Game Ideas

Format: [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

  • Orchard King is a board/card game in which players are to collect or pick blueberries, strawberries, and peaches and can end the game by either obtaining all of one fruit or completing x amount of objective cards. The tools used in the game is cards and a board game.
  • Preserve and Conquer is a card game in which players have strawberry, blueberry, and peaches cards along with different spices. Their goals is get as many jam recipes (combining the spices with the fruits) and each recipes is worth various amount of points. The game ends when players go through the whole deck, and then they will round up their points to see who wins. The tools needed is cards.
  • Cup Luck is a board/card/cup game in which the player has to flip the cup and land it in order to move up on the board. The first person to get to the end wins by using the tools of two cups and a game board with game pieces and cards. The player has the opportunity to level up their turn which can allow them to pull a card that will benefit them or push their opponent back.
  • Car Jam is a board game in which the players are competing against each other and try not to let the other players let their cars escape the parking lot (blocking them in). The players with the most cars escaped wins by using the board game and mini cars.
  • Grass mower is a board game in which you are racing your opponent and you are trying to mow the most grass as you endure different setbacks (ex: a wrench in the grass that breaks your mower). You have to fix these setback before you move forward in the game. The tools used in the game is a board, two-four mini mowers, cards, and a dice.

Week four engine building homework

Aleah Dudek

  • Homework: begin writing rules for at least 1 of your top ideas
    • Rules must include:
    • Setup
    • Gather 3–8 players and sit in a circle or line so everyone can see each other.
    • Prepare a stack of Message Cards (each card has a short phrase, word, or sentence).
    • Have a timer (1–3 minutes depending on group preference).
    • Choose one player to be the Message Starter for the first round.
    • Objective(s)
    • Players work together to successfully pass the secret message from the first player to the last player without speaking or writing.
    • The group wins if the last player says the correct message before time runs out.
    • Actions players take
    • Message Starter draws a Message Card and secretly reads it.
    • Using only gestures, sounds, or nearby objects (no words, letters, or mouthing allowed), the Message Starter communicates the message to the next player.
    • Each subsequent player then translates what they understood into gestures/sounds/objects for the next person in line.
    • Players can’t repeat what they saw exactly — they must interpret and pass it on.
    • When the message reaches the final player, that person must say the message out loud.
    • Ending the game (win, lose states)
    • Win: The final player’s spoken message matches the original Message Card.
    • Lose: The group runs out of time or the final message is incorrect.
    • After each round, rotate the Message Starter role to the next player. Continue until everyone has had a turn or a set number of rounds is complete.
    • Examples
    • Original Message: “Pizza Delivery.”
    • Player 1 mimes eating.
    • Player 2 pretends to drive a car and hold a box.
    • Player 3 knocks on an invisible door.
    • Final Player guesses: “Pizza Delivery.” (correct is a win).
  • Original Message: “Dancing in the Rain.”
  • Player 1 twirls with arms out and pretends to splash in puddles.
  • Player 2 spins around, flaps arms like an umbrella.
  • Player 3 mimes singing.
  • Final Player guesses: “Singing in the Rain.” (close, but not exact is a lose).

Playtest Questions: Dominion and Splendor

Dominion is a card game in which the players compete to have the most land owned by using money to buy action cards to use during their turn and property to keep in their deck.

  1. Was it fun?

Dominion was sort of fun. The game felt pretty slow and tedious.

  1. What were the player interactions?

The player interactions included buying Victory and Action cards, playing Action cards that affect other players, and putting curses on other players.

  1. How long did it take to learn?

The game took about 30-40 minutes to learn. I was confused about when to shuffle my deck and how some action cards work.

  1. What was the most frustrating moment or aspect of what you just played?

The most frustrating aspect of the game was not having enough money in my current hand to buy gold.

  1. What was your favorite moment or aspect of what you just played?

My favorite aspect of the game was the Smithy Action card.

  1. Was there anything you wanted to do that you couldn’t?

I wanted to play more cards during my turn.

  1. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would add a currency above gold (emerald or diamond).

  1. Is this a game you would play again?

I would probably play Dominion again because I didn’t understand it too well the first time I played it. I think it would be more fun with more knowledge and with an established strategy. 

Splendor is a card game in which the players compete to be the first to obtain 15 prestige points by tokens to buy cards that either help them get more prestige points or cards that directly translate to prestige points.

  1. Was it fun?

Splendor was a very fun game.

