Game Idea Rules – POWER

  1. Setup
    • All players get 2 character cards that say what they can do throughout the game, and remaining cards get put into a pile in the middle. Then they all get 4 dollars to start the game, and the rest of the dollars get put into the middle of the game.
  2. Objective(s)
    • The objective of the game is to be the last player standing, and overthrow all your opponents. By collecting dollars, BLUFFING, and spending dollars to “overthrow” your competition you can win.
  3. Actions players take
    • All players can perform ONE action per turn, and there are basic actions without using a special position. These actions include: collecting 2 dollars per turn, and spending a total of 8 dollars to overthrow someone.
      • Overthrowing: Once you have overthrown another player, they must flip one of their cards, that they choose, up and keep it there the remainder of the game, and this card is dead and cannot be used.
    • Calling Bluff, an action anyone can perform after any player’s action is called bluff, but cannot be done to another player if it is not their turn performing an action.
      • If you call bluff and they are NOT bluffing, one of your character cards becomes dead
      • If you call bluff, and they ARE bluffing one of their character cards becomes dead and cannot be used.
    • But, each player is equipped with 2 characters that have different actions they can perform:
      • Lawyer: Can call a person’s bluff without losing one of their cards.
      • Banker: Can take more than up to three dollars per turn
      • Politician: Can go through the extra deck of cards and swap one character for another
      • CEO: Can overthrow someone during their turn for 4 dollars
      • Businessman: Can block someone’s “overthrow” to themselves
  4. Ending the game (win, lose states)
    • The ending of the game is when there is one person left who is not overthrown, and that is the winner. Players are only out of the game if both of their cards are flipped.
  5. Examples
    • During your turn, you would say “I am the Banker, so I am going to take 3 dollars” and if weather or not you are bluffing you can take the 3 dollars, UNLESS someone calls your bluff.
      • If you ARE the banker, you would flip your card and reveal you are not lying, so your opponent who called you out would lose one of their positions, and flip one of their cards face up for the remainder of the game
      • If you are NOT the banker, you would flip whatever card you would rather lose, and since you lied and was caught you only have one position the rest of the game.

(9/18/2024_MeredithB) Homework/Rules

5 game ideas:

  • Shell Sprint is a racing game in which players control turtles who compete to reach the ocean first by navigating hazards, riding ocean currents, and using power-ups like speed boosts and shell shields.
  • Turtle Tactics is a strategy game in which players lead turtle clans who battle for territory in a shrinking pond by placing defenses, outmaneuvering rivals, and evolving their shells for specialized advantages.
  • Tide Travelers is a cooperative adventure game in which players are time-traveling turtles who work together to restore balance to aquatic ecosystems by solving puzzles, cleaning up pollution, and recruiting ancient sea creatures as allies.
  • Shell Shocked Arena is a multiplayer battle royale game in which players control armored turtles who fight to be the last one standing by collecting weapons, crafting shell upgrades, and mastering the art of shell-sliding combat.

Game rules: Axo-Mageddon

Must team up or fight to cause the most damage, leading to global domination.

Starting game/Setup

  • Place cards and setup board as shown
  • Pick gamepeice and put them into starting tank

Cards

  • Classes
    • Pick a role, Barbian, Technician, Arsonist
    • Barbian adds and extra points of damage added on to every
    • Technician gets a free extra upgrade every 5 turns
    • Arsonist, all flammable damage gets multiplied by 2
  • Destruction
    • Pull a card and it has a set $ amount of damage, and some will have a multiplier on that
    • Can have extra multipliers added on
  • Upgrades
    •  Can be used to make your axolotl have damage multipliers, stringer, or avoid a “trouble”
  • Trouble
    • Other animals, the government, aliens and outside forces that will affect and slow your destructive streak

How to play

  • Roll to see who goes 1st, then each player picks 3 class cards and picks their class
  • Roll a dice to move, get cards and follow along the board, gain damage and upgrade cards.

Winning

  • Player who caused the most destruction wins!

