Case Study: Till Death Do We Part


Short Summary

Till Death Do We Part is a one-hour, narrative-driven murder mystery game where players take on the role of detectives investigating the death of a groom on his wedding day. Designed for group play, players analyze a curated box of immersive evidence—including physical objects, documents, and character interviews—to uncover who committed the murder and why. Intended for adult players and fans of story-rich experiences, the game explores deeper social themes such as empathy, grief, privilege, and truth.


Design Process & Thought Process

Game Design Document (GDD)

  • Core Concept: An immersive detective experience driven by evidence-based storytelling.
  • Purpose: To foster empathy while exploring power dynamics, emotional depth, and the complexity of truth.
  • Rules: Players must go through the provided evidence in order, discuss findings, and make a final deduction using a reveal card.
  • Mechanics: Evidence examination, character interviews, group discussion, and narrative deduction.

Iterative Design

The game was fully fleshed out from the beginning, with a clear vision for both story and structure. While the core design remained unchanged, two key improvements were made based on playtesting:

  • A player guide was added to clarify the order in which evidence should be reviewed.
  • A final “reveal card” was introduced to provide closure and enhance the narrative payoff.

Game Mechanics (Simplified)

  • Evidence Analysis: Players examine realistic documents, photos, objects, and text screenshots.
  • Character Interviews: Each of the five suspects has a full police transcript revealing personal motives and emotional complexity.
  • Group Discussion: A free-flow experience that encourages collaborative interpretation of the facts and stories.
  • Final Reveal: A sealed solution card confirms the killer’s identity and motive.

Player Goals

Players aim to determine:

  • What killed the groom
  • What pieces of evidence point to the answer
  • How the pieces of evidence come together to reveal the full story

Victory is achieved when players accurately connect the dots and empathize with the emotional layers behind the crime.


Gameplay Sequence

  1. Briefing: Players receive a short overview of the murder and are told to examine evidence in order.
  2. Investigation: Players analyze items including:
    • A glass flute
    • Wedding invitation and timeline
    • Drink menu
    • Wedding card
    • Three photographs
    • Five suspect interviews
    • One personal letter
    • Screenshots of text messages
  3. Discussion: The group compares notes, interprets motives, and formulates a theory.
  4. Reveal: Players open the final card to discover the truth and reflect on their conclusions.

Game Board & Components

There is no game board; instead, the experience is driven by tactile storytelling through evidence. Components include:

  • 3 printed photographs
  • A glass champagne flute
  • A handwritten wedding card
  • 5 police interview transcripts (one per suspect)
  • A drink menu
  • Wedding invitation and schedule
  • A personal letter
  • Screenshots of character text conversations
  • A reveal card for the final solution

These items guide player actions and slowly build a layered, emotional narrative.


Rulebook & Playtesting

Rulebook Sample

A short instruction document is provided to:

  • Guide players through evidence in the correct order
  • Encourage group discussion and theory-building
  • Explain how and when to use the final reveal card

Playtesting Notes

  • Players found the experience highly immersive and emotionally engaging.
  • The biggest challenge was managing the flow of evidence—solved by adding a clear order-of-play document.
  • Players requested and appreciated the addition of the final reveal card for narrative closure.

Game Reflections

Developing Till Death Do We Part confirmed the power of narrative games to evoke empathy and critical thinking. The biggest lesson was in narrative coherence—ensuring every piece of evidence felt intentional and interconnected. Future expansions might explore alternate suspects, branching storylines, or character-driven epilogues to deepen replayability.


The Barrel Of Truth Playtest

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

Not understanding the game/having no rules going in.


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

Listening back to all of the players responses.


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

I wanted to know who wrote certain answers.


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

Have it so the players take turns generating the prompts to respond to.


What should be improved with the next version?

Have some guided directions/rules


What was the game’s message?

Anonymity breeds negativity


Describe the game in 3 words.

discussion, honesty, negativity

Cry Me a Pond Playtest

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

Not knowing what dice rules we were using.