  1. What were the player interactions?

The player interactions included collecting gems and buying cards.

  1. How long did it take to learn?

It took about 10-15 minutes to learn how to play Splendor. The concept of the bought cards having benefits took me the longest to adapt to.

  1. What was the most frustrating moment or aspect of what you just played?

The most frustrating aspect was somebody buying a card that I wanted to buy during my next turn.

  1. What was your favorite moment or aspect of what you just played?

My favorite aspect of Splendor was the gem borrowing system. I understood it well.

  1. Was there anything you wanted to do that you couldn’t?

I wanted to take more gems or take gems and buy a card in the same turn.

  1. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would add the ability to buy cards and take gems in the same turn.

  1. Is this a game you would play again?

I would definitely play Splendor again. The game was really fun, and I really enjoyed the competitive nature of it.

Photosynthesis Game Critic

Was it Fun?

Yes, once the learning curve is passed, the game is a lot of fun to play. The initial complexity might be off-putting, but as players grasp the mechanics, the game reveals itself to be a strategic delight. The satisfaction of seeing your trees grow and the anticipation of the changing sun’s position create engaging gameplay moments. The fun lies in the balance of strategy, anticipation, and the occasional surprises from opponents’ actions.

What Were the Player Interactions?

Players interact by strategically placing trees and seeds on the board while using light points as currency to perform actions. A significant part of the interaction involves attempting to block each other’s access to light by overshadowing other players’ trees, which adds a competitive edge. This direct interaction fosters a dynamic where players must constantly adapt their strategies in response to opponents’ moves, creating a lively and engaging atmosphere.

How Long Did It Take to Learn?

The game took my group about an hour to learn. Initially, the rules seemed complex, but with patience and practice, the mechanics became clear. The initial investment in learning pays off as players become more adept at strategizing and anticipating moves, enhancing the overall enjoyment.

What Was the Most Frustrating Moment or Aspect?

The most frustrating part was the learning curve. The complexity of the rules and mechanics can be overwhelming at first. However, this frustration is temporary and diminishes as players become more familiar with the game. The payoff is worth it, as the game becomes more intuitive and enjoyable over time.

What Was Your Favorite Moment or Aspect?

My favorite aspect was the ability to grow trees from seeds. Watching your trees progress from small seeds to towering giants is incredibly satisfying. This element of growth mirrors the natural world and adds a rewarding layer to the strategy. The visual representation of growth also provides a tangible sense of achievement as the game progresses.

Was There Anything You Wanted to Do That You Couldn’t?

Honestly, this was the first game I’ve played in this class where there wasn’t anything I wished I could do differently. The game felt complete in its mechanics and objectives. I just wish I had been a little faster in picking up the rules, which would have allowed me to dive into strategic planning sooner.

If You Had a Magic Wand to Wave, and You Could Change, Add, or Remove Anything, What Would It Be?

I would add an educational element to the game with facts about the trees and ecosystems. Integrating informational tidbits could enhance the learning experience by providing context for the types of trees represented and their roles in ecosystems. This addition could make the game not only fun but also informative, appealing to a broader audience with an interest in nature.

Is This a Game You Would Play Again?

Yes, I would absolutely play this game again because once you know the rules, it’s a fairly smooth and enjoyable experience. The depth of strategy and the engaging mechanics make it a game worth revisiting. Each playthrough offers new challenges and opportunities to refine strategies, keeping the experience fresh.

Analyze the Game Using the 3 Act Structure

  • Act 1: Setup

    Players are introduced to the board and mechanics, learning the rules and objectives. Initial trees and seeds are placed, and players begin to understand the importance of light points.
  • Act 2: Confrontation

    The game enters a phase of strategic competition as players vie for light and space on the board. This middle act is characterized by tension and tactical decisions, with players navigating the challenges of blocking and being blocked by others.
  • Act 3: Resolution

    The game concludes as players see the results of their strategies. Trees mature, and points are tallied, leading to the final resolution of who best managed their forest. The satisfaction of seeing a well-executed plan come to fruition is the highlight of this act.

What Are the Collaborative and Competitive Aspects?

The game is primarily competitive, with players pitted against each other to maximize their light collection and tree growth. However, there is an element of indirect collaboration in that players must sometimes work around each other, respecting the ecosystem’s balance to ensure opportunities for all. The competition is friendly and strategic, requiring foresight and adaptability.

What is the Game’s Metaphor and Which Mechanics Stand Out?

