Week 6 Questions

5 Simulation Games

  1. Workplace Bias Simulator

Players take on the role of a hiring manager reviewing resumes. Subtle differences (names, schools, gaps in employment) influence candidate perception.
Goal: Reveal unconscious bias and show how structural inequality affects hiring decisions.

  1. Living Paycheck to Paycheck

A month-long budgeting simulation where players manage rent, food, transportation, medical bills, and surprise emergencies.
Goal: Show how poverty isn’t about “bad choices” but limited options and systemic barriers.

  1. Social Media & Identity Simulation

Players create a profile and make posts while managing peer approval, family expectations, and professional consequences.
Goal: Explore speech communities, identity performance, and social pressure (ties nicely to your sociology themes).

  1. Immigration Journey Experience

Players navigate paperwork, language barriers, job searching, and cultural adaptation in a new country.
Goal: Build empathy for immigrants and demonstrate structural challenges beyond individual effort.

  1. Campus Power & Privilege Game

Players experience college life from different perspectives (first-gen student, wealthy legacy student, working parent, etc.). Access to internships, networking, and free time varies.
Goal: Show how opportunity is shaped by social capital, not just motivation.

Week 4 Questions

Observance

What made the experience fun or not?

The experience was fun because if you are the immigrants, you don’t know where your opponents players are and its the mystery of where the green card and the churches are. The game gets a lot easier once you find the green card so you can escape. If you are the boarder patrol, you get to choose where the green card is and the churches. You also have the opportunity to block the immigrants and do search formats that will help sweep them from the board.

What is the motivating factor to get or keep players playing?

The motivating factor for the immigrants is to find the green card to escape. The motivating factor for the search patrol is to find where the immigrants are and wipe them off the board.
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 subtly trying to show you what the boarder is like in real life and is trying to influence your beliefs and social understandings.
What is the game’s metaphor and which of the game’s mechanics standout?

It compares immigration to the game battleship. The mechanic that stands out is the search and hide characteristic of the game that reinforces the cat and mouse dynamic at the boarder.
How does the gameplay make you feel? Who does the game make you feel empathy for?

The gameplay can feel uncomfortable and strategic rather than playful. It often creates empathy for immigrants because they are positioned as vulnerable and constantly under threat of being “found.” Depending on the role you play, it can also make you reflect on the system itself rather than just one side.
Is the game an activist game? If so what does the game play advocate for?

Yes it can be considered an activist or persuasive game. It advocates for critical reflection on U.S. border politics and immigration enforcement by exposing how the system reduces complex human experiences into tactical operations.
Describe the game in 3 sentences or in the form of a haiku.

Observance is a board game modeled after Battleship that explores immigration and border patrol. One player hides as immigrants while the other searches as border enforcement, creating a tense strategy gameplay. Through simple mechanics, the game critiques how border systems treat human movement like a tactical game.

5 new ideas:

  1. Concept:
    A workplace simulation game where players navigate a corporate environment over 10 in-game years.

Gameplay:
Players choose a character (with gender identity affecting how systems respond to them) and make decisions about speaking up in meetings, negotiating salary, reporting harassment, or balancing family expectations. The same choices produce different outcomes depending on the character’s gender.

Serious Purpose:
The game demonstrates wage gaps, bias in performance reviews, emotional labor expectations, and the “double bind” women often face (too assertive vs. not assertive enough).

Core Message:
Sexism is systemic, not just individual.

2. Concept:
A life-simulation game where players are randomly assigned a socioeconomic status at birth.

Gameplay:
Players make decisions about education, healthcare, housing, and employment, but available choices vary depending on starting income. Random events (medical emergencies, job loss, inheritance, networking opportunities) dramatically affect trajectories.

Serious Purpose:
Shows how structural inequality shapes life outcomes beyond “working hard.”

Core Mechanic:
Two players can play side by side and compare how different their opportunities are.

3. Concept:
A narrative-driven decision game about navigating everyday spaces (school, stores, job interviews, police encounters).

Gameplay:
Players experience branching storylines where microaggressions, profiling, or cultural assumptions affect outcomes. Dialogue choices influence trust, safety, and social standing.

Serious Purpose:
Encourages empathy by demonstrating how race shapes daily interactions in subtle and overt ways.

Core Message:
Bias operates both structurally and interpersonally.

4. Concept:
A strategy game where players run for local office in a politically divided town.

Gameplay:
Players must balance campaign promises, donor influence, public opinion, and personal values. Decisions affect approval ratings, media coverage, and policy outcomes.

Twist:
Accepting corporate donations may help you win but limits the policies you can realistically pass.

Serious Purpose:
Explores political compromise, corruption, and voter polarization.

Core Message:
Political systems shape what leaders can actually accomplish.

5. Concept:
A time-management and survival simulation about being a nontraditional adult college student.

Gameplay:
Players juggle coursework, a job, childcare, financial stress, and social isolation. Energy and time are limited resources. Unexpected events (sick child, overtime shifts, tuition hikes) force difficult trade-offs.

Serious Purpose:
Highlights barriers adult learners face that traditional students may not.

Core Message:
Higher education is not equally accessible for everyone.

Reading Questions:

what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective?

Behaviorism:

Duolingo – Uses streaks, points, levels, and instant feedback to reinforce correct answers.

Constructivism:

Minecraft – Players learn by building, experimenting, and solving spatial or logic problems.

Social Nature:

Among Us – Encourages communication, deduction, and social reasoning.

is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?

Ian Bogost argues that gamification is “bullshit” because it often reduces games to superficial elements like points, badges, and leaderboards without capturing what actually makes games meaningful. He says companies use gamification as a marketing tool to manipulate behavior rather than create genuine engagement.

I partially agree because many gamified systems feel shallow and rely on extrinsic rewards, which can lose effectiveness over time. However, when thoughtfully designed, gamified systems can motivate participation, and they just shouldn’t replace meaningful design.

Ive encountered it in apps that aren’t game but have a point system like Starbucks or Sheetz.

What is a serious game and why aren’t they chocolate covered broccoli?

A serious game is a game designed primarily for education, training, activism, or social impact rather than pure entertainment. Examples include military simulations, health training games, and persuasive games like Observance. They are not “chocolate covered broccoli” when the gameplay itself meaningfully connects to the message. The phrase suggests disguising boring education with fun elements, but strong serious games integrate learning into the mechanics so that playing the game is the learning and not just sugar on top of a lecture.

Week 3 Questions

How does Flanagan’s definition of a game differ from Crawford’s and Salen & Zimmerman’s?
Flanagan emphasizes games as cultural and political systems that can critique society, while Crawford focuses on games as interactive conflict and Salen & Zimmerman define games more structurally as rule-based systems with quantifiable outcomes.

What is an activist game?
An activist game is designed to provoke awareness, critique power structures, or inspire social or political change rather than just entertain.

What other games feature “perfect information”?
Games like checkers, tic-tac-toe, Connect Four, and Othello also use perfect information, since all players can see the entire game state at all times.

