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Game Design Document (GDD396)

SAT POP

Version (1.0)
Created (Spring 2016)
Nicole Burke
Britanni Brown
Alex Doucette
Chris McDogall

Table of Contents
1: Project Overview
1.1
1.2

1.3
1.4
1.5

High Concept - Desired Outcomes/ Learning Goals


Hooks
Genre
Target Audience/ Platform
Team Members / Roles / Contact Info

2: Game Overview
2.1
2.2
2.3
2.4
2.5

Overview
Player motivation/ narrative
Self-representation
Environment
Level Overview(s)

3: Gameplay
3.1
3.2
3.3
3.4

Game Mechanic/s
Player Motivation
Feedback/Scoring/Assessment
Coding Challenges

4: Artwork
4.1
4.2
4.3
4.4

Color Scheme
Concept Art
Menu Screens
UI setup

5: Game Layout
5.1
5.2
5.3
5.4
5.5

Camera Setup
Game Controls
Game Mode(s)
Player Count
Hours of Gameplay

6. Usability / QA
6.1 Player experience
6.2 Game assessment Summary of play testing over time.
6.3 Problems/ Plans for Improvement

7. Social Media / Leaderboard


7.1 Leaderboards
7.2 Leveraging social media

8. Information for the Game


8.1 Play Test Words
8.2 Mad-Lib Sentences
8.3 Words for the game

1: Project Overview Done


1.1

High Concept - Desired Outcomes/ Learning Goals


Our game is going teach the Princeton Reviews top 100 SAT
words. We are going to be teaching words with synonyms. The
player will move around the game space and collect the correct
synonym for the word. The word, instead of the definition will be
displayed at the top of the screen, along with a sentence that
helps to teach the meaning of the word.
The player can also check on an online leaderboard to compare
their scores with other students. The player can also sort by
word, and check which words students are having the most
difficulty with.

1.3

1.3

Hooks

Teaches a wide variety of vocabulary words commonly utilized


on the actual SAT tests.

Includes a fun, shape-based and colorful piece-based


interface, along with several methods to help students
remember even the most difficult words. Synonyms and word
parts.

Mobile platform for easy access and fun touchscreen controls.


Practice anywhere!

Genre

Our game is an educational game meant to teach high school


students SAT words.
1.4

Target Audience/ Platform


Our target audience is high school students studying for the
SATs. The most accessible platforms for most high school
students are mobile phones and web so there will be two
versions of the game for students to play.

1.5

Team Members / Roles / Contact Info


Group leader Nicole
Archivist- Nicole
Usability Designer- Chris
Visual Designer-Tanni
Interaction/Coding Designer- Alex Doucette

2: Game Overview Done


2.1

Overview
Executive summary
This game will be a study aid designed to help high school
students to learn SAT words. Our game will be loosely based off
of the game Agar.io. In Agar.io the player must more around the
game space, collecting little blobs. As the blobs are collected the
player grows bigger until it is big enough to absorb other players,
and then grow larger still.
In our game, the word will be displayed along the top of the
screen along with a sentence that shows how the word is used in
context, and the player will have to move around and collect the
synonym for that word. There will be synonyms and antonyms for
each word, and the player will collect them before moving on to
the next word. The faster all the synonyms are collected, the
more points the player will earn. If the player is inactive for a
certain amount of time, some of the extra words will disappear,
leaving the player with fewer choices for the correct answer.
Each time words disappear, the players score for that round
goes down.
There will be levels in this game. In the earlier levels, there will
be fewer synonyms for the player to choose from and as the
player progresses there will be more synonyms on the board.
Our game will be designed for mobile phone gaming as to reach
the target demographic easier. The target audience for the game
would be high school students. This would be a great learning
tool and a great study guide for young adults preparing for the
SATs. To start we will focus on the top 100 SAT words according to
the Princeton Review. If the play tests are successful then we can
expand it.

