Week 8 – Game Design

With the previous week (week 7) of reviewing other classmates games, this post will consist of reviews from week 8.

Gameplay

Sushi Chef Express prototype play was rather successful this week. The gameplay lasts about 25-30 minutes for four players. Some reviews suggested adding more cards or starting the game with 3 cards (instead of 5) for 3-4 players and keeping it as a starting hand of 5 cards for 2 players. Another idea would be to add attack cards that would steal or remove sushi pieces from opponents boards. Other suggestions included determining if it will be a more strategic game as appose to chance based which would involve changing certain actions on cards. The theme of the goals and roles will also be changed to match the game’s story better.

Destination Stranded! gameplay was also successful but might also need more cards added and perhaps add to the rules to remove some event cards with a certain amount of players playing.

Game Review

This week I played Sushi Go for the first time and thought it was a rather enjoyable fast-paced game. The goal is to grab the most sushi points by the end of the game. The gameplay is fast and constantly changing with cards that you play. It seems like a good gateway game that provides a fun atmosphere, replay value, and an uncomplicated ruleset. I enjoyed the graphics the most.

Reflection week 7

The game we played this week was Sushi. To be honest, I didn’t quite understand it. Once I received a pudding card, I played it because I didn’t understand the power of it when someone else played it. But then I wish I didn’t play it because I lost points because I didn’t have the most of that type of card. There were some other cards I didn’t understand either. I also didn’t understand the point system. I came in 2nd place out of pure luck. I feel if we were to play it again I might finally understand it, but it went so fast I couldn’t catch what each card truly meant to the game. The mechanics of the game were super simple. I just wish I could have caught on to the points system and the true power of specific cards.

Prototype Review

For the last 2 weeks I had my game “Animal Rescue” played tested. The first week I brought in a really rough prototype of the game, really looking for help on the rules. The game is made for 2-4 players and it was first played with 3. The guys helped me figure out more issues that could happen with 3 people. Like do we really need the 4th animal on the opposite side of the board or was it okay with 3.? We did become successful at playing the rough prototype, making up extra rules as we went along. This also lead me to think of extra rules and restrictions about the board setup and how characters can move. After the first play test, I took the game and all my notes home and fixed everything we talked about. The 2nd week we play tested the game with 4 people. It became a little more interesting adding an extra person. I also added more animals to make the game go longer, rules so you cannot jump over another character, and a restriction on one spot on the board. That spot is the direct middle square between the animals where the “tree” is located. No one can use that spot or jump over the tree to get to the animal on the other side, you must go around. The game was going well until some terminology struck with the chance card. I am not really good at writing down what I really mean, so I did have to ask everyone what the statement should really say. Because what something means to me, doesn’t mean to someone else. Also, the question kept up with the “do we really need 5 game pieces each”. I thought yes, because if it is a 2-player game with 8 animals, you don’t want a tie. But no, because if it is a 4-player game with 8 animals, we all really only played 2 or 3 characters at once. So maybe for a 4-player game, everyone could have 3 characters to play with 8 animals to rescue. If it’s a 3-player game there would be 3 characters and 6 animals to rescue. Then for a 2-player game you would have all 5 characters with 8 animals. Also, I originally planned for the game to have a 6-sided dice, then I dropped it to a 4-sided. This actually worked out better but I think maybe a spinner would be best. Also, for the chance card, instead of having a deck of cards to pick up from, I changed to an 8-sided dice and one card with 8 chance options. Eventually I would like to have my own characters instead of the Lego people, unless Lego wants to buy my game idea. I also still need to find a way so that the characters can carry their animal. I made the place-mat cards as a temporary thing but no one used it and when they saved their animal they just took it off the board and placed it behind their character. So, I could extend the board to have a place holder for the animals. The final big question everyone was asking was if you could place your character in someone else’s ‘home’ so that they couldn’t make it home with their animal. I wanted to say yes, because I never thought about that happening, but I wanted to say no because it’s not your characters ‘home’, it’s someone else’s. There are still so many questions and problems to solve, making this game. Eventually it could be a real game.