Why might chance or gambling games hold spiritual or religious importance to ancient cultures?
Ancient cultures often viewed chance as a way to communicate with gods or fate, making gambling games tools for divination, ritual, or understanding cosmic order.

When was the earliest battle between government/religious groups and games, and what modern games have been banned or demonized?
Conflicts date back to ancient China and medieval Europe, where games were seen as immoral or distracting; modern examples include bans on Dungeons & Dragons, violent video games, and certain online games.

What is a fox game, and what is a modern example?
A fox game is an asymmetric game where one side is outnumbered but more powerful; a modern example is Scotland Yard or multiplayer stealth games like Dead by Daylight.

What was the purpose of The Mansion of Happiness?
The game was designed to teach Christian morality by rewarding virtue and punishing vice, reinforcing 19th-century religious values.

Why do Fluxus and Surrealist artists play games, and why did Surrealists believe games could help everyone?
They used games to disrupt logic, authorship, and control; Surrealists believed games could unlock creativity and access the unconscious for all players.

How can changes in play signal profound changes in games, and how was pinball reskinned during WWII?
Shifts in themes and mechanics reflect cultural priorities; during WWII, pinball machines were reskinned with patriotic and military imagery to support nationalism.

What statements did Fluxus artists make by reskinning Monopoly and ping pong?
They critiqued capitalism, competition, and rigid rules by turning familiar games into absurd, participatory, or anti-commercial experiences.

How are artists like Duchamp, Ono, and Catlow using war games?
They reinterpret war games to critique conflict, power, and strategy, often emphasizing peace, cooperation, or the human cost of war.

Why is player agency important in a critical or serious game?
Agency allows players to meaningfully engage with ideas, reflect on consequences, and internalize the game’s critique rather than passively receiving a message.

Gris

  1. What made the experience fun or not? The metaphors you had to answer along the way to figure out the meaning of the game.
  2. What is the motivating factor to get or keep players playing? I feel like the lack of direction helps because its about the mystery of what will happen next.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? It is trying to help you experience grief and how to cut yourself some slack.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game is a metaphor for moving through stages of grief, with color and sound. Mechanics that standout include the gradual unlocking of movement abilities and the return of color to the world.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The game makes me feel broken and gradually gives me strength. The game makes me feel empath for the girl.
  6. Is the game an activist game? If so what does the game play advocate for? Yes it advocates for mental illness and grief.
  7. Describe the game in 3 sentences or in the form of a haiku. A silent world breaks apart as color slowly returns. Movement replaces numbness, and pain becomes progress. Healing is not winning it is continuing.

Dumb Ways to Die

  1. What made the experience fun or not? The easiness of the game and the customization of your character
  2. What is the motivating factor to get or keep players playing? To get a higher score.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, the game is trying to prevent you from doing dumb things that will kill you.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is to dont die in a dumb way and the mechanics that standout are the score and attempting to stay alive as the game gets faster.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The game gives me a sense of irony because they made a fun game out of ways you could die. The game makes me feel empathy for the three guys when they fall into their grave for every mistake I made.
  6. Is the game an activist game? If so what does the game play advocate for? Yes it advocates for the people who don’t have the common sense skill and end up dying becasue of it.
  7. Describe the game in 3 sentences or in the form of a haiku. do not kill yourself. survive each scenario. increase your high score.

Detroit: Become Human

  1. What made the experience fun or not? The dramatics of the game and the tough decisions you need to make.
  2. What is the motivating factor to get or keep players playing? The game switches through three characters and the suspense keeps you on your toes.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes the game is trying to show real world issues and how we can have an impact on it.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The android represents social groups and how they make impacts on the world. Mechanics that stand out is branching narratives, choices, and stories.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay is suspenseful and dramatic. It makes me feel empathy for the androids and side characters who are negatively affected.
  6. Is the game an activist game? If so what does the game play advocate for? Yes it advocated for empathy, equality, and nonviolence.
  7. Describe the game in 3 sentences or in the form of a haiku. The game places the player in control of androids whose survival depends on moral choices. Every decision reshapes the story and forces reflection on power and prejudice. The game asks whether freedom is earned through obedience or resistance.

OuterWorlds

  1. What made the experience fun or not? It critiques unchecked capitalism and corporate control, causing players to question authority, labor exploitation, and profit driven systems in the real world.
  2. What is the motivating factor to get or keep players playing? The humor and meaningful choices make it fun.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Player choice and consequence are the main motivators, as decisions visibly affect characters, factions, and the world’s outcome.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game is a metaphor for late-stage capitalism in a sci-fi colony, with standout mechanics including branching dialogue, faction reputation, and choice-driven storytelling.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay often feels darkly humorous but morally tense, building empathy for exploited workers, colonists, and individuals crushed by corporate systems.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it advocates for ethical responsibility, worker dignity, and resistance to dehumanizing corporate power.
  7. Describe the game in 3 sentences or in the form of a haiku. Corporate stars burn bright. Choices cut through profit lies. Freedom costs something

Fake It to Make It

  1. What made the experience fun or not? The game isn’t “fun” in a traditional way, but it’s engaging because it feels fast-paced and tense. The discomfort is intentional and keeps you thinking.
  2. What is the motivating factor to get or keep players playing? The desire to win elections and see how far misinformation can be pushed motivates players. Curiosity about the consequences of your choices keeps you going.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it aims to make players more critical of political media. Outside the game, it encourages skepticism toward news, social media, and political messaging.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game is a metaphor for modern political manipulation and “spin culture.” The standout mechanics are creating fake news, targeting voter groups, and watching public opinion shift.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay can feel uncomfortable, guilty, and eye opening. It creates empathy for voters who are easily manipulated by misinformation.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it’s an activist game. It advocates for media literacy, ethical politics, and awareness of how misinformation undermines democracy.
  7. Describe the game in 3 sentences or in the form of a haiku. This game puts you in the role of a political manipulator spreading misinformation to win elections. The game reveals how easily public opinion can be influenced through targeted media. It ultimately warns players about the real-world dangers of fake news and propaganda.

