Build and share apps with friends
@moose
Resume profile with this information : Education
Carnegie Mellon University Pittsburgh, PA
B.S. in Mathematics, Minor in Computer Science Expected May 2025
• GPA: 3.97/4.0
• Relevant Coursework: Distributed Systems, Computer Systems, Data Structures and Algorithms, Web
Application Development, API Design and Implementation, Engineering Data Intensive Scalable Systems, Computer
Security, Machine Learning
Work Experience
Research Assistant CMU Human Computer Interaction Institute Sep. 2024 – Present
Pittsburgh, PA
• Designed logistic regression models with customized loss functions in TensorFlow to mitigate algorithmic bias in
educational datasets
• Improved fairness metrics (ABROCA scores) by 15%, directly reducing disparities in predictive outcomes for
underrepresented groups
Software Engineering Intern May 2024 – Aug. 2024
Nokia Sunnyvale, CA
• Automated network testing workflows with Python and Tcl scripts, streamlining the Network Infrastructure team’s
transition to a new simulation system
• Diagnosed and resolved compatibility issues with MPLS and TCP protocols in a system used by 100+ engineers,
improving system reliability and enabling seamless integration with new network configurations
Software Engineering Intern May 2023 – Aug. 2023
Lockheed Martin Space Littleton, CO
• Built a signal processing system in Python and MATLAB to isolate satellite signals from background noise, using
clustering to improve signal differentiation
• Defined performance metrics to measure algorithm accuracy in signal differentiation, achieving a 95% accuracy rate
across signal types, enhancing reliability for navigation and communication applications
Peer Tutor CMU Student Academic Success Center Aug. 2022 – Present
Pittsburgh, PA
• Tutored over 250 students in Functional Programming and Data Structures & Algorithms, providing personalized
guidance and adapting teaching methods based on individual learning goals
Project Experience
Mini Social Platform Spring 2025
• Currently building a nano-blogging web application with user authentication, profile management, and real-time
interactions using Django, SQLite, AJAX, and HTML/CSS
• Implementing secure login/logout functionality and designing dynamic UI components for real-time updates via
AJAX without full-page reloads
Raft Protocol Fall 2024
• Implemented the Raft consensus protocol in Go to enable fault-tolerant distributed state replication, ensuring data
consistency and system reliability across a network of nodes
• Designed and optimized leader election, log replication, and safety mechanisms to ensure high availability, fault
tolerance, and data integrity in a distributed environment
Course Scheduling Optimization Fall 2023
• Built a linear programming model using Gurobi to efficiently allocate college courses, taking into account course
hours, prerequisites, and student preferences to minimize student workload across a large set of courses
• Improved runtime efficiency by implementing Python-based heuristics, reducing model execution time from 24 hours
to 30 minutes
Skills
Programming Languages: Go, Python, C, HTML/CSS, JavaScript, R, Standard ML, SQL
Tools: Git, GitHub, VS Code, RStudio, Unix/Linux, Docker, Kubernetes
Libraries/Frameworks: pandas, NumPy, PyTorch, TensorFlow, Djang
@yazhini_sp
Create a super neat and linear resume that aligns with the role of a "Product Designer" at aSim. Make it only one page.
My name is Yazhini SP
I have almost 2 years of product experience with the main focus on user research, design, prototyping and funnel data analysis.
Here's my entire data:
Product Skills: Writing PRDs, User Research, Competitor Analysis, Prioritization, Wireframing, UX design, RCA, A/B Testing, Stakeholder
Management, Negotiation, User Empathy, Customer Centricity
Software Tools: SQL, Advanced Excel, Mixpanel, Metabase, Figma, Whimsical, Rive, Asana, Notion, Workflowy
EXPERIENCE
Product Researcher
Vedantu July 2023 - November 2024, Bangalore
Vedantu is an interactive online tutoring platform that features real-time personalized learning for students.