Week 6 Review

Game Review

Week 6
Game Played: Bang
This past week in class we played Bang, which had a team based aspect but with an individual perspective. I would compare this game to Mafia- a game played without props. In Mafia you have an overseer who assigns each player a role secretly and then narrates the story. The whole premises of the game is not knowing which player is which character and you must narrow down guesses in order to determine who is apart of the mafia. Bang, on the other hand has  a very similar role but with more structure and opportunity. In Bang’s western theme, you have a sherif, deputies, outlaws and a renegade. During the game you must figure out who is apart of which team without getting killed and protecting your “team”. The game gets interesting when it throws in extra lives so that you do not immediately die, and that you can counter an attack through action cards. Bang was able to take a simple context but put the fait into the players hands by letting them call the shots and react accordingly based on their hand.
While there were some struggles during the game and at times seemed frustrating to not know who was on which side, I admire the different mechanics woven into the game itself. It allowed for a good blend between saving yourself but also working towards a common goal. Because of this aspect, Bang is a very interactive game between players and calls for judgements to be made.  In the end, you can progress through this game by analyzing the other players actions and expressions which is probably my favorite part.

Week 6 – Game Design

Prototype Playtest: Destination Stranded!

The playtest went very well because I received a lot of good feedback on the game rules and concept. The game card types seemed to work well but the duration of the game was too long due to the difficulty of finding the cards needed to win. This will be solved by either introducing a cooperative element, less matching needed, or having duplicates of those cards.

Game Review

Bang! has an American wild west theme in which players are on unknown teams and must find out who the other players are. The game rules seemed rather easy to learn but many player actions seemed random and not as caused as it would seem. The players had to eliminate other players not on their team without causing other players to notice their motives. I think this could be a gateway game because of its easy to learn ruleset and replayability.

Bang

Bang was really fun.  I love games where you have to guess who people are and help other players, even though you may not know who they are. It was fun trying to read everybody and I enjoyed the card game, but it was also kind of like a board game too. Keeping track of lives, the different characters, it was really enjoyable and I’m putting it on my list of games to play outside of class.

Week 5? Games and review

Cantan was a really fun game. I really liked the idea of each time you play the game, there is a different playground to play on. I learned that I like trading and collecting games, making sure that you have more paths, settlements, and roads to get to other environments to collect more cards and make more things. Splendor went quicker than Cantan, but I also enjoyed that game.  Again, you needed to trade and spend money to collect more items.

 

Building Games:

Ingredients:

-cook/trade

-Thanksgiving

 

Art thieves

  • Get the most expensive art
  • trade/money
  • work

 

2 Rule sets

Private College Card Game

-rich kids (nice car, no job)

-time

-time is spent between homework,working,social

-character cards have/requore so much

-major, lifestyle, organizations

 

Cards: character cards, action cards (clubs to join, social events, homework amounts, work, financial aid), extra additives (change of major, gets in relationship=more time), resource cards=(time cards, social cards)

Each resource card counts as 1 point, you collect these cards in order to spend them on something your character needs/needs to do

Characters each have distinguishable needs and abilities:

-needs: certain social points, money, homework

Set up: Separate character cards, action cards, and resource cards

-Each player selects one character card at random

-Shuffle resource cards into action cards

-Each player draws 5 cards from this deck and may look at them

-Lay character card face down—you will build up their components

-Start off by building a back story for each character so everyone knows their classmates

Turns: -Each player takes their turn

-You may only lay down objective cards which fulfill your character if you have the resource

cards to support them

-You can only have 7 cards in your hand at a time

-During your turn you may either play, discard, or draw

-Some action cards can be played on other players

Win: When your character card has fulfilled all of its needs

Checkerboard idea:

1.Floor is lava concept—can’t step on one of the certain blocks but have to “rescue” one of your team members on the other side

1.-have add ons after so many rounds to limit board use (i.e. trees, overspill of lava, tunnels)

Pieces: board tiles that have reversible sides (normal chess board sides and then lava sides), 2 pawns/nights/whatever you want to call them

Set up: Put together the board black/white side up in a normal checkered pattern. Must be at least 5 pieces length and width wise. Place your pawn on any square as long as it is on an edge nearest to you.

Turn: Each player can either advance in any direction one space OR you can choose to slow down your opponent by doing one of the following

-flipping a tile into lava (disabling anyone to use that piece anymore), or adding a tile on top with a different landscape that will either allow 2 moves,slow down,etc

Win: first person to get to the other side wins

5 Resource Games

5 Resource Game Ideas

Mana Surge: Charge up spells by channeling/siphoning various forms of mana (arcane, elemental, etc), and use them to attack opponents and surpass obstacles.  Everyone is in different places in a randomly assembled dungeon, and the last mage alive is the winner.

