LearnArch board game
From sketch to reality: the journey of developing LearnArch board game
LearnArch is an Erasmus+ project, a partnership created between organisations from 3 countries: Romania, Greece and Portugal, aiming to create an engaging and interactive learning environment by developing a tool that will help adult trainers and educators in the field of Architecture to enhance their training routines and foster a deeper understanding of architectural concepts for their learners.
In this field, innovation is the key to engaging learners and enhancing their learning experience. By using the power of collaboration the partners created a tool represented by a board game specially designed for adult educators involved in the architecture field. This approach towards developing an educational tool, not only aims to foster architectural concepts but also to engage a broad audience by combining educational objectives with engaging gameplay.
Light Box – LearnArch’ board game tool
Light Box is a board game for 1-4 players (or 1-4 groups of players) available in 4 languages: EN, RO, GR and PT, aiming to introduce the players to architectural concepts and challenges, and allow them to collaborate in order to reach the game’s objective. The introductory set of rules included herein will lead the players through their first steps in playing the game. Throughout the game, the players will place pieces on the game 4-part board, in order to work together to earn collectively as many points as possible and win.
This version of the game is the beginner version, easily created at home with materials that can be purchased or repurposed, such as foamboard, paper and cardboard. More advanced users, with access to 3D printers or digital tools (such as Tabletop Simulator), may also read and use the Trainer’s Guide for additional elements, rules, game modes and useful advice that transform this set of introductory rules into a Tool for an Architecture Trainer.

The game experience*
Game setup
Each player takes a Quarter Box and places it in front of them so that they can see the Vertical Surfaces clearly and equally. Each player then places a set of Architectural Volumes within their easy reach. This is now that player’s Pool. One player reveals 3 Influence cards and places them in a place visible to all. Players may look at the Goal card at any time during the game. Then, one player draws and reveals a face-up Goal card in a place visible to all. Players may look at the Goal card at any time during the game. The players are now ready to begin playing.
Game phases: Light Box is played in two phases, the Placement Phase and the Artistic Phase.
Placement Phase: during this phase, the players will take Placement Turns in which they will be placing Architectural Volumes into the Quarter Box in front of them.
Artistic Phase: during this phase, the players will join the Quarter Boxes and compare the Light Box with the Goal card and see if they managed to achieve the objective.
*to find out more, please read the Rulebook.

Trainer role in the game play*
There are many ways for the trainer to interact with the players and game play. Lightbox is a tool of enlightening people in architectural concepts and mindsets. This tool is the trainers tool, even if the game can be played without a trainer or more skilled players can act as trainers within the game.
When thinking about using this tool the trainer will find him/her self in different states:
1.Preparation state – where the lesson is being thought of and is put in game form
2.During gameplay state – here the trainer helps the players understand the lesson
3.After the game state – to have better experiences the trainer can reflect on the game from different points of view
*to find out more, please read the Trainer’s Guide.


Light Box components:
The CARDS
A set of 18 Influence and 18 Team goal cards represent strategic elements and objectives, guiding players’ actions and aiming to fulfill specific goals in the game.
The RULE BOOK
A guide detailing how to play, win, and strategies of the board game, that can be modified by the trainer as needed.
The VOLUMES and BOARDS
A collection of volumes are chosen by the trainer to match lesson goals and complexity. 4 part boards (quarter boxes) will be used by the players to place the pieces of the game.
The TRAINER’S GUIDE
The Guide offers an in-depth look at game mechanics and rule modifications, explaining the game’s various aspects.
The story of the board game creation
A collaborative effort
LearnArch aspires to transform the way adult educators deliver the architectural concepts to their target groups, making it more engaging, accessible, and effective for these individuals. The development of this project stands as a collaboration between partners blending expertise from different fields: architecture, education, game design, and digital innovation.
Brainstorming and identifying constraints
The initial phase of the game’s creation involved brainstorming and the identification of constraints. This critical stage set the foundation for the game, allowing creators to outline key concepts, educational goals, and logistical limitations. It involved a comprehensive dialogue among partners to ensure that the game not only educated but also entertained.
Research: finding the right mechanics
Following the initial brainstorming, the next step involved researching relevant mechanics and ideas that could be incorporated into the game. This stage was crucial for identifying gameplay elements that could effectively convey architectural concepts in an engaging manner by focusing on existing educational games to derive inspiration and analysing the needs of the target groups.
Drafting and prototyping
After completing initial research, the consortium proceeded to draft the creation of the game, translating conceptual ideas into a practical prototype. This draft outlined the game’s objectives, rules, and design elements, establishing a foundational blueprint. The collaboration involved the Consortium shaping the game’s structure and COFAC’s team concentrating on gameplay dynamics and piece fabrication, marking a significant collaborative achievement.



Alpha testing
With a prototype in hand, alpha testing commenced. This internal testing phase was pivotal for identifying any glaring issues or improvements. Feedback from alpha testing was meticulously analyzed to refine the game’s mechanics, educational content, and user experience. See the video of one of the testing sessions:
Quality enhancements and beta testing
Following alpha testing, the team implemented quality improvements based on the feedback received. These enhancements aimed to polish the game further before it underwent beta testing. Beta testing expanded the feedback loop to a broader audience, often including external players, to gather more diverse insights. Subsequent quality improvements were made, ensuring the game was engaging and educational.
Implementing improvements
The process of implementing improvements and retesting was repeated in cycles. This iterative approach ensured that the game evolved and adapted to feedback, enhancing its educational value and engagement level. The goal was to refine the game until all stakeholders were satisfied with the outcome.
Live testing
A crucial step in the game’s development was the live test (LTTA), where the game was introduced in a real-world classroom or educational setting. This testing phase provided invaluable insights into how the game functioned in its intended environment. Based on the feedback from live testing, final improvements were made, ensuring the game was ready for a wider audience. Find out more about it: the Learnarch training activity in Lisbon.
Training activity in Lisbon, Portugal
During 5 days, 18 adult educators tested the board game mechanics, in hands-on a training sessions focused on the utilisation of the board game tool. Participants were divided into groups, engaging in playtesting sessions that were as much about learning as they were about providing feedback. These sessions were in digital and on physical environment, offering insights into the game’s mechanics, usability, and educational value.



Final adjustments
Upon finalizing the game, the next pivotal step involved translating all game materials into the partners’ languages. This strategic move ensured the game’s accessibility and inclusivity, enabling it to reach a global audience and maximize its educational impact.
Video on how to play the game
An illustrative video was created to enhance understanding of the game, providing a clear guide on how to play, simplifying the learning process for all users.
Board game in digital format
The board game can be found also in digital format:
https://tabletopia.com/games/light-box-a-learnarch-game
Mastering LearnArch: A step-by-step guide to playing the Light Box Board Game
Board game in digital format
The board game can be found also in digital format:
https://tabletopia.com/games/light-box-a-learnarch-game