Game Response Questions – Argument

Was it fun? I think it would have been given more time and a little more brain space

What were the player interactions? Well, they mostly consisted of me helping the other players or else we probably could have played the game in silence

How long did it take to learn? Not too long, although you had to remind yourself of the rules during the game quite a bit

What was the most frustrating moment or aspect of what you just played? How close the pieces looked to each other so scrutinizing every move to make sure you could do it

What was your favorite moment or aspect of what you just played? It was a cool concept

Was there anything you wanted to do that you couldn’t? not really, it sort of just worked well

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? Perhaps make it easier to see the game board and differentiate the other teams pieces from yours

Is this a game you would play again? Maybe, I’d give it a shot with people who know how to play chess to cuz then strategy would come into play and be fun

Analyze the game using the 3 act structure. Well there’s the setup, the gameplay, and racking up pieces at the end (even though we didn’t get to the end)

What are the collaborative and or competitive aspects of the game? I wanted to play it competitively the whole time but we were supposed to work together to get all the pieces off the board, and if we fail we all lose.

What is the game’s metaphor and which of the game’s mechanics standout? There wasn’t really a metaphor (other than on off shoot of chess). The different move and the fact that they were illustrated on the back of the pieces was cool

Game Response Questions – Forbidden Island

  1. Was it fun?
    • I would overall say the game was fairly fun; however, I don’t think it stood out as much as the other games we played in class.
  2. What were the player interactions?
    • The game was similar to Pandemic in the way that the players interacted to try and beat the game before they all sank off the board.
  3. How long did it take to learn?
    • Since this was the second game we played, it didn’t take us long to figure it out. Realizing that it was similar to the previous game we had participated in, I would say overall it took us no more than 10 minutes.
  4. What was the most frustrating moment or aspect of what you just played?
    •  Honestly, the most frustrating moment of the game was trying to get to the treasure spot while also praying that one of the flooded spots didn’t get taken.
  5. What was your favorite moment or aspect of what you just played?
    •  My favorite moment of the game was being able to trade with other players to get us closer to our goal of getting the treasure, and it sort of played out in the sense that we each were able to get a treasure piece.
  6. Was there anything you wanted to do that you couldn’t?
    • One thing I wish I could do, which would have defeated the whole point of the game, was to be able to cross diagonally.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • If I had a magic wand to wave and could change anything from the experience, I would have liked to expand the game with a grander goal in mind; however, we did play on easy mode, so if the water levels were higher I think that might have changed my opinion on the game and it’s purpose and how much I found it entertaining.
  8. Is this a game you would play again? Yes _____ No ______ Why
    •  I would play this game again simply because I feel like I didn’t give it a fair enough turn, and we did not complete it till it’s full of potential however I would also like to add that this was the second game that we played in the last 45 minutes of class, and my brain was dead for most of the game after Pandemic.
  9. Analyze the game using the 3 act structure.
    • Analyzing the game Forbidden Island in the three-act structure starts off with the First Act of setting up the game and getting to know each of the characters’ objectives and how that plays out throughout the narrative of the game, having the theme in mind as rescuing treasures, all the while trying not to let the entirety of the island flood. The second act or the struggle for victory, takes place deeper in the game where the Dynamics keep switching, and the goal is to not let the Island sink. Also, the game feels like it could take place in silence or in a very quiet room, which can easily make the players bored. The third Act, which is the push for victory, where each of the players must stand on Fool’s Landing, is a little bit more exciting than the rest of the game, but the more I think about it, I don’t know how compelling this game was.  It ultimately avoided the “kingmaker effect” where a losing player can impact victory. However, I do think it is a nice touch because it requires players to work together to succeed or fail as a unit, which then pushes the idea of a shared outcome. 
  10. What are the collaborative and or competitive aspects of the game?
    • I don’t think this game was as competitive in the same way as Pandemic, which also ultimately avoided the idea of any frustration or big feelings with the players; however, yet again, it is collaborative, it is just not as compelling.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    • The game’s metaphor is ultimately telling The Narrative of escaping an island with treasure before it sinks; this narrative continues throughout the entirety of the game.  I would say the biggest part of the mechanics is the idea of the water level rising, as well as tiles completely being removed from the game, cutting down the size of the board the players have to work with.

