Splendor Review

  1. Was it fun? Yes, although it was a little stressful waiting for your turn. You had to strategize about what cards and tokens you wanted, but when they were taken by other players, it was not fun.
  2. What were the player interactions? Because everyone had a strategy for how they were going to get 15 points to win, some players would be going after the same cards or the game gem tokens. Some players would not have the choice of all of the different types of gems when it got to their turn or the card that they wanted to buy was taken. 
  3. How long did it take to learn? This game wasn’t super hard to learn, but I still feel like I went through a good chunk of the game without fully understanding how to play. I didn’t realize until about halfway through the game that you could buy other cards with the cards you already bought. 
  4. Would you play it again? Yes I think I would. Although I don’t think I would choose over some of the other games we’ve played in this class. 
  5. Analyze the game using the 3 act structure. The first act would have been the first few rounds of play. I’m not sure if anyone really had a strategy at this point; they were just trying to get a grasp of the mechanics. The second act would have been once it started to really get competitive and it was important to you if someone stole the tokens or the card that you wanted. The third act would have been when a few of us were only a few points away from 15 points and a reserve of cards that would allow us to buy practically anything.  
  6. What are the collaborative and or competitive aspects of the game? This game was very competitive. Its goal was to be the first player to reach 15 points, so everyone was trying to find a way to beat everyone else to it. It was also competitive in the sense that players could reserve certain cards that they wanted to buy, so that the other players don’t have the opportunity to. 
  7. What is the game’s metaphor and which of the game’s mechanics standout? I believe that the game’s metaphor is about trying to become the wealthiest player, with lots of different gems. When you collected a certain amount of each gem, Nobles would even visit you. The standout mechanic for me is being able to use the cards that you buy with the gem tokens as a resource to buy more cards. You don’t lose these cards either. 

Camel Up Review

  1. Was it fun? Yes, it was. This game is super unique and I really like the mechanic of rolling the die from the pyramid to move the camels. 
  2. What were the player interactions? This game involved betting on what camels that you think would win the race. If you bet first, it reduces the amount of points that other players could potentially get from betting on that same color. Players could also place spectator cards on the track to influence how the camels move. For instance, if a camel moved on the space, it would either move forward or backward, hence influencing the outcomes of the race and player’s bets. 
  3. How long did it take to learn? I thought that this game was fairly simplistic to learn and it didn’t take us very long to get a hang of it. 
  4. Would you play it again? Yes, I would. I don’t typically play games like this, and it was different in a good way. 
  5. Analyze the game using the 3 act structure. The first act of the game involved the set up and the first leg of the race. At this point, we were beginning to learn what actions we could take on our turns and generally how the game worked. The second act of the game would involve the following legs of the race, except for the last one. This is when we started figuring out how to strategize. We started getting invested in which camel we thought was going to win. The third act of the game would have been the final leg of the race when the camels were nearing the finish line, at this point there were only a handful of camels that looked like they would potentially win and it became evident that the yellow camel would. When the yellow camel won, we counted up the final bets, received and counted our coins, and determined a winner. 
  6. What are the collaborative and or competitive aspects of the game? This was definitely a competitive game. Players want their camel to win and not everyone else’s camels. On each leg, you could see what each other player bet on (but not the bet for the entire race) and you could place spectator tiles accordingly. Everyone was competing for the most money at the end of the game. 
  7. What is the game’s metaphor and which of the game’s mechanics standout? The game’s metaphor is about betting on racing camels in Egypt. Besides the rolling of the dice from the pyramid that I already mentioned, another standout mechanic were the crazy camels that when their die was rolled, they moved counterclockwise and could potentially carry the other camels with them.