(9/18/2024 Week 4_Meredith B) Play: Takenoko

Takenoko is a bamboo cultivation game where players must grow bamboo and grow their land, while taking bamboo and growing it while trying to get the emperor’s favor to win.

  1. Was it fun?
    • I enjoyed it, the cultivation and growing of land, but having it be in a collective sense was fun, just some of the rules/mechanics (mostly irrigation) were a bit confusing.
  2. What were the player interactions?
    • Yep! We had to work together to grow land, but we also were taking and interfering with other players’ goals.
  3. How long did it take to learn?
    • Only 10 minutes, the rules seemed confusing at 1st but we had a video that explained it really well.
  4. What was the most frustrating moment or aspect of what you just played?
    • Figuring out the irrigation systems, especially since you could only get one bar or irrigation per turn (unless the weather says otherwise) which would be annoying since half of your actions would be just getting water.
  5. What was your favorite moment or aspect of what you just played?
    • The whole game and its design was very cute, one of the cutest and well visually designed games i’ve played. The game pieces of the bamboo were cute and same with the artwork, everything seems like there was so much effort put into it, and it turns out really good.
  6. Was there anything you wanted to do that you couldn’t?
    • I wish the panda and the gardener could move in a different direction instead of just straight, since it makes it take 3 turns minimum to move to a diagonal square, and any other player could mess that up.
  7. 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 change the movement of the gardener and panda, just so it could move diagonally and be used more often. I found myself avoiding options that had to use the panda due to the annoying movement pattern.
  8. Is this a game you would play again? Yes _____ No ______ Why
    • I would, it was fun to play and took up a good amount of time to play. However the age rating says for 8+, I feel that’s a little too low, as it seems a little difficult for an 8yr old to understand.
  9. Analyze the game using the 3 act structure.
    • Learning it (Act 1) was pretty easy, we had a video to teach us how to play and set up things. Act 2 of actually playing was fun, and Act 3 of ending the game was easy, since it immediately ended after a player got all of their objectives done.
  10. What are the collaborative and or competitive aspects of the game?
    • Player could use each other land to grow bamboo and use it claim objectives, and competitively take and add upgrades to change the game in their favor
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    • The metaphor is growing bamboo for an emperor, which is prevented as those cards are claimed within the game, also the visuals helped push that point. The mechanic of irrigation made the game really unique, while annoying at times, brought a new level of challenge to it.

Game Response – Splendor

Was it fun?

Yes, I enjoyed playing Splendor. 

What were the player interactions?

The player interactions were collecting gems and cards to react to a point goal.

How long did it take to learn?
It did not take very long to learn, we played a game similar to the rules of building/collecting and “buying” so it made it easier to get the hang of. 

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

The most frustrating part was if you and another player were looking to collect the same card/gems and they got to it first or the gems ran out.

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

My favorite aspect was “buying/trading” gem tokens/ cards for other, better cards. I liked thinking ahead to my next move(s) and strategically collecting cards/ gems.

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

I wanted to take three of the same gem, but we could only take two. I understand that it wouldn’t be as interesting if there wasn’t this restriction, so I didn’t get too mad about this. 

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

from the experience, what would it be?

I wouldn’t change or add anything, I thought this game was created well and had necessary rules for the game to be enjoyable. 

Is this a game you would play again? Yes _____ No ______ Why

Yes, because I would want to try different techniques and see how hard it would be to collect other cards/gems that I didn’t the first time.

Analyze the game using the 3 act structure.

The first act is the set up of the game with the cards and gem tokens, and all the players starting with nothing. The second act is when players start collecting their desired gems and setting goals to collect specific cards for points, and in this process they begin to work towards 15 points. Lastly, the third act is when players close in on 15 points, and concludes when a player reaches the goal, and everyone tallies their card points to determine the winner.

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

There is no collaboration between players, the focus is all on competition. Players compete by racing to collect specific cards before their opponents can claim them, and racing to reach 15 points first to win the game

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

The game’s metaphor is building wealth through gem trading and development over time. A key mechanic that stood out is the collection and use of gem tokens. Unlike the cards, which can only be claimed once, the gem tokens remain reusable throughout the game. This mechanic highlights the ongoing flow of resources that players could continually use to increase their wealth.

