
Sorry if it’s too mean Evan

design courses, syllabi, schedules, resources and policies
Fun and interesting concept. Here are some thoughts to consider in future iterations:
Players were definitely frustrated and argued over who won and what constituted a “better built ship.” In order to prevent arguing, perhaps clearly define what you want the final product to look like. It might help to have a player judge as well.
Consider blueprint designs. That could be cool. Colored-coded pieces on the instructions?
Please include enough piece reference for every player.
I would consider the mechanic of choosing a blueprint. Perhaps its a pile of unidentified difficulties and it’s luck and randomized how hard the blueprint is. Or maybe define who picks first (ex: whoever won last time).
Game right now: chaotic, tension-building, creative
Zombie flux is an interesting game to say the least. There are multiple ways to win the game and multiple way to mess up other players. One of the ways is reaching different goal cards. The players can use rule cards in order to change the rules in ways of benefiting or negatively affecting the players. Its a frustrating game for sure, don’t get me wrong. But I love the fact the rules and goals of the game change throughout it.
Forbidden island is a team building game which requires the players to work together in order to escape the flooding island. You go around collecting relics and trading with your teammates in order to escape the island alive. You have cards that can help you achieve that goal quicker by for instance the shovel thing where you can dig back up some parts of the island so it does not sink. You continue to do that until all the relics are at the exit with your teammates intact. Without your teammates or relics you will not be able to escape. Truly there is nothing I do not like. The game is perfect the way it is.
Fun game but its not fair when Professor Ames plays with us becausse he has an unfair advantage. All jokes aside, its a simple game that involves ruling the die to hopefully land on one of the squares that you have land on. There is definetly strategy involved in this because you can play it safe and just get the area near you or you can stretch your land out to claim more resources and get a bonus for having the longest road. It is a little rough though if you are not able to move because of the fact you will be extremely limited on resources. The trading factor fixes that a bit so you can get resources that are hard for the players to obtain. Overall i think its a fun game to play, I wish the land was bigger so the game can last longer.
Evan’s music game(sorry i forgot the name)
I like the simplicity of it. All it takes is everyone rolling the die to determine the amount of cards they get. With said cards, you use them to create music which is then played at the end of the game. I think its brilliant because I have never seen anything like it. I could see teachers using this for students to learn how to make music.
Connor’s Building game
Similar to Evan’s, its another game that I have not seen before. I like the fact that its a race to win and requires skill in order to do good. I loved how there was different difficulties as well with a variety of different pieces to build with. The instruction were a litle confusing at first when we played but overall I think it is great. I loved the idea of making like a blueprint with the help sheet attached to it.
Alana Tush
Was it fun?
Yes, but took a while to start to understand the game and what the different cards do.
What were the player interactions?
The player interactions were the vast majority of the game by implementing new rules such as only being allowed to have so many cards, and how many cards you can draw.
How long did it take to learn?
About 15 minutes to sort of understand the game enough to start.
Would you play it again?
Not specifically zombie fluxx, but I would play other fluxx games in the future.
Analyze the game using the 3 act structure.
In the beginning, there are no rules and the game just starts and goes like normal. In the middle, the game starts to get interesting based on what keepers you have and what rules are going into place. In the end, you start to get more keepers and the game ends when you reach the goal card, which tends to come quickly when a lucky goal comes in place for someone.
What are the collaborative and or competitive aspects of the game?
Collaborative includes placing rules to better the pace of play. But, competitive can be the same by implementing bad rules on the same people to make the game go slower.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor is that you are always trying to reach a goal that isn’t reachable at the moment. But eventually, your cards will align and you will reach your goal. Just like real life.
Hungry Hungry Chopsticks
In this game, it has a base sort of like hungry hungry hippos. In the game though, you have to put the small balls in your corner by picking them up with chopsticks. You must pick up the ball and not roll it back to your side. The whole point behind this game is for it to be funny to watch people try and pick up spheres with chopsticks.
Mega Jacks
For a while, I have wanted to create a very large jacks game. Jacks is a simple game that involves you bouncing a ball and grabbing small metal “jacks” before the ball hits the ground. To make this big, you would need a ball roughly the size of a dodgeball, and jacks that are similar sized. When it comes to collecting games, this in an interesting take on a classic game.
Luck of the Lottery
This game is a traditional board game, but the catch is that the only way to collect money is by “scratching” a lottery ticket after each turn. These lottery tickets would just be not scratched on one side and scratched on the other so you may reuse them. Most of the cards would be losers, with some giving a bit of money and some giving a lot.
RMU Runners
This game is more or less a joke (for legal reasons). In this game, all of your players start in one room. You each draw a card from a standard deck of cards to determine order in which you go. If your turn is up, you must run around campus and take parking tickets off of peoples cars so the police force does not administer more tickets. The key is going first because you will have to run farther to find tickets when close by ones run out. The player with the most tickets at the end of the round wins, and you play to the first person to win three rounds.
Ground Hog Hunt
The aim of this game is to collect photos of groundhogs. All players will meet at the Gazebo, and will start the round with a timer for 5 minutes. Each player will run off and attempt to get photos of groundhogs. The player with the most photos of separate groundhogs at the end of the 5 minutes wins. Photos taken withing 5 feet of the groundhog rewards double points for that photo. If you manage to capture a groundhog, you instantly win the game (legally never said this).
It’s a new kind of game to play for me. I like the use of the sun rotating around the board to give players certain unique advantages. On top of the you can strategize to put the tall tree in the center to block sunlight from other characters trees but your own. The only problem I see is that if there’s a new person playing the game, the other players can easily exploit this and win the game easily. I think it would be cool if there was a way to remove other players trees to slow their progress. Interesting game to play but I’m not sure if it’s the type of game I would play.