2.2

Player motivation
Statistics are collected at the end of each question and each
round. Said statistics are the average time it took the player to
find the correct answer, their score for each word, and how many
words the player got right on their first try. Combined, this allows
the player to see how theyre progressing through their practice
and in turn provides valuable data for the leaderboards to show
how people are dealing with each word. These statistics will also
allow the player to see which words theyve got down pat and
which ones they really need to work on.

2.3

Self-representation

A circle represents the player that they move around the game
field to collect the correct synonyms.
2.4

Environment
We want the environment to be colorful and fun. Agar.io is a very
fun and color based game. We want to have the same type of
environment. We want to keep the player interested in every
possible way.

2.5

Level Overview(s)
In the beginning of the game, they player will face 5 levels of 20
words each. These levels will be easier so that the player can
have some time to get accustomed to layout of the game. The
levels should go by pretty quickly, a word and a sentence using
that word in context will be displayed at the top of the screen. To
clear that word and display the next one, the player has to move
through the game field and choose the correct synonym for the
displayed word. After completing the first level the player will be
introduced to a few sentences missing words. Sentences will be
displayed one at a time and there will be multiple options for the
player to select the correct solution. The sentences at the end of
each level will be chosen based on which words the player got
wrong. The sentences will serve to help players remember words
they are struggling with. As the player progresses through the
first set of levels, we will make the game harder by offering
fewer hints, and having more words on the board.

3: Gameplay Alex
3.1

Game Mechanic/s
The mechanics of the game are simple. The players goal is to
move around the board and gather up various pieces that will
lead them to find a certain word. These pieces can be synonyms
or parts of the word. The player will be given the definition of the
word, and an example of a sentence to provide the player with
hints for figuring out the word. There will be other synonym
words and word parts for different words scattered around- the
player does NOT want to collect these, as it will lower their score.
The goal of the game is obviously for the player to learn the
meaning of the word. As a result, the game will not completely
punish the player for misspelling words. If the player gets a word
wrong, some of the other pieces will disappear to make the game
easier, or the game will provide a better hint for the player. This

will lower the points the player earns, but they will at least have
a chance to learn the word better.
3.2

Player Motivation
The motivation is obviously for the player to learn these words,
but also have an enjoyable experience while playing the game.
This is a game that is designed to help the player learn while also
having fun. The players motivation should be a desire to learn,
but in a way that is enjoyable. While we do want to focus on fun
mechanics that make the game enjoyable, we also want the
presentation of information to be helpful and easy to remember.

3.3

Feedback/Scoring/Assessment
The game has several ways of giving you feedback and
assessing the players gameplay. Each time the player completes
a word; they will receive points based on how much it took for
them to figure it out. The player must gather the necessary
pieces on the board to complete the word based on its definition
and the sentence given. Our main goal here is to teach the
player the words, but not punish them for not knowing what the
word means- this game is supposed to teach them that. As a
result, the game will instead provide more hints and remove
other synonyms (ones that do not belong to the current word the
player is solving). This will make finding the word easier, but it
will also lower the score. The game will assess the player and
give them points based on how many hints they needed.

3.4

Coding Challenges
The coding of the game could be accomplished in several ways,
including Java, C++, or C# coding. It would mainly be coding
how the player moves, how the pieces move around him, and
how the UI would function.
For the player, the code would be basic movement mechanics
that would allow the player to roam the map.
As for the pieces, they could possibly be coded for slow
movement, and the code would require there to be several word
pieces floating around the map at a given time. As the player
uses more and more hints, these pieces would be coded to
disappear to make the players task of finding the given word
even easier.
The main coding challenges would be within the UI. The game
would have to be coded to give you a word, a set of hints for that
word including the definition and mad libs, and then the game

will have to spawn the proper pieces on the board for that word.
This will have to be done for at least 100 words, making this the
true challenge. In addition, there will be a score to be saved and
kept that changes depending on how many hints the player
chooses to accept. All of these scores will then be kept in a
leaderboard to determine the greatest scores among friends.