Nimble in Nimbus: Each player runs a crime syndicate in the floating city of Nimbus.  Everything was going great until one of your lackeys accidentally stole the anti-grav core.  As chunks of the city falls from the sky, you must build up a network of thieves, which requires tools, people, and capital.

Booze Cruise: The apocalypse has happened, and you and your mates have discovered an abandoned cruise ship full of alcohol.  Search, drink, trade, and destroy in a competition for who can get drunk the fastest.  Each player can only drink a specified preferred beverage (beer, wine, vodka, whiskey, etc.).

Liquidators of Catan: Catan has been settled, but is no longer profitable.  Be the first to liquidate all of your assets and vacate the island.

Weary Wedges: You’re a simple person with a lot of money, and you cannot be bothered to open doors in your mansion anymore.  Race around the mansion searching for door stops and propping open doors.

Week 1 – Card Game Ideas

  1. Corporation – Players choose their type of business by selecting one of several occupation cards. Each player is handed a certain amount of money cards (or paper money) depending on the occupation chosen. Each round a player picks up three employee cards and chooses one to have for their business. Employees have personality ranks which can help or hinder the player’s business. Players can have up to ten employees, therefore if a player finds a better employee in the deck, they must choose one of their existing employees to “fire”. Then the player picks up an action card which can help or hurt the business or has the player make an executive decision. If a player runs out of money, they are declared bankrupt and exit the gameplay. The last player to have money or to have the most money after a month (30 rounds for 2-3 players or 15 for four players) wins.
  2. Lucky Kings – Using a regular deck of cards, two players are given eight cards face down and six cards are laid face up on the table. There can only be six spots for cards on the table unless a player picks up a king and they may place it on the table immediately. Players flip their cards one per turn and lay a low numbered card on a higher numbered card in the middle (ex. 7 of clubs placed on an 8 of clubs). Once the players have gone through their cards, they are given enough cards to have eight in their hand. Play continues until a player cannot add any of their cards to the table cards and still have eight in hand, and the other player wins. Or play goes until all of the cards have been used and the first to run out of cards wins.
  3. Atomic Dogs – Players pick up cards from a deck until one picks up an atomic dog card and is out of the game unless they have an inceptor card (tennis ball, dog therapy, bacon biscuits). Players may use various action cards to help themselves or hurt other players such as skip to pass picking a card, attack to skip you and make the next player pick two cards, favor to make someone give you a card of their choice, see the future to peek at the next three cards in the deck, and shuffle the deck. Each card would have something random on it like hot dogs, magical chicken butts, Indonesian Santa, and an all-seeing llama. Play continues until one player is left and is the doggone winner.
  4. Harvest 400 – Players deal out seven cards each and leave the deck in the middle. Players must lay down runs in sets of three or more (same fruit/vegetable cards and sequential numbers, or same numbers with different fruit/vegetables). Wild cards can be any number and any fruit/vegetable. Players must place 25 points on their first turn or they must pick up two cards and skip their turn. Players can place their cards on opponent’s runs. At the end of the turn, players pick up two cards from the deck. Play goes until one player has no cards in their hand and everyone adds up their points (wild cards are worth whatever point value it is used for on the run) and opponents subtract their total with the cards left in their hands. The first player to reach 400 or more points wins.
  5. Secret Sarge – Based on the recent game “Secret Hitler” and the Red vs. Blue web series, players are split to two sides: the Reds and the Blues. One player on the Reds is Sarge (the leader), less than half of the players are Red followers, and the other half are the Blues. In 5-6 players, Sarge and the Red followers identify each other, and in 7-10 players, only the Red followers know who each other is and who Sarge is; the other players have no idea who anyone is. Play starts with one of the players as General who decides who is Colonel for the round. If everyone agrees with the pairing, play continues, and if not, the player to the left of General is the new General and continues until there is an agreement. If there is no agreement after 3 tries, the first policy card on top is placed on the board and the marker for failed voting goes back to the start. General picks up three mission cards (Red or Blue) and hands two of them to the Colonel, who then decides which one to place down. Once 3 Red missions are placed, whoever is voted Colonel must honestly say if they are Sarge or not. Depending on the amount of players, a certain amount of red missions placed activates a certain action (General chooses who next General is, General investigates anyone, General sees the next three mission cards, or current General shoots anyone). If 5 Blue mission cards are placed, the Blues win. If 6 Red mission cards are placed and Sarge has not been killed or found by the current round’s General, the Reds win. If Sarge is voted Colonel after three Red missions are placed, the Reds win.