The game’s metaphor revolves around the natural process of photosynthesis and ecological growth. The standout mechanics include the use of light points as currency with the sun revolving around the board, which cleverly ties into the theme of sunlight being essential for growth. The rotating sun, which changes the dynamics of light availability, is a brilliant mechanic that keeps players engaged and constantly re-evaluating their strategies. This metaphor and these mechanics together create an immersive experience that mirrors the ebb and flow of nature.

Rules for Tale Weavers

Tale Weavers is a collaborative storytelling game, with cards that you might find in Apples to Apples or Cards Against Humanity, in which a group of players builds a narrative by drawing from a deck of character, setting, and plot cards to create and build a story amongst players.

Rules

Setup

  1. Gather 3-8 players.
  2. Shuffle the Character, Setting, and Plot decks separately.
  3. Each player draws five cards from the Plot deck. These are the cards you’ll use to move the story forward.
  4. Place the Character and Setting decks face down on the table.
  5. Make sure the Storymaster keeps track of points.
  6. Designate one player to be the Storymaster for the first round. This role will pass clockwise each round. 

Objective

The main objective is to come up with the most convincing or funniest story picked by the Storymaster. The player with the most successful plot cards wins the game. While there isn’t an objective winner, the game allows all players to judge what the best narrative is. The best part is it leaves all players laughing.

Actions Players Take

  1. The Storymaster’s Turn:
    • The Storymaster draws one card from the Character deck and one from the Setting deck.
    • The Storymaster then begins the story, using the two cards they drew to introduce a character and the location of the story.
    • Example: If the Storyteller drew a Character card for “A paranoid squirrel” and a Setting card for “The inside of a shopping mall,” they might start with: “Once upon a time, a paranoid squirrel scampered nervously through the fluorescent aisles of a shopping mall, __(Filled in the blanks by the rest of the players)__.”
  2. Adding to the Story:
    • Starting with the player to the Storymaster’s left, each player takes a turn.
    • On your turn, choose one of the five Plot cards in your hand and play it face-up on the table.
    • Read the card aloud and integrate its concept into the story, building on what the Storymaster said. You can add new characters, introduce a conflict, or reveal a twist.
    • After everyone has played their plo,t the Storymaster will look through the pile and choose their favorite plot.
    • After you’ve played a card, draw a new one from the Plot deck to replenish your hand.
    • Example: A player might have a Plot card that says “A mysterious package arrives.” They would then integrate this into the story: “The squirrel, in its haste, bumped into a mysterious package left in the food court. It began to tick.”
  3. Round Progression:
    • Players continue adding to the story, going around the table until everyone has had a chance to play a card.
    • The role of the Storyteller then passes to the next player to the left.
    • The new Storyteller has the option to start a new story by drawing a new Character and Setting card or building on the previous story that can introduce a subplot, depending on the group’s preference.

Ending the Game

The game can end in a few ways, decided by the group:

  • A Grand Finale: When one player feels they have the perfect Plot card to end the story, they play it and declare “The End.” The group then votes on whether the ending is satisfying.
  • Time’s Up: The group can agree to stop after a certain number of rounds or once a specific number of stories have been told.
  • Spontaneous Conclusion: The story naturally reaches a hilarious or dramatic conclusion, and the group decides to stop there.

Examples of Cards

  • Character: A reclusive gnome, an astronaut who loves disco, an overworked accountant, a talking teacup.
  • Setting: A haunted laundromat, the moon’s dark side, a wizard’s tax office, a very dusty attic.
  • Plot: A long-lost sibling appears, a cursed object is found, a sudden rain of frogs begins, a terrible secret is revealed.

Week 4 Engine Building 5 Themed Games: Book Theme

  1. Literary Legacy is a drafting card game like Sushi Go in which players curate a collection of fantasy books and their authors, acting as the Wasabi card or Chopsticks to gain prestige points by selecting cards from a rotating hand to create sets and combinations that score points.
  2. Tale Weavers is a collaborative storytelling game, with cards that you might find in Apples to Apples or Cards Against Humanity, in which a group of players builds a narrative by drawing from a deck of character, setting, and plot cards to create and build a story amongst players.
  3. The Bookkeeper’s Apprentice is a puzzle-solving game in which the player must solve magical riddles and mysteries by sorting through words and phrases from a grimoire to cast spells and defeat the ogre.
  4. Literary Labyrinth is a trading and hand-management game similar to Bonanza, in which players navigate a variety of genres to write their next book series hit by collecting and trading cards of different book genres.
  5. The Canon is a competitive set-collection game in which players compile collections of literary classics, such as romanticism, dystopian, and naturalism, by drafting, trading, and completing sets of classic book cards from different genres.

