Review on Colin’s Art Game

What was the most fruatrating moment or aspect of what you just played? The game wasn’t frustrating all.

What was your favorite moment or aspect of what you just played? I loved how the game fit in the setting, you got to walk around and talk to people. However, you had to be minful of where those whom you were playing with were.

Was there anything you wanted to do that you couldn’t? I wanted more time to be able to accuse the theif, two minutes went really fast during the debate.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?  I would add more art pieces (decks of cards) per round or allow them to be moved each round so it’s not at easy to rember where the cards are.

What should be improved with the next version? Adding more time to debate who the theif is, and adding a few more decks of cards, whether that is per round or overall.

Descibe the game in 3 words? Interactive, mysterious, fun

Evelyn: Tasty Travel Review

Overall, unique and interesting concept that is easy to understand. Here is some feedback to consider:

Something I would change about this game would be the path. Consider theming– latitude/longitude lines? Airplane flight paths? Also maybe bigger path with more stops? Maybe cooking tiles? Also, if you start in certain locations, you have a significant advantage

In general, we got in a pickle with ingredient possession. How do you reset? Cooking Pot? Ingredient limit in the hand?

Side quests/Objectives? Like in ticket to ride, having other objective cards that have point assignments. With the cards, consider matching the ingredient illustrations on the recipe cards

Vary the point value for the recipes.

I love the idea of a market.

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

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

Treasure Hunt

Objective:

Be the first player to collect 5 treasure cards.

Setup: 

– Treasure Cards (10 cards): Write “Treasure” on 10 of the cards.

– Trap Cards (5 cards): Write “Trap” on 5 cards.

– Action Cards (15 cards): These cards allow players to perform different actions. 

Action Cards: 

  – Steal: Take 1 treasure from another player.

  – Protect: Block the next “Steal” or “Trap” action played against you.

  – Double Draw: Draw 2 extra cards on your turn.

  – Lose a Turn: Skip your next turn.

-Trade: Swap 1 card with another player.

Shuffle all the cards together and place them face down in a deck.

Gameplay

1. Each player starts with 3 cards.

2. On your turn, draw 1 card and then play 1 card (if possible).

3. When you draw a Treasure card, place it face up in front of you. If you draw a Trap card, you must discard one of your treasures if you have any (if not, discard the Trap card).

4. Players can use Action cards strategically to steal treasures, protect themselves, skip other players, draw two cards, or trade, 

Winning

The first player to collect 5 treasure cards wins the game!

Optional Variations:

– Add more Action cards with different abilities, like Swap Hands or  Discard a Card.

– Increase the number of treasures needed to win for a longer game.

garden sabotage test

  1. nothing frustrated me, only my luck in pulling cards. also not getting to finish the game.
  2. getting to have as many cards in my hand as i wanted.
  3. no.
  4. maybe adding more of certain flowers, i know the point s for some cards to be more rare to get more points but i was struggling to get the cards i needed.
  5. only having a way to get rid of cards in your hand, cues the no hand limit is fun but at some point i think you would start running out of cards.
  6. pretty, strategic, creative.

academic integrity test

  1. i wasn’t frustrated at all everything made sense and was straight forward.
  2. getting to give people cards that are comedic with the prompt.
  3. no.
  4. no.
  5. nothing really needed improved.
  6. artistic, comedic, fun.

jam sesh test

  1. mostly it was the people, the game itself wasn’t ever frustrating, well maybe the amount of times we all rolled 12s.
  2. my favorite part was getting to make the songs and hear everyone’s peices.
  3. no, nothing felt like it needed to b added.
  4. maybe trading cards with others or being able to chose the key of your piece, but that would get very technical. also making it more competitive in a way, i know games don’t need to be competitive but it makes it more fun for me.
  5. having more cards.
  6. creative, simple, musical.

Sara Estus – To Feed or Not to Feed Game Review

1.) Running out of food tokens was hard, I think it changed the game a lot

2.) I enjoyed that it was repayable through shuffling the deck after rounds!

3.) I wish I could have interacted more with the animals I had, rather than just feeding them and putting them to the side.

4.) More food tokens, and maybe more animals?

5.) I think the animal cards having more purpose, and that there should be more food tokens as stated above!

6.) Animals Very Hungry

Sara Estus – Builder Buccaneers Game Review

1.) Trying to be super quick with building! It’s part of the game so I enjoyed it, but that can be hard sometimes to build fast.

