1. not frustrating 3. setting up a column rule 3.nothing else I wanted added 4. didn’t play last version 5. nothing needs to be changed 6. number animals match 7. yes, very fun and simple to understand
– It was frustrating how many cards I had to pick up. – My favorite moment was winning and the counting aspect of the game. – There wasn’t anything I wanted to do that I couldn’t. – If I could change anything, I would add counting backwards. – I think the game’s narrative and theme was counting. – I would describe it as unreasonable, interesting, and fun. – A question I had: Do we have to start with 1? or a card from the pile? – The reason I said unreasonable for describing it is because we just picked up cards until we got a higher number, which was a lot. Maybe if it was just picking up one card and moving on would be better.
MODIFIED JENGA
– The most frustrating moment was the blocks falling really fast, obviously lol. Maybe more blocks would be better, or playing around with the form of the tower? – My favorite thing about this is that it’s really interesting and the tasks were pretty funny. – If I were to add anything, I would probably add more cards/tasks/possibilities. – I think it would also be better to clarify in the rules that there are notes on the blocks themselves that align with the cards. It was confusing at first. – The games narrative/theme was to pick the blocks up and don’t make the tower fall. – I would describe the game as interesting, fun, and creative. – It’s a really engaging and interesting game, again, just more tasks/rules I think would keep it engaging for a longer time.
BATTLE OF THE SUITS
– For this game, Professor Ames told us to play it in a group of 5 instead of 1v1 how it was intended. From this, we tackled how to go about that. – It was frustrating not knowing who to attack and not attacking the person who is attacking you. – I really liked the clear cards and the hp aspect. The attacking was really fun as well. – If it were to expand to a 5 player game, I would add the ability to choose who you attack. – Even for 1v1, I think it would be good to add something that tracks the hp as the game goes on. – The game’s theme was to basically stay alive and keep your hp. – I would describe the game as interesting, entertaining, and competitive. – A question I had: Do we pick up a card after each turn? Should we have 5 cards the whole game? – I would make more clear rules on who to target, attack, and shields. – I would also add more cards.
ONE: EVIL UNO
– It was frustrating not knowing what each card means. You would have to play it a lot to get more familiar with each card; a lot of card varieties. – I loved how funny and different it was. It wasn’t just an uno knockoff. – I would change the F-U card and make it into something that you can use against others. – I would also make fewer +4 or +something cards. Players ended up gaining way too many cards, up to half the stack which gets annoying because it never ends. – Maybe a way to get back in the game would be interesting? – I would describe the game as different, evil and funny. – Definintely fits evil uno!!
maybe put base attack dmg on the character card itself
When a player runs out of attacks & only has food left, what do you do?
Powerup shield defense- is this card placed before or after an attack?
Powerup thorn melee does not say how much damage is done to attacker or other player since it hits both
Do you draw a card every round regardless if you played a card or not?
Are you required to play the card that you draw?
Add rule of splitting number of food cards depending on how many players there are
Add a few more attacks that are not melees
Add a lot more general attacks since there is more food than attacks
When spoiled milk card is played, make it so that the food that gets discarded is split between being discarded & taken by the person who played the card
Because there’s too much food, it makes it hard to win and kill each other
Stella is a bit overpowered because most attacks in deck currently are mostly melees & stella is immune
Can you attack w/o a powerup as just your character?
If so, how many times can you use it?
Also, if so, can you combine your character’s attack with the powerup?
Battle of the Suits – The most frustrating moment was that it did not end. I feel like this is supposed to be a fast-paced game. – My favorite aspect was using the Ace as a high point card. However the instructions did not specify if Ace was played as 1 or 13. -I would adda a way to track HP and shield points. – The clarity/wording of the rules could be improved. – In 3 words: more complex war
Pirates – Takes a while to learn, which is frustrating, but it gets easier after that. – My favorite aspect is the roleplay/imaginative part. Overall, great immersiveness. – I would change the character sheets so that the information is easier to absorb; the multiple pages felt overwhelming. – Moves/actions could be explained better. – I loved the pirate adventure narrative. – In 3 words: D&D Pirate Parody
it was hard to decide which colors were purple and which were blue so I would just alter the shades of those colors or change one of the colors altogether.
too many Food cards needs more Attack cards sometimes not able to play due to having only food cards with full health needs more players than 2 to be more interesting and involved abilities are fun but game breakers if not enough players