Jam Sesh Play Test Notes

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

Lack of diverse notes.


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

All player’s songs being played at the end of the game.


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

I wanted to stack my notes to create chords and be able to use both sharps and flats.


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 to the dice rolling aspect of the game, or even just go into more depth on the mechanics in the rules.


What should be improved with the next version?

I would love to see some work on the aesthetics of the game!


Describe the game in 3 words.

Musical, Funny, Luck

Treasure Hunt Testing Notes

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

Lack of specific instructions within the rule book.


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

The act of building the ships out of various wood pieces.


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

I wanted to build my ships with my wood pieces closer together, but was told it wasn’t allowed.


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

Player mats!!


What should be improved with the next version?

Create more detailed rules, and add player mats.


Describe the game in 3 words.

Competitive, Quick, Dexterous

To feed or not to feed Testing Notes


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

Loosing multiple rounds in a row due to chance.


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

The act of quickly scanning played cards to see who won the round.


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

I wanted to keep my kept animals in a separate place on the playing table.


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

Smaller tokens for food.


What should be improved with the next version?

Consider how to improve the food tokens, and add cards that will allow for ties


Describe the game in 3 words.

Fast Fun Easy

Garden Glory

Rule Book

Objective of the Game

Grow the most valuable garden by cultivating various plants and herbs throughout the seasons. Score points by selling your harvests, completing bundles, and utilizing seasonal advantages.

Required Materials

  • 4 Planter Boxes (player boards)
  • 1 Season Tracker Board
  • 12 Plant Cards per season (Spring, Summer, Fall, Winter)
  • 10 Bundle Cards
  • 20 Buff Tokens
  • 1 Score Tracker
  • 1 Dice (six-sided)
  • 4 Player Tokens
  • 1 Rule Book

Setup

  1. Season Tracker Board: Place it in the center and set it to Spring.
  2. Planter Boxes: Give each player a Planter Box and place it in front of them.
  3. Plant Cards: Shuffle the plant cards for each season separately and place them face down next to the Season Tracker.
  4. Bundle Cards: Shuffle and place these face down near the plant cards.
  5. Buff Tokens: Place these in a common area accessible to all players.
  6. Score Tracker: Place the score tracker where all players can see it.

Player Turn Order

  • Players take turns in clockwise order, starting with the player who most recently planted something.

Starting Resources

Each player starts with:

  • 2 Plant Cards (drawn from the Spring pile)
  • 1 Buff Token
  • 5 points on the Score Tracker

Growth Mechanic

Growth Stages

  • Each plant card has a growth time indicated on it (1 to 3 turns).
    • Example:
      • Basil: 1 turn
      • Mint: 2 turns
      • Tomato: 3 turns

Growth Tracking

  • When you plant a card, place it in your Planter Box and use a marker to indicate it is “growing.”
  • At the start of your turn, check which plants are ready to be harvested based on their growth time.

Player’s Turn Structure

Each player’s turn consists of the following steps:

  1. Draw Phase:
    • Draw 1 Plant Card from the current season’s pile.
  2. Action Phase:
    • Perform two of the following actions:
      1. Plant a Plant Card: Place a card from your hand into your Planter Box. Ensure it’s currently in season.
      2. Sell Plants: Declare and sell any fully grown plants for points.
      3. Purchase Buff Tokens: Spend points to acquire Buff Tokens.
      4. Draw an Additional Plant Card: Draw another card from the current season’s pile.
  3. Buff Usage (Optional):
    • Use Buff Tokens at any appropriate time during your turn, such as when selling or planting.
  4. End of Turn:
    • Your turn ends, and play passes to the next player.

Example of a Player’s Turn

  1. Draw Phase: You draw 1 Plant Card from the Spring pile.
  2. Action Phase:
    • You plant a Mint (2 turns to grow).
    • You sell a Basil (1 turn to grow) for 5 points, using a Harvest Boost for an additional 2 points, totaling 7 points.
  3. Buff Purchase: You buy an Out-of-Season Planting Buff for 3 points, leaving you with 2 points.
  4. End of Turn: Your turn ends, and the next player takes their turn.

Buff Tokens

Types of Buffs

  1. Harvest Boost: Adds +2 points when selling plants.
  2. Plant Swap: Swap one Plant Card from your hand with another player’s Plant Card.
  3. Out-of-Season Planting: Plant one card that’s not currently in season.
  4. Extra Draw: Draw an additional Plant Card from the current season’s pile.