2.) I enjoyed the aspect of having a range of different levels to build, with the levels reflecting super well with the building difficulty.

3.) Play the game longer, I felt like it ended super early, but for a prototype I’d say that’s good for further trial and error!

4.) A bigger board, with obstacles, pirates, treasure and different levels of difficulty.

5.) The length of the game and the board, as my previous comments on why.

6.) Fast Building Ships

Playtest Review Lauren Yunk

To Feed or not to Feed

What was the most fruatrating moment or aspect of what you just played? Keeping track of which animals were fully fed or still needed fed.

What was your favorite moment or aspect of what you just played? The fact that the game relates to war.

Was there anything you wanted to do that you couldn’t? I dint think so.

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?  I feel like it would be fun to have certain animals tie because then you could encourperate something where youd have to battle to see who would win.

What should be improved with the next version? Adding a different color food for when you are finsihed feeding your animal.

Descibe the game in 3 words? fun, competitive, simple

Builders

What was the most fruatrating moment or aspect of what you just played? Making sure the build was built neatly.

What was your favorite moment or aspect of what you just played? The competitive aspect of trying to do something neat yet quick to get the points.

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

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would add more builds

What should be improved with the next version? The cards telling you what to build

Descibe the game in 3 words? speedy, entertaining, competitive

Jam Sesh

What was the most fruatrating moment or aspect of what you just played? knowing what notes were what

What was your favorite moment or aspect of what you just played? getting to hear my song at the end

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

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? i would remove or change the part where the notes have to be four notes apart to be placed next to each other, if that is even what that rule meant, because as someone who knows nothing about music, I found that very confusing

What should be improved with the next version? design aspect

Descibe the game in 3 words? musical, fun, ineresting

The Lamp Rules

Game Objective

As moths, compete to earn the most points by landing on spaces and collecting cards & light orbs, but WATCH OUT for the Lamp. Follow the Lamp and get as close as possible WITHOUT touching it or ELSE your moth will DIE.

Contents

  • 1 Game Board
  • 4 Moth Pawns
  • Light Orbs (not sure how much yet) 
  • Trading Post Cards (not sure how much yet)
  • 1 Lamp
  • Hazard Space Cards (not sure how much yet) 
  • 2 Dice, Numbered 1-6
  • 1 Lamp State Die
  • 4 Survival Achievement Cards

Setup

  1. Place the Game Board in the center of the table. Place the Lamp in its designated spot on the Game Board. Keep the Lamp turned off. 
  2. Place the Trading Post Cards, Hazard Space Cards, and Light Orbs in their respective piles next to the Game Board. Set the Survival Achievement Cards aside for later. 
  3. Every player selects a Moth Pawn. Place the Moth Pawns at the beginning of the Game Board. 

The player who rolls the highest number on the numbered dice goes first. Play proceeds in a clockwise direction.

Gameplay

By rolling the die/dice, players must try to get their moths the closest to the Lamp without touching it. Becoming the closest moth will award the most points, however, moths that touch the Lamp will die. Additional points are earned by collecting  Light Orbs, which can be traded for more points at Trading Posts.

On Your Turn

  1. Determine if you will KEEP PLAYING

Before you officially begin your turn, you MUST DECIDE if you are going to continue playing if you are close to the Lamp. REMEMBER: if your moth touches the Lamp, it will die and you will be disqualified. Players MAY NOT change their decision after they have chosen to roll the die. 

  1. Roll the Lamp State Die

Roll the Lamp State Die to determine the state of the Lamp during your turn (on/off). 

  • When ON is rolled on the Lamp State Die, turn the Lamp on (or leave it on if it already was). From here, your turn will proceed by rolling 2 numbered dice. 
  • When OFF is rolled on the Lamp State Die, turn the Lamp off (or leave it off if it already was). From here, your turn will proceed by rolling 1 numbered die. 
  1. Roll the Numbered Die/Dice

Based on the state indicated on the Lamp State Die, roll 1-2 dice to determine how many spaces your Moth will move. Move your Moth Pawn the number of spaces indicated on the die/dice. 

  1. Follow the Space’s Actions

Based on the space where you landed, follow the instructions for that specific space in the Board Spaces section.

Board Spaces

There are 3 different types of spaces on the Game Board: Light Orbs, Trading Posts, and Hazard Spaces.

