Pretty Directions
week 7 game questions/ game master questions
Strays: Rules, Board, and Cards Ideas

🟢 BONUS MOVES (6 cards)
1. Zoomies! — Move forward 3 extra spaces.
2. Sniff Something Familiar — Move to the nearest Red house space.
3. Fetch Champion — Roll again and take another full turn.
4. Neighborhood Shortcut — Jump across one Alley to any connected Street.
5. Lucky Bone! — Gain +2 points instantly.
6. Treat Time — Draw one extra Fetch Card this turn.
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🔴 PENALTIES (6 cards)
7. Caught by the Dogcatcher! — Skip your next turn.
8. Lost Collar — Move back 3 spaces.
9. Rainstorm! — All dogs lose 1 move next round.
10. Wrong Yard! — Lose 2 points for trespassing.
11. You Chased a Cat — Move back to your previous intersection.
12. Dropped the Bone — Discard your lowest-value house token.
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🟡 TRADES & SWAPS (6 cards)
13. Playdate — Swap one house token with any player.
14. Friendly Bark — Choose one player; both of you draw 1 Fetch Card.
15. Steal the Spotlight — Take one random card from another player.
16. House Swap — Exchange your highest-value house with another player’s.
17. Pack Instinct — Move to share a space with another dog; both draw 1 Fetch Card.
18. Good Neighbor — Give one Red house to another player; gain +2 points for kindness.
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🟣 CHALLENGES (6 cards)
19. Dig for Treasure — Roll the die; on 5 or 6, gain +3 points. Otherwise, lose 1 point.
20. Bark-Off! — Choose another player; both roll. Higher roll gains +2 points.
21. Hide the Bone — Roll the die; on even, draw another card. On odd, skip next Fetch action.
22. Obstacle Course — Move through two hydrant spaces in one turn to earn +4 points.
23. Sniff Contest — First player to reach a blue house gains +2 bonus points.
24. Runaway Mail Truck — All players move 2 spaces backward.
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🔵 EVENTS (6 cards)
25. Garbage Day! — All Red houses are worth +1 this round.
26. New Family in Town — Add a new Red house token to any empty space.
27. Full Moon Frenzy! — Every player moves again immediately.
28. Squirrel Chase! — Roll a die: 1–3 move back 2 spaces; 4–6 move ahead 2 spaces.
29. Friendly Fire Hydrant — Gain +1 point for each hydrant you’ve passed.
30. Dog Park Meetup — Every player draws a Fetch Card.
Updated Fester Rules and Board
Game Maker’s Notes – Deadline
Tale Weavers – Playtest 1
Date of Playtest: 10/02/2025
Playtime Observed: 6 minutes 25 seconds (first round)
Learning Time: 2 minutes 41 seconds (to learn rules)
1. Player Questions
- Does the story flow from player to player, or is it told individually?
- How do players weave their cards into the story, build on the last or reset each round?
- What happens when the timer runs out and a card hasn’t been played?
- Should a specific book be read to determine who goes first?
- How does the game end — tokens, alternate endings, or another system?
2. Learning Curve
- It took 2:41 minutes for players to learn the rules.
- Players commented that the setup was easy.
- The example card in the rules was helpful.
3. Player Interactions
- Players laughed, smiled, and nodded throughout gameplay.
- Conversations about cards applied to characters and settings.
- Debated whether the story should be told cumulatively or individually.
4. Points of Confusion
- Story flow: cumulative vs. sectioned/individual.
- How exactly to “weave” cards into a story.
- The role of settings in character and plot cards.
- Game endings: whether to use tokens or multiple end conditions.
5. Sources of Excitement
- Randomness of card draws (“random is better”).
- The tension created by a sand timer mechanic.
- Room for interpretation and creativity in storytelling.
- Loved leading humor in the narrative.
6. Player Enjoyment
- Making connections between cards and the story.
- Building individual story sections rather than a single collaborative plot.
- Experiencing humorous or unexpected story twists.
7. Sources of Frustration
- The collaborative story felt confusing and less engaging.
- Settings on cards felt restrictive.
- Multiple game-ending options created uncertainty.
8. Design Adjustments
- Clarify Flow
- Emphasize that each player tells an individual story, not a cumulative one.
- Simplify End Conditions
- Establish one clear win condition (ex., first to 5 tokens?).
- Refine Card Design
- Remove settings from character and plot cards; make prompts more open-ended and funny.
- Timer Rules
- Require players to place a card before the sand timer ends; if not, they must take the top card.
- Rules Support
- Keep and expand example cards in the rules to streamline learning.