Game Response Questions – Pandemic

  1. Was it fun?
    • I thoroughly enjoyed the game pandemic, though it was a little Annoying to set up at first.
  2. What were the player interactions?
    • Basically, all the players interacted by trying to beat the game before the game beat the players. More times than not, there are more ways to lose than there are to win, so it required a lot of teamwork. Communication was the biggest interaction between players as far as how we can all use the mechanics of the game to our benefit and sort of foreshadow and strategize each turn.
  3. How long did it take to learn?
    • I would say it probably took us a good 20 minutes to learn just because there were so many mechanics to add on to the themes, like there was a hand limit of seven, also the idea of the flights and how cures work, and the infection rate increases while trying to get rid of outbreaks and epidemics.
  4. What was the most frustrating moment or aspect of what you just played?
    • Honestly, the most frustrating moment of the game was probably when I had my little rage moment trying to collect enough cards to trade them in for cures but also part of me wanted to wipe out all the epidemics before finishing the game.
  5. What was your favorite moment or aspect of what you just played?
    • My favorite moment of Pandemic was honestly strategizing with my other players on how we could trade and meet up with each other in the same city as well as how each of us could take on our own City so that we each had our own cures.
  6. Was there anything you wanted to do that you couldn’t?
    •  Honestly, the only thing I would add, which is outside of the game structure and games in general, was the ability to sort of go back or reverse a turn because there were a lot of times where we didn’t 100% think the outcome through when there was a better way of going about it.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • If I had a magic wand, I would try to find a way to remake the game, but from a Gateway game perspective, using Luck instead of strategy, I think it would be interesting to see how the mechanics, meaning, and theme shifted, and honestly, a different theme in general would be interesting to see how it went into play.
  8. Is this a game you would play again? Yes _____ No ______ Why
    • I would definitely play this game again and have already considered asking my friends to come to the library to play it with me.  I think what makes this game so addictive is that competitiveness; however, it is not everybody for themselves, it is everyone else against the game and I think that brings an added power of teamwork.
  9. Analyze the game using the 3 act structure.
    • As far as the beginning structure or act one of the game, it all starts with the setup, as far as where infection starts on the board and who each player will take part in, and all of the added rules to send players’ characters, as well as divvying up all of the epidemic cards. The second act, which is the idea of the struggle and push for victory, comes into play when players use strategic moves and trade to their fullest advantage, ultimately coming up with more cures. The third act, or the push for victory, comes into play when all of the infections on the board have depleted. You’re down to your final set of cards, looking to get the last of the cures, when the whole gameplay intensifies, which can also come across as a euphoric phase for the players. This is where all players’ emotions are heightened.
  10. What are the collaborative and or competitive aspects of the game?
    • I would honestly say the collaborative aspect of the game is very prevalent in trying to beat the game, especially when reaching the third Act. As far as the competitive aspect between players, I don’t really think that is prevalent in the game.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    • Overall, the game’s metaphor is the idea of an expanding pandemic, which is the realm the players live in for the entirety of the game. Of the couple of game mechanics I mentioned earlier, I would honestly say the one that stood out the most was the cures because that was the biggest way for the players to beat the game. 

Game Response Questions – Hanabi

Was it fun? Yes

What were the player interactions? We couldn’t see our cards but had to tell the other players what was in their hands

How long did it take to learn? A little while but not too long

What was the most frustrating moment or aspect of what you just played? Trying to figure out how to tell the other players what they have without giving too much away or not being able to remind the other players what was already told to them

What was your favorite moment or aspect of what you just played? It was like a card game but with fun graphics so I enjoyed it (and I like cards so that was good)

Was there anything you wanted to do that you couldn’t? be able to use the wild cards as just wilds when we played the second round

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Being able to use the wilds differently

Is this a game you would play again? Yes I would, Why, because it was fun and engaging

Analyze the game using the 3 act structure: Honestly it was less of a 3 act game in my opinion, it felt like one continuous action for some reason

What are the collaborative and or competitive aspects of the game? Collaborative was the entire game really, we couldn’t win on our own and only won as a team and how well we all performed and got scored on that.

What is the game’s metaphor and which of the game’s mechanics standout? You are firework pyrotechnicians trying to save a firework show; I really like not being able to see your own hand, made it infinitely more interesting

Game Response Week Three

ALEAH DUDEK

Argument :

Was it fun? It was fun I think it would be more fun playing competitively.

What were the player interactions? Yes almost every turn.

How long did it take to learn? Only a few minutes I liked how easy it was to understand.

What was the most frustrating moment or aspect of what you just played? I didn’t find the game frustrating at all , but I can see how it would be if it was the competitive version.

