
Final Game Idea
Game 3 ideas
1. Mood War
Concept: Instead of numbers, cards represent emotions (joy, anxiety, anger, calm, etc.).
- Each emotion has a “strength” value (e.g., calm beats anxiety, joy beats sadness).
- Players flip cards and explain a time they felt that emotion.
- “War” happens when emotions match → players share coping strategies.
- Goal: Normalize emotional experiences and build empathy.
2. Thought Battle
Concept: Focuses on challenging negative thinking.
- Cards are split into:
- Negative thoughts (“I’m not good enough”)
- Positive reframes (“I’m learning and improving”)
- Positive thoughts beat negative ones if they’re realistic and strong.
- War = players must create their own reframe on the spot.
- Goal: Practice cognitive reframing (CBT skills).
3. Carbon Clash
Concept: Players battle using carbon footprints.
- Cards represent activities (driving, flying, biking, solar energy, etc.)
- Each card has a carbon emission score
- Lower carbon wins (reverse War mechanic)
- Tie (“war”) → players suggest ways to reduce emissions
Learning Focus: Carbon footprint, climate change, sustainable choices
4. Pollution War
Concept: Pollution vs cleanup efforts.
- Cards: air, water, land pollution + cleanup actions
- Pollution cards have damage levels
- Cleanup cards can defeat pollution if strong enough
- War → explain one real-world pollution solution
Learning Focus: Types of pollution, human impact, solutions
Game Makers notes Playtest 3 for spoon buffet
Spoon Buffet
- If “unsupported” cards didn’t make sense
- Label task cards and self-care cards
- Fix card deciphering
- Can you play a self-care card and a task card
- Redo everything
- Real spoons
- More sabotage
- More player interaction
- Stack cards, tasks, and self-care
- Fewer gain spoon cards
- Easier to get rid of the spoons or take another spoon
Notes from the second playtest, I noticed
Bulleted List
Spoon Buffet
- If “unsupported” cards didn’t make sense
- Label task cards and self-care cards
- Fix card deciphering
- Can you play a self-care card and a task card
- Redo everything
- Real spoons
- More sabotage
- More player interaction
- Stack cards, tasks, and self-care
- Fewer gain spoon cards
- Easier to get rid of the spoons or take another spoon
Star Sailor Game Revised Game Review Playtest for Merideth
Reflection questions
- What made the experience fun or not?
- The rocket dice made the experience fun.
- What is the motivating factor to get or keep players playing?
- The motivating factor is to keep up your stats while also making it to the end of the game.
- Is the game persuasive, and what is it trying to get you to do outside of the game?
- I understand what the game is trying to get across but there really is no incentive still to feel bad for destroying the planets.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The mechanics include the predetermined character stats and the rocket die roll. The game’s metaphor is to watch how we use resources before its too late.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
- The gameplay makes me feel competitive and excited but also makes me think. I do not feel empathy for anyone.
- Is the game an activist game? If so what does the game play advocate for?
- This is not an activist game yet. It wasnt to advocate for saving the planet.
- Describe the game in 3 sentences or in the form of a haiku.
- Exciting in-game
- Lots of things to think about,
- had such a great time
Spoon Buffet (Revised Rules)
Players: 2–4
Time: 15–20 minutes
Goal
Manage your daily energy (“spoons”) and finish the game with the most remaining—without burning out or going into debt.
What Are “Spoons”?
Spoons represent your mental, emotional, and physical energy.
Each day you have a limited amount, spend it wisely, recover when you can, and avoid burnout.
