a cop, you have to GO TO JAIL for two turns. After your two turns, return to the same space that you were on before.
  • WARNING! All cops are able to move suddenly… Watch out when you hear the bell!  
  • If you land on the same space as another robber, ro-sham-bo with them. If you win, stay on your spot. If you lose, move back two spaces.  
  • Finish at the end space. You got out of town!


Directions {for spaces}  
  • If you land on a GREEN mystery spot, you have two choices:
        ~ take a card from the pile
        ~ take a chance and go to the nearest building (REMEMBER:   
        cops may be in the buildings, waiting to take you to jail)
  • If you land on the YELLOW space directly in front of a bridge, you can take the bridge across to the other side (shortcut; no risks)

Directions {for cops}  
  • Start at desired space or building, away from other cops.
  • When you hear the bell, move either three spaces forward or three spaces backwards.
  • When the robbers find you hiding in a building, send them to jail and move to a new space. Don’t move to a space that a robber is already on!
  • When the robbers land on your space, have them choose a card and do what it says on it.



Go to jail: Go all the way back to the jail.
Get out of Jail Free: Avoid going to jail from a cop.
Skip a turn: You lose a turn.
Outrun a cop: If you run into a cop, you can get off the hook for that time only
Move back 7, 5, 4, or 3: Self Explanatory
Move Forward 3, 2, 5, or 6: Self Explanatory
Car Out of Gas: You lose a turn
Ambushed by cops!: Go to jail



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