What was your favorite moment or aspect of what you just played? I liked the different match making and the different ways you have to move the pieces.

Was there anything you wanted to do that you couldn’t? No

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? I wouldn’t change anything I think it’s a nice simple game that could be played over and over again.

Is this a game you would play again? Yes _____ No ______ Why I think it was fun, can be relaxing , but also competitive.

Analyze the game using the 3 act structure.

Act 1 : The set up was to set up your pieces either in order or random and move them accordingly to how the certain symbols moves along the board and try to get the 3 stacks in order to collect points.

Act 2: The rising action could be to make the matches and collect more and more in order to win or screw people over potentially.

Act 3 : If you wipe all the pieces off the board or have the most stacks you win the game or everyone wins the game if playing the collaborative version.

What are the collaborative and or competitive aspects of the game? The collaborative aspects is helping each other out moving pieces to one another to get stacks and wipe more pieces iff the board. The competitive aspect is making your way over to other peoples pieces to steal their pieces in order to give yourself more stacks.

What is the game’s metaphor and which of the game’s mechanics standout?

I would think the games metaphor is rock paper scissors because some pieces over power other pieces to make stacks and collect stacks for yourself or one another. The mechanics I would say is also Rock paper scissor because we used that to determine who went first. Also the way the pieces moved in order to get around the board and the colors of the pieces.

Game Response Questions Week 3

ALEAH DUDEK

Forbidden Island:

Was it fun? It was alright the mechanics were kind of boring , but the theming was pretty.

What were the player interactions? Yes we had to collaborate the entire game almost, but we could make personal decisions.

How long did it take to learn? Not long like 20 minutes.

What was the most frustrating moment or aspect of what you just played? I wasn’t really frustrated, I guess the only thing is is that it was a little too easy to beat.

What was your favorite moment or aspect of what you just played? I liked the theming and the suspense of it.

Was there anything you wanted to do that you couldn’t? Not really, but I wish it was trickier.

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? I would add more cards such as to deflood or more actions to move.

Is this a game you would play again? Yes _____ No ______ Why No it was kind of boring it is definitely a one and down game.

Analyze the game using the 3 act structure.

Act 1 : The board is laid out in different locations making it more adventurous, the tiles representing different parts of the island. The characters choose their abilities and their “powers” throughout the game. The objective is to save the island from sinking while collecting treasures. You are in danger of pulling sinking cards destroying the island while trying to save it.

Act 2: More tiles flood and disappear, making the map shrink. The water level meter may rise from bad flood card draws. Key tiles needed for treasures may flood, threatening to end the game early. Players have to sacrifice actions and resources to keep them intact. Players must coordinate their moves carefully.

Act 3: The last treasures are collected, the water level is dangerously high, and players make their desperate dash to the helicopter pad. The story will end in a win or defeat.

What are the collaborative and or competitive aspects of the game? We had to collaborate to collect the treasures and the competitiveness was pulling the sinking cards.

What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is risk and reward I feel because the team has to collaborate in order to save the island, but as you pull cards it can get really risky to the race to save the island from flooding. The mechanics are the flooding and sinking tiles limiting where players can go. The water level meter can dictate how in danger you are in. The treasure cards can help lead you to victory. Role powers can help collaboration or avoid the sinking tiles.

Week 2 Playtest Questions

Munchkin Gloom

  1. Was it fun?

Overall, Munchkin Gloom was a fun game to play.

  1. What were the player interactions?

The player interactions included applying positive self-worth to other players’ cards, getting positive self-worth from other players, and interacting with event cards.

  1. How long did it take to learn?

Munchkin Gloom took about half an hour to learn. The game was really confusing at first.

  1. What was the most frustrating moment or aspect of what you just played?

The most frustrating moment of the game was when my characters would get killed with a self-worth score of zero.

  1. What was your favorite moment or aspect of what you just played?

I really enjoyed the event card where I could take one card off of one character that belonged to each player.

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

I wanted to revive my dead characters.

  1. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would add a rare card that allows players to revive dead characters to try and get a lower self-worth score on them.

  1. Is this a game you would play again?

Knowing what I know now, I would play the game again. My greater knowledge will make the game more fun and interesting since I know how the self-worth system works.

Sushi Go!

  1. Was it fun?

Overall, I had a lot of fun playing Sushi Go!

  1. What were the player interactions?

The player interactions included passing the cards around until nobody had any cards left.