Game Review: Dominion – Bryce Mathews

From the little that I played, Dominion looked to be a promising game with lots of ramp-up time and skill expression. There were so many ways to play the game and therefore many options different strategies to come out on top.

Dominion has a somewhat complex learning curve, due to the way that cards are drawn and played. It took our group about 10 minutes to learn, but that was because we had an experienced player teaching us the rules.

The most frustrating aspect of the game was learning the draw, reshuffle, and discard procedure. On paper it seems simple, but it is complex to an inexperienced player. I have not played a card game where your discarded cards become the cause of your actions next turn.

My favorite moment, from the little I played, was looking over the possible actions I can take. Dominion leaves a lot in the players hand, and gives them so many tools to work with. I enjoy games with lots of expression in them.

I found myself able to do anything. I am unable to describe anything I couldn’t do.

I did not play enough of the game to find flaws. I will say that the game is very overwhelming initially, making it hard to come up with a strategy. I would add more pacing to the game, either by gating certain cards or encouraging simpler strategies to build off of.

I would like to play Dominion again. I’d like to experience the game in full to see how complex the game gets at the end.

The first act would probably be the longest. The start of the game and subsequent ramp up has players understanding the game and developing their initial strategy, up until players feel confident enough to buy land or attack others. The second act would stat when players focus more laterally than vertically, either by attacking, defending, or working towards buying the most estates or amassing the most wealth. The second act flows smoothly until the final act, where new cards begin to run thin.

There are many ways to compete with opponents in Dominion, but there’s one single factor that determines victory. Many players will adopt different strategies like collecting wealth, attacking others, or playing multiple actions to maximize turns. In the end, the player with the most land cards will win the game.

I believe that the general metaphor of Dominion is empire building. You act as a king who must do whatever necessary to build their dominion. I believe that the vastness of avenues to build your kingdom is what makes Dominion stand out. Like in real life, kingdoms needed to build wealth, gain territory, and secure themselves against adversaries.

Game Ideas

Format: [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

  • Orchard King is a board/card game in which players are to collect or pick blueberries, strawberries, and peaches and can end the game by either obtaining all of one fruit or completing x amount of objective cards. The tools used in the game is cards and a board game.
  • Preserve and Conquer is a card game in which players have strawberry, blueberry, and peaches cards along with different spices. Their goals is get as many jam recipes (combining the spices with the fruits) and each recipes is worth various amount of points. The game ends when players go through the whole deck, and then they will round up their points to see who wins. The tools needed is cards.
  • Cup Luck is a board/card/cup game in which the player has to flip the cup and land it in order to move up on the board. The first person to get to the end wins by using the tools of two cups and a game board with game pieces and cards. The player has the opportunity to level up their turn which can allow them to pull a card that will benefit them or push their opponent back.
  • Car Jam is a board game in which the players are competing against each other and try not to let the other players let their cars escape the parking lot (blocking them in). The players with the most cars escaped wins by using the board game and mini cars.
  • Grass Jam is a board game in which you are racing your opponent and you are trying to mow the most grass as you endure different setbacks/jams (ex: a wrench in the grass that breaks your mower). You have to fix these setback/jam before you move forward in the game. The tools used in the game is a board, two-four mini mowers, cards, and a dice.