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

Having discussions with the team from the card prompts

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

Not really!

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

This is kind of silly, but it would be cool to add a border to the pond board so you can tell it is a contained body of water.

  1. What should be improved with the next version?

Either add more spaces or have the players not move as much.

  1. What was the game’s message?

To empathize with one another and share memories for the sake of talking about emotions.

  1. Describe the game in 3 words.

Interpersonal, Empathetic, Simple

Game Maker’s Play Test Notes (Till Death Do Us Part)

What questions did your players have?

How are we supposed to know what order to examine the evidence? If the game maker is not present, how do we fact-check our guesses?

How quickly did they learn to play?

The players instantly dived into the game, even before I began to explain what the how and why.

What kinds of interactions did the players have?

The players discussed, acted interviews out, and collaborated to decipher codes.

What confused players?

Any and all red herrings I threw into the game left the players slightly confused.

What made players excited?

Examining the small details to help solve the mystery.

What did your players enjoy doing?

Acting out the police interviews.

Did any aspect of the game frustrate players?

The quantity of documents frustrated a few players, while others enjoyed looking through them all.

Playtest for “Help our Guy”

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

When I drew cards that were not a color my team could play.

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

Winning the rounds!

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

Utilize the wild cards.

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

Give the wild cards a value, or remove them from the deck.

What should be improved with the next version?

Have a typed set of rules.

What was the game’s message?

Discussing how lobbyist can control major outcomes

Describe the game in three words.

Political, fast, and team.

Playtest for “Around The World In 80 Days”

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

My own ignorance and lack of global understanding.

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

Doing the phrase cards.

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

No, not necessarily!

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

Add an answer key to the back of the cards.

What should be improved with the next version?

More phrase cards!!

What was the game’s message?

It is educational in terms of global culture and geography.

Describe the game in three words.

Educational, culture, and humbling.

Additional notes:

  • Group vote for mispronunciation
  • Have a moderator?
  • Multiple choice
  • fact check
  • harder phrases
  • shorter timer

Playtest for “Overconsumption”

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

Having to face the reality of my own wasteful pratices.

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

Discussing answers with players.

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

not move/ move less if my answer could be both negative and positive.

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

Add more spaces.

What should be improved with the next version?

More spaces, and a new board illustration.

What was the game’s message?

to understand what it means to overconsume and how we do it in our daily lives.

Describe the game in three words.

Discussion, confrontation, environmental.

Additional notes:

  • Maybe have less content on each card?
  • have a symbol for how many spaces you move?

Week 3 ~ Tori Rojas

Reading Responses:

Mary Flanagan’s Definition: Flanagan highlights that games are not just about play but also about critical engagement, where players experience agency and meaning through interaction with rules, environments, and narratives. Her approach acknowledges the social, political, and cultural aspects of games, emphasizing the potential of games to reflect and shape real-world issues.

Chris Crawford’s Definition: Crawford, a game designer, defines games more strictly as interactive experiences where players make decisions based on challenges. Crawford is focused on the interactive nature of games, viewing them primarily as a form of simulation where players’ actions directly affect the outcome.

Katie Salen & Eric Zimmerman’s Definition: Salen and Zimmerman describe games as systems with rules that create goals and outcomes, emphasizing the experience of play. They focus on structured interaction and the balance of skill and chance in achieving outcomes. Their definition highlights the game as a framework that players navigate to achieve objectives.

    The difference between these definitions is primarily in the focus: Flanagan’s is more inclusive of the cultural and critical dimensions of games, Crawford’s focuses on interactivity and decision-making, and Salen & Zimmerman focus on systems and structure in gameplay.

    What is an Activist Game?

    An activist game is one that is designed with the intent to provoke social, political, or cultural change. These games seek to engage players in critical thinking about real-world issues such as inequality, human rights, or environmental concerns, encouraging them to take action or reflect on their role in these issues. Activist games can also challenge traditional narratives and power structures, using gameplay as a tool for social commentary.