  1. How long did it take to learn?

The game took about 5-10 minutes to learn. However, the chopsticks card was confusing to me and didn’t make sense for a good bit.

  1. What was the most frustrating moment or aspect of what you just played?

The most frustrating moments were when I didn’t get a card that complemented another.

  1. What was your favorite moment or aspect of what you just played?

My favorite moments were when I was able to stack as many cards as possible to earn the most points.

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

There was nothing I wanted to do that I couldn’t.

  1. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I wish there were some sort of trading system in the game.

  1. Is this a game you would play again?

I would play Sushi Go! again. I have a much better understanding of the flow and how certain cards work. I think it would be even more fun than the first time playing.

(9/4/2025_MeredithB) Playtest: Bohnanza

  1. Was it fun?
    • I didn’t really enjoy the game, it was a weird premise and the game itself was difficult to understand. We had to watch a video to understand it (I still did not understand it) instead of reading the rules, and overall I did not enjoy the game. It didn’t really have a major goal other than collecting coins, which was a very passive goal, and that was it.
  2. What were the player interactions?
    • There was, so in the game you either have to trade or donate cards if you don’t want them. This caused a lot of arguing and negation to be made in order to get the cards we wanted, but also to give away cards so we don’t have to deal with them.
  3. How long did it take to learn?
    • 1hr+, at least for me. I was still trying to understand and learn the game for the entire time, in comparison my peers understood it quicker, but it would have been closer to 20-30 minutes for them.
  4. What was the most frustrating moment or aspect of what you just played?
    • Just trying to understand what a “turn” is within the game and how to properly play. It changed how many things could be planted and played depending on trades, and overall I could never tell if I accidentally played too much, or I was essentially skipping my turn.
  5. What was your favorite moment or aspect of what you just played?
    • The premise and conceptual idea of the game was cool, but I just didn’t like any of it. The playstyle, the rules, and even the look of the cards weren’t for me, but I can understand how this game would be desirable for others.
  6. Was there anything you wanted to do that you couldn’t?
    • Buy more plots of land, you were only allowed to have 3 plots, I wish you could have 4 or even 5 instead. However I understand why players are not allowed to do this, as it would take away from the sacrifice that can be made based on trades.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • The artwork was not for me, and in general I would change the whole game so it isn’t Bohnanza. The game just isn’t for me like I have stated, so I would change the whole aspect of the game.
  8. Is this a game you would play again? Yes _____ No ______ Why
    • Nope, I didn’t enjoy the game or the concept of the game, so I would not go out of my way to play it.
  9. Analyze the game using the 3 act structure.
    • (Act 1: Start) The start was setting up plots, learning the rules and getting your starting hands. This section was the quickest since it was just distribution of cards and taking things out of the box. (Act 2: Middle) This was the longest section, lasting over an hour, and would have been longer if we would have followed the rules and went through the deck 3 times. This section, due to the nature of the game, was designed to be the longest. (Act 3: End) Although this section would have been longer if we played longer, it only took a few minutes since the only point system is whoever has the most coins in the end.

(9/4/2025_Meredith B) Playtest: Sushi GO!

  1. Was it fun?
    • Pretty enjoyable, it was simple and easy to understand, plus it was more of a luck based game rather than 100% skill, so the randomness made it fun.
  2. What were the player interactions?
    • Yep, it was at 1st confusion but it was more or less just the counting of cards, since the game is so luck based.
  3. How long did it take to learn?
    • About 5ish minutes, it was quicker than expected. The hardest part to learn was that stacking and point mechanic, but the cards showed you what to do so it worked out.
  4. What was the most frustrating moment or aspect of what you just played?
    • Nothing was honestly frosting, except for the chopsticks card, cause if you have one left it’s worth nothing, so on the last hand there is a chance you don’t get any extra points.
  5. What was your favorite moment or aspect of what you just played?
    • It was very cute, the premise was simple to follow and the artwork was very cute, which made it aesthetically pleasing to play.
  6. Was there anything you wanted to do that you couldn’t?
    • Not really, except I wanted the wasabi card to be worth more then x3 or nothing.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • Add a point value towards the chopstick and wasabi cards, just so they don’t become useless cards.
  8. Is this a game you would play again? Yes _____ No ______ Why
    • I would, it is a very easy game to pick up and play for a little, without dedicating hours towards learning a game. Almost anyone (except for kids under 5) can play and enjoy the game, so it makes Sushi Go! A very family friendly game, hence allowing it to be brought to more events and shared, which makes me more likely to play it.
  9. Analyze the game using the 3 act structure.
    • (Act 1: Start) This section was learning the rules/ point scoring for the game. It took maybe 5 minutes to learn the premise of the game, however we kept referencing the rules for the 1st few rounds until we 100% understood the rules. This section also included dealing the cards, so overall the start was the shortest section, maybe 30 seconds of play) (Act 2: Middle) Main part of the game, this is where we would actually play the game. This part was fun since it was the actual game where we were passing around cards and playing. (Act 3: Ending) This is where we would count points and totals. It went fairly smoothly as the point system was easy to understand, plus the cards had the values written on them. The longest part of this section was tallying up final points and comparing/adding them to previous rounds to determine a winner.