Acquiring Buff Tokens

  • Buff Tokens can be purchased during your turn using points (3 points each).

Harvesting Plants

  • At the start of your turn, check your Growth Tracker:
    • If a plant has completed its growth time, it can be harvested for points.
    • If it hasn’t matured, it remains in the growing state.

End of Turn/Round

  • After all players have taken their turns, advance the Season Tracker one step.
  • When a season ends, all players discard their hand and draw new Plant Cards from the next season’s pile.

Winning and Losing

The game ends after all four seasons have been completed.

  • The player with the most points wins.

Visual Examples

Additional Details

Plant Cards

  • Each card displays a plant name, growth time, and points for harvesting.

Bundle Cards

  • Show the types of plants needed for completion, offering bonus points when fulfilled.

Final Note

Manage your time and resources wisely! The key to victory is strategic planting, careful use of Buffs, and timing your harvests. Enjoy growing your garden in Garden Glory

Garden Glory: Rule Book

Objective of the Game

Grow the most valuable garden by cultivating various plants and herbs throughout the seasons. Score points by selling your harvests, completing bundles, and utilizing seasonal advantages.

Required Materials

  • 4 Planter Boxes (player boards)
  • 1 Season Tracker Board
  • 12 Plant Cards per season (Spring, Summer, Fall, Winter)
  • 10 Bundle Cards
  • 20 Buff Tokens
  • 1 Score Tracker
  • 1 Dice (six-sided)
  • 4 Player Tokens
  • 1 Rule Book

Setup

  1. Season Tracker Board: Place it in the center and set it to Spring.
  2. Planter Boxes: Give each player a Planter Box and place it in front of them.
  3. Plant Cards: Shuffle the plant cards for each season separately and place them face down next to the Season Tracker.
  4. Bundle Cards: Shuffle and place these face down near the plant cards.
  5. Buff Tokens: Place these in a common area accessible to all players.
  6. Score Tracker: Place the score tracker where all players can see it.

Player Turn Order

  • Players take turns in clockwise order, starting with the player who most recently planted something.

Starting Resources

Each player starts with:

  • 2 Plant Cards (drawn from the Spring pile)
  • 1 Buff Token
  • 5 points on the Score Tracker

Growth Mechanic

Growth Stages

  • Each plant card has a growth time indicated on it (1 to 3 turns).
    • Example:
      • Basil: 1 turn
      • Mint: 2 turns
      • Tomato: 3 turns

Growth Tracking

  • When you plant a card, place it in your Planter Box and use a marker to indicate it is “growing.”
  • At the start of your turn, check which plants are ready to be harvested based on their growth time.

Player’s Turn Structure

Each player’s turn consists of the following steps:

  1. Draw Phase:
    • Draw 1 Plant Card from the current season’s pile.
  2. Action Phase:
    • Perform two of the following actions:
      1. Plant a Plant Card: Place a card from your hand into your Planter Box. Ensure it’s currently in season.
      2. Sell Plants: Declare and sell any fully grown plants for points.
      3. Purchase Buff Tokens: Spend points to acquire Buff Tokens.
      4. Draw an Additional Plant Card: Draw another card from the current season’s pile.
  3. Buff Usage (Optional):
    • Use Buff Tokens at any appropriate time during your turn, such as when selling or planting.
  4. End of Turn:
    • Your turn ends, and play passes to the next player.

Example of a Player’s Turn

  1. Draw Phase: You draw 1 Plant Card from the Spring pile.
  2. Action Phase:
    • You plant a Mint (2 turns to grow).
    • You sell a Basil (1 turn to grow) for 5 points, using a Harvest Boost for an additional 2 points, totaling 7 points.
  3. Buff Purchase: You buy an Out-of-Season Planting Buff for 3 points, leaving you with 2 points.
  4. End of Turn: Your turn ends, and the next player takes their turn.

Buff Tokens

Types of Buffs

  1. Harvest Boost: Adds +2 points when selling plants.
  2. Plant Swap: Swap one Plant Card from your hand with another player’s Plant Card.
  3. Out-of-Season Planting: Plant one card that’s not currently in season.
  4. Extra Draw: Draw an additional Plant Card from the current season’s pile.

Acquiring Buff Tokens

  • Buff Tokens can be purchased during your turn using points (3 points each).

Harvesting Plants

  • At the start of your turn, check your Growth Tracker:
    • If a plant has completed its growth time, it can be harvested for points.
    • If it hasn’t matured, it remains in the growing state.