Week 5 Game review and ideas

Alana Tush

Game Review

Sushi Go

  1. Was it fun? Yes I enjoyed this game because it is easy to learn and not that serious.
  2. What were the player interactions? The player interactions are switching the hand you have each turn and looking at others cards that are down to see which card you want to place next.
  3. How long did it take to learn? This game almost took no time to learn, we quickly skimmed through the rules and started to play, we got more comfortable as the game went on.
  4. Would you play it again?Yes i would play this game again, it goes fast and avoids getting boredom in the middle of the game.
  5. What are the collaborative and or competitive aspects of the game? This game is competitive because you want to score the most points at the end of each round.
  6. What is the game’s metaphor and which of the game’s mechanics standout? The metaphors is to have sushi as your meal and at the end of the three rounds, you get dessert. I like how each player switches their hand each turn because there is no secret what each player has because all the players have seen that hand before.
    • act 1- Reading rules, dealing 9 cards to each player
    • act 2-gameplay- choosing one card to keep and pass the rest of your hand to the left. Pick like cards so you can get as many points as possible
    • act 3- add up your points and start round 2, the game is over after round 3 and you add up all the points from each round, the person with the most points at the end of round three wins.

Spit Card Game

  1. Was it fun? Yes I love this game.
  2. What were the player interactions? The 2 players are trying to be faster than their opponent to place all their cards first and hit the smallest pile to win those cards. You want the least amount of cards as possible
  3. How long did it take to learn?I knew how to play this game already, I was teaching Lauren but she caught on very quickly.
  4. Would you play it again? Yes I would play this again.
  5. What are the collaborative and or competitive aspects of the game? The collaborative aspects is flipping a new card at the same time once both the players cannot put any more down. The competitive part is trying to be faster than your opponent so you can get rid of all your cards.
  6. What is the game’s metaphor and which of the game’s mechanics standout? This game is trying to deceive your opponent about your last card so they don’t suspect that you are going to throw it down and hit the smaller pile. The mechanics is quickly putting cards down either adding up or down and picking up cards so you always have five in your hand
    • act 1- deal the whole deck to 2 players, count 15 cards out of your hand and place the remaining cards in a personal pile. Count 5 cards to hold in your hand. Flip the top of each personal pile over and look at the 5 cards in your hand
    • act 2-game play- place the 5 cards in your hand counting either up and down on top of the card you flipped from the two personal piles. Pick up another card from the remaining 10 so you always have 5 cards in your hand to play
    • act 3- repeat until each player has no more moves and take another 2 cards from the personal pile and flip it in top of the cards in play. The first person that puts their last card down from their 15 slaps the smaller pile to win. Repeat this until someone wins with no cards left.

Gin Rummy

  1. Was it fun? Yes I enjoy this game because There isn’t one way to get gin, you can either get 3-4 of the same number, or you can count up or down with the same suit, they just have to be in order
  2. What were the player interactions? The players interactions are player 1 putting a card down, and player 2 either picking up that same card or choosing to pick up a hidden card.
  3. How long did it take to learn? I already knew how to play this game, but when I first learned it was pretty easy to pick up on.
  4. Would you play it again? Yes I would play Gin again.
  5. What are the collaborative and or competitive aspects of the game? There is no collaborative aspects of this game but it is competitive and strategic to get Gin first so you win more points.
    • act 1- Deal 10 cards to each player, set the remaining cards in the middle face down, flip the top one over. Organize your cards into suits or like numbers
    • act 2- each player takes turns picking up one card at a time and placing a card down in the discard pile, the second player can either take a new hidden card, or the one their opponent placed down
    • act 3- match 3-4 like numbers in your hand or count up or down with cards with the same suit. Once you can no mis match cards on your hand you have gin and your opponent lost. Count up the points and the first who gets 100 wins.

Collecting Game Ideas

  1. Flip over a color card and a number card, the person that retrieves the amount and color that the cards specify wins.
  2. A play on slither.io but it’s a dog collecting shoes, homework, treats, and table scraps to eat. The game ends when the dog accidentally eats chocolate or a grape.
  3. Scavenger hunt of lego pieces that have riddles for each clue where they are hidden. Once you complete the lego build first, you win.