4: Artwork
When the player is learning the words via synonyms, we did not
pick a specific color yet, because we want to use a lot of different
colors. We want the colors to not only reinforce out teaching
goals, but we want them to make the game more aesthetically
appealing.
The overall style of the game should be kept simple yet
attractive to the eye in order to keep the appropriate atmosphere
for a learning game. With this strategy, the player will be able to
focus on the correct things and not be overwhelmed by colors,
graphics and the like.
For assessment, I have placed a score count at the bottom of the
screen, and the time counter at the top near the word
dashboard. This way information is not too cluttered and the
aesthetic of the game is cohesive and simple. Also so that there
is not a clash in the overall color of the circles, I have made the
feedback for right and wrong answers to be a sort of flash or
highlight around the player after they have made their decision.
A red flash will show for wrong answers and a yellow flash will
show for right answers.
4.1

Color Scheme
I have decided to use contrasting colors for the aesthetic of the
interface and the background. For the background, Ive keep the
colors pastel so that they wont be too overbearing on the player.
This will also help to differentiate the gameplay from everything
that is not gameplay. The circle pattern has no purpose other
than to compliment the games pieces. I have decided to use a
white box lined with a reduced fuchsia for the interface as purple
is a pleasant contrast to purple.

4.2

Concept Art

4.3

Menu Screens

4.4

UI setup
Instructions: The instructions for the game are quite simple.
Each time the game presents the player with an example SAT
word, a timer will start counting up. There are several words on
the screen the player must choose from, and the player must
choose the more common synonym from that group of words on

10

the bottom of the screen. When you tap the right one, the game
gives you a nice little Good job! message and the internal timer
stop. This value is then calculated and converted into a value for
your score. Faster answers allow higher scores! Rinse and repeat
until the game is complete.

5: Game Layout
5.1

Camera Setup
This is a top-down/tabletop game, so a simple camera setup
would be all that is necessary. The art style is 2D in its current
state and looks best viewed from the angle it was designed from.

5.2 Game Controls


The games controls are all done using the phones touchscreen,
using it to tap words, navigate menus, and move your circle
around the screen to collect the words the player needs.
For the computer version of the game, the player will move
around the map simply using their mouse.
5.3

Game Mode(s)
The main game mode is a simple synonym and antonymmatching mode where a word and an example sentence (using
that word in context) is given at the top of the screen and the
player needs to move around the playing field to find the correct
synonym for that word.

5.4

Player Count
The game is very simple, requiring only one player, as it is
intended for self-assessment. However, there are minor elements
of competition and pseudo multiplayer due to the games
element of leaderboards.

5.5

Hours of Gameplay

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This game is meant to be a study tool. This means that the


player could play for hours on hours. The longer the player plays,
the more words they will learn.

6. Usability / QA
6.1 Player experience
In the play tests we held in class, the players seemed to find the
game easy to navigate. The rules are not too complex so it was
easy for the player to understand what was being asked of them.
6.2 Game assessment Summary of play testing over time.
In our game we are giving the player feedback with their score.
The faster the player finds the correct synonym the higher their
score will be. When a player is taking too long to find the correct
synonym, some of the incorrect options will fade away leaving
fewer options for the player. The longer it takes for the player to
make the match, the lower their score will be.
After each level, there will be a bunch of sentences missing
words (like a mad-lib). The player will have to place the correct
vocabulary word in each sentence. The player is not locked into
any of their decisions until they click submit. Once the player
submits their mad-lib they are locked into their decisions and
they will be shown which words they got correct and which ones
they got wrong. Their accuracy will be displayed as a percentage,
which will act as a multiplier for the score they earned in the
level.
First Round of Play testing:
For our first playtest, we had everyone take a vocab pretest of 15
questions. The average of all seven tests was 63.85% with the
lowest score at 40% ranging to the highest score of 100%. Then
we started the play test, and it was very unorganized to say the
least. To find words we had to shuffle through the deck, and then
we were not sure if the correct answers were even on the board
because we had too many pieces to sort through. With the help
of the class we started to come up with ideas for a much needed
hint system. We decided that if the player is inactive for longer
than 45 seconds, incorrect options will start to disappear from
the game. That will give the player a better idea of what the
correct answer could be, but it will also give the player a lower
score. We decided to redo the play test with a smaller sampling
of words so that we have more control.
Second Round of Play testing:

12

The second play test went much smoother. We eliminated the


portion of the game that required the player to build the words
from meaningful parts because we decided that it was too
confusing. Not all the words could be broken down into
meaningful pieces. We decided to focus on teaching the words
via synonyms.
For the second play test we limited the amount of words that we
were using. We focused on 25 words, and had a sentence
generator come up with a sentence for each of the words so that
the player could see the words used in context. During class we
had 13 synonyms and antonyms on the board and 7 words ready
to go. The sentences proved to be extremely helpful to the
player. We decided that we would incorporate a mad-lib type
section at the end of each level so that the player can put the
words that they just learned into context. The mad-lib will
reinforce the words that the player learned in the level.
Third Round of Play testing
Our third round of play testing went as smooth as the second. We
were able to incorporate the mad-lib portion of the game and we
feel that it is a very strong game. The mad-lib helped to reinforce
the words that the player did not know.
Paper Prototype:

Above is a picture of our revised paper prototype. The game


board has a place for the word, and the sentence that goes along
with each word. Then scattered on the board are various
synonyms and antonyms that go with each of the words on the
card. The little red circle is the player piece.

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6.3 Problems/ Plans for Improvement


We addressed many problems in our game. Originally, our game
was going to teach SAT words by breaking them down into
meaningful parts, and having the player assemble the parts to
build the whole word. The major flaw with this plan was that not
all of the words could be broken down into meaningful parts.
Many words had a Greek or Latin base and did not break down
further.
When we realized that we could not teach all the words by
breaking them down, we decided that we would teach the words
in two different ways. We would teach the words by breaking
them down, and we would teach them using synonyms. Around
this time was our first play test, and it went horribly. Trying to
teach the words in two different ways was too confusing. It was
difficult for the player to understand how to assemble the word,
and there was really no way to offer helpful hints. That led us to
eliminate the word pieces completely.
After eliminating the word pieces we dedicated our time to
developing a system to teach the words solely via synonyms. The
game mechanic stayed the same but we incorporated a hint
system (removing wrong answers after a period of inactivity) and
sentences (to show the player how the words look in context).
The play tests really helped us get our game to a point where it
plays smoothly, and in my opinion, accomplishes our goals.

7. Social Media / Leaderboard Done


7.1 Leaderboards
Since this game was designed as a study tool, a lot of students
and people can use this game at the same time. As such, we
plan to incorporate a leaderboard for all of the different modes of
gameplay that can be shared among friends who are playing the
game.
7.2 Leveraging social media
Allowing students to post their scores on social media may act as
a motivator to others. A lot of games will allow you to share your
scores so that you can compete with your friends. The healthy
spirit of competition can encourage players to try harder.

8. Information for the Game

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8.1 Play Test Words


1. Elucidate Her feelings were so complex that she could elucidate them
to anyone else
2. Immutable Gravity is an immutable law
3. Respite The rain brought a welcome respite from the tremendous heat.
4. Augment We will augment your budget so you can purchase the
equipment.
5. Astute An astute shopper compares prices carefully before making a
purchase
6. Desecrate She felt graffiti on the steps of the cathedral would
desecrate the building
7. Apathy His bad grades were a result of his apathy.
8. Revere Some cultures revere their ancestors.
9. Aesthetic He admired the photograph of the aesthetic landscape.
10.

Euphonious The symphony was euphonious

11.
Enigma His disappearance is an enigma that has given rise to
much speculation
12.

Candor The teacher spoke with her usual candor.

13.

Disdain He had a disdain for onions.

14.
Virulent A virulent strain of flu attacked both the very young and
the very old
15.

Disparage Your behavior will disparage the whole family.

16.

Atrophy Muscles will atrophy without use.

17.
Dissonance He always had a dissonance between family and
school
18.

Innocuous That vegetable has an innocuous odor

19.
Disparity There is a disparity between his ambitions and his
ability.
20.

Ambiguous The treaty is very ambiguous

21.