Cards Against Calamity

  1. What made the experience fun or not? The game is fun because it uses dark humor and absurd card combinations to make heavy topics feel approachable, but it can feel uncomfortable if players aren’t into satire or social critique.
  2. What is the motivating factor to get or keep players playing? Players are motivated by shock value, humor, and social interaction, trying to outdo each other with the most clever or outrageous card combinations.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it’s persuasive in a subtle way. It encourages players to reflect on real-world disasters, systems of power, and social inequalities rather than prompting a specific action like buying something.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that global crises are often reduced to simplified, absurd narratives. The standout mechanic is card pairing, which exposes how easily complex tragedies can be trivialized or reframed.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The game creates a mix of amusement and discomfort, pushing players to laugh while recognizing serious consequences. It fosters empathy for people affected by disasters and systemic failures.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it functions as an activist game by critiquing media framing, capitalism, and indifference toward suffering, advocating for awareness and critical thinking rather than passive consumption.
  7. Describe the game in 3 sentences or in the form of a haiku. Laughter meets disaster. Cards reveal careless systems. Jokes that leave a mark

Cast Your Vote

  1. What made the experience fun or not? The game is engaging because it’s fast, choice-driven, and immediately shows the consequences of your decisions. It isn’t traditionally fun though, the seriousness and pressure can feel stressful rather than entertaining.
  2. What is the motivating factor to get or keep players playing? Curiosity about outcomes motivates players to keep going, especially seeing how small choices shift public opinion or results. The desire to “do better” in future runs also encourages replay.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, the game is persuasive as it encourages players to think critically about voting, political participation, and civic responsibility. Outside the game, it nudges players to be more informed and engaged citizens.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game uses voting as a metaphor for power and responsibility in democracy. Its standout mechanics are choice based decision making, limited information, and immediate cause and effect feedback.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay can feel tense and overwhelming, mirroring real political pressure. It builds empathy for voters and marginalized groups affected by political outcomes.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it is an activist game that advocates for civic engagement, informed voting, and awareness of political systems. It emphasizes that participation has real consequences.
  7. Describe the game in 3 sentences or in the form of a haiku. Choices mark the screen. Democracy feels fragile. Silence still decides.

5 game ideas:

  1. You play as a junior White House policy analyst in a near-future U.S. where climate tech can only save some neighborhoods from collapse. Each briefing forces you to translate raw data into human consequences, families displaced, communities erased, political backlash ignored.
  2. A sci-fi surveillance system predicts “economic failure zones.” You’re assigned to a low-class neighborhood flagged for “controlled decline.” Your job is to decide where to place limited resources, schools, clinics, power nodes, knowing every choice accelerates neglect somewhere else.
  3. A classified AI claims it can prevent future uprisings by quietly relocating certain populations. You work in a White House basement approving or rejecting relocation requests from “undesirable” districts.
  4. A citywide communication blackout hits only low-income districts after a failed experimental energy grid. From inside the White House, you coordinate rescue, but misinformation, political pressure, and limited drones distort reality.
  5. Players uncover a fictional leaked White House initiative called Project Empath, a sci-fi program designed to optimize social stability by testing policies on marginalized neighborhoods first.

Questions Week 2

What advergames have you played? Did they influence a purchase outside of the game? I played the cool spot. It did not influence me to play the game because it wasnt very persuasive. The goal of the game does not have anything to do with 7up and there wasnt anything during the game that implicitly or explicitly said “go buy 7up”.

Why do the advergames ”tooth protector” and “escape” work? What makes ”chase the chuckwagon” and “shark bait” fail? “Tooth Protector” and “Escape” work because their gameplay directly represents what the product does or values. “Chase the Chuckwagon” and “Shark Bait” fail because the gameplay has little meaningful connection to the brand.

What does volvo’s “drive for life” accomplish?  Volvo’s “Drive for Life” reinforces the company’s focus on safety through careful driving mechanics. The game persuades by rewarding responsible behavior rather than showing ads.

What company used in-advergame advertising ? Coca-Cola used in-advergame advertising by placing branded elements inside games. The advertising exists within the game world rather than being the entire game.

What was one of the first home-console advergames and what beverage was it for? One of the first home-console advergames was Pepsi Invaders for the Atari 2600. It was created to promote Pepsi by positioning Coca-Cola as the enemy.

What makes “the toilet training” game sophisticated and do you agree? “The Toilet Training” game is sophisticated because it models real behavior through gameplay systems rather than simple rewards. I agree because it persuades through process instead of just visuals or branding.

What do advergames and anti-advergames have in common, and what principles do they share? Both advergames and anti-advergames use gameplay rules to persuade players. They share the principle of procedural rhetoric to communicate meaning.

Intergroup Monopoly

What made the experience fun or not? It was fun for me. I was Player 1 who was the middle class white male. This meant that all the rules for Monopoly were normal and I did not have to follow any special rules like the other players did.

What is the motivating factor to get or keep players playing? I think the motivating factor for me would be the incentive to watch the other players fail. The other players were all at a disadvantage and were rarely given any advancements.

What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is, Thats life. The mechanics would be to buy properties, spend money, role die to move your player, try to stay out of jail, negotiate properties, and dont go bankrupt.

Describe the game in 3 sentences or in the form of a haiku. role the die to move. properties equals money. dont go bankrupt.

The Mcdonald’s Game

What made the experience fun or not? I didnt enjoy it because I found it hard to make money.

What is the motivating factor to get or keep players playing? The motivating factor to keep other playing would be the incentive to make money and become a successful company.

Is the game persuasive, and what is it trying to get you to do outside of the game? Yes the game is persuasive. It is trying to show you the behind the scenes to making McDonald’s a successful company even if success means you need to be unethical.

What is the game’s metaphor and which of the game’s mechanics standout? Success doesnt come easy. The mechanics that stand out would be farming, killing cows, making business plans such as bribing politicians and healthcare workers, tell children what is good for them, and hire workers at McDonald’s.

Describe the game in 3 sentences or in the form of a haiku. farm land and kill cows, make lots of business decisions, dont go bankrupt.

Cool Spot

What made the experience fun or not? The game was not fun because it was very old, the graphics were bad, and the general game was boring. There wasnt enough for me to do to become entertained.

What is the motivating factor to get or keep players playing? The motivating factor could be to make it to the end of the level and collect red dots for points along the way.

Is the game persuasive, and what is it trying to get you to do outside of the game? The game is not persuasive and doesnt try to make me do anything outside of the game.

What is the game’s metaphor and which of the game’s mechanics standout? reach the end of the level, kill enemies along the way, collect red coins for points, jump, run.

Describe the game in 3 sentences or in the form of a haiku. very simple game, dodge enemies get coins, finish the level.

Week 1 Questions

  • What are the issues Ian Bogost raises about social games with Cow Clicker?

Ian Bogost argues that social games like Cow Clicker rely on repetitive, meaningless actions and waiting mechanics that replace real play with habit and obligation. He criticizes how these games exploit social pressure and player attention to drive monetization rather than provide meaningful or creative gameplay.

  • How do social games like FarmVille enframe friends?

Friends are used to boost your farm. The more friends you have, the more progress your farm will have.

  • How do social games destroy time outside of the game?

Social games can quietly destroy time outside the game by bleeding into everyday life, even when you’re not actively playing.

Getting over it

Was it fun? Yes

What were the player interactions? using the mouse to click and drag in order to move the man’s hammer.

How long did it take to learn? 2 minutes

What was the most frustrating moment or aspect of what you just played? making sure that you dont lose your progress by falling since you cannot save the game or get checkpoints.

What was your favorite moment or aspect of what you just played? my favorite moment was being able to learn how to maneuver the guy so that you can start making progress.

Was there anything you wanted to do that you couldn’t? jump without being able to move your hammer.

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

from the experience, what would it be? being able to save your progress or add check points.

Is this a game you would play again? Yes _____ No ______ Why? yes because it challenges me to keep trying.

Analyze the game using the 3 act structure. The beginning is you start at the very bottom of the map. The middle is climbing the map to the top while trying not to fall back to the bottom. The end is making it to the top.