Week 2 – Chess Board Ideas

  1. Corner Chess – Chess pieces are placed in the corners of the board, with the King piece in the furthest corner and the rest around it. Pawns would move diagonally toward its opponent and would attack horizontally while the other major pieces keep their natural movements and attacks. For example, a pawn would move two spaces towards its opponent, but this allows the opponent to strike horizontally or vertically. Rooks would move horizontally and vertically as in a regular chess game. Checkmate the opponent’s King to win.
  2. Reality Chess – the rules of each piece are entirely different. Rooks become defensive barriers, knights can move pawns for reinforcements, bishops can convert opposing pieces for a certain amount of turns, and the king and queen have almost equal movement and attacks. Starting position is regular except the knight and bishop are switched and the rook and the pawn in front of it are switched. Castling is not used. The goal is to take an opponent’s king OR queen and then checkmate the other.
  3. Where’s My Rooks? – Rooks are removed from the board. Knights sit next to the king and queen, bishops sit in front of the king and queen, four pawns surround the bishops and the rest sit next to the knights. This adds a third row of pawns compared to regular chess. If pawns reach the opponent’s back row for queening, they MUST change to a rook until both are on the board or have been used on the board. Checkmate the opponent’s King to win.
  4. Transport! – Six colored portals, two of the same color each, are laid out prior to play. Placement is up to the players as long as it is not where a chess piece sits at the start. Regular chess ensues except if a piece lands on one of the portals, it must immediately move to the other same-colored portal. Colored portals are removed from the game once four pieces have used the same colored portal (two white pawns count as one tally; one black and one white pawn are two tallies; one white queen and one black bishop are two tallies; pieces may travel back and forth and will still count as one tally used). A small version of the chess piece is placed on a tally board for a portal once it has been used by said piece. If a piece blocks the way and another piece lands on the same colored portal, there is no transportation. Once a piece moves off the portal, the portal is open and the opposing player MUST decide whether to move their piece off its portal or to move through it. Their move counts as one turn. Checkmate the opponent’s King to win.
  5. Tri-and-Go Home – Much like Chinese checkers, players use triangular pieces (same amount per player as chess) to jump over each other, including the opponent, to reach the other end and line up exactly as two rows. Pieces can jump forward (vertically or diagonally) or horizontally but cannot jump backwards. Players can jump one piece as many times as possible before the opponent’s turn.