Affable She has an affable smile.

22.
Extol He loves to extol the beauty of the mountains surrounding
his home.
23.

Inevitable It was inevitable that she would get caught stealing.

15

24.
Diffident The young substitute teacher addressed the students in
a diffident manner.
25.
Blasphemy Blasphemy has been a crime in many religions and
cultures.
8.2 Mad-Lib Sentences
Mad Libs List
1.

Enigma (n) something that baffles understanding and cannot be


explained
The mystery of her disappearance was an _____.

2. Desecrate (n) violate the sacred character of a place or language


The man wanted to ______ the church with graffiti.
3. Apathy (n) an absence of emotion or enthusiast
Unhappy with his life, the woman was full of ______.
4. Indifferent (adj) marked lack of interest
The bored teen was _____ to his friends story.
5. Euphonious (adj) having a pleasant sound
The sound of the piano was _____ to the ears.
6. Revere (v) regard with feelings of respect
He was taught to _____ his elders.
7. Cacophonous (ad) having an unpleasant sound
The screech of nails on a chalkboard is very _____.
8. Candor () the quality of being honest and straightforward
He possessed great ____, and was known for being brutally honest.
9.

Guile () shrewdness as demonstrated by being skilled in deception


He used his _____ to swindle others out of their money.

10.

Reticent () reluctant to draw attention to yourself

The shy girl was _____ and didnt enjoy attention.


11.

Immutable () not subject to susceptible change or variation

His routine was so regular it could be considered _______.


12.
Aesthetic () characterized by an appreciation of beauty or good
taste

16

The fashion designer was known for her _____ in clothing.


13.
Incessant (adj) uninterrupted in time and indefinitely long
continuing
The constant buzzing of bees outside was _____.
14.
Ascetic () someone who practices self denial as a spiritual
discipline
The monks were _____ and often starved themselves.
15.

Static () not in physical motion

Before exiting, they made sure the car was _____.


16.

Autonomy (n) political independence

After the war, the countries were separated and gained ______ from
each other.
17.
Bastion () an institution strongly defending or upholding attitudes
or activities.
The church was a _____ for their religious family.
18.
Disdain () lack of respect accompanied by a feeling of intense
dislike
The smart girl had ______ for anyone she felt was dumber than her.
19.

Benign (adj) kindness of disposition or manner

The workers loved their boss, who was known for being very ______.
20.

Innocuous (adj) not harmful or offensive

She made sure the shows her children watched were _______.
21.

Credulous- showing a lack of judgment or experience

He was credulous when choosing friends, and often got into trouble
with them.
22.

Banal () repeated too often; overfamiliar through overuse

The teachers pop quizzes were _____ and predictable to the students.
23.

Disparage (v) express a negative opinion of

My mom ______ my tattoo when I got it without her permission.


24.

Ambiguous () having more than one possible meaning

He never gave a straight answer to questions, preferring to be ______.


25.

Eccentric () conspicuously or grossly unconventional or unusual

His colorful outfit was an _______ choice of clothes for a funeral.

17

26.

Anarchy () a state of lawlessness and disorder

When the government was dissolved, the country flew into ______.
27.

Philanthropist () someone who makes charitable donations

His constant donations to charity gave him the reputation as a _____.


28.

Ameliorate () to make better

They vacuumed and cleaned to ______ their home.


29.

Squander () to spend thoughtlessly- to throw away.

He tended to _______ his paycheck on gambling and scratch tickets.


30.

Servile () submissive or fawning in attitude or behavior

The maid was well-mannered and very ______ to her employers.


31.

Acuity () sharpness of vision

A falcons eyes possess great _____.


32.

Extol () praise, glorify, or honor

Her parents ______ her for getting good grades.


33.

Zeal () a feeling of strong eagerness

The excited girl approached her new job with ____.


34.

Affable () diffusing warmth and friendliness

She was able to make friends fast due to her ____ nature.
35.
Atrophy () decrease in size of an organ caused by disease or
disuse
I had to go to the hospital when my muscles ______.
36.