Conducted 300+ user interviews to identify the user pains and develop key AI bot features that drove 20% increase in user adoption postlaunch
•
Launched and managed A/B testing campaigns to evaluate bot performance and implementing the better performing version leading to 15%
increase in user engagement
•
Performed RCA on cart abandonment to identify friction points in the flow and suggested solutions that reduced the abandonment rate by
10%
•
• Analyzed funnel data using cohort analysis and developed strategies to reduce onboarding user drop-off from 50% to 30%
User Research Intern (Product Operations)
Vedantu October 2022 - January 2023, Bangalore
• Created user personas and journey maps based on insights from 90+ customer interviews, improving feature prioritization
• Synthesized research insights to converge findings and helped shortlist top 3 features for development
PROJECTS - PRODUCT PORTFOLIO
URBAN COMPANY
Upraised • October 2024 - Present
• Conducted 12 user interviews to understand key customer pain points within the "salon & spa services" segment
• Benchmarked 5 competitors to identify market gaps and opportunities for future growth
• Identified and analyzed 10+ metrics, selecting ARPU as the target goal metric
• Used Moscow framework to prioritize 2 final features based on its high feasibility and impact
• Designed detailed wireframes depicting the updated customer journey within the urban company's app along with the recommended features
• Improve ARPU of "at-home salon services" segment by 10% in the next quarter
CERTIFICATIONS
Product Analytics Certificate
Product School • 2024
• Gained expertise on Mixpanel and cohort analysis to identify retention and drop off patterns in the funnel
• Worked on 2 sample projects, building detailed dashboards to visualize key metrics and trends
EDUCATION
Master's in Industrial Psychology
CMR University • Bangalore • 2023
B.A (Triple Majors) Psychology, Journalism, Women's Studies
Indian Institute of Psychology and Research • Bangalore • 2021
Create the resume in the given format
Name, contact info - [email protected], Bangalore, India.
Professional summary
Skills - 2 parts: product and soft skills
Experience
Certificates, courses if any
Education
@lab391
Create player aid for Great Western Trail: 2nd Edition.
Guide to Great Western Trail 2nd Edition
SET-UP
- Shuffle the 9 station master tiles and place one randomly
onto each of the 5 station master spaces.
- Take the 7 neutral building tiles and place one onto each of
the 7 neutral building spaces on the board. For your first
game, place them in letter order (A-G). You can also place
them randomly once you’re comfortable with the game.
- Place the job market token on the top dashed round space in
the job market.
- Take the 54 worker tiles, the 22 outlaw tiles, and the 18
hazard tiles and sort them back their backs (1 / 2 / 3). Then
place them in their corresponding bags near Kansas City to
form the Kansas City supply.
- From the Kansas City supply, draw 7 tiles from the 1 bag and
place them one after another on the game board. If it is an
outlaw tile (green or orange), place it in the outlaw section on
the lowest, empty numbered space. If it is a hazard tile, place
it in the corresponding hazard section on the lowest, empty
numbered space. If there is no empty space left, return it to
the bag and draw a new tile.
- Start drawing tiles with from the 2 bag. Place these workers
one after the other on the job market as follows: Start in the
top row and place the first on the space based on player count.
Place the next to the right and continue like this. Once the top
row is full, go to the next row (starting at the player count
space) until you place onto the space to the left of the job
token. Depending on player count, there will be 3, 5, or 7
worker tiles placed.
- Now fill the 6 foresight spaces in Kansas City with tiles from
the supply – 2 from the 1 bag under the 1, 2 from the 2 bag
under the 2, and 2 from the 3 bag under the 3.
- Shuffle the 36 market cattle cards and place them as a face-
down market cattle stack beneath the lower left of the board.
Draw 7 / 10 / 13 cards for 2 / 3 / 4 players. Sort them by color
at the bottom of the board.
- The orange Simmental cow variant – add all 8 stage 1
Simmental cows to the 36 market cattle cards and shuffle.
Place the Simmental market tile on the game board on its
space. Instead of the above, draw 9 / 12 / 15 cards for 2 / 3 /
4 players. Sort them by color at the bottom of the board,
with the Simmental cows to the very left. Take the stage 2
and stage 3 Simmental cows and place them near the board.
- Shuffle the 24 objective cards and place them as a face-down
stack to the right of the board. Then reveal 4 cards from the
stack and display them face up as the general objective
display.
- Place the coins and exchange tokens within reach of the
players as the bank.
- Each player chooses a color and gets a player board and a
player count tile (with 2-3p. Turn it to the appropriate side
and use it to cover Phase A on your player board.
- Each player receives 12 private building tiles in their color.
Everyone plays with the same side of buildings – so all As or all
Bs. Once you know the game, you can play with a mix of As
and Bs, but everyone still uses the same buildings – if 1B is
chosen, then EVERYONE uses 1B.