End of Turn/Round

  • After all players have taken their turns, advance the Season Tracker one step.
  • When a season ends, all players discard their hand and draw new Plant Cards from the next season’s pile.

Winning and Losing

The game ends after all four seasons have been completed.

  • The player with the most points wins.

Visual Examples

  1. Bundle card, Bazil, rosemary, and mint

2. Plant card, Tomato

3. Buff token

Additional Details

Plant Cards

  • Each card displays a plant name, growth time, and points for harvesting.

Bundle Cards

  • Show the types of plants needed for completion, offering bonus points when fulfilled.

Final Note

Manage your time and resources wisely! The key to victory is strategic planting, careful use of Buffs, and timing your harvests. Enjoy growing your garden in Garden Glory

Tori Rojas 5 Games Theme Nature

Forest Guardians: Players take turns drawing event cards that introduce threats to the forest, like wildfires or invasive species. They can use their unique abilities to counter these threats and collaborate to restore balance. The game could also include a resource management aspect, where players gather materials to build defenses or heal the forest.

Nature’s Balance: Players represent different elements and have unique abilities that can help or hinder the ecosystem. The game progresses through rounds where players draw event cards that can disrupt the balance. Players must strategize together to mitigate these disruptions while achieving their individual goals. The game ends when the ecosystem is either saved or irreparably damaged.

Currentcy: Players act as traders navigating a river, aiming to gather and trade natural resources like fish, wood, and herbs. Each turn, players move their boats along the river, encountering different trading posts and natural obstacles. They can trade resources for points or upgrades to their boats. The goal is to amass the most wealth by the end of the game.

Summit: Players are climbers attempting to summit a mountain. Each player has a unique set of skills, such as navigation or endurance. They must plan their route, manage supplies, and face challenges like avalanches or wildlife encounters. The game includes a weather mechanic that changes conditions on the mountain, affecting movement and safety. The first player to reach the summit and return safely wins.

Castle Clash: Players compete to build the most impressive sandcastle before the tide comes in. They must gather sand, water, and shells to create their structures. Players can also use tools to enhance their designs. However, they have to be strategic, as waves can wash away parts of their castles. Players can also splash water onto their opponents’ sandcastles to weaken them. The player with the most intact and elaborate sandcastle when the tide reaches the shore wins.

Week 3

 5 Game Ideas:

Castle Builders is a medieval strategy game in which the players collaborate to construct and defend a castle by using resources like stone, wood, and metal to build structures and fortifications. 

Sky Scrappers is a construction game in which the players collaborate to build floating cities in the sky by using various scrapped building materials and engineering tools. 

Nowhere Nomads is a survival game where players navigate through a vast desert, managing resources like water and food, and creating shelters to survive sandstorms and extreme heat.

In Search of the Light is a navigation game in which players attempt to find their way out of a pick-dark maze by communicating with other players, battling strange entities, and solving puzzles to illuminate their path. 

Dont believe me is a party game in which players compete to be deemed the “liar” of the group by recalling facts about their lives so obscure that another player would find it hard to be true. 

Hanabi


Was it fun?

Answer: Yes! This game proved to be enjoyable thanks to its heavy reliance on player communication. 

What were the player interactions?

Answer: Drawing cards, giving hints, placing cards, discarding cards, and moving around game pieces. 

How long did it take to learn?

Answer: It took me a couple of read-throughs of the rules to fully understand how it worked. 

Would you play it again?

Answer: Yes! I would love to play this again with a different group to see how the energy shifts. 

Analyze the game using the 3 act structure.

 Act Structure:

Act 1 – Players learn they must create a fireworks display by playing cards in sequence, but they can’t see their own cards.

Act 2 – Players give and receive clues to deduce their cards, managing limited clue tokens.

Act 3 – Final rounds where players aim to complete the fireworks display before making too many mistakes.

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

Answer: Collaborative: Players work together, giving and interpreting clues to achieve a common goal.

Competitive: Mainly collaborative, but players may compete for higher scores in subsequent games.

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

Answer: Metaphor: Represents the challenge of communication and teamwork.

Standout Mechanics: Players can’t see their own cards, relying on clues from others; limited clue tokens add strategic depth.

Tori Rojas Week 2

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? One could play around with a mechanic like scaling, where players can either shrink or grow to interact with varying environments. 
  2. Who are you making games for?
    • I am making games for audiences to enjoy and provide feedback on. 
  3. Who will be your playtesters outside of class?
    • My friends and brother will aid me in playtesting. 

