- Was it fun?
- I actually really enjoyed the game. I felt like it kept me on my toes and I was anxiously waiting till I could take my next turn.
- What were the player interactions?
- The player interactions mainly consisted of whether or not someone had all the resources to choose the card you had been saving up for or reserving a spot for. This main interaction made the game 10x more interesting.
- How long did it take to learn?
- The game didn’t take more than 5 minutes to learn even though we had a veteran play with us so we got the run down nice and quick.
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating part was waiting for the other players to take their turn because I had already strategiezd mine.
- What was your favorite moment or aspect of what you just played?
- My favorite part of the game was the third act because we were so into it and everyone was so competitive about taking their turn to get their next set of gems or purchase something.
- Was there anything you wanted to do that you couldn’t?
- I wish that the cards in the first level didn’t have an empty no number point value to them because I feel like that put me at a disadvantage having more of those numberless cards as opposed to ones with numbers.
- 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 put numbers on the begining set of cards which could up the antique but could potentially ruin the pacing.
- Is this a game you would play again? Yes _____ No ______ Why
- I would play this game simply because of the way the rapid competition it was able to build within the first 2 minutes. It was frustrating to see other players cards but that made it all the more motivating.
- Analyze the game using the 3 act structure.
- The first act within this game starts with people collecting either 3 different gems or 2 of the same. It’s all about how you set yourself up that first round that could put you in a better or worse position. Then this allows you to purchase outside gem cards to help you get more expensive purchases since they don’t count against your chip limit. Then in the second act we see more of the engine-building strategies of permanent gem cards to purchase second and third tier tokens which is where the game intensifies and people start strategising what cards are the most possible to achieve to get me closer to my goal. The third and final act usually occurs when players are reaching around 10-12 points and buying from the third tier but the game doesn’t end when a player reaches 15 or more victory points, everyone has to complete the same amount of rounds giving other players a last chance to make bigger decisions.
- What are the collaborative and or competitive aspects of the game?
- This game is most definitely on the competitive side being that every player can asses another opponents cards while strategiesing what they may be saving up for or already purchasing which is an aspect I thoroughly enjoyed.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The metaphor of the game is simply about collecting coins inevitably reaching the idea of imbalenced wealth. The mechanic that stood out the most was the hand limit of chips being 10 because that limited what you and other players could pick up because some of the 2nd and 3rd tiered items you would want to try and achieve in the beginning with no card tokens would be hard if you needed 7 blue gem and 3 red but youre missing 1 blue gem and you have 1 green gems so you can’t just pick up that last blue token in the pile.
Game Response Questions – Dominion
- Was it fun?
- The game was entertaining; however, it had several drawbacks that made it less interesting and fell short of its full potential. Overall, this game makes me feel weird. If I play this more, I might enjoy it.
- What were the player interactions?
- The player interactions involved handing out curses and attack cards, which was the main interaction.
- How long did it take to learn?
- It took us at least 20 minutes to learn. It was overwhelming at first, but not at all what I was expecting to play.
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating aspect of the game was that I couldn’t use the throne room card as a stackable one from the cards I had already placed, which was annoying because I ran out of action cards in my hand. See the image for a better explanation.
- What was your favorite moment or aspect of what you just played?
- The best part of the game was when I won. I wish there were more action and collaboration within the game, so there wasn’t any big moment in the game that was my favorite.
- Was there anything you wanted to do that you couldn’t?
- As mentioned before in the inserted image, I wanted to replay 2 actions from the throne room card that I couldn’t because I no longer had any actions left to play.
- 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 wave a magic wand and could change, add, or remove anything from the experience, I would increase the stakes in the sense that instead of a curse, make there be an orge you have to defeat of some sort that if you don’t have a specific card(s) to defeat it you lose -4 coins.
- Is this a game you would play again? Yes _____ No ______ Why
- I would play this game again just to see if we could get into the meat of the game faster and more into the strategy. I think deeper in the game faster with better pacing into the second act would make this more interesting.
- Analyze the game using the 3 act structure.
- The first act of Dominion falls under the fixed deck and getting set up with money or copper and Estates. Player go about the begging of the game by purchasing more money, actions, or estates hence the “Action, Buy, Cleanup” to build their decks. The process after the discard then repeats itself. The second act struggle is where the most of the game is played by choosing strategy, and accumulating cards to optimize you turn until one of the decks lost their cards. When the Privince pile runs low that when we approach the third act which is where players must acciqure as many Estates as possible for the most points. A race to the end for the most victory points while also avoiding curses. The person with the most estate or points wins.