    Perfect Information Games

    Games like Go and Chess are described as featuring perfect information, where all players have access to the same knowledge about the game’s state at any time. Other examples of games with perfect information include:

    • Checkers: Like chess, it is a deterministic game with no hidden information.
    • Tic-Tac-Toe: A simple example of a game with perfect information, where both players can see the entire game board and the history of moves.
    • Reversi (Othello): Another game where players have full visibility of the state of the game at all times.

    Chance or Gambling Games and Their Spiritual or Religious Importance

    Chance or gambling games were often seen as involving forces beyond human control, linking them to concepts of fate, divine will, and spiritual or religious significance. Ancient cultures might have considered these games as a way to connect with the divine or to interpret omens, as the randomness of chance was thought to reflect the will of the gods or spirits.

    The Earliest Battle Between Government/Religious Groups and Games

    Historically, the conflict between governments/religious groups and games can be traced back to the prohibition of gambling or certain leisure activities. The earliest significant battles might be seen in the context of Ancient Rome or medieval Europe, where certain games were outlawed for their connection to gambling or as distractions from religious and state duties. In the modern era, games like Dungeons & Dragons (often demonized in the 1980s) or video games with violent content (such as Grand Theft Auto) have faced similar opposition.

    Fox Games and Modern Examples

    A fox game is one where the player is given some knowledge, but not all, about the game’s situation, leading to uncertainty and a need for strategic thinking. Modern examples might include games with hidden information like Werewolf, Clue, or Mafia, where players must use deduction and social manipulation based on incomplete information.

    Mansion of Happiness

    The Mansion of Happiness was an early American board game designed to promote moral and spiritual lessons. Players advanced by making choices that aligned with Christian virtues such as honesty, kindness, and piety. The purpose of the game was to reinforce moral values through the structure of gameplay, providing a form of instruction for players, particularly children.

    Fluxus and Surrealist Artists Playing Games

    Artists from the Fluxus and Surrealist movements often played games to explore the boundaries of art and to challenge the rules of conventional society. Surrealists believed that games, particularly those that involved chance or randomness, could help break free from the constraints of rational thought and enable players to access a deeper, unconscious level of creativity. Games offered a space to experiment with absurdity, symbolism, and the irrational.

    Changes and Reskinning in Games

    Games can signal profound changes when they are reskinned or repurposed for new cultural or historical contexts. During WWII, for example, pinball machines were often modified (reskinned) to reflect patriotic or war-related themes, thus aligning with the war effort. The reskinning of games like Monopoly or Ping Pong by Fluxus artists also aimed to subvert traditional values, transforming the experience of these games into something more critical or experimental.

    Fluxus Artists and Reskinning Games

    By reskinning games like Monopoly or Ping Pong, Fluxus artists were making a statement about the nature of art, play, and societal values. They sought to disrupt the established meanings and functions of these games, turning them into tools for creative expression, social critique, or commentary on capitalist values.

    Artists Using War Games

    Artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow used games (including war games) to engage with issues of conflict, violence, and power dynamics. These artists often used war-themed games as a medium to explore or critique militarism, the human cost of war, and the commodification of violence. By using games as artistic tools, they could challenge the traditional portrayal of war and the way it is embedded in culture.

    The Importance of Player Agency in Critical Games

    In critical or serious games, player agency—the ability to make meaningful decisions and influence the game’s outcome—is essential. It allows players to actively engage with the game’s themes, narratives, and mechanics, fostering a sense of ownership over their experience. Without agency, players may feel disconnected from the game’s message or fail to experience the transformative potential that critical games can offer.