Week four engine building homework

Aleah Dudek

  • Homework: begin writing rules for at least 1 of your top ideas
    • Rules must include:
    • Setup
    • Gather 3–8 players and sit in a circle or line so everyone can see each other.
    • Prepare a stack of Message Cards (each card has a short phrase, word, or sentence).
    • Have a timer (1–3 minutes depending on group preference).
    • Choose one player to be the Message Starter for the first round.
    • Objective(s)
    • Players work together to successfully pass the secret message from the first player to the last player without speaking or writing.
    • The group wins if the last player says the correct message before time runs out.
    • Actions players take
    • Message Starter draws a Message Card and secretly reads it.
    • Using only gestures, sounds, or nearby objects (no words, letters, or mouthing allowed), the Message Starter communicates the message to the next player.
    • Each subsequent player then translates what they understood into gestures/sounds/objects for the next person in line.
    • Players can’t repeat what they saw exactly — they must interpret and pass it on.
    • When the message reaches the final player, that person must say the message out loud.
    • Ending the game (win, lose states)
    • Win: The final player’s spoken message matches the original Message Card.
    • Lose: The group runs out of time or the final message is incorrect.
    • After each round, rotate the Message Starter role to the next player. Continue until everyone has had a turn or a set number of rounds is complete.
    • Examples
    • Original Message: “Pizza Delivery.”
    • Player 1 mimes eating.
    • Player 2 pretends to drive a car and hold a box.
    • Player 3 knocks on an invisible door.
    • Final Player guesses: “Pizza Delivery.” (correct is a win).
  • Original Message: “Dancing in the Rain.”
  • Player 1 twirls with arms out and pretends to splash in puddles.
  • Player 2 spins around, flaps arms like an umbrella.
  • Player 3 mimes singing.
  • Final Player guesses: “Singing in the Rain.” (close, but not exact is a lose).

Playtest Questions: Dominion and Splendor

Dominion is a card game in which the players compete to have the most land owned by using money to buy action cards to use during their turn and property to keep in their deck.

  1. Was it fun?

Dominion was sort of fun. The game felt pretty slow and tedious.

  1. What were the player interactions?

The player interactions included buying Victory and Action cards, playing Action cards that affect other players, and putting curses on other players.

  1. How long did it take to learn?

The game took about 30-40 minutes to learn. I was confused about when to shuffle my deck and how some action cards work.

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

The most frustrating aspect of the game was not having enough money in my current hand to buy gold.

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

My favorite aspect of the game was the Smithy Action card.

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

I wanted to play more cards during my turn.

  1. 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 a currency above gold (emerald or diamond).

  1. Is this a game you would play again?

I would probably play Dominion again because I didn’t understand it too well the first time I played it. I think it would be more fun with more knowledge and with an established strategy. 

Splendor is a card game in which the players compete to be the first to obtain 15 prestige points by tokens to buy cards that either help them get more prestige points or cards that directly translate to prestige points.

  1. Was it fun?

Splendor was a very fun game.

  1. What were the player interactions?

The player interactions included collecting gems and buying cards.

  1. How long did it take to learn?

It took about 10-15 minutes to learn how to play Splendor. The concept of the bought cards having benefits took me the longest to adapt to.

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

The most frustrating aspect was somebody buying a card that I wanted to buy during my next turn.

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

My favorite aspect of Splendor was the gem borrowing system. I understood it well.

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

I wanted to take more gems or take gems and buy a card in the same turn.

  1. 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 the ability to buy cards and take gems in the same turn.

  1. Is this a game you would play again?

I would definitely play Splendor again. The game was really fun, and I really enjoyed the competitive nature of it.

Photosynthesis Game Critic

Was it Fun?

Yes, once the learning curve is passed, the game is a lot of fun to play. The initial complexity might be off-putting, but as players grasp the mechanics, the game reveals itself to be a strategic delight. The satisfaction of seeing your trees grow and the anticipation of the changing sun’s position create engaging gameplay moments. The fun lies in the balance of strategy, anticipation, and the occasional surprises from opponents’ actions.

What Were the Player Interactions?

Players interact by strategically placing trees and seeds on the board while using light points as currency to perform actions. A significant part of the interaction involves attempting to block each other’s access to light by overshadowing other players’ trees, which adds a competitive edge. This direct interaction fosters a dynamic where players must constantly adapt their strategies in response to opponents’ moves, creating a lively and engaging atmosphere.

How Long Did It Take to Learn?