What are the collaborative and or competitive aspects of the game? The collaborative aspects are with the gamer and the game itself. The competitive aspect is the drive to finish the game.

What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor would be: Dont give up. The mechanics that stood out was the clicking and dragging to make the man move.

Describe the game in 3 sentences or in the form of a haiku. Use the hammer to maneuver the movements of the man. Don’t stop climbing. Don’t fall.

Townscaped

Was it fun? yes

What were the player interactions? clicking to add and remove buildings, platforms, and bridges

How long did it take to learn? 1 minute

What was the most frustrating moment or aspect of what you just played? learning how to delete something

What was your favorite moment or aspect of what you just played? changing the colors of the buildings.

Was there anything you wanted to do that you couldn’t? build more specific buildings like choosing if it becomes a platform or a roof.

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 different building options so that you could choose what you are building.

Is this a game you would play again? Yes _____ No ______ Why? yes because it is relaxing.

Analyze the game using the 3 act structure. You start the game with just water. The middle is building the structure. the end is that there is no ending.

What are the collaborative and or competitive aspects of the game? the collaborative aspect is between you and the game because you are clicking to build structures.

What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is: Keep calm and click on. The mechanics that stood out was the clicking to build and break structures.

Describe the game in 3 sentences or in the form of a haiku. Tap to make buildings. Change the color of the buildings. Make a long click to delete a building.

Calvin ball

Was it fun? depends

What were the player interactions? making rules with a ball to create a game.

How long did it take to learn? 2 seconds.

What was the most frustrating moment or aspect of what you just played? when someone makes a rule that automatically makes them win or the rule is not your favorite.

What was your favorite moment or aspect of what you just played? When the game is more than just a bunch of random rules and has a goal.

Was there anything you wanted to do that you couldn’t? I dont think so.

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

from the experience, what would it be? Not that I can think of because the object of the game is to make new rules.

Is this a game you would play again? Yes _____ No ______ Why? yes because it can be fun when people make good rules.

Analyze the game using the 3 act structure. you start with player one who makes the first rule. the middle is the players continuing to make more rules. The game only ends if someone makes a rule for the game to be able to have a winner, otherwise the game will not end.

What are the collaborative and or competitive aspects of the game? it is collaborative because everyone is making rules and it is competitive because you are trying to “win”.

What is the game’s metaphor and which of the game’s mechanics standout? Dont make rules that only benefit yourself. The mechanics that stand out is the use of the ball. The game is literally to have a ball and make all the rules yourselves, yet everyone assumes you throw the ball even when it was never stated.

Describe the game in 3 sentences or in the form of a haiku. Make rules. Throw the ball. Try to “win”.

Game Reviews

Monopoly

  1. Was it fun? yes
  2. What were the player interactions? buying plots of land and giving money to the banker
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning how to play, playing the game, and then finding out who wins at the end by seeing who has the most money
  6. What are the collaborative/competitive aspects of the game? the game is competitive as you are tying to be the person to have the most money and plots with houses or hotels.

sorry!

  1. Was it fun? yes
  2. What were the player interactions? landing on other players to send them back home
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the first to have all their pieces in the upper home
  6. What are the collaborative/competitive aspects of the game? competitive aspects were sending other players home and being the first to win.

trouble

  1. Was it fun? yes
  2. What were the player interactions? landing on other players to send them home
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the first to get all your pieces lined up in the safe area
  6. What are the collaborative/competitive aspects of the game? landing on other players to send them home and being the first to get all pieces in the safe area.

taboo

  1. Was it fun? yes
  2. What were the player interactions? having your teammate guess what you are trying to make them guess
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, collecting the most points in the end
  6. What are the collaborative/competitive aspects of the game? it is both because you have a teammate guessing to get points and you are trying to beat the other team

battleship

  1. Was it fun? yes
  2. What were the player interactions? guessing where their ship is
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, sinking all the opponents ships
  6. What are the collaborative/competitive aspects of the game? competitive – sinking the other persons ship

heads up

  1. Was it fun? yes
  2. What were the player interactions? having your teammate guess who they were by you giving them hints and vise versa
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, seeing who guess the most cards and they win
  6. What are the collaborative/competitive aspects of the game? having your teammate guess who they were by you giving them hints and vise versa and seeing who guess the most cards and they win

chutes and ladders

  1. Was it fun? yes
  2. What were the player interactions? grabbing cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the first to make it to the top
  6. What are the collaborative/competitive aspects of the game? competitive – being the first to make it to the top

apples to apples

  1. Was it fun? yes
  2. What were the player interactions? one person recieving cards from everyon else and finding out which one is funniest
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, seeing who has the most cards at the end
  6. What are the collaborative/competitive aspects of the game? competitive – who can make the person reading the cards laugh more

operation

  1. Was it fun? yes
  2. What were the player interactions? picking up the organs out of the body
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the one to have the most organs
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have the most organs at the end of the game

guess who

  1. Was it fun? yes
  2. What were the player interactions? guessing who the other psrson has
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, being the one to guess who first
  6. What are the collaborative/competitive aspects of the game? competitive – guessing who the other person has before they guess who you have

chameleon

  1. Was it fun? yes
  2. What were the player interactions? writing down similar words to the main word but if you are the chameleon you dont know the word and have to make the other players think you arent
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, having the most points at the end
  6. What are the collaborative/competitive aspects of the game? competitive – trying to sound like you know what you are talking about

connect 4

  1. Was it fun? yes
  2. What were the player interactions? placing chips into the game to connect 4
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learnig the rules, playing the gamee, being the first to connect 4
  6. What are the collaborative/competitive aspects of the game? competitive – being the first to connect 4

go fish

  1. Was it fun? yes
  2. What were the player interactions? picking up cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playin g the game, collect the most sets of four cards that match in number to win
  6. What are the collaborative/competitive aspects of the game? competitive – being the first to collect the most sets of 4 cards

crazy 8s

  1. Was it fun? yes
  2. What were the player interactions? communicating what suite you want , placing cards down and picking them up
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by changing the suite of the card and placing down cards in that suite in order to get rid of all of your cards , see who wins by getting rid of all of your cards.
  6. What are the collaborative/competitive aspects of the game? competitive- you are tying to beat the other players by being the first one to get rid of all of your cards

uno attack

  1. Was it fun? yes
  2. What were the player interactions? attacking people with cards, picking up and placing down cards, communicating the color you want
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by being the first person to get rid of all your cards and trying to sabotage the other players by attacking them, the winner is the first one to get rid of all of their cards.
  6. What are the collaborative/competitive aspects of the game? competitive – you are attempting to be the first person to get rid of all of your cards while trying to make the other players gain cards. You also want to try to stay away from the color that another player needs.