    Empathy Game Ideas

    A Walk in Their Shoes: This game puts players in the shoes of various characters from different walks of life—people experiencing poverty, discrimination, or other challenging life situations. (The player would be viewing their character as if they were looking down at their shoes throughout the game). Through interactive storytelling and decision-making, players experience the daily struggles and triumphs of these characters, fostering a deeper understanding of their perspectives. The game uses branching narratives where each decision impacts the story and shows the consequences of choices, highlighting how external factors (like social class, race, or health) affect one’s life trajectory.

    Thron and Blossom: In Thorn and Blossom, you play as a new patient in a mental health facility. The hospital is designed with a central, neglected greenhouse that hasn’t been tended to in years. As you begin to interact with other patients—each dealing with their own personal struggles and emotional battles—the greenhouse starts to come to life, reflecting the emotional states of the characters around you. As their stories unfold and you develop bonds with them, the plants in the greenhouse begin to flourish, symbolizing the healing power of connection and empathy.

    Wings of the Storm: In Wings of the Storm, you play as a bird soaring through a vast and dynamic sky. The clouds above are not just weather patterns, but manifestations of negative emotions—such as anxiety, anger, sadness, and fear. As the bird, you must navigate through or around these stormy emotional clouds, each one affecting your flight in different ways. The game’s focus is on perseverance, emotional resilience, and understanding the complexities of inner struggles.

    Murder Mystery: Similar to those of “To Hunt a Killer”, a group of players would work together with pieces of evidence to help solve a heartbreaking murder case. There would be lots of room for exploration theme-wise, but tying in an event like a wedding where emotions are at an all-time high could add to the experience. 

    Echos of the Lost: Echoes of the Lost is an alternate reality game where players take on the role of a “memory detective,” tasked with uncovering the forgotten stories of individuals who have been lost to history or memory—whether due to tragedy, societal oppression, or other reasons. The goal of the game is not only to uncover the truth about these lost stories but also to reconnect with the emotions and experiences of these people, developing empathy for their lives and struggles.

    The twist: Players are part of a secret online community of “Memory Archivists,” and they must use real-world clues, interact with actors portraying historical characters, and gather physical artifacts to unlock the mysteries of these forgotten lives. The more players engage with these stories and empathize with the struggles of the people involved, the closer they come to uncovering their fates—and, ultimately, revealing why their stories were lost to time

    Week 2 [Tori Rojas]

    Why do the advergames Tooth Protector and Escape work? Tooth Protector and Escape are effective because they are engaging and interactive, successfully blending entertainment with their marketing goals. Tooth Protector works by using a fun, competitive game format to promote dental care, while Escape leverages narrative and decision-making, keeping players engaged with the brand. Both games create memorable experiences that associate positive emotions with the advertised product.

    What makes Chase the Chuckwagon and Shark Bait fail? Chase the Chuckwagon and Shark Bait fail because they lack depth and meaningful engagement. These games do not build a strong connection between the player’s actions and the brand, and they don’t create an experience that resonates beyond the gameplay. The focus on simplistic mechanics instead of interactive storytelling or strategic depth makes them forgettable and ineffective in achieving their marketing objectives.

    What does Volvo’s Drive for Life accomplish? Volvo’s Drive for Life campaign uses a strong narrative to promote the safety features of their vehicles. By incorporating real-world scenarios and demonstrating how the car’s safety features work, it engages players in a way that highlights the brand’s commitment to safety. It accomplishes the goal of connecting the brand with reliability, trust, and concern for consumer well-being.

    What company used in-advergame advertising? Coca-Cola is one example of a company that used in-advergame advertising. By creating branded video games, they aimed to connect their product with interactive experiences, making the brand more engaging for younger audiences.

    What was one of the first home-console advergames, and what beverage was it for? One of the first home console advergames was Pepsi Man, which was released for the PlayStation in 1999. The game was used to promote Pepsi, using its mascot in a platformer format to create a memorable link between the beverage and the game.