Card Types
- Task Cards (Work, School, Chores)
→ Cost spoons, earn points - Self-Care Cards (Sleep, Exercise, Mindfulness)
→ Restore spoons - Support Cards (Friends, Therapy, Family)
→ Protect or assist against stress - Stress Cards (Anxiety, Overcommitment, Events)
→ Drain spoons or create negative effects
Setup
- Shuffle all cards into one deck
- Each player starts with:
- 10 spoons (this is your max)
- 0 Spoon Debt tokens
- Deal 7 cards to each player
- Keep spoon counts visible
Round Structure
Each round follows these clear steps:
1. Choose Cards
- Each player selects 1 card from their hand
- Place them face down
Important:
- You may play up to 1 card per turn
- If you play 1 card, you must be able to afford all the spoon costs
2. Reveal Cards
- All players reveal their chosen cards at the same time
3. Resolve Cards
Resolve cards in this order for clarity:
- Support Cards (protection is set up first)
- Stress Cards (apply or attempt to counter)
- Task Cards (pay costs, gain points)
- Self-Care Cards (restore spoons last)
4. Update Spoons
- Apply all spoon gains and losses
- If you drop below 0 → trigger Spoon Debt (see below)
5. Pass Hands
- Pass remaining cards:
- Left on odd rounds
- Right on even rounds
6. Repeat
- Continue until all cards are played
Card Rules
Task Cards
- Cost 1–3 spoons
- Worth +1 point each (tracked immediately or at end)
- If you cannot afford the cost, you must:
- Still resolve the card
- Take Spoon Debt
Self-Care Cards
- Restore 1–3 spoons
- Cannot exceed 10 spoons (your max)
- If you play multiple, effects stack
Support Cards
- Played before Stress resolves
- Can:
- Reduce spoon loss
- Cancel Stress effects
- Help another player (if specified)
Clarification:
You may only use Support cards the turn they are played, unless stated otherwise.
Stress Cards
- Cause spoon loss or negative effects
- Some require interaction:
- Example: another player may help you
- If no one helps → penalty increases
Spoon Debt (Burnout Mechanic)
If your spoons drop below 0:
- Take 1 Spoon Debt token
- Reset your spoons to 0 immediately
Penalty
- Each token = –2 points
👉 This reinforces the theme: pushing too hard has consequences.
End of Game & Scoring
After all rounds:
- +1 point per remaining spoon
- +1 point per completed Task card
- –2 points per Spoon Debt token
Highest score wins
Quick Turn Example
- You play:
- 1 Task (cost 2)
- Resolve:
- Pay 2 spoons
- Net change = -2 spoons to your number of spoons hand in hand
Game Maker’s Observations – Spoon Buffet
Based on the players who tested and responded to Spoon Buffet
Player Playtest Observations:
- Clarify rules about card usage
- Confusion on whether players can play one card or multiple cards per turn
- Some cards imply multi-card play, while rules say otherwise → inconsistency
- Simplify rule instructions
- Players struggled to understand how to play cards from their hand
- Rules should be more step-by-step and explicit
- Align card text with the rulebook
- Card instructions and official rules need to match exactly
- Remove any wording that suggests mechanics that aren’t allowed
- Consider allowing multiple card plays per turn
- Multiple players expressed wanting this option
- Could improve strategy, engagement, and flow
- Improve clarity of gameplay flow
- Players weren’t always sure what to do on their turn
- Add a turn structure guide (ex., draw → play → resolve → discard)
- Increase player interaction
- Add mechanics that encourage interaction between players
- Currently feels like a missed potential in this area
- Clarify the game’s message/theme
- “Balancing life” is somewhat present but not obvious
- Strengthen how mechanics connect to the theme
- Reduce overall confusion
- Multiple players reported feeling confused
- Could be addressed through:
- clearer rules
- Examples of play
- possibly a quick-start guide
- Add visual/physical aids
- Suggestion: use real spoons or stronger visual elements
- Helps with understanding and immersion
- Ensure the intended gameplay experience is clear
- Players felt unsure if they were playing “correctly.”
- Include example turns or sample scenarios
Em’s Game 2 (Warlock)
- What made it fun or not?
- The game was fun on the second run as I got more comfortable with the mechanics. I enjoyed thinking of creative ways to solve the problem, such as snapping the flute to repurpose it.
- What motivates players to start or keep playing?
- The freedom to think of quirky, out-of-the-box ideas and the unpredictable storylines are what make you want to keep playing.
- Is the game persuasive, and what is it trying to get you to do outside the game?
- It is not persuasive because it does not want you to do anything. However, it encourages you to think creatively.
- What’s the game’s metaphor, and which mechanics stand out?
- The metaphor is problem-solving and overcoming magical challenges set by the fantasy world. The dice mechanics stand out because they determine whether your creative ideas succeed or fail.
- How does the gameplay make you feel? Who do you empathize with?
- The gameplay is unpredictable and exciting. I empathized most with the team as they worked together to get past the challenges.
- Is the game an activist game? If so, what does it advocate?
- It is not an activist game. Instead, it is all about fantasy storylines, thinking creatively, imagination, teamwork, and problem-solving.
- Describe the game in three sentences
- The fantasy world is magical. The fantasy world is a wizarding world filled with spells. The storylines are unpredictable as the group works together to get past the magical challenges.
Em’s DND Game 1 (Litch)
- What made the experience fun or not?