- What are the collaborative and or competitive aspects of the game?
- Not many collaborative efforts in this game considering its you versus everyone else trying to get the most points as you can within one turn.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The game’s metaphor symbolizes the struggle and gain for full control and sovereignty. The most effective or stand out mechanic was the constant shuffling of the deck which kept the game interesting. You never knew if you was gonna get the card you needed on a specific turn and you just hoped to have enough of the right cards to do something.

Splendor/Dominion Play Test Questions
Game Response – Dominion
Dominion is a game where players aim to build their “kingdoms” by buying money and actions so gain the most points (land) against other players’ “kingdoms”.
Was it fun? Yes very much
What were the player interactions? Honestly, if every player knew what they were doing there really wouldn’t need to be much interaction, except if you got attack and had to defend yourself or take a curse
How long did it take to learn? A good bit, if we didn’t have somebody (thank you professor ames) to explain it in person, it would have take quite a while to figure out but thankfully we didn’t have to read the 50 page rule book
What was the most frustrating moment or aspect of what you just played? Getting down the reshuffling was frustrating when trying to explain it to others, not too much frustration otherwise
What was your favorite moment or aspect of what you just played? The amount of cards was really fun after you understood what they all did, it was very overwhelming at first but then made sense and made it really interesting
Was there anything you wanted to do that you couldn’t? Be able to block witch attacks with the defense even if it wasn’t in your hand (although it would make it too easy)
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Perhaps be able to get coin cards in other ways than just buying them
Is this a game you would play again? Yes, because of the different iterations it’s a game that is designed to be play again so I’d like to with totally different action cards
Analyze the game using the 3 act structure. There is the setup and the slow beginning of gaining money and actions, then it gets more complicated with stacking actions and buying point cards, then the end draws near when the piles run out and you count them.
What are the collaborative and or competitive aspects of the game? It’s not super collaborative in my opinion but pretty much completely competitive with the kingdoms competing against each other
What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that of a kingdom (a fantasy one by some of the actions and pictures) where there are kingdoms trying to gain the most land
Game Review: Splendor – Bryce Mathews
I had a lot of fun playing Splendor. It was an extremely unique game play experience that I had not previously experienced.
Players formulated strategies, multiple turns in advance, lining up a series of purchases. It was common to hear another player’s sigh as you buy the card they hoped for.
The game did not take long to learn, only about 10 minutes.
One of the most frustrating aspects of the game was the coin and card limit. I understand the limitation to encourage players to make more purchases, but I saw players hoarding a lot.
I had fun winning by a landslide through the automatic noble acquisition (if you have the cards, you automatically receive a noble).
Was there anything you wanted to do that you couldn’t?
We made the mistake of thinking that the number representing “prestige” on the card meant that you received 2 or three gems for the price of one card. After reading the rules, we realized that it was impossible.
I would add more money to the overall “economy”. I understand that the money limit is to force players to make purchases and not hoard, having more money to play around with would make games more technically complex.
Yes, I would play Splendor again. It offered a unique competitive experience in which players are always wondering if they’re the only person vying for the card they need.
The first act starts slow, as players are amassing wealth and trying to understand the game. Usually, an initial strategy forms, buy cheap cards in order to have enough to cover a more expensive one.
The game had many competitive aspects. We all shared the same coins, so we were forced to contribute to the economy while shutting others out. I often bought cards that my opponent were looking for to force them to revise their strategy.
The metaphor is similar to monopoly, which is capitalism. Strategic investments allows you to win in the long run.
Game Design week four
Aleah Dudek
Splendor
Was it fun? Yes I enjoyed it.
What were the player interactions? yes there are aspects that get competitive.
How long did it take to learn? It took us a lot shorter than other games maybe about 10 minutes.
What was the most frustrating moment or aspect of what you just played? I didn’t really find anything frustrating.
What was your favorite moment or aspect of what you just played? I liked the different moves and you n ever know what card you are going to go for.
Was there anything you wanted to do that you couldn’t? I wish there was cards where you could steal other peoples cards.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? I wish there was more action cards.
Is this a game you would play again? Yes _____ No ______ Why I enjoyed it I Liked the strategy in it too.
Analyze the game using the 3 act structure.
Act 1: The focus is on collecting gem tokens to afford the cheapest development cards. Most players just grab what’s available; strategy is light, and everyone’s building their “engine” from scratch. Victory points aren’t usually scored yet, this stage is about laying groundwork.