Game Questions Takenoko

Madison Hurst

Was it fun? – I thought the game was very fun because I enjoyed the tactics of the game. It made me think steps ahead and how my opponent’s moves could help me. For instance, I thought it was fun when I was able to complete an action or be extremely close to winning the game.

What were the player interactions?- The player interactions were competitive because we couldn’t see each other’s cards. We were trying to get the panda to eat the bamboo that the other player just placed to prevent them from getting ahead. Some of the interactions were beneficial because players were able to add bamboo to their tiles that weren’t watered if another player added a water tile or water stick. The majority of the game was competitive, but at times it was collaborative without the players realizing. 

How long did it take to learn?- At first, it was super tricky to learn because the directions were lengthy, but we watched a five minute overview of the game on YouTube, and I fully understood the game after that. 

What was the most frustrating moment or aspect of what you just played?- The most frustrating moment of the game was not being able to move the panda where you wanted, and making it go only forward, not diagonally. I struggled to succeed with the panda action card since at points of the game it was across the entire board.

What was your favorite moment or aspect of what you just played?- My favorite moment was being able to see how the plan I made three to four turns back worked out in my favor. For instance, I planned to use the gardener for the green bamboo, which would garden any tile adjacent to it. This helped me get my 6th card, and I knew that if I grabbed the two tile action cards, then the next round I would be able to use them to win. 

Was there anything you wanted to do that you couldn’t?- Something I wanted to do but couldn’t was being able to add more bamboo on top of a tile. At times, it felt difficult to add, but I may have been missing something or didn’t fully grasp that instruction. 

If you had a magic wand to wave, and you could change, add, or remove anything

From the experience, what would it be?- If I could count an action card being successful, I would. I thought it was a freebie when you completed an action, but when you placed it down in your pile, it didn’t count a 1 of the action turns. 

Is this a game you would play again? Yes, because I thought the game was pretty light and fun. It still had a competitive aspect to it, but I really enjoyed the designs and the uniqueness of the game. I think it challenged me to think about my turns and future turns, but didn’t confuse me or make “my brain” hurt. 

Analyze the game using the 3 act structure.- In Act 1 this is when players are reading instructions and understanding what the game’s purpose is. Tiles are starting to be placed, and we are figuring out different ways to win. In Act 2, everyone now understands the game, and this is when I was completing actions and gathering points. I was now being more strategic with my moves and what I wanted to turn in the future turns. I started to bet on what other players were doing and working off of them. This is when everyone’s wheels were spinning and figuring out how to get a leg up. In act 3, the game slowed down a bit, and I was close to winning. I started to think how I can ensure other opponents don’t get even with me when regarding completed action cards. In this act, it was the final moves to secure the win. 

What are the collaborative and or competitive aspects of the game? – The majority of this game was competitive, while having some aspects of collaborative play without us knowing so. The competitive side was when players were using the panda to eat our tiles, bamboo, or using the dice to possibly get a leg up. The collaborative side was when a player would add a tile to the board, which set you up for your next turn. This happened a lot when Meredith would play a tile that would help accomplish a task. 

What is the game’s metaphor, and which of the game’s mechanics stand out? – The theme of this game was between nature (the panda) and the gardener/players growing bamboo. The game was all about agriculture and watering systems while completing tasks to win. Some of the game mechanics were tile laying, getting action cards done, weather dice, and preventing the panda from eating your bamboo crops. The tile laying allowed you to grow various bamboo types, which helps you successfully complete the task. The weather dice mechanic can give an extra turn or make your life easier for that round. Lastly, the panda mechanics made it difficult to grow bamboo and forced you to still be aware of your crops throughout the game. 

The Fuzzies Game Questions

Madison Hurst

Was it fun?- In the beginning, the game was super fun, but quickly became boring. I think there was not as much action or tension per se as the game continued. The act 2 structure was very static, and a few issues arose. 

What were the player interactions?- The player interactions were competitive because we were all trying to make the fuzzy Jenga harder in order not to be the person who makes it fall apart. For instance, one interaction that happened was when it was my turn, I pulled a green fuzzy ball from the bottom, which then made the tower extremely unstable. This challenged the steadiness of my opponent’s hand and made the game harder and more intense. 