Question Set 2

  1. Can you think of a game you were able to play without referring to the rules?
    • Rock paper scissors, uno, scategories.
  2. How do you define what a game is?
    • Mechanics, rules, interaction, challenges, theme, and story.
  3. What features can make your games more intuitive?
    • Having clear objectives, consistent rules, and intuitive design are all features that would aid. 

Question Set 3

  1. What was your gateway game? What do you play to introduce others to gaming?
    • My gateway game was Ticket to Ride. To introduce others to gaming, I often have a group play Catan. 
  1. What features do gateway games share?
    • Gateway games are easy to play and also learn. They often have straightforward rules and engaging gameplay that can potentially hook players and lead them to explore other games.
    •  
  2. What are the 10 beautiful mechanics and what should you aim for with your own?
    • Kingmakers noblesse oblige, battletech’s heat, set’s set-making, magic’s card tapping, battle cattle’s cow tipping rule, xxxenophile’s popping, bohnanza’s hand order rule, mississipppi queen’s paddle wheels, communication breakdown, constant shuffling. 
  3. How does luck and strategy factor in to game play?
    • Luck adds an element of unpredictability, and can level the playing field. Strategy involves planning, decision-making, and rewards skill. 

Game Ideas thats can be played using cards

  1. A card game about bees collecting pollen to create honey. Maybe each player has their hive and is competing to build a super hive the fastest? More pollen= more cells=more space. Different plants you go to can be worth different amounts of pollen.
  2. Story Builder. Players take turns drawing different cards that have different prompts or themes on them. Each player adds to a collaborative story based on the card they draw, creating a wacky narrative.
  3. Players draw cards that give them clues or obstacles in a quest to find hidden treasure. each turn, they can follow a clue or get information. the first person to find the treasure wins.
  4. Animal Kingdom? Each card could represent a different animal with unique abilities. Players use their cards to build a thriving ecosystem, balancing predators and prey. Perhaps you could be able to have your animals attack your opponents at the risk of losing their own. The player with the most balanced ecosystem at the end wins.
  5. Kid-friendly war! instead of competing for higher numbers, one could make it kid-friendly by making the cards picnic-themed, in which ants beat out picnic foods. cards could be playfully illustrated.

Bohnanza Review

  1. Was it fun? Absolutely! The game was enjoyable heavily thanks to its trading mechanism. 
  2. Is it interactive? This game was very interactive as players were able to draw, place, and trade cards. 
  3. Was it easy to learn? This game was fairly easy to learn. a good read through of the rules and a few rounds in the group got the hang of it. 
  4. Would you replay the game? Yes! I plan on purchasing this game to add to my collection. 
  5. Applying the three-act structure-
  • * Act 1: Read the game’s rules and set up the mechanics (deal 5 bean cards to each person, place the field cards on the correct side). Playing a practice round to get acclimated to the game’s premise.
  • * Act 2: The competition begins. Trading the bean cards is where all of the competition takes place. People in need of specific bean cards provide something that the active player requires in order to advance in the game and win.

* Act 3: At the end of the bean game, everyone looks at how many coins each player has and attempts to disrupt the other players by refusing to trade with them. If you decide not to trade, they may not receive enough coins to beat you in the game. Everyone harvests their beans to earn the most coins at the conclusion of the round.

Game Ideas Tori

  1. A tabletop game in which you are growing items in your own planter box. Different plants and herbs are worth varying points, and there could be bundles that when completed award players extra points. It would go through all the seasons, with some plants only being able to grow in certain conditions. Selling your reapings, players could buy different buffs they could add to their garden to make it more efficient.
  2. Tick-Tack-Throw! An outdoor spin on the classic game of tick-tack-toe. Players will throw frisbee-like discs with no center toward a large board made of pegs. Get your disc to land on a peg, and count it as your mark!
  3. Business owner simulator. Allows players to create their own unique start-up business and create their dream store in virtual reality! Hire employees, define your store layout, determine prices, and gain real experience on what handling a business might be like!
  4. Head Count! A fun outdoor game to play with big groups that only requires one ball! Have a large group divide themselves into two teams. Make sure they can identify one another. Proceed to have all players form a large circle while still standing. A ball is then bounced hard into the ground so that it shoots into the air. From here, players will try to run under the ball to someone on their team on the other side of the circle without touching another player, or getting hit by the ball.
  5. Hall Pass. This online game is fun to play with friends. One player is randomly assigned to be a delinquent student roaming the hallways without a hall pass. All other players will play as teachers, who will try to allocate the student player among the slew of many NPC students. The student player will have objectives, but doing them will draw attention to themselves and create a cause to get caught.