    What makes the toilet training game sophisticated, and do you agree? The toilet training game is sophisticated because it tackles a real-world challenge in a meaningful way, using interactive mechanics to mirror the emotional journey of learning and success. It blends entertainment with practical life skills, which makes the experience educational yet engaging. I agree that its sophisticated design mirrors how games can influence behavior beyond simple entertainment.

    What do advergames and anti-advergames have in common, and what principles do they share? Advergames and anti-advergames share a focus on influencing consumer behavior through interactive media. Both aim to shape perceptions, either by promoting or critiquing products and behaviors. They also utilize persuasive principles, whether to endorse a product’s value or challenge its perceived impact on society.

      Here are five game ideas designed to change players’ minds about important topics like climate change, energy, and politics:

      Five Ideas:

      1. Eco City Builder (Climate Change)
        In this game, players take on the role of city planners tasked with building a sustainable, eco-friendly city. Players must balance resources, manage waste, and prevent pollution while growing the population and economy. As the game progresses, players face challenges like rising sea levels, extreme weather, and resource shortages. The goal is to show how small, everyday decisions in urban planning can have long-term impacts on the environment.
      2. Energy Quest (Energy)
        Players are tasked with managing the energy needs of a fictional country, with the challenge of transitioning from fossil fuels to renewable energy sources. They can invest in solar, wind, and other green energy sources, but must balance economic growth with environmental responsibility. The game highlights the trade-offs between different energy sources and educates players about the importance of sustainable energy and the consequences of continued fossil fuel use.
      3. Political Debate: The Voter’s Choice (Politics)
        This game simulates an election cycle where players take on the role of a political candidate. Players must craft speeches, create policies, and navigate debates while facing opposition from rival candidates. The catch: The player must engage in real debates with other in-game characters, all while learning about the real-world issues their policies would impact. The game encourages critical thinking and understanding the broader consequences of political decisions.
      4. The Last Forest (Climate Change)
        Set in a near future where deforestation has led to severe climate consequences, players must work together to preserve the last remaining forest on Earth. Players play as environmental activists who are tasked with stopping illegal logging, creating protected areas, and educating communities on the importance of forests. The game focuses on raising awareness about biodiversity loss and the role forests play in climate regulation, pushing players to see the value of conservation efforts.
      5. Green Revolution (Food & Sustainability)
        In this farming simulation game, players are challenged to grow crops using sustainable farming techniques. Players must deal with climate change effects like droughts, floods, and soil depletion while learning how to implement solutions like crop rotation, water conservation, and organic farming. The goal is to teach players about the challenges of modern farming and the impact that unsustainable agriculture has on the environment, encouraging smarter, more sustainable choices.

      Thoughts on games played:

      McDonald’s Game:
      Playing the McDonald’s game made me think about how the fast-food industry operates. It’s a commentary on how profit-driven motives often overlook the health of workers, the environment, and consumer well-being. The game highlights the lengths corporations go to in order to maximize their reach, pushing a product that may not always be in the best interest of society.

      Intergroup Monopoly:
      Intergroup Monopoly offers a powerful social commentary on inequality and privilege. It shows how some groups are at an advantage simply by existing within a particular social or economic framework. The game reveals how systems of power are embedded even in something as simple as a board game, emphasizing that success isn’t just about individual effort, but also about the structural conditions we’re born into.

      Week 1 Questions

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

      Ian Bogost critiques social games like Cow Clicker for several issues:

      Enframing: Social games reduce friends and social interactions to mere resources to be exploited for in-game progress, rather than fostering genuine connections.

      Compulsion: These games create addictive, repetitive behavior, drawing players back through manipulative design that exploits human psychology, much like slot machines. (boo gambling)

      Optionalism: Social games often make gameplay optional and shallow, with actions that can be skipped by spending money, removing meaningful player effort.

      Destroyed Time: Social games invade players’ time even when they’re not playing, creating anxiety about missed rewards and fostering a sense of constant obligation.

      How do social games like FarmVille enframe friends?