How long did it take to learn? Learning was immediate since the game mirrored Jenga but used fuzzy pieces. Everyone grasped the rules instantly, while the action cards introduced a challenge. 

What was the most frustrating moment or aspect? The most frustrating aspect was repeatedly drawing the same action, like getting “cover one of your eyes” while pulling a green fuzzy ball. This repetition bored players and lost their attention. 

What was your favorite moment or aspect of what you just played?- My favorite moment of the game was making it challenging for others. I would pull a fuzzy ball that would lead to the opponents messing up or making their turn difficult. 

Was there anything you wanted to do that you couldn’t?- I wanted to add more variety in the action cards to make the game more challenging/interesting. 

If you had a magic wand to wave, and you could change, add, or remove anything

From the experience, what would it be?- I would change the use of the tweezers. All players, when it was their turn, were able to use the tweezers, but I think that made the game easier since you didn’t need to grip them as much. But, I would change the tweezers into an action card (as a benefit) and make the other actions cards harder. 

Is this a game you would play again? No, because it was pretty boring. I lost focus pretty fast because there was barely any tension between the players, and the action cards didn’t challenge us. I would prefer to play regular Jenga since it’s wooden blocks, and you have to be more careful with your technique. In the Fuzzies game, the fuzzy balls tend to stick to each other, which makes it a little bit easier.

Analyze the game using the 3 act structure. – The first act was understanding the game and making sense of the action cards since normal Jenga doesn’t have them. At this point in time, the players are figuring out how easy it is to grasp a ball and understand the rhythm of the game. The second act is when players start to become more analytical with their turns and pull a fuzzy ball that could potentially put another player in a tough position. This is the act where I felt the game slowed down and was lacking fun. The third act is the ending of the game. The Fuzzies’ ending was becoming more obvious, and it was a matter of time before someone’s hand was going to be shaky and mess up. Most of the fuzzy balls were on top of the tower. At this point, everyone was fairly checked out, and we went through all of the action cards. 

What are the collaborative and or competitive aspects of the game? – This game is competitive in a sense because you were challenging yourself to pull a piece/ball out of a tricky area in the tower in order to make it shaky for your opponent. The competitiveness came out when a player would make a mistake or was really close to losing. 

What is the game’s metaphor, and which of the game’s mechanics stand out? – The game’s metaphor or theme is ensuring your stability and creating a risk for others. The game’s mechanics precision, tensions increase with each turn, and obvious risk. Fuzzies require precision to make a big time game move and put yourself in a good position for that round. When picking a fuzzy piece, you take the risk of collapsing the whole tower. Lastly, there is tension with each turn, as the player must avoid messing up when the tower is shaking. 

Game Response – Photosynthesis

Was it fun?

Yes, I really enjoyed playing the game, and the visuals were also enjoyable.

What were the player interactions?

There weren’t many player interactions in my opinion, but we did have to rotate taking turns and pass the player token around, but it was based on individual points 

How long did it take to learn?

It literally took us a whole hour to learn how to play. We could NOT understand the written instructions so after 45 excruciating minutes we looked up a video. 

What was the most frustrating moment or aspect of what you just played?

The instructions was the most frustrating part of the game, besides that it was very enjoyable.

What was your favorite moment or aspect of what you just played?

My favorite part of the game was the whole concept and how you had to grow your tree with light points. I thought it was very cute and creative. 

Was there anything you wanted to do that you couldn’t?

I wanted to buy and grow my trees all in one turn but you had to do those actions in completely different turns, and we have a limited amount of turns, so you have to play strategically.  

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be?

I would change the instructions. They were very hard to comprehend, and I don’t know if it was very wordy or disorganized, but we had a hard time. I would also add a key with all the parts labeled.

Is this a game you would play again? Yes _____ No ______ Why

Yes, because I ultimately enjoyed the experience and I want to try different strategies to get the most points.

Analyze the game using the 3 act structure.

The first act was the set up where we all picked our tree type and we set up our first trees on the board, and established who went first (the youngest player). Then the second act was us starting to plant trees, rotating the sun around the board, and starting to gather points by chopping trees. Lastly the third act is when the sun goes around the board for the third time and players add up all their points from the chopped trees, and their remaining light points. 

What are the collaborative and or competitive aspects of the game?