Week 5 – Resources, Collecting and Trading

Sushi Go! Game review

  1. Was it fun?
    • Yes, it took a bit of time to get used to, but it was very fun once learned.
  2. What were the player interactions?
    • Everybody took turns choosing sushi cards and rotating hands. Players would count up their card points based on certain card rules.
  3. How long did it take to learn?
    • The game actually took a but to get used to, because each card type has its own scoring system. Though the cards were diverse, the concept was simple, so it only took 10 minutes.
  4. Would you ever play it again?
    • Yes, I’d play it again. Although it would take some time explaining it to my other friends.
  5. Analyze the game using the 3-act structure.
    • The first act of the game was learning the card types, as well as dealing nine cards to each player. On top of that, a piece of paper was prepared for the point system.
    • The second act involved choosing the right cards to help you score points. Players would not only rotate decks but make careful decisions that would garner them the greatest number of points.
    • The final act of the game was the tallying of points written on the paper. There are three rounds per game, so all of the points from the cards played are added from all rounds.
  6. What are the collaborative/competitive aspects of the game?
    • There are no collaborative aspects to the game. The game is 100% competitive, as players fend for themselves in making the right decisions in earning points. There is no sharing, and players must choose their own cards from rotated decks.
  7. What is the game’s metaphor and which of the game’s mechanics standout?
    • I’d say the game’s metaphor is eating. The mechanic that sticks out the most to me is the dessert. The dessert cards act as a long-term investment, since if you have the most dessert cards at the end of the game you earn six points. This is unique with the notion that the cards don’t do any favor at first, but they can be sneaky at the end.

5 game ideas that revolve around the theme of collecting

  1. Butterfly fiends – Players choose paths around a garden that gather butterfly pieces. Some paths are longer or riskier but might have more butterflies to collect. The placement of the butterflies can be randomized based on a wheel.
  2. Coin-Cash – Players are given a coin they use to pass around during their turn. They must take the 50/50 shot of whether it will land on heads or tails. If it lands on the called side, they earn tokens. The tokens can be used to either keep being safe or doubled to go again. You can also choose to face off with other players to steal their tokens. (All options are during a turn).
  3. Tomb-Robbers – Players flip over tomb tiles for a chance to either earn a reward, or a curse. In order to win, all tiles must be flipped over and the player with the most rewards wins.
  4. Ball-bashers – Players are provided with an array of cups and one ball. The objective is to collect other types of balls, but to do so a player must make the ball into another cup with a ball in it. Once they’ve unlocked another ball, they can use the other ball to try to throw in other cups. There are different types of balls which can be a ping pong ball, rubber ball and so on.
  5. Pizza Palooza – Players must roll dice and spin a wheel to collect pizza toppings to complete their own pizza. They can also choose to sabotage the pizza of other players by sending mice out to eat the cheese.

Builder Buccaneers Ruleset (2-3 players)

Setup – Players are given a pile of loose ship pieces, which should be placed in the middle of everybody playing. Cards are put into separate piles ranking in difficulty from easy to hard.

Objectives – There is only one goal, which is to be the first person to complete the ship building. After so many rounds, someone will win overall. (The ship must be standing without falling over)

Actions to take – All players will pick a card from the “hard” “medium” or “easy” pile. This will determine how hard the ship you will build will be, but the harder the build, the more points you earn.

Ending the game – There is a tally-board, which tracks how many points you earn. With the number of points you earn, is the number of spaces you move, until you reach the end of the scoreboard. Once the end is reached, the player wins.

Example – Jimmy chooses a card from the “easy” category. There are only a couple pieces to find for the ship, but Jimmy will only earn 1-2 points. Jimmy is the first to finish. After yelling “ahoy!” he moves his piece two spaces towards the goal.

Example #2 – Dave picks up a card from the “hard” pile. Although it is hard to keep his ship standing, he ends up pulling off his build without it falling over. Dave wins 5-6 points, earning him a massive boost on the tally board.