The game took my group about an hour to learn. Initially, the rules seemed complex, but with patience and practice, the mechanics became clear. The initial investment in learning pays off as players become more adept at strategizing and anticipating moves, enhancing the overall enjoyment.

What Was the Most Frustrating Moment or Aspect?

The most frustrating part was the learning curve. The complexity of the rules and mechanics can be overwhelming at first. However, this frustration is temporary and diminishes as players become more familiar with the game. The payoff is worth it, as the game becomes more intuitive and enjoyable over time.

What Was Your Favorite Moment or Aspect?

My favorite aspect was the ability to grow trees from seeds. Watching your trees progress from small seeds to towering giants is incredibly satisfying. This element of growth mirrors the natural world and adds a rewarding layer to the strategy. The visual representation of growth also provides a tangible sense of achievement as the game progresses.

Was There Anything You Wanted to Do That You Couldn’t?

Honestly, this was the first game I’ve played in this class where there wasn’t anything I wished I could do differently. The game felt complete in its mechanics and objectives. I just wish I had been a little faster in picking up the rules, which would have allowed me to dive into strategic planning sooner.

If You Had a Magic Wand to Wave, and You Could Change, Add, or Remove Anything, What Would It Be?

I would add an educational element to the game with facts about the trees and ecosystems. Integrating informational tidbits could enhance the learning experience by providing context for the types of trees represented and their roles in ecosystems. This addition could make the game not only fun but also informative, appealing to a broader audience with an interest in nature.

Is This a Game You Would Play Again?

Yes, I would absolutely play this game again because once you know the rules, it’s a fairly smooth and enjoyable experience. The depth of strategy and the engaging mechanics make it a game worth revisiting. Each playthrough offers new challenges and opportunities to refine strategies, keeping the experience fresh.

Analyze the Game Using the 3 Act Structure

  • Act 1: Setup

    Players are introduced to the board and mechanics, learning the rules and objectives. Initial trees and seeds are placed, and players begin to understand the importance of light points.
  • Act 2: Confrontation

    The game enters a phase of strategic competition as players vie for light and space on the board. This middle act is characterized by tension and tactical decisions, with players navigating the challenges of blocking and being blocked by others.
  • Act 3: Resolution

    The game concludes as players see the results of their strategies. Trees mature, and points are tallied, leading to the final resolution of who best managed their forest. The satisfaction of seeing a well-executed plan come to fruition is the highlight of this act.

What Are the Collaborative and Competitive Aspects?

The game is primarily competitive, with players pitted against each other to maximize their light collection and tree growth. However, there is an element of indirect collaboration in that players must sometimes work around each other, respecting the ecosystem’s balance to ensure opportunities for all. The competition is friendly and strategic, requiring foresight and adaptability.

What is the Game’s Metaphor and Which Mechanics Stand Out?

The game’s metaphor revolves around the natural process of photosynthesis and ecological growth. The standout mechanics include the use of light points as currency with the sun revolving around the board, which cleverly ties into the theme of sunlight being essential for growth. The rotating sun, which changes the dynamics of light availability, is a brilliant mechanic that keeps players engaged and constantly re-evaluating their strategies. This metaphor and these mechanics together create an immersive experience that mirrors the ebb and flow of nature.

Rules for Tale Weavers

Tale Weavers is a collaborative storytelling game, with cards that you might find in Apples to Apples or Cards Against Humanity, in which a group of players builds a narrative by drawing from a deck of character, setting, and plot cards to create and build a story amongst players.

Rules

Setup

  1. Gather 3-8 players.
  2. Shuffle the Character, Setting, and Plot decks separately.
  3. Each player draws five cards from the Plot deck. These are the cards you’ll use to move the story forward.
  4. Place the Character and Setting decks face down on the table.
  5. Make sure the Storymaster keeps track of points.
  6. Designate one player to be the Storymaster for the first round. This role will pass clockwise each round. 

Objective

The main objective is to come up with the most convincing or funniest story picked by the Storymaster. The player with the most successful plot cards wins the game. While there isn’t an objective winner, the game allows all players to judge what the best narrative is. The best part is it leaves all players laughing.