There wasn’t much collaboration, but it also didn’t feel like strong competition, since there are no direct interactions between players that affect each other’s status, but the only aspects of competitiveness were blocking trees so others can’t score points and the point system as a whole because the one with most points wins. 

What is the game’s metaphor and which of the game’s mechanics stand out?

The game’s metaphor is the natural process of photosynthesis, represented through the growth and life cycles of different types of trees. The mechanics that stood out most were the strategic placement of trees on the board, the personalized player boards used to purchase trees and track light points, and the rotating sun, which controlled the pace and flow of the game.

Game Response Questions – Splendor

  1. Was it fun?
    • I actually really enjoyed the game. I felt like it kept me on my toes and I was anxiously waiting till I could take my next turn.
  2. What were the player interactions?
    • The player interactions mainly consisted of whether or not someone had all the resources to choose the card you had been saving up for or reserving a spot for. This main interaction made the game 10x more interesting.
  3. How long did it take to learn?
    • The game didn’t take more than 5 minutes to learn even though we had a veteran play with us so we got the run down nice and quick.
  4. What was the most frustrating moment or aspect of what you just played?
    • The most frustrating part was waiting for the other players to take their turn because I had already strategiezd mine.
  5. What was your favorite moment or aspect of what you just played?
    • My favorite part of the game was the third act because we were so into it and everyone was so competitive about taking their turn to get their next set of gems or purchase something. 
  6. Was there anything you wanted to do that you couldn’t?
    • I wish that the cards in the first level didn’t have an empty no number point value to them because I feel like that put me at a disadvantage having more of those numberless cards as opposed to ones with numbers.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • I would put numbers on the begining set of cards which could up the antique but could potentially ruin the pacing.
  8. Is this a game you would play again? Yes _____ No ______ Why
    • I would play this game simply because of the way the rapid competition it was able to build within the first 2 minutes. It was frustrating to see other players cards but that made it all the more motivating.
  9. Analyze the game using the 3 act structure.
    • The first act within this game starts with people collecting either 3 different gems or 2 of the same. It’s all about how you set yourself up that first round that could put you in a better or worse position. Then this allows you to purchase outside gem cards to help you get more expensive purchases since they don’t count against your chip limit. Then in the second act we see more of the engine-building strategies of permanent gem cards to purchase second and third tier tokens which is where the game intensifies and people start strategising what cards are the most possible to achieve to get me closer to my goal. The third and final act usually occurs when  players are reaching around 10-12 points and buying from the third tier but the game doesn’t end when a player reaches 15 or more victory points, everyone has to complete the same amount of rounds giving other players a last chance to make bigger decisions. 
  10. What are the collaborative and or competitive aspects of the game?
    • This game is most definitely on the competitive side being that every player can asses another opponents cards while strategiesing what they may be saving up for or already purchasing which is an aspect I thoroughly enjoyed.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    • The metaphor of the game is simply about collecting coins inevitably reaching the idea of imbalenced wealth. The mechanic that stood out the most was the hand limit of chips being 10 because that limited what you and other players could pick up because some of the 2nd and 3rd tiered items you would want to try and achieve in the beginning with no card tokens would be hard if you needed 7 blue gem and 3 red but youre missing 1 blue gem and you have 1 green gems so you can’t just pick up that last blue token in the pile.