- Each player gets 14 discs (to cover the colored disc spaces on
the player board), 1 engine (placed on the red building near
the track), 1 certificate marker (placed on the 0 space of the
certificate track, and 1 herder in their color.
- Each player gets 14 player cattle cards in their color (shown
on the star) to make their herd deck.
- Shuffle the 4 starting objective cards and deal one at random
to each player, which they place face-up in their personal
objective area. Return any remaining starting objectives to the
box.
- Determine a start player and give them $6, 4 cards, 1
exchange token. Subsequent players get $7, 5 cards, 1
exchange token / $8, 6 cards, 1 exchange token / $9, 7 cards, 1
exchange token for 2nd / 3rd / 4th player.
- Before the first turn of the game, EVERYONE discards down
to 4 cards in their starting hand, placing discards in each
player’s personal discard pile.
- Each player then places their herder onto ANY neutral
building tile AND CONTINUES TO PHASE B, AS NORMAL.
Players CAN start at the same building.
Object of the Game
The game is played over a number of rounds. Players will
move their herder along the trail to gain victory points (VP) by
placing private buildings, buying cattle from the market,
upgrading stations, and removing hazards. Each time your
herder reaches Kansas City, you send your cattle off to possibly
gain VP, then return to the beginning of the trail to start again.
ALL VP are awarded at the end of the game.
Your herd deck is reshuffled ONLY when you need to draw
again. At certain locations, you can discard cattle cards for
rewards and when you reach Kansas City, you want as many
different types of cattle to get more VP.
GAMEPLAY
The game is played with each player playing the following 3
phases, before moving to the next clockwise player.
A – Move your herder to another location on the trail
B – Use the action(s) of your reached location
C – Draw up to your hand limit
PHASE A – MOVE YOUR HERDER TO A LOCATION
- A location is ANY tile on a space of the trail. Spaces
WITHOUT a tile are NOT locations.
- Your herder’s movement is measured in steps. Each location
is 1 step.
- Your herder MUST move at LEAST 1 step up to their step limit
(3 or 4, depending on player count), which can be increased
later in the game.
- You MUST ALWAYS move your herder FORWARD along the
trail, following the arrows and may choose either path when it
forks.
- The location where your herder ends their movement is the
location you will use in Phase B.
- You are NOT allowed to pass OVER Kansas City. Once you
reach Kansas City, your herder ends its movement there.
- Multiple players’ herders can share a location.
IMPORTANT – Several locations show a green or black hand
(or BOTH). If your herder moves to or passes over such a
location, you MUST pay a fee.
If it’s a hazard/outlaw, the fee is paid to the BANK. If it’s
another player’s private building, the fee is paid to that
PLAYER.
The fee depends on player count. In a 2p game, each hand is
$2. In a 3p game, green hands cost $2 and black hands cost
$1. In a 4p game, green hands cost $1 and black hands cost
$2.
IMPORTANT – Even if you cannot pay some or all of the
hands along your path, you are STILL ALLOWED to move. You
pay what you can and continue moving. Inability to pay hand
fees DOES NOT stop your movement. This ONLY applies to
hand fees. ANY OTHER costs/requirements in the game
MUST ALWAYS be paid/met in full.
PHASE B – USE THE ACTION OF YOUR REACHED LOCATION
After moving your herder, use the location where you ended
your movement. Your options vary depending on whether it
is:
• A neutral building or YOUR private building
• ANOTHER player’s private building, hazard, or outlaw.
• Kansas City
a. – On a neutral building or YOUR private building, you have
two options – use the local action(s) of the tile OR use ONE
single auxiliary action.
If you choose to use the tiles local actions, you MAY perform
EACH of the tile’s local actions ONCE and MAY perform them
in ANY order.
You do NOT have to perform ALL of the available actions, but if
there is a cost/requirement, you MUST pay/meet it in full to
gain the reward.
Actions separated by a white slash are either/or NOT both.
Spaces separated by full-length straight lines ARE both/all.
Some spaces of the trail have risk actions attached. If a
building tile is placed on such a space, the risk action becomes
part of that building tile’s local actions and can be performed
by its OWNER each time that player reaches that location.