Virulent () extremely poisonous or injurious; producing venom

The _____ bite of a cobra can be deadly.


37.

Innovate () bring something new to the environment

The manager tried to _____ new ideas around the workplace.


38.

Augment () enlarge or increase

Thanks to donations, the company could _____ their budget.


39.

Assuage () provide physical relief, as from pain

The massage was able to _____ my back pain.


40.
Benevolent () showing or motivated by sympathy and
understanding

18

He was a kind and _____ man who always helped his friends.
41.
Avarice () reprehensible acquisitiveness; insatiable desire for
wealth
Though rich, he was full of _____ and wanted more.
42.

Derision () the act of treating with contempt

He treated those he felt beneath him with _____.


43.

Dissonance () disagreeable sound

When they dropped the piano, the _______ echoed throughout the
house.
44.

Disparity () inequality or difference in some respect

There was _____ in the workplace, as the manager played favorites.


45.

Listless () lacking zest or vivacity

Many of the retail stores employees were _____.


46.

Flagrant () conspicuously and outrageously bad or reprehensible

He showed a flagrant disrespect to the schools rules.


47.

Philistine () a person who is uninterested in intellectual pursuits

He disliked school so much, he was considered a _______.


48.

Indolence () inactivity resulting from a dislike of work

The lazy teenager was prone to _______.


49.

Scrupulous () characterized by extreme care and great effort

When painting, she was _____ with her brush and produced delicate
work.
50.

Acquiesce () to agree

He did not want to work on Saturday, but he ______ it anyway.


51.

Tentative () unsettled in mind or opinion

Unable to decide, her answer was ______.


52.

Prodigal () recklessly wasteful

His poor use of resources was prodigal.


53.

Adulation () servile flattery; exaggerated and hypocritical praise

His goal of securing a promotion made him drown his boss in ______.
54.

Ponderous () having great mass and weight

The _______ elephant shook the ground with his steps.

19

55.

Dubious () fraught with uncertainty or doubt

He was ______ about exploring the cave, but entered it anyway.


56.

Protracted () relatively long in duration

After their argument, his grudge towards his parents was very _______.
57.

Ephemeral () short lived

The life of a housefly is quite ______.


58.

Deference () courteous regard for peoples feelings

58.

Inevitable () incapable of being avoided or prevented

With how much he sped while driving, it was ______ hed receive a
ticket.
60.
Heretic (n) a person whose religious beliefs conflict with church
dogma
When the man disagreed with the church, he was branded a ______.
61.

Insipid () lacking interest or significance or impact

His suggestions for improving their business were _____ and often
ignored.
62.

Obscure () not clearly understood or expressed

His joke was an _______ reference, which no one understood.


63.

Paucity () an insufficient quantity or number

There was a ______ of books for the class, so some students had to
share.
64.
Capricious () determined by chance or impulse rather than by
necessity
He was ______ when planning his day, changing his routine all the time.
65.
Dogmatic () pertaining to a code of beliefs accepted as
authoritative
The girl was very _______ in obeying her parents rules.
66.

Prosaic () lacking wit or imagination

She was ____ and often did not understand jokes.


67.

Futile () producing no result or effect

Her attempts to study with the TV on were _____.


68.

Austere () of a stern or strict bearing demeanor

Their teacher was _____ and did not tolerate fooling around in his class.

20

69.

Languid () lacking spirit or liveliness

The college children were always tired and ____ in the morning.
70.

Complacent () contented to a fault with oneself or ones actions

He was ____ with average grades, and did not strive to work harder.
71.

Pious () having or showing reverence for a deity

The priest was a ____ man of his church.


72.

Compliance () the act of submitting

The dog showed his _____ to his master by giving him his bones.
73.

Depravity () moral perversion

His foul remarks were a good indication of his ______.


74.

Profuse () produced or growing in extreme abundance

It was a good season for farming, and the crops were _____.
75.

