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PROJECTILE WAR — From Physics Classroom to Production-Ready Duel

Guillermo Ithier • Physics Teacher / Game Designer
Ridgefield Park Junior/Senior High School • 11th Grade Physics
Version 2.0 Final (2025-11-02) • Production Ready

The one-line pitch

I designed PROJECTILE WAR as a fast, competitive artillery duel that turns physics thinking into tactical decision-making: players trade tempo for safety as each cannon accumulates Stress (σ), pushing the system until it cracks—or stabilizing just long enough to win.

Problem

I wanted a classroom-ready game that could do three things at once:

  1. Make physics feel operational, not theoretical—students should use relationships like force and acceleration rather than only solve for them.
  2. Run inside a real block schedule—setup + teach + multiple matches + reflection in a single 85-minute period.
  3. Stay genuinely competitive—if it felt like “educational medicine,” students would disengage.

The key constraint: it had to be learnable fast, playable repeatedly, and deep enough that students improved across matches.

Design Goal

Build a tactical duel that teaches risk management the way physics systems demand it:

  • Push harder → gain output → increase system strain
  • Play safe → preserve system integrity → lose tempo

That became the core fantasy and the core mechanic: “Command your artillery. Manage the chaos.”

Solution Overview

PROJECTILE WAR is a 2-player card-based artillery duel built on three interlocking ideas:

1) Physics as a legality filter (not a lecture)

Every offensive card is a projectile with three readable stats:

  • M (Mass)
  • A (Acceleration)
  • F (Force Threshold)

A shot is legal only if: M × A ≥ F

This does two things instantly:

  • It makes “physics thinking” a gate to action (students self-check before playing).
  • It keeps the rules transparent: players know why a shot is or isn’t valid.

2) Stress creates strategy (three cannons = rotation puzzle)

Each player has 3 cannons, and each cannon tracks Stress (σ) independently. Firing builds σ—keep pushing and you risk detonation. This creates:

  • planned rotation (don’t overheat one cannon)
  • deliberate overheat windows (sometimes you should push)
  • an emergent tempo metagame (when to stabilize vs. when to break shields)

3) Maintenance is unified (one elegant choice, constant tension)

Instead of separate “repair categories,” I used General Maintenance cards:
When played, you must choose Shield Support or Cannon Support.

This is the heart of the game’s decision-making:

  • If you stabilize cannons, you preserve long-term firing capacity
  • If you support shields, you survive the next wave
  • Either way, you sacrifice tempo—so the choice always matters

Design Snapshot

  • Players: 2
  • Length: 10–12 minutes
  • Complexity: Medium (easy to learn, difficult to master)
  • Components: 49 cards, 3 cannons + 2 shields per player, σ markers, Φ tracker, 2d6

Card mix (designed for scarcity and timing):

  • 38 Offensive
  • 8 Maintenance (dual-purpose)
  • 3 Utility (Aim, Reroll, Overhaul)

Why 2d6

I chose 2d6 deliberately because the probability curve is teachable and feelable. Students quickly learn that outcomes cluster near the middle, which supports:

  • planning
  • risk estimation
  • meaningful “push vs. reset” choices as σ increases

It also supports the classroom: the game becomes skillful quickly, not random-feeling.

Classroom Implementation (85-minute block)

Environment: Ridgefield Park Jr/Sr HS — 11th Grade Physics
Format: Rapid teach → supervised play → independent play → debrief

Block schedule protocol

0–5 min — Setup & distribution
Decks and tokens handed out, pairs assigned, play space cleared.

5–17 min — Teach + first-turn demo
I taught:

  • the core loop (Fire / Maintenance / Utility)
  • the legality rule (M × A ≥ F)
  • what σ and Φ represent (system strain and degradation pressure)

Then I ran one complete “model turn” with explicit updates and redraw.

17–35 min — Supervised matches
Students played with me actively circulating, tracking:

  • confusion points
  • illegal plays
  • pace vs the 10–12 minute target
  • whether players rotated cannons or tunneled one “favorite” cannon

35–70 min — Independent repeat matches
Students ran multiple games with minimal intervention. My observation targets:

  • tempo vs stabilization decisions
  • Maintenance timing
  • endgame clarity (did players see when they were losing?)
  • whether degradation systems prevented stalling

70–80 min — Debrief + quick survey
Short prompts:

  • clarity
  • fun
  • perceived agency
  • most confusing rule
  • suggested improvements

80–85 min — Pack-up & design notes
Collected materials and consolidated iteration decisions.

What I Measured (and why it matters)

I treated the classroom like a live usability lab. I focused on signals that correlate strongly with real-world tabletop success:

  • Learnability: time to first legal action; repeated questions
  • Pace: match length vs target
  • Decision quality: cannon rotation frequency; Maintenance timing; willingness to push at higher σ
  • Clarity: which terms/rules repeatedly broke flow (σ, Φ, legality, damage flow)
  • Balance signals: shield break patterns; cannon losses; runaway leads vs comeback viability

Key Findings

Two friction points emerged consistently:

Friction #1 — Players delayed the Maintenance choice

Students would play Maintenance, then pause, trying to decide later whether it was Shield Support or Cannon Support. That created table stoppages and uncertainty.

Fix:
Maintenance now requires choosing its mode immediately when played.

Friction #2 — Players forgot σ/Φ updates during fast turns

The game’s pace was a success—but speed caused missed bookkeeping, especially late-game.

Fix:
I redesigned the reference sheet to include a tight end-of-turn checklist:

Update σ/Φ → Apply damage/HP → Discard → Draw to 5

These changes reduced interruptions without weakening the “push vs stabilize” tension.

Outcome

By Version 2.0 Final:

  • The core loop stayed stable across supervised and independent play.
  • Students completed multiple matches within one 85-minute block, including teach and debrief.
  • The game consistently produced the intended arc:
    • early probing fire
    • mid-game rotation and Maintenance windows
    • endgame forced by degradation pressure (anti-stall entropy)

Most importantly: the classroom wasn’t just a testing venue—it was a proof that the design could survive real-world constraints: limited time, mixed skill levels, and high cognitive load.

What This Project Demonstrates (Portfolio Value)

As a designer:

  • I can build a system around a single dominant tension and keep it clean.
  • I can design mechanics that are both thematic and functional (physics as action gating).
  • I iterate based on observed friction, not instinct.

As a teacher-designer:

  • I can run structured playtests with adolescents, capture usable data, and turn it into targeted rule revisions.
  • I can make learning emergent—students practice arithmetic, estimation, probability intuition, and systems thinking because winning demands it.

Deliverables Available on Request

  • Full card list and tuning tables
  • Complete ruleset
  • Reference sheets (original and revised)
  • Playtest notes + revision artifacts from the classroom sessions

PROJECTILE WAR — v2.0 Final (2025-11-02)
Designed and validated by Guillermo Ithier in an 11th Grade Physics classroom at Ridgefield Park Jr/Sr High School.