If you do NOT perform ANY of the tile’s local actions, then you
MAY perform ONE single auxiliary action instead. Auxiliary
actions are on the left of your player board. Initially, you only
have two of them available.
b. – On another player’s building tile, hazard, or outlaw tile,
you have ONLY ONE option – performing ONE single auxiliary
action.
c. – When you reach Kansas City, you MUST carry out ALL 5
Kansas City subphases IN ORDER. They are:
1 – Choose one of the two tiles below the 1 and
move it to its corresponding section.
2 – Choose one of the two tiles below the 2 and
move it to its corresponding section.
3 – Choose one of the two tiles below the 3 and
move it to its corresponding section.
4 – Reveal your ENTIRE hand, calculate your income
from the bank, then discard your ENTIRE hand to
your discard pile.
5 – Move one of your player discs from your player
board onto a city crest and pay ANY transport costs.
(1-2-3) Each of the 3 tiles in subphases 1, 2, and 3 must
IMMEDIATELY be moved to its corresponding section to the
lowest available space. If no space is available, take the tile
out of the game and return it to the box.
If it is an outlaw tile (green or orange), place it in the outlaw
section onto the empty space with the lowest number. If no
empty space is left there, take the tile out of the game.
If it is a hazard tile (flood, drought, or rockfall), place it in the
corresponding section onto the empty space with the lowest
number. If no empty space is left there, take the tile out of the
game.
If it is a worker tile, it MUST be placed in the next free space of
the job market – starting with the row with the job market
token.
As soon as you need to place a worker tile on the job market
token space, slide the job market token down to the dashed
round space of the next row.
If the job market token crosses over a yellow arrow, you
IMMEDIATELY fill up the cattle market, bringing the cattle
market back up to 7 / 10 / 13 cards (or 9 / 12 / 15 with
Simmental variant) for 2 / 3 / 4 players.
If you need to refill the cattle market and the total cards there
are already equal to or higher than the amount, do NOT add
any cards.
If the cattle market stack is empty, no more cards are added to
the cattle market.
If the job market token moves over the green arrow at the
bottom, the game end is triggered.
(4 – Income) Reveal your ENTIRE hand and calculate its
breeding value. To do this, add the breeding values of each
DIFFERENT TYPE of cattle in your hand. Each type is ONLY
counted ONCE.
Then, if possible, you MAY increase the total breeding value by
adding certificates (temporary or permanent) to it. Temporary
certificates are those on your certificate track and you add
them by moving your marker back. Permanent certificates are
those on the upper half of any station master tiles in front of
you, permanently increasing your breeding value for the rest
of the game.
Once your breeding value is set, take that many dollars from
the bank, placing it aside to track your breeding value for
subphase 5. Simmental variant – AFTER setting your breeding
value, if you have any stage 1 Simmental cattle cards in your
hand, you may remove them from the game and take the
same number of stage 2 Simmental cattle cards and place
them on your discard pile. If you have any stage 2 Simmental
cattle cards in your hand, you may remove them from the
game and take the same number of stage 3 Simmental cattle
cards and place them on your discard pile. THESE DO NOT
INCREASE YOUR JUST CALCULATED BREEDING VALUE.
When calculating your breeding value, you can ONLY add
ONE of your Simmental cattle cards REGARDLESS of stage.
If an action requires you to discard a cattle card of a certain
breeding value, but the icon DOES NOT include orange cattle
cards, you CANNOT discard a Simmental cattle card.
Then, discard ALL cards from your hand.
(5 – Delivery) Pick a city whose city value is equal to or less
than your breeding value. You CANNOT pick a city that you
have already delivered to before, EXCEPT for the local city –
Kansas City – and the terminal city – New York.
Once you have chosen a city, place one of your player discs
from your board onto the city space.
A disc taken from a WHITE-cornered space on your board can
be placed onto ANY city space. A disc taken from a DARK-
cornered space can ONLY be placed onto a DARK-cornered city
space.
By clearing a disc space on your board, you unlock an ability.
Some disc spaces give an additional reward or have an added
cost for clearing them.
By placing your disc onto a city space, you may gain or lose VP
at the end of the game and may trigger delivery actions that
you MUST perform IMMEDIATELY. The action in any of the
green arrows is NOT triggered until BOTH city spaces have one
of your discs. This also goes for VP at game end.
EXCEPTION – if you have NO MORE WHITE-CORNERED discs
on your board and have to place one, you MAY take a DARK-
CORNERED ONE!