Act 2: Players have cards that permanently give gems, making each future turn stronger. Players start racing for medium-value cards, noble tiles become reachable, and blocking moves emerge. Some players aim for nobles, others for big-point high-cost cards, creating diverging paths to victory.
Act 3: The board shrinks in options—players fight for the last few cards that can push them over 15 points. Every gem token and reserved card matters; timing is crucial since the first to 15 triggers the end. Victory comes from a combination of planning (engine + nobles) and tactical plays in the last few turns.
What are the collaborative and or competitive aspects of the game? The collaborative part I think would be not hogging the tokens I guess and the competitive could be the ability to steal a card someone wanted to eventually take.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor : The gems = raw resources of wealth and beauty.
The development cards = mines, transportation, artisans → infrastructure for growing power.
The nobles = recognition and patronage from high society once your wealth reaches a certain level.
The mechanic: Players collect gem tokens .Use gems to purchase development cards, which give permanent gem bonuses .Those bonuses make it easier to buy more expensive, higher-point cards.Noble tiles reward players for meeting certain card thresholds
Weeks 1-3 Game Ideas
Week 1 (campus)
- Point to Point: runners have to get from point A to point B without getting caught by patrollers (players who are in a car)
- Karaoke Roulette: players choose a song for another player to sing, and whoever everyone votes for wins
- Find Romo: host hides a Romo bobblehead and they give the players RMU-themed hints to help find it
- Dome Tetris: tournament-style dome Tetris where players compete for the highest score
- Pilot: players have to make a paper airplane in a short amount of time and whoever flies the farthest wins
Week 2 (cards)
- Fry Cook: game where players have to create a burger that grants them the most points
- Matician: game where players try to create equations with the highest solution
- Emcee: music trivia game where points are wagered
- Oligarchy: game where players compete to build the most successful nation
- Carpenters: game where players compete to build the tallest building
Week 3 (collaboration)
- Matician is a collaborative card game in which players collaborate (teams) to create an equation that results in the highest solution possible by using the cards they are dealt.
- Knightlings is a collaborative game in which the players/avatars defeat the drawn monster by playing cards that will benefit the team the most.
- Standstill is a collaborative game in which the players get the car to the end of the road by using cards with prompts to help progress.
- Setlist is a collaborative card game in which the players deal cards to make the best concert by cards dealt by the dealer.
- Debt Collectors is a collaborative board game in which the players have to work together to pay off the mafia by using decision making and sacrifices.
Week 2 Question Sets
- Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
I would use the mechanics of parkour to jump on different molecules to offer different obstacles and challenges.
- Who are you making games for?
I’m making games for myself and people that will play them and maybe discover a new favorite.
- Who will be your play testers outside of class?
Outside of class, my roommates will be my play-testers.
- Question Set 2
- Can you think of a game you were able to play without referring to the rules?
I was able to play UNO without referring to the rules.
- How do you define what a game is?
I define a game as having a beginning, middle, and end. It has an objective that needs to be met in order for the game to end, whether that be by competing or collaborating.
- What features can make your games more intuitive?
Incorporating rules from well-known games can make my games more intuitive.
- Question Set 3
- What was your gateway game? What do you play to introduce others to gaming?
My gateway game was Minecraft. It didn’t only pull me in, it also introduced me to the world of gaming. I would play Wii Sports to introduce others to gaming.
- What features do gateway games share?
Gateway games are approachable, having more basic mechanics to avoid a huge learning curve. They also have an appealing theme. Games that are easy to pick up and hard to master are good gateway games.
- What are the 10 beautiful mechanics and what should you aim for with your own?
The ten beautiful game mechanics are Kingmaker’s 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, Mississippi Queen’s paddlewheels, Time’s Up!’s communication breakdown, and Dominion’s constant shuffling. For my game mechanics, I should aim for them to have a balance of uniqueness and understandability.
- How does luck and strategy factor in to game play?
Luck and strategy can be intertwined. For example, in UNO, if you get more than 1 wild card (regular and/or +4), you might want to save it as your last card so that, unless an action occurs to you, you can place it down. It is considered lucky to get multiple of those cards, but saving one for the end is a strategy you can use.
Collaborative Game Ideas
- A tornado chaser game where your all working together to “diffuse” the storm in a sense before it reaches you are town.