Discern () detect with the senses

The detective was correctly able to _____ the culprit of the murder.
76.
Conciliate () caused to be more favorably inclined; gain the good
will of
Her boyfriend brought her flowers to ______ her parents.
77.

Expedite () process fast and efficiently

They had to hire extra workers to ______ the building of their home.
78.
Contrite () feeling or expressing pain or sorrow for sins or
offenses
When confessing about lying to his parents, the boy was ____.
79.

Peripheral () on or near an edge

She managed to see it in her ______ vision.


80.

Didactic () instructive

The teacher tried to be helpful and _____ with his lessons.


81.

Taciturn () habitually reserved and uncommunicative

He was _____ and did not enjoy talking with others.


82.

Diffident () shy

She knew no one at the party, and remained ______ throughout the
night.
83.

Apprehensive () in fear or dread of possible evil or harm

21

He was ______ about the test he hadnt studied for.


84.

Digression () a turning aside

After a brief _______, the meeting continued.


85.

Expedient () convenient and practical, but immoral or improper

It would be ______ to fire the employees, but it would save the


company money.
86.

Dissent () a difference of opinion

There was a ____ between her parents over what her bedtime should
be.
87.

Fastidious () giving careful attention to detail

The fussy girl was very _____ with her makeup.


88.

Elucidate () to make clear

He didnt understand the question, so he asked the teacher to ____.


89.

Novel () an extended fictional work in prose

The author had finally written his next _____.


90.

Gullible () naive and easily deceived or tricked

The _____ boy often believed everything he heard.


91.

Parsimony () extreme stinginess

He never enjoyed spending money and was known for his ______.
92.

Strut () to walk with a lofty proud gait

After receiving her award, we watched her _____ away.


93.

Provincial () associated with an administrative district of a nation

The smaller state was a ______ part of a larger country.


94.

Denounce () speak out against

When the boy lied to his parents, his brother ______ him.
95.

Respite () a pause from doing something

When I was tired, I took a ______ from running.


96.

Laud () praise, glorify, or honor

The fireman was ______ as a hero for saving a child.


97.

Anecdote () short account of an incident

She told me a funny _______ about the other day.

22

98.

Surreptitious () marked by quiet and caution and secrecy

The girl was ______ as she tried to sneak out of her house at night.
99.

Drone () make a monotonous low dull sound

As the professor continued to _____ on, students fell asleep.


100.

Astute () marked by practical hardheaded intelligence

The boy had common sense and was very ______.


101.

Pedestrian () a person who travels by foot.

She waved to a ________ walking on the sidewalk.


102.

Blasphemy () profane language

Her differing opinion was considered so outrageous, it was ______.


103.

Censure () harsh criticism or disapproval

His wife expressed her ______ over his alcoholism.


8.3 Words for the game
100 Word List Original
1. Enigma - something that baffles understanding and cannot be
explained
2. Desecrate - violate the sacred character of a place or language
3. Apathy - an absence of emotion or enthusiasm
4. Indifferent - marked lack of interest
5. Euphonious - having a pleasant sound
6. Revere - regard with feelings of respect
7. Cacophonous - having an unpleasant sound
8. Candor - the quality of being honest and straightforward
9. Guile - shrewdness ad demonstrated by being skilled in deception
10.

Reticent - reluctant to draw attention to yourself

11.

Immutable - not subject to susceptible change or variation

12.
Aesthetic - characterized by an appreciation of beauty or good
taste
13.

Incessant - uninterrupted in time and indefinitely long continuing

14.
Ascetic - someone who practices self denial as a spiritual
discipline

23

15.

Static - not in physical motion

16.

Autonomy - political independence

17.

Bastion - projecting part of a rampart or other fortification

18.
Disdain - lack of respect accompanied by a feeling of intense
dislike
19.

Benign - kindness of disposition or manner

20.

Innocuous - not injurious to physical or mental health

21.

Credulous - showing a lack of judgment or experience

22.

Banal - repeated too often; overfamiliar through overuse

23.

Disparage - express a negative opinion of

24.