Finally, check if there are any transport costs based on how
many RED Xs are between the nose of your engine and the city
crest to which you are delivering. Pay $1 for each of them and
this payment MAY come from the money you just received for
delivering.
After finishing the Delivery subphase, move your herder to the
horseman space at the beginning of the trail and refill the
empty foresight spaces with the appropriate tiles from the
matching numbered bag.
PHASE C – DRAW UP TO YOUR HAND LIMIT
Each player starts with a hand limit of 4 and can increase it up
to 6. If you have fewer cards in hand than your hand limit,
draw cards from your personal draw pile to equal your hand
limit, shuffling your discards as necessary. Once this phase is
complete, it is the next player’s turn.
Hire One Worker
When you perform this action, choose exactly ONE worker tile
from the job market, pay the cost and place that tile in the
worker section of your player board.
You CANNOT hire a worker from the row where the job
market token is CURRENTLY located. Those workers are
UNAVAILABLE until the job market has moved on.
The hiring cost of any of the workers is the cost on the right
side of their row, but it is modified by the value on the action
itself. A + in green means a discount. A – in red means an
added cost.
After paying the cost, place the worker tile in the worker
section of your player board onto the leftmost free space of its
type. Each player starts with one worker of each of the three
types on their board.
If the space on which you placed the hired worker depicts an
immediate action, you MUST choose to either perform the
action IMMEDIATELY OR FORFEIT IT.
If the row is already full, you CANNOT hire another worker of
that type. At the end of the game, every worker placed on the
5th or 6th space is worth 4 VP.
Buying from the Cattle Market
When you perform this action, you can acquire new cattle
cards from the cattle market and place them face-up on your
discard pile. However, the number of cards you can buy
depends on how many cowboys you have and how much
money you want to spend.
You don’t SPEND cowboys, you USE them. The amount of
cowboys used will tell you your purchase options at the
bottom of the board. EACH cowboy can ONLY be used ONCE
during this action.
For example: If you use just one cowboy, you can either buy
one 3-value card for $6 OR buy one 4-value card for $12. You
can ONLY buy cattle cards that are available and can ALWAYS
choose to buy fewer cards than allowed.
Any cowboy that you do NOT put to use to buy cattle cards
MAY instead be used to draw 2 cards from the market cattle
stack and be added face-up to the cattle market. You MAY do
this at ANY given moment when performing the action.
Simmental variant – you can also use 1 cowboy to buy one
stage 1 Simmental for $8 or use 2 cowboys to buy one stage 1
Simmental for $5.
Movement on the Railroad Track
With this action, you may move your engine up to as many
spaces FORWARD on the railroad track as you have engineers
in your engineer row.
Whenever you move your engine, you SKIP over spaces with
other engines as NO two engines can occupy the SAME space.
Along the track, there are several turnout spaces with train
stations. Each turnout space COUNTS as an additional space.
You MAY move your engine less spaces than allowed (but
MUST move at LEAST 1), however once you stop, you forfeit
any additional movement.
If you stop on a turnout space, you MUST IMMEDIATELY
decide if you are going to upgrade the station. You can only
upgrade a station if you have not upgraded it before (your disc
isn’t already there).
To upgrade the station, pay the upgrade cost and place one of
your discs on the station space. Again, you must follow the
rules for disc placement as for delivery – WHITE can go on any
one, DARK can only go on DARK.
After you place your disc, you may take a station master tile
there by taking any hired worker from the rightmost space of
your player board and placing it there.
You can ONLY choose to do this at the moment you are
upgrading the station, NOT later.
If you remove a worker from your board uncovering an
immediate action, you CAN perform that action again the next
time you hire a worker onto that space. Once its placed on the
station, it remains there for the rest of the game.
Each station master tile has two parts. The top half is an
immediate action (performed IMMEDIATELY or forfeited) or
permanent certificate. The bottom half is a unique way to
score more VP at game end.
The last space of the railroad track is special. If your engine
reaches the last space, its movement ends there (potentially
upgrading the station as usual). Then you must move your
engine BACKWARDS at LEAST one space and you MAY move it
to ANY free space on the track, INCLUDING a turnout space.
After doing so, immediately gain $3. If you moved to a turnout
space, you MAY IMMEDIATELY upgrade it as usual (even using
the money you JUST received).
If you ever need to move your engine backwards a certain
amount of spaces, you MUST move it the full amount, even
going into a turnout space.
