Individual Dossier #DIGC310

Go and Stop is strongly inspired by the board game, which today called Snake and Ladders. It was originated in ancient India where it was supposed to be known as Mokshapat or Moksha (good deeds that bring people to heaven) Patamu (evil deeds that lead to a cycle of rebirths in lower form of life) (Sanskriti,2014). It was said that it was invented by Hindu Spiritual teachers but there was no evidence that proves who and when is the exact fact for this board game invention. According to some qualified historians, it was invented by Saint Gyandev in the 13th century AD (Sanskriti,2014).

In India, it was very popular and mostly played by the children in India which in a way to reflect the Hinduism consciousness in everyday life. In India, Snake and Ladders is a part of their education which teaches the values of good deeds and as well as the bad deeds (Shah, 2010). In other words, it represent a stand of moral virtue as instruction to children. The ladders stands for moral values such as faith, reliability, generosity, knowledge, asceticism and humility whereas the snakes indicates as bad omen which includes bad luck, murder, anger, disobedience,vanity, vulgarity, theft, lying, drunkeness, debt, greed, pride and lust. (Shah,2010; Extra Credit, 2014). Moreover, the placement of squares and the sizes of different versions have some of the religious virtue representations.  The game was then globally shared in the latter part of 19th century by England and that was when Snake and Ladders was officially named.

“Snake and Ladders requires no skill, relying purely on the luck to demonstrate to the player that fate is beyond their control, and that they will stumble upon both sins that bring them down (snakes) and moral actions that lift them up (ladders) on the passage towards their goal in life” (YouTube; Extra Credit, 2014).

According to Kain 2012, his contribution of board game mentioned that “You can buy a great board game for under $20, and every time you play it, it’s a new game,” “This is a toy that can be played over and over again, so the consumer sees value in this type of purchase” (Jim Sliver; Kain 2012). In this quote of Sliver demonstrates that board game is valuable and every time you play it, it’s a new game again. Applying this quote to Snakes and Ladders’ mechanic and invention, it is obviously a strong educational board game for children and no doubt for affordability. Every time you start playing it, it means it is a new game again. In Snakes and Ladders, every time you start playing it, it has to be a new game thus the values of each ladder and snake do mean something valuable. Same goes to Go and stop, every time you start playing it, it has to be a new game; it is possible to not make the same decision as the previous game play when it is all beyond your control.

Therefore, Go and Stop is inspired by the luck and fate beyond control which similarly required from Snake and Ladders. Go and Stop indicates some values likewise Snakes and Ladders’ values such as decision-making which requires the moral of virtue whether or not to go or stay. It requires exactly no skill and yet modified by simplicity. Go and Stop is a board game, which is also a combination of truth or dare game that requires die to roll in order to move and make decision.

According to the category of “chores” which provides opportunities and support for all kinds of social interaction; one kind of chores that Go and Stop involves is “Reflection on Gameplay”  which indicates reacting and reflecting after a move; one important part of the gameplay to maintain or update the game state. In some ways, “Strategies” was found on this game that it may lead to the discussion before a move or a decision made; “Out-of-game chore may be found when players being more attached to the gameplay and start conversion with each other. Nevertheless, ”Game itself” is definitely possible to occur when one commenting on the game itself (Radu, Gandy, 2011). This game helps players on reflecting on what decision is made for good.

In addition, referring to the report of the findings, social play experience of board games enhances the foundations of players to interact with each other such as discussing strategies, negotiating outcomes, reveal of individual expressions and making jokes out of the gameplay (Radu, Gandy, 2011). To this statement I found on one of the readings for this subject, Truth or Dare game was then included as a part of the game invention. The ideas that I used was inherited from Truth and Dare websites such as (Appendix 1). According to the Doctor of Health, Truth and Dare game is a good party game which allow to select questions without making people feel uncomfortable and it is yet a great way to spend time and keep the game going. At this point of view, Go and Stop uses this to be a part of the game not only to reduce the risk of production but also it is a way to keep the game going. Moreover, the review of Truth and Dare game is always positive. One commented that it is the most fascinating game that you get to know your partner in hundred ways and yet its review states that it is a great game for couple which brings laughters and lots of humor and  most importantly it enlightens your relationship through the gameplay (Martin, 2008).  Some commented that it is just a fun way to know your partner and sometimes it reveals secret from one who never gets to tell out. These reviews inspired to use in Go and Stop in order to achieve one of its goal, enhancing relationship and social interaction. Nevertheless, even there are YouTube playing Truth and Dare digitally such as @SourceFed providing a number of episode of Truth and Dare video (Appendix 2). Through all these video of Truth and Dare game, it always has laughters with playing it and never once been seen moments of sorrow rather than revelation of secrets.