- Trying to work together to get the same hand but you can’t see your own or a version that you can but can take turns looking at different peoples cards
- building some sort of structure in game form
- A memory game but you can’t do it on your own, you help each other out by giving clues but I’d have to come up with another mechanic for it to be more complicated
- Like Ticket to Ride but creating food dishes and in a collaborative way, not simply trying to complete “routes” by yourself but in a team dynamic
Game Questions Pandemic 9/11/25
Madison Hurst
Was it fun? – At first, my friends and I struggled to fully grasp the concept of the game and what actions were allowed to do. But after we started playing and learning all of the hacks and tricks of the game, it became more intriguing.
What were the player interactions?- The player interactions were working together to take down the four infections. I thought this game was unique in a way because it encouraged players to work together and to see each other’s cards. In a normal card/board game, players are against each other and trying to win.
How long did it take to learn?- I would say the game took a fair amount of time to learn because the directions were vague or didn’t say you couldn’t do a certain actions or move. For instance, we struggled to understand what role cubes could take and who couldn’t. My one friend had the Quarantine Specialist, and the card never said if he could take a cube off a city, but as we played and we found that in a small sentence in the instructions that he could take one cube off.
What was the most frustrating moment or aspect of what you just played?- The most frustrating moment or aspect of the game was it being over after you went through the player deck. The other frustrating part about the game was the 4 actions rules because I was the research specialist, and I was able to help cure the infections, though I couldn’t in times due to the action limit. This made us wait until the next turn and struggle to get the cards together to cure the infection.
What was your favorite moment or aspect of what you just played?- My favorite moment of the game was when we worked together to get me the blue cards through the duration of two rounds, and curing blue to then eradicate it. It was super fun, and I think it pushed us to want to cure the next infection. This small win gave us motivation to continue the game and kept it fun.
Was there anything you wanted to do that you couldn’t?- Some of the things I wanted to do that I couldn’t were to be able to cure an infection because the other players couldn’t meet my game piece. At times, we had all of the cards in order, but they weren’t in the same place, which then made us wait a whole round.
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 change or add anything to Pandemic, it would be more specific instructions in the rules. I think it was hard at times to understand what to do, and it was made harder than it was.
Is this a game you would play again? Yes, because my friends were asking when we are playing it next. I think after we understood what to do it was super fun. I think it challenged us to communicate and figure out game strategies to eliminate the pandemic. This made it fun and intriguing. Furthermore, my attention span was long, and I stayed engaged in the game throughout the whole duration.
Analyze the game using the 3-act structure. – In Act 1, this is when the players start to see their role and read the instructions. Cards are being dealt, and diseases are starting to be implemented throughout various cities. Players are starting to understand what the research hubs and basic tools are in place. Act 2 is when the epidemic starts to get fairly bad and more difficult to control. We start to see outbreaks happen, and epidemic cards coming into play. Sharing cards has become a thing, and switching city to city becomes more difficult since the outbreaks are coming from opposite sides of the world. Tension to make the right move and the risk of losing increases. Act 3 is when players are drawing cards to find a cure for the four diseases as we near the game’s potential ending. Key cards are becoming limited as we suffer outbreaks around the world. The final rounds are crucial in deciding the player’s fate, whether they will lose or win.
What are the collaborative and or competitive aspects of the game? – Pandemic is a collaborative game, and has the players join together to compete against the game itself. Their competition is the outbreaks, the epidemics, the risks, and the limited resources. The collaboration is encouraged through sharing knowledge cards, giving out roles, and every mistake affecting everyone rather than just one.
What is the game’s metaphor, and which of the game’s mechanics stand out? – The game’s metaphor is the global health crisis and outbreaks, which is the entire theme of the game. In the game, we see outbreaks happen, and the spread of the pandemic rapidly increases. The roles that each player has in the game are some jobs people have in reality, which makes the game more “realistic” for the player. For instance, my role was a research specialist, so when an outbreak happens, I study what it is and figure out how to cure it. The metaphor creates tension and urgency, which can be compared to what may happen in real life. For instance, the Kobold’s guide, Part 1 does a great job explaining how games are created through metaphors. They help make the mechanics of the game and ensure it is more cohesive
5 Collaborative Games
- Chef Check is a collaborative cooking game in which players take on the roles of unique chefs who must collaborate to prepare a full 3 course dinner by collecting ingredients, spices, and kitchen tools while protecting their supplies from mice that roam the kitchen and steal food/supplies.
- Virus is a collaborative takeover game in which players take on the roles of different illnesses and work together to infect the patient and overwhelm their system before the doctor can cure them, using germs, infections, and other methods of spreading disease.