Objective Cards
When you gain an objective card, EITHER choose one from the
face-up display OR take one from the top of the deck, placing
it in your discard pile. If you take one from the display,
IMMEDIATELY fill the vacant space, EVEN if you have
unlocked multiple city spaces giving you two of them!
During your turn, if you happen to have one or more objective
cards in your hand, you can play any of them, either before
Phase A or before or after performing any one action in Phase
B.
When played, place it face-up in your personal objective area,
THEN perform the immediate action in the card’s upper left
corner or forfeit it.
Each objective card depicts a combination of tasks to be
fulfilled at the END OF THE GAME. If all are fulfilled, then you
gain the VP. If they are NOT fulfilled, then you lose the
negative VP printed on it.
IMPORTANT – EACH SINGLE task can ONLY count towards
ONE objective card – NO double-dipping on objective cards.
Station master bonuses are INDEPENDENT from objective
cards.
You are NOT required to play your objective cards. If you
want, you can keep some or all of them in your deck without
committing to them during the game, though they will clog
your deck. At the end of the game, you will have the option to
pull these objective cards from your deck to score them or not
and suffer no penalty.
Place one of your private buildings
When you perform this action, choose ONE of the private
buildings above your player board. EITHER place it onto ANY
empty building space on the trail OR use it to replace one of
your private buildings already placed.
You CANNOT flip the tile from the side chosen at setup.
You MUST have enough builders AND be able to pay the
building cost.
In its upper left corner, each building tile shows the minimum
number of builders that you must have to place the building.
For EACH builder needed, you MUST pay $2.
You can use this action to replace one of your buildings, with a
HIGHER valued building. For this, you only need to have the
DIFFERENCE of builders between the two buildings and must
only pay the difference as well. Then replace the old building
with the new one, REMOVING the old one from the game.
This is the ONLY way to place buildings that require more than
6 workers.
If you replace a building with your herder on it, you do NOT
get to immediately use the new building.
Perform single/double auxiliary actions
Whenever you use a single auxiliary action, you ONLY get its
benefit ONCE, even if both spaces are cleared. You MAY use
an auxiliary actions with both spaces cleared as a single.
Whenever you use a double auxiliary action, you can ONLY
choose an auxiliary action that has both spaces cleared,
gaining double the reward. You CAN use this to only do a
single auxiliary action.
If you ever need to move your engine backwards on the train
track, you MUST move the full number of spaces.
Collect bounty for outlaws
When you perform this action, you can remove ONE outlaw
tile of your choice from the outlaw section and place it in front
of you for potential game end VP. Depending on the money
value above the outlaw tile, you will either receive or pay
money to the bank.
If the outlaw section is empty, you CANNOT get a tile. If there
is a herder on a removed tile, it stays there.
Gain an exchange token
When you perform this action, gain ONE exchange token from
the bank.
You can use one OR MORE of them at ANY point, even when it
isn’t your turn. To use an exchange token, place it back in the
bank, then draw 2 cards from your personal draw stack and
IMMEDIATELY discard as many cards as you drew.
Removing a Hazard
When you remove a hazard tile, you can remove ONE hazard
tile of your choice and place it in front of you for game end VP.
If the icon shows a cost, you MUST IMMEDIATELY pay that
cost or you cannot take the tile.
If all three hazard sections are empty, you CANNOT get a tile.
If there is a herder on a removed tile, it stays there.
Move your herder forward
This action lets you move your herder to another location
along the trail. If you do, you MUST move at least 1 step and
CANNOT move it more steps than indicated.
On the location you stop, you MUST then perform all of phase
B again. You DO NOT replenish your hand cards before
performing this phase B again – ONLY at the end of your turn.
GAME END
The game end is triggered when a player places a worker tile
onto the LAST space of the job market during subphase 2 or 3
in Kansas City. When the job market token crosses over the
green arrow, that player takes the token (worth 2 VP at game
end). This is that player’s LAST turn. Then, EACH OTHER
player has ONE final turn.
Worker tiles CANNOT be chosen to be placed from the
foresight spaces during these last turns by anyone reaching
Kansas City.
After the last player has finished their final turn, the game
ends.