solitare

  1. Was it fun? yes
  2. What were the player interactions? picking up and placing cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by placing the cards in order from king to ace while following a red then black pattern and then go from ace to king, once you go from ace to king you win.
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat the game therefore, if you lose or give up, the game wins

scattergories

  1. Was it fun? yes
  2. What were the player interactions? seeing who got the most ideas, writing down ideas
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by writing down words that start with a specific letter and fall under a specific category, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most words under the category within the time limit to beat the other players

war

  1. Was it fun? yes
  2. What were the player interactions? placing cards down
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by dealing the whole deck and placing down cards and whoever has the higher card claims it, the person who gets the whole deck wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat the other player by placing down the higher card even though its random

kings in the corner

  1. Was it fun? yes
  2. What were the player interactions? placing down cards, collecting cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by placing the kings in the corner and working down to an ace with following the pattern red black, the first player to get rid of all their cards wins even if not all the kings in the corners are finished
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first player to get rid of all your cards

500 rummy

  1. Was it fun? yes
  2. What were the player interactions? placing down and picking up cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by creating runs of 3 or more and collecting cards from the discard pile until you have no cards then continue doing rounds until you reach 500 points 1-9 = 5 points 10-K = 10 points Ace = 15 points, the player who reaches 500 points first wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have the most points to ensure you can win

spoons

  1. Was it fun? yes
  2. What were the player interactions? grabbing the spoon, passing cards, picking up cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by trying to collect 4 of a kind once you do you grab a spoon which then allows everyone to grab a spoon if you don’t get a spoon you get a letter and if you spell out spoon you lose, the players who have the least amount of letters win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be able to get the 4 of a kind first in order to guarantee you’ll get a spoon. even if you don’t get it first, you want to have quick reflexes in order to grab a spoon before there are none left

wii sports resort swordplay

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote, holding b to block
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by swinging your wii remote and blocking your sword to have the other player fall off the platform, whoever knocks the player of twice wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the other player to fall off the platform and keep yourself on it by blocking and hitting the other player

wii sports resort wakeboarding

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote horizontally and swinging it up to jump over the wake and then holding it steady to land and get points
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game jumping over the wakes within the 2-3 minutes and gaining points, whoever has the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most points to beat your opponent(s) or if you are playing alone, trying to beat the high score

wii sports resort frisbee dog

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote like you would a frisbee and clicking on your dog to collect the frisbee
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by tyring to aim for the 100 point section or if you cant get that the 50 or 10 point will work as well. you also want to hit the balloon in the second round to gain the maximum amount of points, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by getting the most points or if you are playing solo you want to beat the high score. collaborative – you can play in teams where the first person plays the first half and the second person plays the second half, the first persons performance impacts the second players balloon points by how large the points are

wii sports resort archery

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote and the nunchuck like a bow and arrow, hold a when ready and c to draw the bow back then release c to shoot it, the wii remote aims
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by shooting at the target and trying to get all 10s within the 4 rounds to beat your opponent, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by getting the most points. collaborative – you can do teams where you take turns shooting the arrow for your team, if you do bad it reflects through your points

wii sports resort basketball

  1. Was it fun? yes
  2. What were the player interactions? dribbling, blocking, shooting, and stealing the ball
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by shooting the ball into the basket and blocking your opponent when they are trying to shoot the ball, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to block your opponent from shooting the ball and steal it when possible, when you are shooting you are trying to get the most points possible within the time limit of 3 minutes to win the game

wii sports resort table tennis

  1. Was it fun? yes
  2. What were the player interactions? hitting the ball, dealing the ball
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by hitting the ball towards your opponent and trying to make it hard for them to hit it back if they miss you get a point and vise versa, the player that gets to 6 points first wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person to get to 6 points first by having your opponent miss the ball or for them to hit it off the table

wii sports resort golf

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote like a gold club, aiming the shot
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by getting the ball in the hole in the least amount of shots to try and get a negative score, the person with the lowest amount of points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by having the lowest score. collaborative – you can work in teams by taking turns shooting the ball, the worse you do the worse it makes your team look.

wii sports resort bowling

  1. Was it fun? yes
  2. What were the player interactions? bowling the ball fast or slow, turning your wrist to have the ball curve,
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by trying to knock down the pins by either getting strikes or spares within 10 frames to get points, the player with the most points wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person with the most points so you can beat your opponent. collaborative – you can play in teams where you take turns each frame to get either a strike or a spare, how you do reflects on your team

wii sports resort power cruising

  1. Was it fun? yes
  2. What were the player interactions? holing the wii remote and the nunchuck horizontally in each hand and twisting for a speed boost, also hold a to move
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by going through the rings before the time runs out on each ring til you get to the finish line. the higher the time the better the score, the person with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person with the most points so you can beat your opponent

wii sports resort canoeing

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote like a paddle to move your canoe
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by either avioding the obstacles and crossing 5 lines first if you are playing vs or if you are playing teams trying to beat the duck family, in vs – first to 5 points wins and in teams if you beat the duck you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by crossing the 5 lines first. collaborative – you want to work with your teammate as you are in the same canoe to beat the ducks

wii sports resort cycling

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote in one hand and the nunchuck in the other and moving them like your feet would move on a bike, pressing b to break
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by cycling through the course while avoiding obstacles and making sure you don’t run out of hearts because you’ll have to stop and drink water, first to cross the finish line wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first to cross the finish line so you need to use strategy to make sure you get there efficiently. collaborative – if you play teams you need to work together to sync your movements to move faster and beat the other players to the finish line.

wii sports resort air sports

  1. Was it fun? yes
  2. What were the player interactions? pressing a to fire, pressing b to cut the engine, turning the wii remote to move the plane, pushing it forward for a speed boost, pulling it backward for a speed decrease.
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by trying to hit your opponents balloon on the back of their plan so they go down to 0 points. going through the point boosters to get more points. avoiding the other player so they cant shoot back at you, whoever has the most points after the 3 minutes wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to sabotage your opponent in order to make them go to 0 points, which will end the game, or maintain the highest amount of points to win

mario kart wii

  1. Was it fun? yes
  2. What were the player interactions? turning the wii remote to steer, hold 2 to go forward, 1 to go backward, arrows to throw an object, a to look behind you, and b to break
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by driving through the courses while avoiding obstacles and other players to get into first place. each race has three laps. you play 4 races to win. the better of a place you are in the more points you get, whoever has the most points at the end of 4 races wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat all the other players and get the most points to win while avoiding obstacles and throwing obstacles to hit other players.