- The game was fun because it was easy for players to get into without prior knowledge of the existing universe, and the players were given the freedom to use their creativity in making decisions.
- What is the motivating factor to get or keep players playing? What the game did was give the players a sense of adventure, which makes the game fun.
- The reptile fight was the most exciting part of the game, making it fun. The reptile fight was the reason the players kept playing the game.
- Is the game persuasive, and what is it trying to get you to do outside of the game? The game was not persuasive, but it promoted creativity, storytelling, and teamwork. What is the game’s metaphor, and which of the game’s mechanics stand out?
- Adventure, overcoming challenges, was the metaphor used in the game. The D-20 dice roll system was the only mechanic used in the game.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
- I felt a sense of adventure, which was a good feeling. The game made me feel empathy for my character as I tried to figure out their purpose.
- Is the game an activist game? If so, what does the gameplay advocate for? No, the game was not an activist game.
- The game focused more on storytelling, creativity, and teamwork than on advocating for a cause.
- Describe the game in 3 sentences
- The game was easy for players to get into because it wasn’t too complex. The game was fun because the challenging part, the reptile fight, was the most exciting part of the game. The game was fun because it was adventurous, which was a good thing.
Spoon Buffet
Spoons Card Game
Keep Talking and Nobody Explodes: Game Reflection
- What made the experience fun or not?
The game is fun because it is very intense and chaotic in a good way. Everyone has to talk fast, listen carefully, and stay calm while the timer counts down. It can also be frustrating when people panic or misunderstand each other, but that stress is part of what makes the game exciting and memorable.
- What is the motivating factor to get or keep players playing?
The main motivation is teamwork and pressure. Players want to improve their communication.
- Is the game persuasive, and what is it trying to get you to do outside of the game?
Yes, the game is persuasive because it shows how important clear communication and trust are. Outside of the game, it encourages players to listen better, explain things clearly, and stay calm under pressure.
- What is the game’s metaphor and which of the game’s mechanics stand out?
The bomb is a metaphor for high-stress situations where mistakes have serious consequences. The standout mechanic is that only one player can see the bomb while the others can only see the manual.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
The gameplay makes you feel anxious, rushed, and sometimes overwhelmed. The game makes you feel empathy for the bomb defuser because they are under constant pressure and depend entirely on others for help.
- Is the game an activist game? If so, what does the game play advocate for?
The game is not an activist game in a political sense, but it does advocate for cooperation and communication. It promotes teamwork, patience, and shared responsibility. It shows that success comes from collaboration rather than individual control.
- Describe the game in a haiku
Wires, beeps, ticking clock
Voices overlap in panic
Trust defuses fear
Spoon Buffet
Players: 2–5
Time: 15–20 minutes
Goal: Manage your daily energy (“spoons”) wisely and finish the game with the most spoons preserved, without burning out.
Theme: What Are “Spoons”?
Spoons represent mental, emotional, and physical energy.
You start each day with a limited number. Some things cost spoons, others restore them—and ignoring your limits has consequences.
Card Types
- Task Cards
Work, School, Chores
→ Cost spoons to complete - Self-Care Cards
Sleep, Exercise, Mindfulness
→ Restore spoons - Support Cards
Friends, Therapy, Family
→ Protect spoons or help counter Stress - Stress Cards
Anxiety, Overcommitment, Unexpected Events
→ Drain spoons unless managed
Setup
- Shuffle the full deck.
- Each player starts with:
- 10 spoons (use tokens, paper, or a tracker).
- Deal:
- 2–3 players: 7 cards each
- 4–5 players: 8 cards each
- Keep spoons visible to everyone.
Gameplay (Drafting Rounds)
Each round represents one day.
- Choose One Card
- Look at your hand.
- Secretly choose one card to play face-down.
- Reveal & Resolve
- All players reveal cards simultaneously.
- Apply effects immediately:
- Pay spoon costs
- Gain spoons
- Trigger stress effects
- Pass the Hand
- Pass remaining cards:
- Left on odd-numbered rounds
- Right on even-numbered rounds
- Pass remaining cards:
- Repeat until all cards in hand are played.