Light Orb Spaces

Light Orb Spaces allow players to collect Light Orbs that can be traded for items at Trading Posts. Roll 1 Die to determine how many Light Orbs you collect. 

  • IF YOU ROLL 1-3 on the die: Collect 1 Light Orb
  • IF YOU ROLL 4-6 on the die: Collect 2 Light Orbs

Orbs are worth 1 point at the end of the game.

Trading Post Spaces

Trading Post Spaces allow players to trade their Light Orbs for various light-up objects. When you land on a Trading Post Space:

  • First, draw 3 Trading Post Cards from the Trading Post Card deck. 
  • Second, select 1 Trading Post Card that you would like to purchase, if any. 
  • Third, to purchase the card, return the number of Light Orbs indicated on the Trading Post Card to the pile of Light Orbs.
    • The number of Light Orbs you pay is indicated by the state of the Lamp. 
  • Finally, return all non purchased Trading Post Cards to the bottom of the deck. 

Trading Post Cards are worth varying amounts at the end of the game. The amount of points that a Trading Post Card is worth is indicated on the card. 

ADD EXAMPLE OF TRADING POST CARDS/SPACES HERE.

Hazard Spaces

Hazard Spaces make you LOSE POINTS when something bad happens to your moth. When you land on a Hazard Space:

  • Draw a Hazard Space Card
  • Hold onto this card until the end of the game

ADD EXAMPLE OF HAZARD CARDS/SPACES HERE. 

End of the Game

Players DECIDE the end of the game for themselves. Players must decide before each turn if they want to continue for the chance to get closer to the Lamp and earn more points.  REMEMBER: A player is ELIMINATED from the game if they touch the Lamp. 

When all players have decided to stop playing or have been otherwise eliminated, points are tallied. The player with the most points wins. 

  • Award the 4 Survival Achievement Cards to the players according to how close they got to the lamp.
    • 1st goes to the closest, 4th goes to the player farthest away, etc. 
    • ONLY award achievement cards for the amount of players you have at the end of the game. For example, if you have 4 players but 1 player got eliminated, award 3 Survival Achievement Cards. 
    • In the event of a tie, whoever rolls the highest on the dice gets the Achievement Card of higher points. 
  • Count how many Light Orbs you have. Each Orb is worth 1 point. 
  • Add the points from your purchased Trading Post Cards. 
  • Subtract 1 point for every Hazard Space Card you have.

If after tallying all of these points, there is a tie, the winner is the closest player to the Lamp.

Garden Sabotage! Rules – Version 2

Game Objective

Compete to have the best garden by planting plants and sabotaging other players with bugs.

Contents

  • 50 Garden Objective Cards
  • 100 Plant Cards
  • 50 Bug Cards
    • 10 Good Bug Cards
    • 20 Bad Bug Cards
    • 20 Pesticide Cards
  • 1 Golden Watering Can Card
  • 4 Action Reminder Cards
  • 4 Garden Boards
  • 1 Game Board
  • Instructions

Setup

(INSERT NEW SETUP IMAGE HERE)

  1. Every player selects a Garden Board. 
  2. Place the Game Board in the center of the table. 
  3. Shuffle the Garden Objective Cards, Bug Cards, and Plant Cards. Place the decks in their respective spots on the Game Board.
  4. Place the Golden Watering Can Card face-down in its respective spot on the Game Board.  
  5. Turn over the top 4 Plant Cards and place them in a face-up row next to the deck, as indicated by the spots on the Game Board. 
  6. Turn over the top 2 Bug Cards and place them in a face-up row next to the deck, as indicated by the spots on the Game Board
  7. Deal 3 Plant Cards, 1 Bug Card, and 1 Garden Objective Card to each player. Players may look at their cards, but should keep them a secret from the other players.
  8. Give each player an Action Reminder Card. 

The player who owns the most house plants (in real life) goes first. Play proceeds in a clockwise manner.

Gameplay

Points are earned by completing Garden Objective Cards, using Plant Cards. Players must plant all of the required plants on their Garden Board by laying Plant Cards on their board, face up. Some Garden Objective Cards are more difficult, and, therefore, are worth more points at the end of the game.