      Enframing refers to how the game treats friends not as people but as resources that players can use to advance in the game. (Don’t worry, I also had to look it up.) One example of this is as follows:

      Externalizing Social Value: Rather than interacting with friends in ways that build genuine relationships, the game turns these interactions into transactions—asking friends for in-game help, sending virtual gifts, or recruiting them to join the game.

      How do social games destroy time outside of the game?

      Social games like FarmVille destroy time outside the game by creating a sense of obligation that lingers even when players aren’t actively playing. Some examples of this include:

      Obligation to Return: Since social games are built around timers and rewards, players feel like they have unfinished business, leading them to think about the game when they should be focusing on other activities. It’s not just about the time spent playing but the time spent thinking about or planning when to play.

      Interrupting Daily Life: The game’s mechanics make players feel like they need to constantly check in, and this can take away from time spent on more meaningful or productive tasks as they prioritize the game to avoid feeling guilty about missing out.

      Game Maker’s Play Test Notes Garden Glory

      What Questions did your players have?

      Where you you discard cards/tokens? What do all of the buffs do? Do the event cards carry over? Why are most of the plants summer cards?

      How quickly did they learn to play?

      They learned the game fairly quickly, reading through the rules once and refrencing it when they were confused

      What confused players?

      My old rules, The season tracker, turn structure.

      What made players excited?

      Trading(!), completing bundles, and using buffs.

      What did your players enjoy doing?

      I would say the players favorite part of the game play was the market phase where they could trade and sell their cards.

      Did any aspect of the game frustrate players?

      Players were confused at times, but never got frustrated. Perhaps some annoyance when they weren’t drawing the cards they needed for their bundles.

      Splendor Game Review

      1. Was it fun?

      Splendor is definitely fun! It’s a game of strategy and resource management that keeps you engaged from start to finish.

      1. What were the player interactions?

      Player interactions in Splendor are more about indirect competition. You’re all trying to collect the same resources and cards, so you have to keep an eye on what others are doing and plan accordingly.

      1. How long did it take to learn?

      I already knew how to play, so a quick scan of the rules refreshed my memory.

      1. Would you play it again?

      Absolutely! The game has a lot of replay value because of its strategic depth and the different approaches you can take to win.

      1. Analyze the game using the 3 act structure.
      • Act 1 : Players start with a few resources and begin collecting gem tokens and development cards.
      • Act 2 : The competition heats up as players build their resource engines and vie for the most valuable cards and nobles.
      • Act 3 : The game ends when a player reaches 15 points, and everyone tallies their scores to determine the winner.
      1. What are the collaborative and/or competitive aspects of the game?

      Splendor is primarily competitive. While there’s no direct conflict, you are constantly competing for the same resources and cards, which can lead to some tense moments as you race to complete your strategies.

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

      The metaphor in Splendor is about being a Renaissance merchant, collecting gems and developing your trading network. Standout mechanics include:

      • Resource Management: Collecting and managing gem tokens to purchase development cards.
      • Engine Building: Creating a system where your cards generate more resources, allowing you to buy even more valuable cards.

      Bonanza (BEST GAME) Review

      Absolutely! Bonanza is a super fun game, too! Here’s the lowdown:

      1. Was it fun?

      Bonanza was hands down one of the best games I’ve played in a while! I would consider it more than fun 🙂

      1. What were the player interactions?

      Players are constantly trading beans with each other, trying to get the best deals while also keeping an eye on what others might need.

      1. How long did it take to learn?

      Learning Bonanza was pretty straightforward! We picked it up rather quickly.

      1. Would you play it again?

      YES YES YES! The trading aspect makes it really dynamic, so I want to play again to try out different strategies and see how the game unfolds.

      1. Analyze the game using the 3 act structure.
      • Act 1 : Players get their bean fields and start planting beans.
      • Act 2 : The trading begins, and players try to maximize their points by planting and harvesting beans.
      • Act 3 : The game ends when the bean deck runs out, and everyone counts their points to see who wins.
      1. What are the collaborative and/or competitive aspects of the game?