Week 3 – Game Theme Ideas

  1. Final Flight – It is the apocalypse. The government has sent out a broadcast stating that there are earthquakes, tornadoes, volcanic eruptions, and a meteor the size of Europe heading for Earth. They have tried everything and it seems that all hope is lost, except you and your friends are the smartest rocket scientists and engineers. Your job is to collect all of the parts and resources around town to build a ship and fly to Mars. But the army is corrupt and wants to put a stop to your life-saving project, and time is against you as you only have 30 minutes to beat the meteor from impacting the Earth and your friends. Can you beat all odds and save yourself and your friends from impenetrable doom?
  2. The Red Menace – In the city of Proton, chaos ensues as villains and thieves broke out of Creighton Sanatorium and raid the civilians and their homes. Only the smartest villain could cause such mayhem: The Red Menace. Players are split playing detectives who are stopping the thieves and gathering intel to find the Red Menace, and thieves who try to put a stop to the detectives’ hunt. Will chaos continue to roam the city or will order take place and will the detectives stop the Red Menace?
  3. Last Chicken Standing – As a farmer, you have been selected to send your best chicken to Rooster Island, an abandoned and slowly sinking island, in an epic battle royale. If your chicken wins, you win ten million dollars! Players pick their chicken and place them anywhere on the island. Roll a dice to move around and pick up cards to gain useful chicken weapons. If players land next to each other they use the weapons, armor and dice to decide who survives. But time is ticking as the island gets smaller until the last chicken stays standing. Who will be the chicken (dinner) winner?
  4. Tunnel 57 – It is October 3rd 1964, East Berlin. You and your friends have heard about a secret tunnel on Strelitzer Strasse that goes under the Berlin Wall and out to an abandoned bakery on the other side. But rumor has it that the East Berlin border guards are finding out about it as well. The border has been closed for three years, this is your only chance at getting out. The following night, you and your friends walk alongside the road counting house numbers, “53, 54, 55…” getting closer to the border patrol down the street. A Fluchthelfer guides you to an outhouse behind house 55. You say the passcode “Tokyo,” and you enter. There is no turning back. Now you must make it through the small tunnel, your only chance of freedom. Players must build the tunnel, avoiding danger in every direction. Can you make it to the other side?
  5. The World’s Greatest Mystery – You are the world’s greatest detective. You just received a call from multiple country leaders that lost their most prized possessions. You have an idea who it is, but they are always moving from place to place, leaving almost no trace. But you (and perhaps a few friends) are up to the challenge. Travel around the world, avoid danger at every corner, and gather clues to pinpoint the thief’s next location. Can you solve the world’s greatest robbery?
  6. Papers, Please: Electronic Board Game – From the highly positive indie video game, Papers, Please comes to the tabletop electronic-style! You and your friends are border immigration officers of a communist Arstozka, checking immigrant papers accurately and earning money to keep your family alive. The game has 20 different endings depending on how long you play and survive this dystopian country. Each player might miss something that you don’t, and whoever survives the longest wins.
  7. Hello Neighbor: The Board Game – You’ve returned to your childhood neighborhood after being evicted from your apartment. You move in to the building across from your most feared figure: the Neighbor. As a curious child, you broke into his basement and he locked you in, only to escape months later. Now, you must conquer your fears and break into his basement again to find the truth about the Neighbor. Collect the right materials, get in the right rooms, conquer three of your past fears, and get into the basement. Once you’ve done this, flip the board over to make it through the basement, defeat the Neighbor and your biggest fear yet: the Shadow. Just don’t let the Neighbor catch you or you will be sent home! (This game is good for 1 or more players)

Week 4 – Building Game Ideas

  1. Sorry!: Build Home – Pawns start as usual along the board, except each space has a part of a house. Players choose to pick up these pieces for each of their pawns, taking possible pieces for other players. Once a pawn has all four (or five) pieces of a house, the pawn is safe and is finished. If a pawn continues around the board without enough house pieces and is bumped by another player, SORRY! They must go back to their start, put the house pieces back on the board and try again. Once a player has built four houses for each of their pawns, they win.
  2. Jamestown Properties – A modern rendition of the first United States settlement and based on the mechanics of Takenoko, buy and upgrade properties, collect taxes, stop other players from sabotaging your buildings and survive the upcoming frozen winter. Compete against other players to gain the most points through building and sabotaging Jamestown to win.
  3. Troll Bridge – Players are trolls building their bridge to lure adventurers. Players collect supplies and materials in the forest to build their bridge while other players try to sabotage other bridges. But they must be careful as an adventurer walks around and a troll loses all of their materials if they are caught. The first to build a troll bridge wins.

