Ghost with the Most

What I Did

Create game rules, dynamics, and characters; Resolve game mechanic issues; Maintain game scope, Design board graphics, Select character designs, Observe playtests, Analyze player behavior & write reports

Materials

Illustrator, Procreate, Photoshop, Foam Board, Cardstock, Hot Glue, Basic Game Pieces, Figma, After Effects InDesign

Collaborators

Ghost with the Most is a large-scale board game that onboards new Loyola design students to the department lifestyle, disguised as the urban legend of the ghost that haunts the school’s 5th floor.

Students play as designers trapped overnight, racing to complete assignments and escape before the ghost (another player) picks them off one by one. Along the way, they navigate the real design department floor layout and encounter the assignments and challenges that await them in later years.

Target Audience

We designed our game to be unique to Loyola design students yet accessible to everyone, including non-design students and non-Loyola players. While some details are inside jokes for design students, the rules are easy to understand without prior knowledge.

Problem & Solution

Through interviews, we discovered that many Loyola Design students were unfamiliar with the department's layout, future classes, and assignments.


To address this, we based our game on the department's floor plan and created tasks reflecting real assignments and classes they will encounter in the future. Graphics designed to create a spooky gothic New Orleans aesthetic.

The Fun: Game Goals

Ghost with the Most can be played with as few as 4 players and up to 10!


Upon the game's start, players divide into "students" and "ghosts". Students must complete their homework around the board and escape to win while the ghosts must plot to kill students to win. The pressure is on, as students who have died are reborn as ghosts!

The Process

Through interviews, trial and error, observations, and many playtests, we fine-tuned our gameplay. After a low-fidelity prototype. We constructed our final game out of cardstock and foam board at a dimension of 24" x 28" inches.

Read the Entire Process

Playtesting the low-fidelity prototype.

Characters based off of stereotypical students, such as "The Popular Girl" or "The Rebel".

Characters based off of stereotypical students, such as "The Popular Girl" or "The Rebel".

Character & Task Cards. Made by Miles Ainsworth.

Character & Task Cards. Made by Miles Ainsworth.

Character & Task Cards. Made by Miles Ainsworth.

Digital floor plan. Each square is equivalent to 1 inch.

Digital floor plan. Each square is equivalent to 1 inch.

Our group creating the high-fidelity prototype.

Our group creating the high-fidelity prototype.

Playtesting the a version of the high-fidelity prototype.

Playtesting the a version of the high-fidelity prototype.

Usability Testing & Results

For every usability test, we invited classmates to participate by playing the game. During their gameplay, we videoed their actions, took notes, and later analyzed their movements and conversations.

Creating a More Efficient Gameplay

Players struggled to move quickly due to the limited number of dice and the small grid size of the board. We increased the grid square sizes and revised the dice element in our final prototype, allowing for quicker movement and accelerated gameplay.

Balancing Player Dynamics

Players expressed concerns about the ghost vs. character player dynamic, noting a lack of ways to evade the ghost. To balance this, we introduced secret passageways, providing fairer power distribution.

Adding a Game Manual & Simplifying Game Rules

Although it wasn't in the original scope of the project, we created a short instruction manual covering all game mechanics and rules because our rules were lengthy and complex. Some rules were also reworded with simpler language for less player confusion.

Connecting Characters & Their Icons

We also noticed players had difficulty identifying the icons for different character archetypes. To address this, we added a legend and included icons on the player archetype cards for easier identification.

Final game with all components.

Still lookin'?

:)

© Ella Balhoff 2026