On Your Turn

  1. Perform Actions

Players perform 3 Actions on their turn. Players may perform the same Actions multiple times, and they can be performed in any order. You can quickly reference these actions at any point during the game using your Action Reminder Card. The 9 Actions include:

  • Draw a Plant Card
  • Plant a Plant in your Garden
  • Draw a Bug Card
  • Sabotage Another Player’s Garden
  • Play a Good Bug Card on your Garden
  • Sweep the Plant Cards
  • Use Pesticide
  • Draw a Garden Objective Card
  • Dig Up Your Garden
  • Discard a Card

Draw a Plant Card

Draw a Plant Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Plant a Plant in your Garden

Place ONE Plant Card face-up on your Garden Board. Each Garden Board has two plots, Plot 1 and 2. Each plot has space for up to 3 Plant Cards.

Draw a Bug Card

Draw a Bug Card, either from the top of the deck or from the row of face-up cards. If you take a face-up card, replace the gap with a new card from the top of the deck. There is no limit to the number of cards a player can have in their hand.

Sabotage Another Player’s Garden

Place a Bad Bug Card face-up on any other player’s Garden Board on one plot. The Bug immediately eats one Plant. The affected player discards this Plant Card. The Bug will continue to eat Plants in the player’s Garden until it is killed with Pesticide. A Bug takes 1 Plant at the beginning of the affected player’s turn until exterminated. Additionally, players cannot meet Garden Objectives when a Bad Bug is in their Garden. Only 1 Bad Bug, in addition to 1 Good Bug, can be placed on a plot at a time.

Play a Good Bug on your Garden

Place a Good Bug Card face-up on your Garden Board on one plot. A Garden Objective completed with a Good Bug Card applied to it will score additional points at the end of the game. Only 1 Good Bug, in addition to the 1 Bad Bug, can be placed on a plot at a time.

Sweep the Plant Cards

If you do not like the four face-up Plant Cards, you may sweep them away to get four new ones. Discard all four cards and replace them with the top four cards from the deck. You CANNOT sweep the Bug Cards

Use Pesticide

To remove an unwanted Bad Bug from your Garden Board, you must use Pesticide. REPLACE the Bad Bug from your affected Garden Board Plot with a Pesticide Card. The Pesticide kills the Bad Bug, and the Bad Bug Card is discarded. Pesticide REMAINS on the plot until the beginning of the player’s next turn and PREVENTS another Bad Bug from being placed on the plot during that time.

Draw a Garden Objective Card

Draw a Garden Objective Card from the top of the deck. NOTE: Players can only have 2 Garden Objective Cards in their hand at a time.

Dig Up Your Garden

In the event that players don’t want the plants on their Garden Board anymore, players must remove ALL of the Plant Cards from ONE of the plots on their Garden Board.

Discard a Card

Discard 1 unwanted Plant Card, Bug Card, or Garden Objective Card from your hand. Place the card in its respective discard pile.

Completing Objectives

Objectives are completed automatically when you have met all of the requirements on a Garden Objective Card. To indicate this, lay the Garden Objective Card face-up in front of you. Requirements are met when all of the Plant and Bug Cards shown on the Garden Objective Card are placed on one Garden Board plot. All of the Bug and Plant Cards (except for the Good Bug Cards) on the plot that fulfill this requirement are discarded.

  • You may complete Objective Cards anytime during your turn and it does NOT count as one of your standard Actions. It is possible to complete more than one Garden Objective Card during your turn. 
  • If there is a Good Bug Card applied to the Garden Plot that completes the Objective, stack this card underneath your completed Garden Objective Card in front of you. 
  • Garden Objectives CANNOT be completed with a Bad Bug on the Garden Plot. Bad Bugs MUST be killed with Pesticide first. 

Types of Cards

There are three different types of cards throughout the game: Plant Cards, Bug Cards, and Garden Objective Cards. The following describes and provides examples of these cards.

Plant Cards

Plant Cards enable players to complete Garden Objective Cards, which are necessary to earn points and win the game. Up to 3 Plant Cards can be planted on 1 plot.

Bug Cards

There are three types of Bug Cards: Good Bug Cards, Bad Bug Cards, and Pesticide Cards.

Good Bug Cards

Good Bug Cards are white and feature bugs that will benefit your Garden. 

  • Only 1 Good Bug Card can be placed on a Garden Board Plot at a time.
  • At the end of the game, you receive 3 additional points for every Garden Objective Card completed with a Good Bug on it. 
  • You CANNOT place a Good Bug Card on another player’s Garden Board.

Bad Bug Cards

Bad Bug Cards are black and feature bugs that will harm other player’s Gardens. 