FINAL SCORING
Players score as follows:
1 – 1 VP per $5 on hand
2 – VP from private buildings on the board
3 – VP total from city spaces with their disc
4 – VP total from train stations with their disc
5 – VP from hazard tiles collected
6 – VP from cattle cards in deck, hand, and discard pile
7 – VP from objective cards on the table, pulling any still in
their deck that they want to score
8 – VP from individual tasks at the bottoms of any station
master tiles – again, these items can independently be
items used for objective cards as well
9 – 4 VP for each worker placed on the 5th or 6th space of
any row in their worker section
10 – 3 VP for the appropriate space cleared from their
player board
11 – 2 VP for the job market token
Most VP wins the game and there is NO TIE-BREAKER
@lab391
Boom Boom’s Big Adventure – A Dog Life Simulator Create an immersive, open-world single-player dog simulation game where players take on the role of Boom Boom, a red-haired Cavapoo exploring a dynamic metropolitan neighborhood. Players can interact with humans, objects, and other dogs, participate in activities, and shape their dog’s reputation—either as the most beloved pup in the city or a mischievous troublemaker. The game features AI-driven interactions, unlockable areas, and a variety of dog-friendly activities for endless adventures. Dog Customization & Progression Players start as Boom Boom, a red-haired Cavapoo, but can unlock and customize additional dog characters as they progress. Default Character: • Name: Boom Boom (cannot be changed) • Breed: Cavapoo (mix of Cavalier King Charles Spaniel & Poodle) • Fur Color: Red • Temperament Options: Playful, Mischievous, Loyal, Adventurous, Lazy • Accessories: Sweaters, bandanas, booties, raincoats, sunglasses, hats • Reputation System: • Good Dog: Loved by locals, gets treats, access to exclusive areas. • Troublemaker: Avoids dog catchers, sneaks into places, steals food. Unlockable Dog Friends (AI Companions): Boom Boom can befriend, adopt, or compete with AI-driven dogs, each with unique traits. • Ruta (Golden Retriever) – Friendly and social, loves fetch. • Blixa (schnauzer ) – Tough but lovable, enjoys guarding areas. • Kat (Poodle) – Fast and curious, sneaks into places easily. • Clover (Husky) – Energetic, loves running, but howls loudly. • Rocky (Mutt) – Stray dog that players can rescue and adopt. Expanded Neighborhoods & Locations Beyond the core metropolitan setting, players can unlock new areas through exploration and achievements. Base City Map Includes: • Bustling Streets: Navigate crowded sidewalks, dodge traffic, interact with pedestrians. • Central Park: Dig for treasures, play fetch, meet NPC dogs. • Subway System: Ride trains, sneak aboard, or escape animal control. • Apartment Buildings & Rooftops: Find hidden paths, play with NPC owners. Expansion Locations: • Luxury Neighborhoods: Fancy gardens, gated mansions, high-end dog spas. • The Docks & Waterfront: Chase seagulls, swim, find seafood scraps. • Underground Sewers: A secret dog-only network for mischief and exploration. • Dog-Friendly Beach: Dig in the sand, surf waves, play frisbee. • Countryside Retreat: Rolling hills, farm animals, open fields to run. Dynamic AI & Human Interactions • Randomized NPCs: Some love dogs, others fear or ignore them. • Stray Dog Encounters: Help or challenge other wandering dogs. • City Events: Parades, food festivals, and protests change daily experiences. • Animal Control Threat: Mischievous dogs must evade capture or charm their way out. Mini-Games & Challenges • Food Snatcher: Steal food without getting caught. • Scent Tracking: Find lost items or locate the way home. • Obstacle Course: Compete in agility challenges. • Escape the Bath: Run from a bath-loving human before getting soaked. • Pigeon Chase: Scatter as many pigeons as possible in 30 seconds. Final Features: ✅ Single-Player Open-World Exploration ✅ Unlockable Dog Friends & AI Companions ✅ Massive City with Expansion Locations ✅ AI-Driven Humans & Animals for Dynamic Interaction ✅ Reputation-Based Gameplay – Be a Good Dog or a Mischief Maker ✅ Regular Seasonal Updates & Events Summary: This game is an open-world, single-player dog simulation adventure, letting players live the life of Boom Boom, a red-haired Cavapoo exploring the city. Whether playing fetch, sneaking food, befriending other dogs, or causing adorable chaos, players shape Boom Boom’s journey through their choices. Add a voice system for barking, a trick training mechanic, and a dog adoption storyline.
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