The design of game board is a brain-minded shape structure (Appendix 3) which contains lobes in order to be placed with numbers to race. Brain-minded shape design demonstrates mind where it thinks and makes decision with lobes included while every part of the brain is functional as a way for every imagination and thoughts (Kosslyn and Miller, 2013).  Go and Stop achieves not only in a way to enlighten relationship and have more physical social interaction but also it allows to think and make decision as abovementioned, a game which faith is beyond control.

The first draft of brain shaped design was not quite good which did not really indicate the realm of brain (Appendix 4). But, it was able to maintain the simplicity of game design as Snakes and Ladders; it goes with decision-making which similarly to Snakes and Ladders that it represents in a way of good and bad deeds. Truth (green cards) represents the good which is to tell people a fact which related to honesty, reliability and faith whereas Dare (red cards) is to represent the disobedience, lying, greed and pride. Lightbulbs are used as counters where it represents the symbolism of ideas. Most subversions are the appearance of light bulbs appearing over the heads of characters indicates one has a thought or idea and a character getting the bulb turning off demonstrates that a second thought appeared and decided it wasn’t a good idea (TV Tropes Org). Some people do comment on the question of why people represent an idea with a light bulb over their head, a few states that it is like when you’re “in the dark” and then suddenly come up with an idea; that is when the light bulb appeared in a way like “bingo” (Appendix 5). Go and Stop is a genre of racing board game that uses die in order to move forward or update states as how Snakes and Ladders works.

One thing that makes Go and Stop negative could be the design of it. It is really a good design when none of the board games uses brain-shaped as the design of a board game but some friends that have seen this design said that it could be confusing for some players when the number placement does not go all horizontally or vertically but a mixture of either way. The number of placement had to follow the way how the lobe look like in brain as to fit the requirement of its design. This could be seen positively and negatively that people find it interesting or confusing. The placement is a bit challenging when this converted to digital file but the first draft (Appendix 4 ) was only using colorful circular to be placed on its design in order to put numbers. The colors used on the first draft was an idea of color representation when colors can mean something mentally but in my perception to this design was not that good when it looked too colorful. Theoretically, it is most likely to get black and white when searching for a google image. Black and white tend to be the most classic in photography yet always noted as a whole whereas the color street photography is not nearly as popular (Kim, 2011).

“When you photograph people in color, you photograph their clothes. But when you photograph people in Black and white, you photograph their souls!”  – Ted Grant 


Indeed, black and white reminds us of the past in photography ;when you photograph  people in colors – it emphasizes their clothes but if you do it in black and white on human, you photography their souls. Anyways, as what is most important is, none photography is meant to be taken in either black or white or colors rather the appropriation of description. As it is said that, in order to indicate simplicity, black enables concentration on the image itself rather than the color (Kim, 2011).  Thus, black and white are then used to replace the colors on the first draft to enhance the simplicity of its design. But, Black and White are somehow too simple for its design, so blue was included as the color of numbers where blue represents trust, honesty and loyalty. It is also an indication of sincerity, reservation and quietness which is not to make a fuss. In addition, this can be relied on it to take control and do the right thing in difficult times (The Color Blue, Color Psychology). Therefore, this color is considerately used in Go and Stop for numbers.

Numbers are one challenging part that makes it seem meaningless when Snakes and Ladders used 100 for the end of game as salvation (Appendix 6). Go and Stop has it 97 as the end of game which in a way does not really represent something but it does make sense as brain function that we human never ever be able to have an end of our brain; it is like 24/7 going all day and all night which exactly fits the design of brain structure. As it demonstrates, Raichle MD, professor of radiology noticed that whether it is consciously engaged or not, the brain can never ever rests (Purdy, 2010); therefore a number of 97 as placed for the end of game in some way represents as brain function which never has an end for it. What makes this game a decision-making game is that you will have the ability to choose not to or to do. While Snakes  and Ladders used snakes to represent moving backward, Go and Stop uses “Dare or Not” as how Snakes indicates going down.


Appendix (1)

Truth and Dare websites







Appendix (2)

Appendix (3)












Appendix (4)











Appendix (5)









Appendix (6)