- Evolve is a collaborative evolution game in which players take on the roles of early homosapiens, each with unique knowledge and ideas, and must work together to develop tools, share discoveries, and advance society in order to create an evolved world before extinction from disease, climate, or other threats.
- Witches is a collaborative survival game in which players take on the roles of witches who must work together to survive and ultimately overcome the men trying to burn them at the stake by creating potions, casting spells, and crafting magical tools.
- Wonderland is a collaborative adventure game in which players take on the roles of characters from Alice in Wonderland exploring the whimsical and chaotic aspects of Wonderland, and must work together to navigate strange characters, challenges, and shifting landscapes by using riddles, knowledge, and tools the game provides them.
Playtest Questions: Hanabi and Argument
Hanabi is a card game in which the players collaborate to complete as many fireworks as possible by using the numbered and colored cards and information given by other players.
- Was it fun?
Hanabi was a fun and collaborative game.
- What were the player interactions?
Interactions included determining what would be the best information about another player’s deck to know, determining what cards to play, sorting cards, and attempting to complete fireworks.
- How long did it take to learn?
The game took about 10-15 minutes to learn. It took a bit to get used to not seeing my own hand, but I got used to it.
- What was the most frustrating moment or aspect of what you just played?
The most frustrating aspect was when I would think another player knew what card I was trying to get them to place, but then they placed the wrong one.
- What was your favorite moment or aspect of what you just played?
My favorite aspect of Hanabi was the information system and being able to get clocks back by discarding a card that you may not know the color or number of.
- Was there anything you wanted to do that you couldn’t?
There was nothing I wanted to do that I couldn’t.
- 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 option of including the number 6 for each color in the deck, like how you can add in the wild cards.
- Is this a game you would play again?
I would definitely play Hanabi again because I thought the concept was unique, while including known elements of already existing games. I was very determined to get as many points as possible, and it was exciting.
Argument is a tabletop board game in which the players stack their pieces in stacks of three by utilizing the specific types of movements and color matching.
- Was it fun?
I thought the concept of combining well-known rules of well-known games was very fun. Lacking the knowledge of chess and Argument in general hindered the experience.
- What were the player interactions?
The player interactions included making moves to place a piece at a different point on the board and jumping other players’ pieces to start/complete a stack.
- How long did it take to learn?
It took almost the whole time playing the game (about 45 minutes) to learn how it worked. I had trouble understanding some rules, and overall, the game took longer to learn compared to the other games I’ve played in class thus far.
- What was the most frustrating moment or aspect of what you just played?
The most frustrating aspect was forgetting what colors went with which pieces to jump them.
- What was your favorite moment or aspect of what you just played?
My favorite aspect was using the board. I really like the design and color of it.
- Was there anything you wanted to do that you couldn’t?
I wanted to stack the pieces in an order that was forbidden by the rules.
- 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 maybe have fewer of the three different pieces and add a fourth piece that would have its own movement rules.
- Is this a game you would play again?
I would play Argument again because I think giving it another shot will help me understand the game more. I would also like to try the competitive gamemode because when reading the instructions, it seemed like the more fun way to play, in my opinion.
Question Set Week 2
- Question Set 1
- What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? Everything should be in nanometers – be in tiny moves since you are so infinitely tiny
- Who are you making games for? other people
- Who will be your play testers outside of class? Probably my family or the friends/classmates I see most of the time
- Question Set 2
- Can you think of a game you were able to play without referring to the rules? Yes, Uno is the first game I would think of, it pretty much is born into me I’ve played it so much, I have no memory of ever reading or being explained the rules
- How do you define what a game is? Something fun that has no real purpose in life other than to entertain really and make you problem solve and learn new ways to do stuff
- What features can make your games more intuitive? Make the theme relatable and not super niche, don’t make the player have to do a lot on each turn so it’s not too confusing
- Question Set 3
- What was your gateway game? What do you play to introduce others to gaming? I’d Solitaire was my first game I remember seeing or perhaps Old Maid, but I think there are several categories to games and each one would have a gateway game (like card games versus board games versus videogames); I usually would play Uno with someone or Dirty Bridge, for videogames, I think Minecraft is a great gateway videogame
- What features do gateway games share? Easy gameplay, engaging and simple
- What are the 10 beautiful mechanics and what should you aim for with your own? Well in our text they are 10 different games and the “beautiful ways” in which they make the games not feel like mechanics but as simply an experience. I’m not gonna type them all out cuz they sound weird and cuz they’re on pages 56-60 – but the way we should aim for our mechanics is to strive higher than these mechanics and make it even smoother.