Munchkin Play test Review – Bryce Mathews

I believe that Munchkin is a fun game if all the pieces fall into place. It is a nice take on the turn-based card-drawing model. Unlike a game like FLUX, Munchkin encourages you to act out of turn, make informal deals, and make strategies on the flyby helping or hindering others.

There were many great interactions our group had while playing. After we overcame the learning curve, we opted to help each other if needed and build strength individually. This came crashing down when one person decided to curse another, which started pitting players against each other.

We were learning all of the time while playing. There were so many intricate conditions and terms to understand to play the game the way it was intended, which was a bit overwhelming. We had to take a while to understand how each turn worked.

The most frustrating moment was being targeted because I was getting close to winning.

My favorite part of playing was winning because I negotiated a deal to help fight a monster.

I wanted to carry more cards I believe that the hand limit, while nice in encouraging players to sell and donate, really hurt our ability to strategize for the long term.

I would tweak the rule book and simplify certain systems. It was quite the read.

I would play Munchkin again. While it is difficult to understand when starting, the liberties that Munchkin allows you to take makes the game much more dynamic.

While there was no set story in Munchkin, there was definitely an early-game, mid-game, and end-game. In the early-game, every player did not work together much, and it took a while to understand the mechanics. In the mid-game, there were more interactions between players, like team-ups and trades, with the inevitable betrayal. The end-game became a close race to the level 10, with players throwing anything they could to make another player lose their fight.

Sushi Go! Analysis

Was it fun? Meh

What were the player interactions? 

There wasn’t much player interaction, the only interaction was the passing of the card hands. Besides that you could affect other players but yourself, so there wasn’t much competitiveness or excitement. 

How long did it take to learn? 

Not too long, we only were confused about the different sushi combinations, but once we were familiar enough it was easy to play.

What was the most frustrating moment or aspect of what you just played?

 I honestly wasn’t frustrated at all but if I had to choose something it would be only being able to play one card at a time besides using the chopshick cards. This game was simple enough where it is hard to choose something to be frustrated about.

What was your favorite moment or aspect of what you just played? 

My favorite aspect was the point system and the visuals of the game. I like games where you have to get the highest score and keep track of points over time. As for visuals the cards and sushi characters were adorable and colorful, it was very appealing to look at. 

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

Not really, but again I would want to play more than one card when I couldn’t.

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? 

I don’t know exactly what could be added without changing the whole game, but if I had a magic wand I would add better player interaction or card stealing aspects. I would do this to add some competitiveness between the players besides only the points being used as the competitive aspect. 

Is this a game you would play again? Yes _____ No ______ Why

I probably would play again, but it wouldn’t be my first choice because I have a very competitive personality and this game wasn’t very competitive, but I enjoyed the simplicity of it. 

Analyze the game using the 3 act structure.

Setup: The set up of the game starts with a specific amount of cards each player has, and getting a feel for what combos and cards to first put down to start the game. There are no set characters, but the sushi characters are the points so the players begin to think of their next moves. The setup creates the foundation as players begin to think of what they might collect and how others might play.

Confrontation / Rising Action: The rising action of the game is when players draft and pass cards, balancing point gains with strategy. Collecting sushi sets, timing pudding (dessert) cards to prepare themselves for the end of the game. The rising action is driven by both opportunity and risk with every hand when the players are still creating their meals strategically. 

Resolution / Climax: At the end of the final round, all points are tallied (including the dessert cards that can swing the outcome). The climax arrives when it’s revealed who built the “best sushi meal” (highest score). This resolution provides closure, with all earlier decisions leading to who used their hands wisely, who took risks, and who ultimately won.