Game Response Questions – Dominion

  1. Was it fun?
    • The game was entertaining; however, it had several drawbacks that made it less interesting and fell short of its full potential. Overall, this game makes me feel weird. If I play this more, I might enjoy it.
  2. What were the player interactions?
    • The player interactions involved handing out curses and attack cards, which was the main interaction.
  3. How long did it take to learn?
    • It took us at least 20 minutes to learn. It was overwhelming at first, but not at all what I was expecting to play.
  4. What was the most frustrating moment or aspect of what you just played?
    • The most frustrating aspect of the game was that I couldn’t use the throne room card as a stackable one from the cards I had already placed, which was annoying because I ran out of action cards in my hand. See the image for a better explanation.
  5. What was your favorite moment or aspect of what you just played?
    • The best part of the game was when I won. I wish there were more action and collaboration within the game, so there wasn’t any big moment in the game that was my favorite.
  6. Was there anything you wanted to do that you couldn’t?
    • As mentioned before in the inserted image, I wanted to replay 2 actions from the throne room card that I couldn’t because I no longer had any actions left to play.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • If I could wave a magic wand and could change, add, or remove anything from the experience, I would increase the stakes in the sense that instead of a curse, make there be an orge you have to defeat of some sort that if you don’t have a specific card(s) to defeat it you lose -4 coins. 
  8. Is this a game you would play again? Yes _____ No ______ Why
    • I would play this game again just to see if we could get into the meat of the game faster and more into the strategy. I think deeper in the game faster with better pacing into the second act would make this more interesting. 
  9. Analyze the game using the 3 act structure.
    •  The first act of Dominion falls under the fixed deck and getting set up with money or copper and Estates. Player go about the begging of the game by purchasing more money, actions, or estates hence the “Action, Buy, Cleanup” to build their decks. The process after the discard then repeats itself. The second act struggle is where the most of the game is played by choosing strategy, and accumulating cards to optimize you turn until one of the decks lost their cards. When the Privince pile runs low that when we approach the third act which is where players must acciqure as many Estates as possible for the most points. A race to the end for the most victory points while also avoiding curses. The person with the most estate or points wins.
  10. What are the collaborative and or competitive aspects of the game?
    • Not many collaborative efforts in this game considering its you versus everyone else trying to get the most points as you can within one turn.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    • The game’s metaphor symbolizes the struggle and gain for full control and sovereignty. The most effective or stand out mechanic was the constant shuffling of the deck which kept the game interesting. You never knew if you was gonna get the card you needed on a specific turn and you just hoped to have enough of the right cards to do something. 

Game Response – Dominion

Dominion is a game where players aim to build their “kingdoms” by buying money and actions so gain the most points (land) against other players’ “kingdoms”.

Was it fun? Yes very much

What were the player interactions? Honestly, if every player knew what they were doing there really wouldn’t need to be much interaction, except if you got attack and had to defend yourself or take a curse

How long did it take to learn? A good bit, if we didn’t have somebody (thank you professor ames) to explain it in person, it would have take quite a while to figure out but thankfully we didn’t have to read the 50 page rule book

What was the most frustrating moment or aspect of what you just played? Getting down the reshuffling was frustrating when trying to explain it to others, not too much frustration otherwise

What was your favorite moment or aspect of what you just played? The amount of cards was really fun after you understood what they all did, it was very overwhelming at first but then made sense and made it really interesting

Was there anything you wanted to do that you couldn’t? Be able to block witch attacks with the defense even if it wasn’t in your hand (although it would make it too easy)

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Perhaps be able to get coin cards in other ways than just buying them

Is this a game you would play again? Yes, because of the different iterations it’s a game that is designed to be play again so I’d like to with totally different action cards

Analyze the game using the 3 act structure. There is the setup and the slow beginning of gaining money and actions, then it gets more complicated with stacking actions and buying point cards, then the end draws near when the piles run out and you count them.

What are the collaborative and or competitive aspects of the game? It’s not super collaborative in my opinion but pretty much completely competitive with the kingdoms competing against each other

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that of a kingdom (a fantasy one by some of the actions and pictures) where there are kingdoms trying to gain the most land

Game Review: Splendor – Bryce Mathews

I had a lot of fun playing Splendor. It was an extremely unique game play experience that I had not previously experienced.

Players formulated strategies, multiple turns in advance, lining up a series of purchases. It was common to hear another player’s sigh as you buy the card they hoped for.

The game did not take long to learn, only about 10 minutes.

One of the most frustrating aspects of the game was the coin and card limit. I understand the limitation to encourage players to make more purchases, but I saw players hoarding a lot.

I had fun winning by a landslide through the automatic noble acquisition (if you have the cards, you automatically receive a noble).

Was there anything you wanted to do that you couldn’t?

We made the mistake of thinking that the number representing “prestige” on the card meant that you received 2 or three gems for the price of one card. After reading the rules, we realized that it was impossible.

I would add more money to the overall “economy”. I understand that the money limit is to force players to make purchases and not hoard, having more money to play around with would make games more technically complex.

Yes, I would play Splendor again. It offered a unique competitive experience in which players are always wondering if they’re the only person vying for the card they need.

The first act starts slow, as players are amassing wealth and trying to understand the game. Usually, an initial strategy forms, buy cheap cards in order to have enough to cover a more expensive one.

The game had many competitive aspects. We all shared the same coins, so we were forced to contribute to the economy while shutting others out. I often bought cards that my opponent were looking for to force them to revise their strategy.

The metaphor is similar to monopoly, which is capitalism. Strategic investments allows you to win in the long run.