Ambiguous - having more than one possible meaning

25.

Eccentric - conspicuously or grossly unconventional or unusual

26.

Anarchy - a state of lawlessness and disorder

27.

Philanthropist - someone who makes charitable donations

28.

Ameliorate - to make better

29.

Squander - spend thoughtlessly; throw away

30.
Atrophy - decrease in size of an organ caused by disease or
disuse
31.

Virulent - extremely poisonous or injurious; producing venom

32.

Innovate - bring something new to the environment

33.

Zeal - a feeling of strong eagerness

34.

Servile - submissive or fawning in attitude or behavior

35.

Acuity - sharpness of vision

36.

Extol - praise, glorify, or honor

37.

Affable - diffusing warmth and friendliness

38.

Augment - enlarge or increase

39.

Assuage - provide physical relief, as from pain

40.
Benevolent - showing or motivated by sympathy and
understanding
41.
Avarice - reprehensible acquisitiveness; insatiable desire for
wealth
42.

Derision - the act of treating with contempt

24

43.

Dissonance - disagreeable

44.

Disparity - inequality or difference in some respect

45.

Listless - lacking zest or vivacity

46.

Flagrant - conspicuously and outrageously bad or reprehensible

47.

Philistine - a person who is uninterested in intellectual pursuits

48.

Indolence - inactivity resulting from a dislike of work

49.

Scrupulous - characterized by extreme care and great effort

50.

Acquiesce - to agree

51.

Tentative - unsettled in mind or opinion

52.

Prodigal - recklessly wasteful

53.

Adulation - servile flattery; exaggerated and hypocritical praise

54.
Capricious - determined by chance or impulse rather than by
necessity
55.
Dogmatic - pertaining to a code of beliefs accepted as
authoritative
56.

Prosaic - lacking wit or imagination

57.

Futile - producing no result or effect

58.

Austere - of a stern or strict bearing demeanor

59.

Languid - lacking spirit or liveliness

60.

Complacent - contented to a fault with oneself or ones actions

61.

Pious - having or showing reverence for a diety

62.

Compliance - the act of submitting

63.

Ponderous - having great mass and weight

64.

Dubious - fraught with uncertainty or doubt

65.

Protracted - relatively long in duration

66.

Ephemeral - short lived

67.

Deference - courteous regard for peoples feelings

68.

Inevitable - incapable of being avoided or prevented

69.
Heretic - a person whose religious beliefs conflict with church
dogma
70.

Insipid - lacking interest or significance or impact

71.

Obscure - not clearly understood or expressed

25

72.

Paucity - an insufficient quantity or number

73.

Depravity - moral perversion

74.

Profuse - produced or growing in extreme abundance

75.

Discern - detect with the senses

76.
Conciliate - caused to be more favorably inclined; gain the good
will of
77.

Expedite - process fast and efficiently

78.

Contrite - feeling or expressing pain or sorrow for sins or offenses

79.

Peripheral - on or near an edge

80.

Didactic - instructive

81.

Taciturn - habitually reserved and uncommunicative

82.

Diffident - shy

83.

Apprehensive - in fear or dread of possible evil or harm

84.

Digression - a turning aside

85.

Expedient - appropriate to a purpose

86.

Dissent - a difference of opinion

87.

Fastidious - giving careful attention to detail

88.

Elucidate - to make clear

89.

Novel - an extended fictional work in prose

90.

Gullible - naive and easily deceived or tricked

91.

Parsimony - extreme stinginess

92.

Strut - to walk with a lofty proud gait

93.

Provincial - associated with an administrative district of a nation

94.

Denounce - speak out against

95.

Respite - a pause from doing something

96.

Laud - praise, glorify, or honor

97.

Anecdote - short account of an incident

98.

Surreptitious - marked by quiet and caution and secrecy

99.

Drone - make a monotonous low dull sound

100.

Astute - marked by practical hardheaded intelligence

101.

Pedestrian - a person who travels by foot

26

102.

Blasphemy - profane language

103.

Censure - harsh criticism or disapproval

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