Lauren Yunk – Week 5

Spit Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down crads that were higher or lower than the previous card.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the cards that were higher or lower than the previous ccard and continue on til their were no cards. The end of the game was when a player finishes with no cards and hense wins the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the first person with no cards.

Gin Rummy Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were to form combination of three or more cards to win.
  3. How long did it take to learn? Roughly 5 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by making combinations with 3 or more cards and placing down your hand once you have it, 2-9 is 5 points 10-K is 10 points A is 15 points. The end of the game was achieving 100 points and therefore winning the game.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the first to get 100 points.

Sushi Go Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were handing your deck over to the person next to you.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by picking cards that enabled you to get the most points. The end of the game was counting up the points to see who has the most and who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be the one with the most points.

5 game ideas revolving around the theme of collecting

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest ,that involves collecting gems found under the soil, must be completed in order to move on. First one to make it to the jungle with the most gems win.
  2. Alien Invasion is a sci-fi game in which the players must work together by battling the aliens to save the world by collecting special weapons along the way.
  3. Tidal Wave is an adventure game in which the players must collaborate by surfing along the wave, collecting sea artifacts, and talking to sea animals to see if you fall off your surfboard and have to start over.
  4. Rockstar Roulette is a pathway to fame game game where the players must compete in order to achieve their dream of becoming a future rockstar by spinning the wheel to see how many spaces you move and the spaces will have you pick up a card to determine your pathway to fame. You will collect special friends along the way that will either help or hurt you.
  5. Darling Dino’s is a historical game in which you are collaborating to avoid the meteor heading towards earth by rolling a dice and moving across the board while completing special tasks and collecting supplies to build a sturdy shelter.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, Horse Pieces, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – Each player will have a horse that they will use to move across the board. The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back however high or low the number is. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn so you do not want to land on these spots. Other spots will be an action spot where their horse has to role one of the two number combinations to be able to contuine on (ex. 3 on one die 4 on the other or 5 on one die and 2 on the other). If they cannot role one of the numbers in two tries, they have to move back 3 spaces. Continue on unitl everyone crosses the finish line.

Ending the Game – First person to reach the finish line wins.

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.

NO NAME YET OWEN CABLE

The way the game will work is people will take turns rolling a die and going aorund the board at the end of the round you decide how much money you would like to put into the pot

At the end of each round, you will spin the wheel where you are at on the board determines where you are at on the wheel.

There are different colored spots on the board were if no one wins the round it will go into a separate pot but the money you put in gets doubled you don’t get to keep the entire pot

you are not allowed to go all in till at least everyone has made one lap around the board I am making this rule so that people can’t just end the game without giving it a chance to develop

Game Review week 4 Owen Cable

Photosynthesis

I enjoyed this game but also, I didn’t really like it because some of the ways the game could have been played and it took us a little while to understand the game

Once we started playing the game I enjoyed it but i still was a little confused about the shadow over casting over the small trees and the fact that the game could have gotten harder didn’t sound right to me the game wasn’t that easy to begin with to understand.

Sara Estus – Game setup (prototype 1)

Academic Integrity:

  • Set up: 400 Art Cards, 100 topic cards, 20 of each topic including, plants, animals, people, food, and objects. Card Key (it tells you if the cards are AI or not)
  • Players will set up by passing out 5 topic cards, and 5 art cards, then place both piles facedown in the middle of the playing space.
  • Objectives: One player, following a counterclockwise play, will choose one topic card for players to fulfill, matching the topic, The cards will specifically say something like “I am looking for something to eat for dinner, can you give me options?” and players are tasked with fulfilling the task by placing a card with food illustrated on it. However, these cards can be either AI-generated or created by a real artist via photography or drawing, it is the player who chooses the topic’s job to pick a card that they believe is not AI-generated. The goal to win is to have the most topic cards filled with non-AI-created illustrations, the player with the most non-AI-created cards wins (probably a max of 15 cards)
  • Actions: In the first round, players will be given 10 cards, the oldest player goes first, followed by a counterclockwise play after their turn. The player going first will choose a topic card from their pile, they can choose a new topic card, but they must discard an art card to do so. After picking a topic card, they will read it aloud and place it in the middle of the play area, then every other player is meant to best fulfill the topic ex “I am looking for something to eat for dinner, can you give me options?” the players will attempt to choose ONE card that fits this topic, thinking about if the art on the card is AI, or not. There can be a chance that no card fulfills the topic, so they can draw a new card, but must discard a topic card. After each player places their art card, FACE DOWN, the player who chose the topic will look at all the cards and choose which card they like the most or believe to not be AI.
  • Ending the game: Once at least one player gets 15 cards that fulfill their topics, each player will spread out their cards and one player will get a key that will tell the players if their cards were AI or not. The player with the most non-AI cards wins.