  • When a Bad Bug Card is placed, it immediately eats 1 Plant Card. That card is then discarded. 
  • A Bad Bug eats 1 Plant at the beginning of the affected player’s turn until exterminated. 
  • Attacking Player selects which Plant Card the Bad Bug Eats.
  • Only 1 Bad Bug Card can be placed on a Garden Board Plot at a time.
  • You CANNOT complete Garden Objectives with a Bad Bug on your plot. Bad Bug Cards MUST be killed using Pesticide before an Objective can be completed. 
  • You CANNOT place a Bad Bug Card on your own Garden Board.

Pesticide Cards

Pesticide Cards are mixed throughout the Bug Cards and allow players to kill Bad Bugs placed on their Garden Board. 

  • To use Pesticide, lay the Pesticide Card on 1 plot of your Garden Objective Board. 
  • The Pesticide immediately kills the Bad Bug, and the Bad Bug Card is discarded. 
  • The Pesticide Card remains in the spot where the Bad Bug was on that player’s board until the beginning of the player’s next turn. 

The Pesticide Card prevents other players from laying a Bad Bug on the affected player’s plot until the Pesticide Card is removed at the beginning of their next turn.

Garden Objective Cards

Garden Objective Cards are necessary to earn points and win the game. Garden Objective Cards are completed by obtaining and planting all of the required plants on the card.

Action Reminder Cards

Action Reminder Cards reference the actions that players are able to take each turn. Players should refer to the rules for the function and details of each Action.

Golden Watering Can Card

At the end of the game, the Golden Watering Can Card is awarded to the player who triggers the final round, or completes 5 Garden Objective Cards first. This card is worth additional points at the end of the game.

End of the Game

The player who reaches 5 objective cards first triggers the final round. The player who triggered the final round receives the Golden Watering Can Card. The remaining players get one last turn to try to complete objectives in order to earn points. The player with the most points tallied up from their completed objective cards wins. 

  • Tally the points from only the COMPLETED objective cards 
  • Add an extra 3 points for every Good Bug that you completed a Garden Objective with 
  • The player with the Golden Watering Can Card adds 2 extra points to their score

Week 6 – Prototyping, Presenting and Test

Playtest for: Zoomiez

  1. What was the most frustrating moment or aspect of what you just played?
    • Luck was not on my side, I kept rolling odd numbers, so I kept having to take a treat.
  2. What was your favorite moment or aspect of what you just played?
    • My favorite aspect was that everyone is striving to reach a goal, but players can choose to interfere with another player’s journey. If you want to play the game safer, collect more treats, but you are able to play aggressively too.
  3. Was there anything you wanted to do that you couldn’t?
    • I wanted more sabotage options, or more ways to cause mayhem during the game. I think mechanics like that make the game more competitive and funnier.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • I brought up the idea that there should be a laser pointer card that distracts the other players from reaching the top of the tower, preventing them from playing. This was already changed during the playing process, but I also wanted the risky jump card to be a 50/50 split, so even numbers allow you to jump while the odds don’t.
  5. What should be improved with the next version?
    • The only thing I’d say is more diversity in the card options, improving the gameplay. This would also allow for some interesting interactions between the players.
  6. Describe the game in 3 words
    • Simple, Relaxing, Funny

Game Maker’s Play Test Notes

  1. What questions did your players have?
    • “Is the round timed” “Do we take turns building?” “Are the dashes on the board the points you earn?” “Is this a race?”
  2. How quickly did they learn to play?
    • Since the rules are fairly simple, it only took a game or two for them to understand. Little things need more clarification though, so that interfered with their learning capabilities.
  3. What kinds of interactions did the players have?
    • The players were racing against each other, constant competition. Once somebody wins, they yell “ahoy!” When it came time to determine who won, players also started arguing on who finished first.
  4. What confused players?
    • The pieces that they had to use. They had to refer to the info card. Sometimes, they would struggle with the instructions.
  5. What made players excited?
    • The thrill of the race, along with the simplicity of the rules. People kept going for the harder cards, so they were excited when they earned the maximum amount of points.
  6. What did your players enjoy doing?
    • They enjoyed the ship building; they thought it was interesting. Players even recommended more pieces to add.
  7. Did any aspect of the game frustrate players?
    • The benefit is for the faster-handed people, so they suggested I add elements to raise the stakes. There was a lot of player discourse between who build their ship first, so it was recommended that a judge was present.