Actions Players Take

  1. The Storymaster’s Turn:
    • The Storymaster draws one card from the Character deck and one from the Setting deck.
    • The Storymaster then begins the story, using the two cards they drew to introduce a character and the location of the story.
    • Example: If the Storyteller drew a Character card for “A paranoid squirrel” and a Setting card for “The inside of a shopping mall,” they might start with: “Once upon a time, a paranoid squirrel scampered nervously through the fluorescent aisles of a shopping mall, __(Filled in the blanks by the rest of the players)__.”
  2. Adding to the Story:
    • Starting with the player to the Storymaster’s left, each player takes a turn.
    • On your turn, choose one of the five Plot cards in your hand and play it face-up on the table.
    • Read the card aloud and integrate its concept into the story, building on what the Storymaster said. You can add new characters, introduce a conflict, or reveal a twist.
    • After everyone has played their plo,t the Storymaster will look through the pile and choose their favorite plot.
    • After you’ve played a card, draw a new one from the Plot deck to replenish your hand.
    • Example: A player might have a Plot card that says “A mysterious package arrives.” They would then integrate this into the story: “The squirrel, in its haste, bumped into a mysterious package left in the food court. It began to tick.”
  3. Round Progression:
    • Players continue adding to the story, going around the table until everyone has had a chance to play a card.
    • The role of the Storyteller then passes to the next player to the left.
    • The new Storyteller has the option to start a new story by drawing a new Character and Setting card or building on the previous story that can introduce a subplot, depending on the group’s preference.

Ending the Game

The game can end in a few ways, decided by the group:

  • A Grand Finale: When one player feels they have the perfect Plot card to end the story, they play it and declare “The End.” The group then votes on whether the ending is satisfying.
  • Time’s Up: The group can agree to stop after a certain number of rounds or once a specific number of stories have been told.
  • Spontaneous Conclusion: The story naturally reaches a hilarious or dramatic conclusion, and the group decides to stop there.

Examples of Cards

  • Character: A reclusive gnome, an astronaut who loves disco, an overworked accountant, a talking teacup.
  • Setting: A haunted laundromat, the moon’s dark side, a wizard’s tax office, a very dusty attic.
  • Plot: A long-lost sibling appears, a cursed object is found, a sudden rain of frogs begins, a terrible secret is revealed.

Week 4 Engine Building 5 Themed Games: Book Theme

  1. Literary Legacy is a drafting card game like Sushi Go in which players curate a collection of fantasy books and their authors, acting as the Wasabi card or Chopsticks to gain prestige points by selecting cards from a rotating hand to create sets and combinations that score points.
  2. Tale Weavers is a collaborative storytelling game, with cards that you might find in Apples to Apples or Cards Against Humanity, in which a group of players builds a narrative by drawing from a deck of character, setting, and plot cards to create and build a story amongst players.
  3. The Bookkeeper’s Apprentice is a puzzle-solving game in which the player must solve magical riddles and mysteries by sorting through words and phrases from a grimoire to cast spells and defeat the ogre.
  4. Literary Labyrinth is a trading and hand-management game similar to Bonanza, in which players navigate a variety of genres to write their next book series hit by collecting and trading cards of different book genres.
  5. The Canon is a competitive set-collection game in which players compile collections of literary classics, such as romanticism, dystopian, and naturalism, by drafting, trading, and completing sets of classic book cards from different genres.

Game Questions Takenoko

Madison Hurst

Was it fun? – I thought the game was very fun because I enjoyed the tactics of the game. It made me think steps ahead and how my opponent’s moves could help me. For instance, I thought it was fun when I was able to complete an action or be extremely close to winning the game.

What were the player interactions?- The player interactions were competitive because we couldn’t see each other’s cards. We were trying to get the panda to eat the bamboo that the other player just placed to prevent them from getting ahead. Some of the interactions were beneficial because players were able to add bamboo to their tiles that weren’t watered if another player added a water tile or water stick. The majority of the game was competitive, but at times it was collaborative without the players realizing. 