epic mickey

  1. Was it fun? yes
  2. What were the player interactions? using the nunchuck to move, twisting the wii remote to knock back blobs or get resources from plants, holding c to shoot paint or thinner
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by going through stages to defeat the mad doctor, once you beat the game you win
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat the mad doctor so essentially if you quit or give up you lose and the mad doctor would “win”

epic mickey 2

  1. Was it fun? yes
  2. What were the player interactions? for mickey – using the nunchuck to move, twisting the wii remote to knock back blobs or get resources from plants, holding c to shoot paint or thinner. for oswald – using the nunchuck to move, twisting the wii remote to knock back blobs or get resources from plants, hold b to shoot your lazor, tap b to make a lazor bubble, press z to throw the boomerang.
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by working together to defeat the mad doctor again by completing stages, once you both defeat the mad doctor you win
  6. What are the collaborative/competitive aspects of the game? collaborative – you are working together to defeat the mad doctor, some stages you cant get through without the help of mickey or oswald

wii party

  1. Was it fun? yes
  2. What were the player interactions? aiming the wii remote at the screen, pressing buttons, shaking the wii remote
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by playing a bunch of mini games, whoever wins the minigame wins
  6. What are the collaborative/competitive aspects of the game? competitive – most if not all the mini games are where you are competing the other players in order to win

wii fit

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote and/or the nunchuck as the games describes, standing, running, and stepping on the wii fit board
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by either doing a wii fit test which calculates your age based off of your skills on the minigames or play mini games that will test your physical skills, whoever wins the mini game wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you get points based on how well you do and you want to get a high number of points to beat your opponent, if you do the wii fit test, to win you need to get as close to your age as possible to “win”

just dance

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote, dancing
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by copying the dance the person on the screen does to get points, the person with the highest number of points wins
  6. What are the collaborative/competitive aspects of the game? competitive – the better you dance the more points you get, so you want to get a lot of points

big beach sports

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to play the mini games
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by playing different mini games, whoever wins the mini game wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most points in each game so that you can beat your opponent

birthday party bash

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to play the mini games
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by completing different types on mini games, whoever wins the mini games wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most points in each game so that you can beat your opponent

wipeout: create and crash

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to duck, slide, and jump and using the nunchuck to move forwards and backwards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by qualifying in each course to get to the final course where you are trying to beat the two other players times to win the 50,000 dollars, once you do that you win
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat everyone elses times to have the best time and win the entire game

disney princesses

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to shoot the monsters and the nunchuck to move
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by completing each princess stage by completing tasks and killing the monsters, one you complete every princess stage you win
  6. What are the collaborative/competitive aspects of the game? collaborative – you are working with your teammate to complete the stages

Ispy

  1. Was it fun? yes
  2. What were the player interactions? using your wii remote to click items and move around
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by finding the items in each stage, once you complete every stage you win
  6. What are the collaborative/competitive aspects of the game? collaborative – you are working with your teammate to beat every stage and win the game

candy land

  1. Was it fun? yes
  2. What were the player interactions? picking up cards, moving your game piece
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by picking up cards that tell you where to move and the moving your character til you make it to the end, first to make it to the end of the path you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first to the end of the path

clue

  1. Was it fun? yes
  2. What were the player interactions? moving your character to different rooms, guessing parts
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by trying to figure out who killed the person, what they used, and what room it happened in, once you figure that out you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first person to find out who did it with what and where

scrabble

  1. Was it fun? yes
  2. What were the player interactions? placing down letters to make words
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by placing down letters on the board to make words, once there are no more spaces or letters you count up the points and whoever has the most wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have the most points at the end of the game by using strategy to use letters with high points

mancala

  1. Was it fun? yes
  2. What were the player interactions? moving the balls from place to place
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by moving the ball around the board to try and collect balls if they land in your pouch, once there are no more balls on the board you count the number of balls in your pouch and whoever has the most wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have more balls than your opponent to win

hungry hippos

  1. Was it fun? yes
  2. What were the player interactions? hitting the hippo to collect balls
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by hitting the back of the hippo so that it opens its mouth and eats the balls, once the balls run out each player counts the number of balls they have and whoever has the most wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the player with the most amount of balls so that you can be the least hungry hippo

checkers

  1. Was it fun? yes
  2. What were the player interactions? moving the checker, collecting checkers
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by moving the checker diagonally only one spot in order to collect your opponents checkers, one you collect all of their checkers you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person to collect all of your opponents checkers before they do the same to you

crossy road

  1. Was it fun? yes
  2. What were the player interactions? tapping the screen to move, swiping left or right to move left or right
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by crossing the road, once you get a highscore you “win” but the game is essentially never ending
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat your own high score

slither.io

  1. Was it fun? yes
  2. What were the player interactions? moving your curser to change directions, holding down to speed up
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by collecting dots and killing other snakes to get large and be the number one player, once you do that you “win” but there is no real achievement to the game
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to kill the other snakes and avoid getting killed to get to number 1

dumb ways to die

  1. Was it fun? yes
  2. What were the player interactions? tapping, swiping, and holding the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by playing different mini games to get a high score, one you get a highscore you “win” although the game is never ending
  6. What are the collaborative/competitive aspects of the game? competitive- you are trying to beat your own high score

minecraft

  1. Was it fun? yes
  2. What were the player interactions? using the arrows to move, hitting the button to jump, holding the screen to break a block and tapping the screen to add a block
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by gathering materials and building things in order to beat the ender dragon, once the ender dragon is killed you beat the game
  6. What are the collaborative/competitive aspects of the game? competitive- you are trying to keep yourself alive from the mobs in the game, collaborative – you can work with other players to beat the game and stay alive

temple run

  1. Was it fun? yes
  2. What were the player interactions? swiping the screen to jump or slide, tilting your phone to go to different sides of the path
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game collecting coins and powerups to stay alive as you are getting chased by a monkey, once you beat your highscore you “win” although the game is never ending
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to stay alive from the monkey and you are trying to beat your own high score

hay day

  1. Was it fun? yes
  2. What were the player interactions? tapping the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by completing challenges and building your farm, the game is technically never ending
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to be better than everyone else

sims 4

  1. Was it fun? yes
  2. What were the player interactions? making your sims do things to have a successful life
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by
  6. What are the collaborative/competitive aspects of the game?

flappy bird

  1. Was it fun? yes
  2. What were the player interactions?
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by having your sims complete tasks and stay alive, once your sim dies if they had a successful life you can consider that a win as there is no real way to win the game
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to keep your sim alive to you are beating death essentially

simcity

  1. Was it fun? yes
  2. What were the player interactions? tapping on the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by building an empire by creating materials, and upgrading budling and keeping your sims happy
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat the other players cities by having a higher level than them

good pizza

  1. Was it fun? yes
  2. What were the player interactions? tapping and dragging the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by building pizzas to get money and unlock different toppings and upgrades as well as completing levels, once you complete all the levels you win
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat all the levels where each level is beating a different opponent by having the better pizza shop

mario kart ds

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the grand pris to unlock all the characters, karts, and races
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds wipeout

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all levels and challenges to unlock all characters and outfits
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds wipeout 2

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the challenges and levels to unlock all the characters
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds zhu zhu pets

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the levels to win
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds petz: nursery 2

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, and completing challenges til you animal grows up
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds duck amuck

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, once daffy duck gets so angry he explodes you win
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds pac-man world 3

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing each level
  6. What are the collaborative/competitive aspects of the game? neither as it is a solo game

ds littlest pet shop

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the challenges
  6. What are the collaborative/competitive aspects of the game? it is neither s its a solo game

