Duck Cards Packs

Design a level

Every card, a six by six board and your own Your cards: study three worked levels, then write one for another group and prove its par.

Cards in play.

Only these. The pack's own rows never lay the same card twice, so one copy of this pack's cut sheet for each group covers them.

  • Walk

    Walk forward

    walk_forward

    • Studio
    • Pad: L stick
    0
  • Walk

    Walk back

    walk_backward

    • Studio
    • Pad: L stick
    1
  • Walk

    Turn left

    turn_left

    • Studio
    • Pad: R stick
    2
  • Walk

    Turn right

    turn_right

    • Studio
    • Pad: R stick
    3
  • Walk

    Stop

    stop

    • Studio
    4
  • Speed

    Slow

    slow

    • Studio
    20
  • Speed

    Fast

    fast

    • Studio
    21
  • Look

    Look left

    look_left

    • Pad: Y
    40
  • Look

    Look right

    look_right

    • Pad: Y
    41
  • Look

    Look up

    look_up

    • Pad: Y
    42
  • Look

    Look down

    look_down

    • Pad: Y
    43
  • Look

    Straight ahead

    straight

    • Pad: Y
    44
  • Trick

    Kick, left

    kick_left

    • Studio
    • Pad: LB
    60
  • Trick

    Kick, right

    kick_right

    • Studio
    • Pad: RB
    61
  • Trick

    Sit or stand

    sit_or_stand

    • Studio
    • Pad: ▼
    62
  • Trick

    Roll

    roll

    • Studio
    • Pad: X
    63
  • Trick

    Peck the ground

    peck_ground

    • Studio
    • Pad: A
    64
  • Sound

    Hello

    greet

    80
  • Sound

    Chirp

    chirp

    81
  • Sound

    Coo

    coo

    82
  • Sound

    Alarm

    alarm

    83
  • Sound

    Wheee

    wheee

    • Pad: LT
    84
  • Control

    Start

    start

    100
  • Control

    End

    end

    101
  • Control

    Repeat

    times

    repeat

    102
  • Control

    End repeat

    end_repeat

    103
  • When

    When it falls

    when_falls

    120
  • Your card

    Draw it here

    Name it

    card_1

    It does

    200

The one Your card drawn here stands for nine blank cards, each with its own code.

Your cards this pack uses

Write the name on the blank card with that number. In the pack file, the card carries the row it stands for.

Your card 200

Stair step

Walk forward, turn right, walk forward, turn left: one step up a stair.

  1. Walk forward
  2. Turn right
  3. Walk forward
  4. Turn left

Your card 201

Side of the pond

Walk forward five times, then turn right.

  1. Repeat 5
  2. Walk forward
  3. End repeat
  4. Turn right

How it is scored.

Fewest cards wins. Count every card between Start and End: Repeat and End repeat, and every card under another. A Your card is one card. This is where a loop pays off.

Par is the shortest row the pack's author found. If your class finds a shorter one, the par was wrong, not the class.

A row solves a challenge when the duck ends on the goal, has walked through every tunnel the long way, and has not bumped into a wall or the edge of the board. When a challenge names a card to finish with, that card is last. Every Repeat needs its End repeat.

The board.

Every challenge card below draws its own board. Here is how big a square is.

The board rule

One Walk card moves the duck one square. One Turn card is a quarter turn, where it stands. That is the rule on paper and in Studio, and every par is counted by it.

A real duck

Walk and Turn cards on a duck are timed for now: two seconds each, and the duck does not land on board squares. Measured cards are being tested. So for now the board is played by people and in Studio, and a duck beside it is a trial.

Measured cards

Measured cards walk until the duck's own odometry says one 30 cm square and turn until it says a quarter turn. They are being validated, in Pollen's simulator and then on testers' ducks, before they are switched on.

Squares for people

Tape the board on the floor in 30 cm squares, so a student playing the duck can stand in one. Or draw it on squared paper and walk a finger.

The challenges.

Easiest first. Print this page and it prints these cards and nothing else, four to a sheet, ready to cut. Choose Actual size or 100%.

  1. Design a level 1 of 3

    Stairs to the nest

    Par 3 cards

    Card 1, Stair step, is four cards in one. How many stairs are there?

    Grades 6 to 8. Duck Cards, CC BY 4.0, microduckstudio.com

  2. Design a level 2 of 3

    Round the big pond

    Par 3 cards

    Card 2, Side of the pond, walks one whole side and turns the corner.

    Grades 6 to 8. Duck Cards, CC BY 4.0, microduckstudio.com

  3. Design a level 3 of 3

    Kick from the island

    Par 4 cards

    The class that wrote this level first said par was 9: three stairs to the bridge, then along the top. Look at where the stairs would go if they kept going.

    Finish with

    Kick, right

    Grades 6 to 8. Duck Cards, CC BY 4.0, microduckstudio.com

Lessons.

Each one fits a class period with paper only.

Your cards

Name a routine

Study Stairs to the nest. Stair step is a Your card: four printed cards saved under one number. Write out every card that Repeat 4, Stair step, End repeat stands for, and count how many cards it saves.

Ask: what makes a run of cards worth saving as a Your card?

Authoring

Write a level for another group

Each group draws a six by six board on squared paper: a start square and facing, a goal, up to six walls, one or two gates, and a finish card if you like. Write a row that solves it and count its cards. That count is your par. Trade boards with another group and play theirs.

Ask: what did the other group find hard about your level that you did not expect?

Checking par

Prove your par

Kick from the island was first written with par 9; another group solved it with 4 by letting the stairs keep going. Before trading a level, try hard to beat your own par. If someone else beats it, the par was wrong, not the players, so change the number.

Ask: how could you be sure no shorter row exists?

Search

Steps par by hand

A steps par can be found for certain: from the start, mark every square the duck can reach in one step, then two, then three, like ripples on a pond, until the goal is marked. Do it for one level on paper, then compare with the par the pack's checker computed.

Ask: why is a steps par easier to be sure of than a cards par?

Events

When it falls

Add a When it falls row to your solution: what the duck does once it is back on its feet. The board does not play it, but a duck running your row would. Test it by having the student playing the duck sit down when you say fall.

Ask: should the duck carry on after a fall, or go back to the start?

Take the pack.

The whole pack is one file in the open duck-pack/0 format. Duck Cards, from microduckstudio.com, CC BY 4.0.