week 4

theme is
High Sabotage

The Saboteur’s Ball is a social deduction party game in which players are attendees at an elite gala, trying to identify who the secret saboteurs are while undermining each other’s efforts to influence key figures by spreading rumors, planting evidence, and setting traps.

Corporate Espionage is a strategy board game in which players act as rival executives in a high-stakes corporate world, collaborating with or sabotaging others to secure the most resources by using underhanded tactics, corporate spies, and bribes.

Heist is a real-time card game in which players compete as thieves on a heist, secretly sabotaging each other’s plans while trying to pull off the perfect crime by using bluffing, deception, and carefully timed traps.

Spy vs. Spy: High Sabotage is a team-based action game in which players, as elite spies, collaborate to complete missions while simultaneously sabotaging rival teams by planting false intel, hacking, and setting up ambushes.

High Sabotage: Space Station Showdown is a resource management and strategy game in which players, as astronauts on a space station, must work together to survive while secretly sabotaging each other’s life support systems, stealing supplies, and causing chaos.

Week 4 – Lauren Yunk

Tsuro Game review

  1. Was it fun? Yes, I enjoyed playing.
  2. What were the player interactions? The players would interact by placing down pathways and moving their character pieces along those pathways.
  3. How long did it take to learn? Probably around 5 minutes, maybe even less, it was very simple.
  4. Would you ever play it again? Yes, overall I think the game was entertaining.
  5. Analyze the game using the 3-act structure. The beginning was to learn the rules of the game and do a practice run. The middle was actually playing the game by placing down the pathways and making sure you were able to stay on the board. The end of the game was when everyone fell off the board and there was a last man standing and that person won the game.
  6. What are the collaborative/competitive aspects of the game? Yes, the game was competitive as you wanted to be the last person on the board.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor of the game is “The path of the dragon” and this demonstrates how you are supposed to choose the correct path of the dragon, which allows you to win the game.

Citadel Game review

  1. Was it fun? Yes, I enjoyed playing the game.
  2. What were the player interactions? The interactions were picking a character card and using their special ability, collecting coins, picking up cards with places or buildings on them, and purchasing the building cards.
  3. How long did it take to learn? Roughly 10 minutes. It was a little confusing at first but we managed to get the hang of it.
  4. Would you ever play it again? Yes, I think the game was really enjoyable.
  5. Analyze the game using the 3-act structure. The beginning was learning the rules and doing a practice run. The middle was playing the game by being the first one to collect 8 building cards. The end was when somone collected the 8 cards and we counred up all the points to see who won.
  6. What are the collaborative/competitive aspects of the game? The game was competitive as you wanted to be sabotauge your teammates with your characters ability and be the first to collect the 8 buildiung cards.
  7. What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is “Nobels, Intrigue, and Cities” which relates to the game because you collect nobels and secretley use their special ability as well as collecting cities along the way.