Week 8

  • what is the difference between a game designer and a game developer? game designers work on the player experience while game developers work on the technical execution of the game.
  • what commonly occurs during the game development process? establishing rules, mechanics, and the necessary modifications to ensure those elements function as intended, this process frequently involves a significant amount of prototyping.
  • what are the challenges of balancing a game? it’s essential to adjust the level of freedom and power players have in games, determining how much they can stretch the boundaries of the rules. the challenge lies in preserving the integrity of both the game’s objectives and the process of achieving them.
  • what should every player of your game believe? why? they should go into the game thinking its going to be so fun because if they go in with the attitude that my game is going to be boring it probably will be to them.
  • how can you avoid stealing players fun? I feel that you have to be relatable and do research on other games that a lot of people enjoy playing.
  • what 10 maxims should you follow when writing rules? clear objective, constraints, interactivity, runaway leader killer, inertia, surprise, strategy, fun, flavor, a hook
  • how has play testing changed your game? play testing has allowed me to see what works and what doesnt and how I should make the rules flow smoother and/or make more sense.
  • who from class would you like to play test your next game or version 2 of your first game? I would like Tori to play test my game because she is very kind but she will also be honest with me and let me know what to change.
  • who is the audience for your game? anyone.
  • who should play test your game outside of class? my grandmother because she loves card games.

Art Heist

What was the most fruatrating moment or aspect of what you just played? keeping track of where everyone was

What was your favorite moment or aspect of what you just played? getting to blame the other players

Was there anything you wanted to do that you couldn’t? no

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? add other jobs because the joker is the only one who actually reaches for the art

What should be improved with the next version? more reasons to reach for the art because its obvious who it is if only one person is reaching for it.

Descibe the game in 3 words? mysterious, active, interesting

Bear Heist

What was the most fruatrating moment or aspect of what you just played? Being creative enough to figure out what to do

What was your favorite moment or aspect of what you just played? The chance of seeing if youll roll under a 3

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

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I like the game how it is

What should be improved with the next version? Maybe add more characteristics for the bears

Descibe the game in 3 words? fun, creative, collaborative

To Feed or Not to Feed

What was the most fruatrating moment or aspect of what you just played? Picking up only low cards

What was your favorite moment or aspect of what you just played? getting to feed my animals

Was there anything you wanted to do that you couldn’t? no

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? add a rule for what happens if you tie

What should be improved with the next version? I think its pretty solid and a lot of the changes were added already

Descibe the game in 3 words? fun, competitive, intresting

Jokes on You Prototype 2

Players: 3-6

Setup: Shuffle the deck including the Jokers. Deal 7 cards to each player. Place the remaining cards in the middle of the table with another card placed next to it face up.

Gameplay: The goal of the game is to be the first person to get a run of 7 cards. A run is 7 cards in numerical order that are all the same suit(7♠ ,8♠, 9♠, 10♠, J♠, K♠, Q♠). You can pickup from either deck, but you can only grab from the top of the deck. The first player discards to the person to the right. Always pickup a card first and discard last. The rest of the game the players discards to the discard pile and the person to their right. The card discarded to the right will wlays remain faced down. If you pick up a Joker, you can use that card to take someone elses card from their hand. Once the Joker is used it goes into the discard pile and cannot be picked up again unless the deck is shuffled. Frist person to get their run and says “Jokes on You” is the winner.

Other Rules: If you run out of cards, reshuffle the deck

The run does not have to start at ace/one, you can start at any number as long as you can get 7 in a row. (you can’t start at Queen as you can only get two cards past it)

Playtest Review Lauren Yunk

To Feed or not to Feed

What was the most fruatrating moment or aspect of what you just played? Keeping track of which animals were fully fed or still needed fed.

What was your favorite moment or aspect of what you just played? The fact that the game relates to war.

Was there anything you wanted to do that you couldn’t? I dint think so.

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?  I feel like it would be fun to have certain animals tie because then you could encourperate something where youd have to battle to see who would win.

What should be improved with the next version? Adding a different color food for when you are finsihed feeding your animal.

Descibe the game in 3 words? fun, competitive, simple

Builders

What was the most fruatrating moment or aspect of what you just played? Making sure the build was built neatly.

What was your favorite moment or aspect of what you just played? The competitive aspect of trying to do something neat yet quick to get the points.

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

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would add more builds

What should be improved with the next version? The cards telling you what to build

Descibe the game in 3 words? speedy, entertaining, competitive

Jam Sesh

What was the most fruatrating moment or aspect of what you just played? knowing what notes were what

What was your favorite moment or aspect of what you just played? getting to hear my song at the end

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

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? i would remove or change the part where the notes have to be four notes apart to be placed next to each other, if that is even what that rule meant, because as someone who knows nothing about music, I found that very confusing

What should be improved with the next version? design aspect

Descibe the game in 3 words? musical, fun, ineresting

Lauren Yunk – Week 5

Spit Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down crads that were higher or lower than the previous card.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the cards that were higher or lower than the previous ccard and continue on til their were no cards. The end of the game was when a player finishes with no cards and hense wins the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the first person with no cards.

Gin Rummy Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were to form combination of three or more cards to win.
  3. How long did it take to learn? Roughly 5 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by making combinations with 3 or more cards and placing down your hand once you have it, 2-9 is 5 points 10-K is 10 points A is 15 points. The end of the game was achieving 100 points and therefore winning the game.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the first to get 100 points.

Sushi Go Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were handing your deck over to the person next to you.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by picking cards that enabled you to get the most points. The end of the game was counting up the points to see who has the most and who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the one with the most points.

5 game ideas revolving around the theme of collecting

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest ,that involves collecting gems found under the soil, must be completed in order to move on. First one to make it to the jungle with the most gems win.
  2. Alien Invasion is a sci-fi game in which the players must work together by battling the aliens to save the world by collecting special weapons along the way.
  3. Tidal Wave is an adventure game in which the players must collaborate by surfing along the wave, collecting sea artifacts, and talking to sea animals to see if you fall off your surfboard and have to start over.
  4. Rockstar Roulette is a pathway to fame game game where the players must compete in order to achieve their dream of becoming a future rockstar by spinning the wheel to see how many spaces you move and the spaces will have you pick up a card to determine your pathway to fame. You will collect special friends along the way that will either help or hurt you.
  5. Darling Dino’s is a historical game in which you are collaborating to avoid the meteor heading towards earth by rolling a dice and moving across the board while completing special tasks and collecting supplies to build a sturdy shelter.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, Horse Pieces, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – Each player will have a horse that they will use to move across the board. The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back however high or low the number is. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn so you do not want to land on these spots. Other spots will be an action spot where their horse has to role one of the two number combinations to be able to contuine on (ex. 3 on one die 4 on the other or 5 on one die and 2 on the other). If they cannot role one of the numbers in two tries, they have to move back 3 spaces. Continue on unitl everyone crosses the finish line.

Ending the Game – First person to reach the finish line wins.

Week 4 – Lauren Yunk

Tsuro Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down pathways and moving their character pieces along those pathways.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the pathways and making sure you were able to stay on the board. The end of the game was when everyone fell off the board and there was a last man standing and that person won the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the last person on the board.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor of the game is “The path of the dragon” and this demonstrates how you are supposed to choose the correct path of the dragon, which allows you to win the game.