Card Effects
Task Cards
- Cost 1–3 spoons
- Worth points only if you can afford them
- If you cannot pay → take Spoon Debt (see below)
Self-Care Cards
- Restore 1–3 spoons
- Cannot raise you above your starting max (10 spoons)
- Multiple self-care cards stack
Support Cards
- Protect against Stress cards
- May:
- Reduce spoon loss
- Cancel a Stress card
- Be shared with another player (card text specifies)
Stress Cards
- Force spoon loss unless countered
- Some require another player’s involvement:
- Example: Overcommitment → another player must give you a Support card or you lose extra spoons
- If no help is given, consequences increase
Spoon Debt (Burnout Mechanic)
If you ever drop below 0 spoons:
- Take 1 Spoon Debt token
- Immediately reset to 0 spoons
- Each Spoon Debt = –2 points at the end of the game
Message: You can push through… but it costs you later.
End of Game & Scoring
When all drafting rounds are complete:
- +1 point for each spoon you have left
- –2 points for each Spoon Debt token
- Bonus points (optional):
- +2 points for balanced play (at least one Task, Self-Care, and Support card played)
Highest score wins.
Game Maker’s Play Test Notes: Bad Advice
- What questions did your players have?
The players had questions regarding how to determine the winner. - How quickly did they learn to play?
I would say it took the players about 10 minutes to learn, even though the directions were quite confusing. - What kinds of interactions did the players have?
The players interacted with the judge each round when deciding who had the best advice card and reality check card. - What confused players?
The confusion stemmed from the game’s objective, as the notes indicate the need to “Fix the rules” and clarify that the objective is to be the best therapist to gain points, while “winning bad therapist is losing points.” - What made players excited?
What made players most excited was getting to sift through each different type of prompt that they could choose from. - What did your players enjoy doing?
The players enjoyed selecting funny advice cards. - Did any aspect of the game frustrate players?
The biggest frustrating aspect was understanding the rules, which I was working on defining. The point of confusion about the rules and winning conditions. - What did your players learn /take away from your game? Was that what you intended?
Players learned good coping skills and elements to make it through life. - What is your plan to address player questions, confusion, and frustration?
The plan includes to “Fix the rules,” clarify the objective as being the best therapist to gain points, and to clarify that winning “bad therapist” is losing points. The game will be structured to have one round of bad advice and one round of good advice, using sets of good and bad advice cards. Mechanical changes include having players “play two cards every turn,” setting the “hand limit go down to three cards,” and possibly replenishing cards when a player is down to one. The round itself will change to first picking the best advice and then redoing the round with a “reality check” card to leave room for open discussion. - If your players didn’t get your intended message, what will you change?
The change plan involves new scoring and mechanical considerations: the objective is to be the best therapist to gain points, with the advice card winning three points, the reality check card winning five points, and all points being added up at the end of the game to see who wins. Other changes include keeping the “prompt card” if a player wins the reality check round, and keeping the “bad advice card in a separate pile to keep track of.” For inspiration, the designer plans to look at the game Gloom and look up the game Wavelength.
Game Reflections
Merideth’s Game:
- What made the experience fun or not?
- The experience was made fun by being in last place.
- What is the motivating factor to get or keep players playing?
- The motivating factor to get or keep players playing is the ability to destroy planets.
- Is the game persuasive, and what is it trying to get you to do outside of the game?
- Yes, the game is persuasive because it is trying to get you to take a look at the way we treat our earth outside of the game.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The game’s metaphor is to treat our environment with respect, and specifically to preserve the planet.
- The standout mechanic is the idea of being able to destroy planets.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
- The gameplay makes the player feel excited to jump into the game, and it makes the player feel empathy for our planet.
- Is the game an activist game? If so , what does the game play advocate for?
- Yes, the game is an activist game, and the gameplay advocates for reflection.
- Describe the game in 3 words.
- The game is described as “Creative black holes.”
Cards and meaples were confusing. I like the mechanics. The planet cards were interesting to use in order to gain things in elements. Black holes were nice to touch to create an incentive to destroy planets to gain resources.
Andrews Game:
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating moment was when the player was trying to move forward but could only move back, which required them to move back off the board or else they could not move anymore.
- Was there anything you wanted to do that you couldn’t?
- The player wanted to be able to move forward more.
- If you had a magic wand to wave and you could change, add, or remove anything from the experience, what would it be, what should improve the next version?
- The player would add another die to see if there was anything more they could do with the turn to keep the game moving, but noted that you have to land on white.
- The player also had a question about what happens when you go too far left and whether their perspective or direction would change.
- What was the game’s narrative/themes/message?
- To be honest, the player did not really gather a theme or a message at all.
- How did the game make you feel?
- The game honestly made the player feel bored and dragged on.
- Describe the game in three words.
- The game is described in three words as “potential to grow.”