      Bonanza has a competitive edge since everyone’s trying to score the most points, but there’s also a collaborative feel during the trading phase. You’ll find yourself negotiating and making deals, which can lead to some fun alliances! (Or some heated rivalries)

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

      The metaphor in Bonanza is all about farming and managing resources. The standout mechanics include:

      • Trading: It really drives the interaction and strategy.
      • The fixed hand: You can’t rearrange your cards, which adds a layer of challenge to your decisions.

      Hanabi Game Review

      1. Was it fun?

      Hanabi is a super fun game! It’s all about teamwork and communication, which makes it really engaging, especially when you’re trying to figure out the best moves together.

      1. What were the player interactions?

      Player interactions in Hanabi are crucial since you can’t see your own cards! You give clues to each other, trying to help your teammates figure out what cards they have while keeping the game moving.

      1. How long did it take to learn?

      Learning Hanabi was pretty quick, as we understood the rules in about 5 minutes.

      1. Would you play it again?

      Absolutely! Hanabi has a unique twist with its cooperative gameplay, so it’s definitely a game I want to play again. I would be interested to see how the gameplay might change with a different group, however.

      1. Analyze the game using the 3 act structure.
      • Act 1 : Players receive their cards and start figuring out their hands without seeing their own cards.
      • Act 2 : The game progresses as players give clues and play cards, trying to build the fireworks without making mistakes.
      • Act 3 : The game ends when either all the fireworks are completed, or time runs out, leading to a tense finish as players hope they’ve done well.
      1. What are the collaborative and/or competitive aspects of the game?

      You work together to create the best fireworks display. There’s no competition between players; it’s more about collective success or failure.

      1. What is the game’s metaphor and which of the game’s mechanics standout?

      The metaphor in Hanabi revolves around creating a beautiful fireworks show together. The standout mechanics include:

      • Clue-Giving: You can only give limited information, which really emphasizes teamwork.
      • Memory: Players need to remember the clues given to them, making it a fun mental challenge.

      Photosynthesis Game Review

      1. Was it fun?

      I found this game fun for the most part. The unique theme of growing trees and the strategic depth it offers can be very appealing. However, the game requires careful planning and tactical decisions, which can be quite stressful rather than not.

      1. What were the player interactions?

      Players compete for sunlight, which is crucial for growing their trees. The placement of trees can block sunlight from reaching other players’ trees, adding a layer of strategy and competition. Additionally, players need to anticipate and react to the moves of their opponents.

      1. How long did it take to learn?

      It took our group one very long and hard read through the rules to understand how to play. .

      1. Would you play it again?

      I found Photosynthesis to be enjoyable enough to play multiple times! The strategic depth and variability in each game make it replayable.

      1. Analyze the game using the 3 act structure.
      • Act 1 Players start by placing their initial trees on the board. They learn the basic mechanics of collecting sunlight and growing trees.
      • Act 2 (As the game progresses, players start to compete more aggressively for sunlight. They strategically place and grow their trees while trying to block their opponents.
      • Act 3 The game reaches its climax as players harvest their largest trees for points. The final rounds are critical as players make their last moves to maximize their score and outmaneuver their opponents.
      1. What are the collaborative and/or competitive aspects of the game?

      Photosynthesis is primarily a competitive game. Players compete for limited sunlight and space on the board. There is little to no collaboration, as each player aims to outscore the others by growing and harvesting their trees more effectively.

      1. What is the game’s metaphor and which of the game’s mechanics standout?
      • Sunlight Collection: Players collect sunlight points based on the position and size of their trees.
      • Tree Growth: Players use sunlight points to grow their trees from seeds to large trees.
      • Blocking Sunlight: The strategic placement of trees can block sunlight from reaching other players’ trees, adding a competitive edge.

      These mechanics highlight the game’s theme of growth and competition in nature.