5 trading ideas

5 ideas around the aspect of trading

1.Who ville themed
-It is the annual Who-Dilation and you are sick and tired of Martha May Whovi-a winning the best light decor in all of the town. You begin unplugging bulbs from the refrigerator, stove top, lamps, etc. However, you have a family to raise and they cannot be living in the dark so you must make sacrifices. You and all the other players are Mrs. Betty Lou Who with 3 kids (a girl and two older boys). Everyone starts off with 7 lightbulbs they have pulled from their house-but if they take anymore they are at risk of losing their kids sanity. In order to obtain more you must barter Martha May—who has the most lightbulbs or..steal.
Objective-to have the highest electric bill of all who-ville. This is achieved by gaining light bulbs-some are more wattages than others.
2.Mutate Your Veggies
-Every year there is a farm show, where the farmer with the weirdest looking fruit gets the top prize. The show isn’t for 7 months but you want to get an early start. Every player gets a plot of land they are all the same. The differences will be the add ons (poor drainage, clay like soil, insect infestation, etc)-these will eventually be evenly dispersed at the command of certain cards and have the capability of rotating throughout the game. The end objective is to collect the resources you need for your plants (only have max of 2) based on your typographical situation. Plants all need sun, water, and room to grow, but different plants need different things. Once your plant grows to a certain extent you must draw an add on card-this will either switch up the game or allow you to slightly mutate your plant.
3.Build your character
-You’ve been single now for 5 years and haven’t found the “one” yet. Is it because you still live with your parents? or maybe you just have this dead set idea of what the person should be like which ultimately makes you shallow.
-Each player is given a card of what their ideal character should look like-a general frame work. The whole concept of the game is to build your own personal character in the hopes that you will attract someone..and hopefully they’ll be what you’re looking for as well. You will obtain cards like different hair colors, hobbies, eye color,job, and other personality traits. However you have to constantly be changing cards and cannot have more than one type of trait in a hand—however trading cards with other players can allow for less reliance on luck on the deck
-First player to get 80% of criteria wins.
4.Stranded on an Island
-The plane you’ve been flying on has crashed and after a week of being with everyone, you decide to split off and start your own “colony”. You are torn between surviving and trying to get rescued. Each turn you can obtain a resource, add to your hut (like facilities etc) or build onto your sos sign. But be careful because if you spend too much time on your sign you will die and if you spend too much time finding food you will never be found. Gain resources through farming, hunting, and trading with your fellow neighbors.
  1. Janitoral Closet
    1. The game board is a layout of a school with classrooms, bathrooms, cafeteria, gym, etc. randomly lay out the different issues (1 per room: such as vomit, raccoons, infestation, glue, etc). The objective is to clean up as many messes as you can before the end of your shift (run on a timer). If you clean more than the rest of the janitorial staff you get a raise. However, in order to clean you must have the supplies but there are only so many to go around. There will be up to 5 closets and up to 5 players (1 closet per player)-however not all of the supplies are located in each one and will be dispersed.
    2. Different messes have different points for different people-switch and trade supplies to clean up the school faster than your colleagues.

Week 5 Game Review

Game Review Week 5

Games Played: Settlers of Catan and Bonanza
This past game we played Settlers of Catan and Bonanza.
Settlers of Catan combines several aspects noted in previous games which include, board building, cards, and growing personal resources. The set up of the game is all apart of the fun-the randomization of tiles and dice chips allows each game to be slightly different. This hexagonal board is broken up into territories of different landscapes which therefore produce different resources. The resources are stored and traded in order to build settlements. The overall objective of this game is to reach the most amount of points. You gain points by having settlements, cities, roads, armies, and resources—each having a different value. The whole premises of this game is realistic in that you can have a city without supplies and you can’t expand your territory without roads. In this case, not only is it a building game of the board, but building in terms of a “kingdom/territory” if you will. The main leveling out factor is that you can only obtain the resources in which your settlement/city is on. Therefore in order to gain the other resources you must revert to trading among other players or trading with the bank. The trading aspect of this game probably assisted the most by allowing for more interactivity between players and strategizing so you do not only focus on yourself and your cards but the other players as well. The many different components of this game made it fun and definitely a Gateway game. I knew that Settlers of Catan was a widely popular game, but having never played it myself I didn’t quite understand why. Although there were different parts of the game and it wasn’t as simple as rolling a die and letting the board do the work, it was simple in a way that it was easy to understand and made sense, mostly because it followed standard economical fashion.
Bonanza is a trading card game which involves strictly beans. The entire deck is made up of several different types of beans-some with more cards than others. The amount of cards per bean determines its value. The overall goal is to get as many coins as possible by the end of the game. However, obtaining them and trying to win proves slightly more challenging. The main difference between Bonanza and something as basic as go fish is its speed and method. To break it down, the beans are worth coins (but you must have so many beans in order to get any coins). Therefore you must continuously/directly add on to your bean chain in the hopes of “growing” enough beans to get coins. The game gets switched up because of 2 simple rules. 1: you MUST always play the top card in your hand. and 2: You can only have 3 beans growing at a time. What breaks this down slightly is that the game does allow for trading among players-however ALL new obtained cards must be planted as soon as they are received. Because there is constant movement Bonanza is a fast paced game where anybody has the opportunity to win. While it is more complex than Go Fish, I’d put Bonanza on the lower end of the spectrum in terms of it being a Gateway game. This is because it was easy to learn, luck involved, and a theme. However there wasn’t much as semblance and the duration lasted maybe 30-40 minutes where as typical Gateway games last 1 hour to 1.5 hours.