5 game ideas revolving around the same theme

Theme: Animals

  1. Jaguar Journey – The jauar is trying to make it back to the jungle. Players will role a dice to move across the board. Certain spots require a side quest that must be completed in order to move on. First one to make it to the jungle wins.
  2. Zoo Escape – Be the first person to ecsape the zoo without being caught. Players will role a dice to see how far they get to move. Some spots will send them back the their cage. First to escape wins.
  3. Soaring Seals – See how far your seal can soar after sliding down a hill of ice. Players will pick up a card with a power number to see how much power the seal will have to slide down the hill. After they all made it down the hill they will pick up numbered cards to see how far they will swim. First to the iceberg wins.
  4. Penguin Party – Players start with 5 pieces of fish and 5 cards with items. Fish are used to buy items for the party. To play, you need to buy items for the party. Each item costs a certian amount of fish. First person to get 10 items wins.
  5. Dancing Dolphins – You are doing tricks in order to impress the judge. You will begin with 5 trick cards. Each player places down their card and shuffles them so the judge doesnt see (there will be a new judge every round). The judge will then pick their favorite trick and that person recieves their trick card back and the rest go in the discard pile. The first person to win 10 trick cards wins.

Rules for Dusty Derby

Setup  The game can have 2-6 players ages 12 and up.

Game Components – Two Die, Game board, 2-6 players

Objective – The objective of the game is to become the first person to reach the finish line.

Actions players take – The players will have two die that they will role in order to see how far their horse will take them. Rolling doubles means you have to go back that many spaces. Some spots of the board will have carrots or apples where their horse will stop and eat. This means they have to skip their next turn. Other spots will be an action spot where their horse has to role specific numbers to be able to contuine on. If they cannot role one of the numbers in two tries, they have to move back 3 spaces.

Ending the Game – First person to reach the finish line wins.

Sara Estus – 5 Games, one theme: ART

Game Theme: Art

Academic Integrity: This game is inspired by a thread of comments between Amber and me on last week’s game ideas, for this game, players are given a handful of 5 cards that have a multitude of different topics illustrated on them, such as animals, food, people, plants, and objects.  One player, following a counterclockwise play, will choose one topic card for players to fulfill, matching the topics mentioned before. The cards will specifically say something like “I am looking for something to eat for dinner, can you give me options?” and players are tasked with fulfilling the task by placing a card with food illustrated on it. However, these cards can be either AI-generated or created by a real artist via photography or drawing, it is the player who chooses the topic’s job to pick a card that they believe is not AI-generated. The goal to win is to have the most topic cards filled with non-AI-created illustrations.

Art School (Bringing this back from week 3) is a card game where players must collaborate to create a piece of art that fulfills a specific category. However, the difficult part is that only one player knows the category, for example, “Mythical Beast” and the player who knows the category can only give one-word hints. The drawing must be done in a quick passing style, with the player who knows the category only getting 10 seconds to draw, as the round progresses, each player gets 10 more seconds added until 3 minutes is up. After the time is up, players must write on a separate paper what they think the category was, and the closet gets a point. **Further explanation: As this is a super quick game, I think changing it up a little and implementing a level to the categories, like some that are very specific, like “Snail” or “Pancake Stack” would be fun to make it have more playability for those who aren’t confident in drawing, but it would be cool for it to also have a different point value when compared to broader categories.

“Art Noted” a scavenger game (Bringing this back from week 1) Students are given a small photo of a close-up image taken of an art piece on campus, they are given one hint on its location in the style of a riddle and then they must try to find the piece based on knowledge of the area and the riddle.  Students can work in teams for time’s sake. If they find the piece, they win a point. The first to get 5 points wins! **This is meant to drive students to become more aware of campus art** I received the AMC Experience Design scholarship, and this goes similarly with my plan for the scholarship, so I want to note that there are hundreds of pieces of public art on campus! Including the rules stated above, along with the understanding of the vast variety of art, I think sticking to only faculty and student-made art would be a priority, and creating cards that show more information on the art would encourage more awareness of the art on campus!