How long did it take to learn?- At first, it was super tricky to learn because the directions were lengthy, but we watched a five minute overview of the game on YouTube, and I fully understood the game after that. 

What was the most frustrating moment or aspect of what you just played?- The most frustrating moment of the game was not being able to move the panda where you wanted, and making it go only forward, not diagonally. I struggled to succeed with the panda action card since at points of the game it was across the entire board.

What was your favorite moment or aspect of what you just played?- My favorite moment was being able to see how the plan I made three to four turns back worked out in my favor. For instance, I planned to use the gardener for the green bamboo, which would garden any tile adjacent to it. This helped me get my 6th card, and I knew that if I grabbed the two tile action cards, then the next round I would be able to use them to win. 

Was there anything you wanted to do that you couldn’t?- Something I wanted to do but couldn’t was being able to add more bamboo on top of a tile. At times, it felt difficult to add, but I may have been missing something or didn’t fully grasp that instruction. 

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

From the experience, what would it be?- If I could count an action card being successful, I would. I thought it was a freebie when you completed an action, but when you placed it down in your pile, it didn’t count a 1 of the action turns. 

Is this a game you would play again? Yes, because I thought the game was pretty light and fun. It still had a competitive aspect to it, but I really enjoyed the designs and the uniqueness of the game. I think it challenged me to think about my turns and future turns, but didn’t confuse me or make “my brain” hurt. 

Analyze the game using the 3 act structure.- In Act 1 this is when players are reading instructions and understanding what the game’s purpose is. Tiles are starting to be placed, and we are figuring out different ways to win. In Act 2, everyone now understands the game, and this is when I was completing actions and gathering points. I was now being more strategic with my moves and what I wanted to turn in the future turns. I started to bet on what other players were doing and working off of them. This is when everyone’s wheels were spinning and figuring out how to get a leg up. In act 3, the game slowed down a bit, and I was close to winning. I started to think how I can ensure other opponents don’t get even with me when regarding completed action cards. In this act, it was the final moves to secure the win. 

What are the collaborative and or competitive aspects of the game? – The majority of this game was competitive, while having some aspects of collaborative play without us knowing so. The competitive side was when players were using the panda to eat our tiles, bamboo, or using the dice to possibly get a leg up. The collaborative side was when a player would add a tile to the board, which set you up for your next turn. This happened a lot when Meredith would play a tile that would help accomplish a task. 

What is the game’s metaphor, and which of the game’s mechanics stand out? – The theme of this game was between nature (the panda) and the gardener/players growing bamboo. The game was all about agriculture and watering systems while completing tasks to win. Some of the game mechanics were tile laying, getting action cards done, weather dice, and preventing the panda from eating your bamboo crops. The tile laying allowed you to grow various bamboo types, which helps you successfully complete the task. The weather dice mechanic can give an extra turn or make your life easier for that round. Lastly, the panda mechanics made it difficult to grow bamboo and forced you to still be aware of your crops throughout the game. 

The Fuzzies Game Questions

Madison Hurst

Was it fun?- In the beginning, the game was super fun, but quickly became boring. I think there was not as much action or tension per se as the game continued. The act 2 structure was very static, and a few issues arose. 

What were the player interactions?- The player interactions were competitive because we were all trying to make the fuzzy Jenga harder in order not to be the person who makes it fall apart. For instance, one interaction that happened was when it was my turn, I pulled a green fuzzy ball from the bottom, which then made the tower extremely unstable. This challenged the steadiness of my opponent’s hand and made the game harder and more intense. 

How long did it take to learn? Learning was immediate since the game mirrored Jenga but used fuzzy pieces. Everyone grasped the rules instantly, while the action cards introduced a challenge. 

What was the most frustrating moment or aspect? The most frustrating aspect was repeatedly drawing the same action, like getting “cover one of your eyes” while pulling a green fuzzy ball. This repetition bored players and lost their attention. 