Citadel Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were picking a character card and using their special ability, collecting coins, picking up cards with places or buildings on them, and purchasing the building cards.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by being the first one to collect 8 building cards. The end was when somone collected the 8 cards and we counred up all the points to see who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be sabotauge your teammates with your characters ability and be the first to collect the 8 buildiung cards.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is “Nobels, Intrigue, and Cities” which relates to the game because you collect nobels and secretley use their special ability as well as collecting cities along the way.

5 game ideas revolving around the same theme

Theme: Animals

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest that must be completed in order to move on. First one to make it to the jungle wins.
  2. Zoo Escape – Be the first person to ecsape the zoo without being caught. Players will role a dice to see how far they get to move. Some spots will send them back the their cage. First to escape wins.
  3. Soaring Seals – See how far your seal can soar after sliding down a hill of ice. Players will pick up a card with a power number to see how much power the seal will have to slide down the hill. After they all made it down the hill they will pick up numbered cards to see how far they will swim. First to the iceberg wins.
  4. Penguin Party – Players start with 5 pieces of fish and 5 cards with items. Fish are used to buy items for the party. To play, you need to buy items for the party. Each item costs a certian amount of fish. First person to get 10 items wins.
  5. Dancing Dolphins – You are doing tricks in order to impress the judge. You will begin with 5 trick cards. Each player places down their card and shuffles them so the judge doesnt see (there will be a new judge every round). The judge will then pick their favorite trick and that person recieves their trick card back and the rest go in the discard pile. The first person to win 10 trick cards wins.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back that many spaces. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn. Other spots will be an action spot where their horse has to role specific numbers to be able to contuine on. If they cannot role one of the numbers in two tries, they have to move back 3 spaces.

Ending the Game – First person to reach the finish line wins.

Week 3 Lauren Yunk

5 Collaboration game ideas:

  1. Dusty Derby is a western game in which the players compete by racing to the finish line with their horse by rolling a dice but if you roll doubles you have to go back that many spaces.
  2. Alien Invasion is a sci-fi game in which the players must work together by battling the aliens to save the world by collecting special weapons along the way.
  3. Tidal Wave is an adventure game in which the players must collaborate by surfing along the wave, collecting sea artifacts, and talking to sea animals to see if you fall off your surfboard and have to start over.
  4. Rockstar Roulette is a pathway to fame game game where the players must compete in order to achieve their dream of becoming a future rockstar by spinning the wheel to see how many spaces you move and the spaces will have you pick up a card to determine your pathway to fame.
  5. Darling Dino’s is a historical game in which you are collaborating to avoid the meteor heading towards earth by rolling a dice and moving across the board while completing special tasks.

Tokaido questions

  1. Was it fun? – Yes I enjoyed playing
  2. What were the player interactions? – The player interactions were that everyone had a different character that gave them a special ability during thegame, you collected coins, food, hot springs, and more.
  3. How long did it take to learn? – About 15 minutes. Once w emade it to the first hotel we were all pretty comfortable with the rules.
  4. Would you play it again? – Yes, I thought it was very entertaining
  5. Analyze the game using the 3-act structure. – The beginning was learning the rules and doing a practice run of the game. The middle was actually playing the game by collecting points, gold, food, and artifects, traveling to different places, and donating to the temple til you make it to the last hotel where the game is over. The end is where you tally up all your points and see who will win the game.
  6. What are the collaborative and or competitive aspects to the game? – The competitive aspects were trying to collect certain artifacts and beating the opponents to different places on the map. There were no collaborative aspects in this game.
  7. What is the game’s metaphor and which of the game’s mechanics standout? – Tokaido doesnt have a specific metaphor but if Id have to give it one Id say it would be “Journey across Japan” because you are traveling through japan and stopping to get food and collecting many things along the way. The mechanics that relate to that metaphor would include moving your piece to travel, collceting coins at banks, and obtaining meals when you stop at the hotels.

Week 2 Lauren Yunk

Question Set 1

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? If I was able to shrink down to the size of a nanometer, I would like to create a device to is able to go into the human body and find the organ/bone. This will be educational and allow people to learn where parts of the body are located. If you can’t find it within a certain amount of time, the next player gets to steal your turn and get double points for finding it.
  2. Who are you making games for? Hasbro because they made the board game “Operation”.
  3. Who will be your play testers outside of class? Someone who is familiar with using the computer and can easily grasp instructions for a new game.

Question Set 2

  1. Can you think of a game you were able to play without referring to the rules? Connect 4 because it is pretty self-explanatory. The directions are in the title of the game.
  2. How do you define what a game is? A game is an activity involving rules that may or may not have a definite winner and loser.
  3. What features can make your games more intuitive? Having a game that is easy to learn yet enjoyable once you get the hang of it. Something that makes you want to come back and play again.

Question Set 3

  1. What was your gateway game? What do you play to introduce others to gaming? My gateway game is 500. Im not sure if thats the right title, but its just Gin Rummy but you go til get 500 points. I think this game is pretty easy to grasp and I love to play it.
  2. What features to gateway games share? Simple instructions that can be understood by all ages.
  3. What are the 10 beautiful mechanics and what should you aim for with your own? Noblesse Oblige, Heat, Set-Making, Card Tapping, Cow Tipping Rule, Popping, Hand Order Rule, Paddlewheels, Communication Breakdown, and Constant Shuffling. These should be implemented into a game to have a challenge and make it more interesting.
  4. How does luck and strategy factor into game play? Luck is something you cant control but helps along the way, while strategy is decision making throughout the game to benefit yourself by trying to win.

5 Game ideas that can be played using cards

  1. Manifoldtare – a game of solitare but you play with a group of people. you deal out the rest of the deck after placing the cards down and you compete to finish the game. Whoever finishes first wins.
  2. Lucky Loser – a game of crazy 8’s but you dont want to be the person who gets rid of all their cards first.
  3. Jokes on You – a game where you delt 7 cards and are trying to make a 7 card run but the joker card is involved. You trade with the other players to get the cards you need to make the run but whoever has the joker card has to find a way to trade off the joker without letting the other players know you have the joker. You cant win if you have the joker in your hand. If someone gets the run while you have the joker, you lose
  4. little war – you play war but the smallest card wins instead of the largest card

Bohnanza game review

  1. Was it fun? Yes! At first it was a little confusing but once we all got the hang of it we were all very involved and enjoyed playing.
  2. What was the interaction? You would trade with other players in order to get a better harvest.
  3. How long did it take to play? The game too aproxamently 30-45 minutes.
  4. Would you play again? Yes the game is very competitive and makes everyone get involved.
  5. Three Act Structure – Act 1 involves reading the rules and setting up the game by dealing out the cards and the field cards. You can also do a practice round to understand the rules. Act 2 is when you trade your cards and try to get better ones to make a better harvest. Act 3 is after the deck has been shuffled 3 times and you run out of cards the game ends. Whoever has the most coins from harvesting your beans is the winner.