- How does luck and strategy factor in to game play? Depends on the game but both are quite involved in all gameplay
9/11/25 (Week 3_MeredithB)Playtest: Arugment
Argument is a competitive/collaborative game in which players claim pieces by moving and jumping on other players.
- Was it fun?
- I can see how it would be, but not a game I personally found fun
- What were the player interactions?
- There was, The size of the game made us rely on each other to move pieces in order to play.
- How long did it take to learn?
- About 5-10 minutes, it was nice because game pieces were color coded so that players could always tell what they were doing without having to look at the rules.
- What was the most frustrating moment or aspect of what you just played?
- The moving style was a little difficult to understand, even though it was on the game pieces. I think personally the unique shapes were cool, but hard to understand, especially with the circle board.
- What was your favorite moment or aspect of what you just played?
- The visuals and colors of the board were cool, I enjoyed the visual aspects of the game.
- Was there anything you wanted to do that you couldn’t?
- Being able to stack your own pieces easily, and more more freely.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- Change some of the movement patterns for the pieces, since they were difficult to understand and translate to a circular board
- Is this a game you would play again? Yes _____ No ______ Why
- No, I am not a fan of collaborative games, and I didn’t find it super engaging enough to be willing to play it again.
- Analyze the game using the 3 act structure.
- Act 1 is learning the rules, which is quick and easy. Act 2, playing the game was easy enough but took a little since we were still trying to understand the mechanics of the game. Act 3, ending was the quickest, as the game ends as soon as a player has 6 stacks of game pieces.
- What are the collaborative and or competitive aspects of the game?
- It was collaborative in the fact that, due to the size/shape of the board, other players would have to move pieces for you. Competitive still in the fact that there could still be a single winner of the game.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The main metaphors were chess and rock paper scissors, however this was mostly due to the colors, the entire game was utmost stripped down to just mechanics. However the mechanic of having chess and rock paper scissors as a movement system was very cool.
9/11/25 (Week 3_Meredith B) Playtest: Forbidden Island
Forbidden Island is a collaborative game in which players must collect all of the lost artifacts and escape the island before it floods by using their abilities and teamwork.
Was it fun?
No, not for me. I can understand how some people would find it fun, but the lack of competitive gameplay and the lower stake gameplay made it less engaging for me.
- What were the player interactions?
- In a collaborative aspect yes, we would each use each other’s abilities to move forwards and progress within the game.
- How long did it take to learn?
- About 10 minutes, it was decently easy, however we had missing cards so we had to relearn the rules to include the cards after we printed some out.
- What was the most frustrating moment or aspect of what you just played?
- Nothing was frustrating, except missing cards that were crucial to gameplay. We were missing the cards that connect with the abilities of our game pieces, so we had to make more.
- What was your favorite moment or aspect of what you just played?
- The idea of the game was fun, and using one of our teammates’ abilities, the pilot, who can move anyone, allowed us to play the game quickly and survive.
- Was there anything you wanted to do that you couldn’t?
- I would have enjoyed it if the game was competitive which would add a mechanic of stealing the treasures from other players. I would also want to un-flood certain sections of the map, however that may have been a gameplay mechanic that we missed.
- 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 an option for competitive play, which is a stealing or sabotage mechanic to make the game more competitive.
- Is this a game you would play again? Yes _____ No ______ Why
- No, but that is because I am not a huge fan of collaborative games, with tabletop games. I can understand how some people would find this game engaging, however it was not for my personal taste.
- Analyze the game using the 3 act structure.
- Act 1: This was learning the rules, still the quickest section however there was a roadblock due to the missing the cards. Act 2: The middle lasted the longest since its the actual gameplay, where we would move across islands and grab cards in order to get the artifacts and best the game, this section took about an hour. Act 3: The end was easy, as we used certain classes’ abilities in order to skip sections and get to the end quicker, which is where we got on the helicopter and left.
- What are the collaborative and or competitive aspects of the game?
- Collaborative aspects were the fact we could trade and share cards in order to collect the artifacts, and each character’s ability works together. There were no competitive aspects within the game, except the fact we had different abilities as players, but that’s about it.
- What is the game’s metaphor and which of the game’s mechanics stand out?
- The metaphor was an island obtaining artifacts. It was done really well, every epic had a mysterious vibe to it, or made to look like a treasure map. It looked really good and the theming was done well, as it was prevalent through the whole game. The cool mechanics were the moving and flooding based on locations and character abilities, and the water rise level was cool.