Post Game Questions Tori

Was the game fun?

The constant chaos and changing nature of the game made it enjoyable to play!

Would you play it again?

I would! Further, it would be fun to see the different versions of the game and how they compare to the one we played.

How long did it take to learn?

A quick read-through of the rules helped our group learn how to play in just a few minutes.

What was the interactive aspect, and how was it?

The game had players interacting with cards, drawing them, playing them, and discarding them. The mechanics worked well and made it so our game played out smoothly.

Week 1 Questions Tori

In Your Opinion what should every game have? Why do you like your favorite game?

In my opinion, every game should have obtainable goals/achievements that intrigues and entices any given player. When I think about games I don’t enjoy, I reflect on objectives that are not pleasurable to chase, or that the route to achieve them leaves things to be desired. Thus, I hold high value in the experience of what the game asks me to do. My favorite game, Stardew Valley, stays true to this testament. Within the game, there are varying routes you can take to accomplish different tasks and master different skills. It hands the user the freedom to decide what they want to pursue, and constantly switches up experiences as to not make gameplay stale.

List the games you have played or currently Play.

To the best of my knowledge:

Tabletop: Apples to apples, Blokus, life, Scattergories, Sequence, Taboo, Ticket to Ride, Pandemic, Cartographers, Splendor, Telestrations, Wingspan, Codenames, Rummikub, Mysterium, Catan, Sushi go.

Digital: Cooking Mama, Gardening Mama, Nintendogs, Wii sports, Just Dance, Minecraft, Do Starve together, Stardew Valley, The Sims, Among Us, Jackbox, Leauge Of Legends, Valorant, It Takes Two.

Can you apply the three-act structure to your favorite game? What is its pacing and how long do you find yourself in each act?

Stardew Valley Is a game that allows the player to go at their own pace. Tasks have no set timeline, so users can choose how swiftly or leisurely they want to go about completing them.

Applying the three-act structure to my favorite game, Stardew Valley, It breaks down as follows:

Act 1 (Setup):

  • Introduction: The player inherits a run-down farm from their grandfather in the quaint town of Stardew Valley. They leave their monotonous city life to start anew in the countryside.
  • Inciting Incident: Upon arrival, the player meets the townsfolk and learns about the challenges of restoring their new farm. They also discover the looming threat of the Joja Corporation, which is trying to take over the local community center.

Act 2 (Confrontation):

  • Rising Action: The player begins to cultivate their farm, plant crops, raise animals, and explore the town. They build relationships with the townspeople and participate in community events. Throughout this time, they face various obstacles such as harsh weather, financial struggles, and the need to upgrade their tools and facilities.
  • Midpoint: The player discovers the mystical side of Stardew Valley, including the presence of the Junimos, magical creatures that can help restore the community center. This revelation adds a new layer of depth to their mission, as they now have to collect specific items to complete bundles and restore the center.

Act 3 (Resolution):

  • Climax: The player works diligently to complete all the bundles, facing the final push to gather the remaining items. This often involves overcoming the most challenging aspects of farming, mining, fishing, and foraging.
  • Resolution: Once the community center is fully restored, the town celebrates, and the Joja Corporation’s influence diminishes. The player has successfully revitalized the farm and the town, forming lasting bonds with the townsfolk and creating a thriving, self-sustaining community. The game allows for continued play, but the main narrative arc concludes with the restoration of the community center and the defeat of Joja Corp.

When coming up with ideas where do you find your start, with the metaphor or the mechanics?

When drafting ideas, I tend to find my start with a metaphor; a symbolic/imaginative concept. Before I can delve into the inter-workings and mechanics of my idea, I find I first must start with a metaphorical image or theme I want to explore.

Over the course of this semester, who would you like to collaborate with and why?

During the course of this semester, I would enjoy the opportunity to collaborate with Evelyn. I enjoy her work and style and would be interested to see how we could collaborate with one another to work toward a common goal.

Victoria rojas Projection

This piece aims to explore the layers of personal space and presence. Being a statement on the overlap of our physical and mental spaces, it shows how we imprint ourselves on the settings we inhabit. Suggesting the idea that even when we’re not physically present, our essence lingers in the spaces we’ve been in, this piece captures the echo of personal experiences that happen in our most private spaces. With the use of projection and filming, there becomes a loop that blurs the lines between reality and memory.