“I promise we are artists” is a Pictionary game, but we suck at drawing! (Bringing this back from week 1) One student is given a card with an object, animal, or thing and is tasked with drawing it on a piece of paper without lifting the pencil, and they can’t look when they are drawing it. They have 30 seconds to complete their new portfolio-worthy masterpiece, and the other players must guess what the thing is without hints. **I want to add an even more fun factor to it, and it’s that we must critique in front of the class when we present the art, I think having students also re-drawing the piece with needed time to compare would be super fun as well

Gallery Guess Who: A twist on the classic “Guess Who” game, players will ask questions to figure out the artist or artwork. Include facts about styles, including a list to assist players (with examples) periods with a timeline, and techniques used by the artist. It may be easier for artistic students but can be playable for anyone as it will include as much information reasonably way, while still including the style of the original Guess Who.

Evelyn: GoViral Game Rules 1

Game Objective: To win the most “aura points” and go viral by making the funniest combinations.

Required Materials: Picture Cards, Caption Cards, Good Humor

Game Setup: Cards are shuffled. Players are dealt 5 cards each to start. The rest of the cards are placed face down in a draw pile. Gameplay begins when one card from the draw pile is placed face up.

Players Turns: Depending on whether it was a caption or photo card placed, everybody must then choose the funniest pair to the card (each pair consists of 1 photo card and 1 caption card). Players then vote on their favorite combination and whoever placed the card keeps it and gets aura points. The other unfunny combinations are discarded. Players may take one more card. The next round of gameplay begins when a card from the draw pile is faced up. The game can continue as long as it’s a good time. Whoever has the most cards/ aura points at the end of the game wins.

Similar Game Mechanics: “New Phone, Who Dis?”

Other thoughts: Room for expansion with comment or music cards

Sara Estus – Takenoko Review

  1. Was it fun?  Yes, I felt like the game was entertaining and enjoyable! I have a soft spot for playing plant-based games, and the unique pieces and art made the experience more enjoyable! The game included an adorable comic about the story behind the characters in the game (A panda and a bamboo farmer) so the added lore to the game was a nice touch.
  2. What were the players’ interactions? Like most games, diving into a game with quite a few pieces and a very specific rule and guideline book is always a little intimidating, but I’m super biased at this point and will always agree that Amber does a fantastic job of explaining the rules and assuring the game is played. Although there was one rule, we didn’t realize was incorrect until the game was a fair way through irrigation channels, we eventually agreed to play the game (still incorrect) but as we were before.  The most difficult part of the game was completing the tasks we needed to get points, but it was super fun once we got the hang of taking turns and fulfilling task cards.
  3. How long did it take to learn? I would say about 10-15 minutes, Amber was super concise with the rules, so questions were asked, and as far as the basic understanding we started the game quickly, learning a bit on the way and getting the hang of it by the mid-game.
  4. Would you play it again? Absolutely, this game is so so fun and cute and I was actually trying to find it over the weekend to buy it!
  5. Analyze the game using the 3-act structure: Act 1: Establishing the game, the pieces, and the idea of task cards. This beginning was not as rough as some beginnings of games can be that I have experienced. It was all about placing tiles and getting tasks at this point. Act 2: At this point, we all started to focus on completing tasks, the difficult part is deciding which task to do, as some are more complicated than others. Act 3: This is where it was sort of obvious who was winning and who was behind. I had focused a lot of time on one task, which I believe was my downfall. Collin ended up winning with lots of points, as he focused on getting as many tasks as possible completed.
  6. What are the collaborative and or competitive aspects of the game? The game is highly competitive, with players trying to get the most points from task cards, but it is also collaborative in a way, as certain moves you can do, such as placing tiles, or choosing where to move the panda can help other complete their tasks, on purpose or not!
  7. What is the game’s metaphor, and which mechanics stand out? In researching the meaning of Takenoko, which means “Bamboo child” – referring to the strong bamboo sprout that can grow 1.5 inches in an hour. Takenoko is about growing and spreading regardless of barriers that might attempt to prevent one’s growth. Throughout the gameplay, we never ran out of bamboo, even though we removed a lot of it from the board by “eating it” as the panda. I think the mechanic of never losing a feature of the game, no matter how much is going on, really brings not only the metaphor to life but also an aspect of never being done with the game.