What was your favorite moment or aspect of what you just played?- My favorite moment of the game was making it challenging for others. I would pull a fuzzy ball that would lead to the opponents messing up or making their turn difficult. 

Was there anything you wanted to do that you couldn’t?- I wanted to add more variety in the action cards to make the game more challenging/interesting. 

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 change the use of the tweezers. All players, when it was their turn, were able to use the tweezers, but I think that made the game easier since you didn’t need to grip them as much. But, I would change the tweezers into an action card (as a benefit) and make the other actions cards harder. 

Is this a game you would play again? No, because it was pretty boring. I lost focus pretty fast because there was barely any tension between the players, and the action cards didn’t challenge us. I would prefer to play regular Jenga since it’s wooden blocks, and you have to be more careful with your technique. In the Fuzzies game, the fuzzy balls tend to stick to each other, which makes it a little bit easier.

Analyze the game using the 3 act structure. – The first act was understanding the game and making sense of the action cards since normal Jenga doesn’t have them. At this point in time, the players are figuring out how easy it is to grasp a ball and understand the rhythm of the game. The second act is when players start to become more analytical with their turns and pull a fuzzy ball that could potentially put another player in a tough position. This is the act where I felt the game slowed down and was lacking fun. The third act is the ending of the game. The Fuzzies’ ending was becoming more obvious, and it was a matter of time before someone’s hand was going to be shaky and mess up. Most of the fuzzy balls were on top of the tower. At this point, everyone was fairly checked out, and we went through all of the action cards. 

What are the collaborative and or competitive aspects of the game? – This game is competitive in a sense because you were challenging yourself to pull a piece/ball out of a tricky area in the tower in order to make it shaky for your opponent. The competitiveness came out when a player would make a mistake or was really close to losing. 

What is the game’s metaphor, and which of the game’s mechanics stand out? – The game’s metaphor or theme is ensuring your stability and creating a risk for others. The game’s mechanics precision, tensions increase with each turn, and obvious risk. Fuzzies require precision to make a big time game move and put yourself in a good position for that round. When picking a fuzzy piece, you take the risk of collapsing the whole tower. Lastly, there is tension with each turn, as the player must avoid messing up when the tower is shaking. 

Game Response – Photosynthesis

Was it fun?

Yes, I really enjoyed playing the game, and the visuals were also enjoyable.

What were the player interactions?

The player interactions were rotating the sun part around, placing trees, taking turns/ passing the player token around.

How long did it take to learn?

It literally took us a whole hour to learn how to play. We could NOT understand the written instructions so after 45 excruciating minutes we looked up a video. 

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

The instructions was the most frustrating part of the game, besides that it was very enjoyable.

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

My favorite part of the game was the whole concept and how you had to grow your tree with light points. I thought it was very cute and creative. 

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

I wanted to buy and grow my trees all in one turn but you had to do those actions in completely different turns, and we have a limited amount of turns, so you have to play strategically.  

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 change the instructions. They were very hard to comprehend, and I don’t know if it was very wordy or disorganized, but we had a hard time. I would also add a key with all the parts labeled.

Is this a game you would play again? Yes _____ No ______ Why

Yes, because I ultimately enjoyed the experience and I want to try different strategies to get the most points.

Analyze the game using the 3 act structure.

The first act was the set up where we all picked our tree type and we set up our first trees on the board, and established who went first (the youngest player). Then the second act was us starting to plant trees, rotating the sun around the board, and starting to gather points by chopping trees. Lastly the third act is when the sun goes around the board for the third time and players add up all their points from the chopped trees, and their remaining light points. 

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

There wasn’t much collaboration, but it also didn’t feel like strong competition, since there are no direct interactions between players that affect each other’s status, but the only aspects of competitiveness were blocking trees so others can’t score points and the point system as a whole because the one with most points wins. 

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

The game’s metaphor is the natural process of photosynthesis, represented through the growth and life cycles of different types of trees. The mechanics that stood out most were the strategic placement of trees on the board, the personalized player boards used to purchase trees and track light points, and the rotating sun, which controlled the pace and flow of the game.