Game Design Studio Review Question week 2

Aleah Dudek

Munchkin Deluxe

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Was it fun? I mean yes It was really hard to understand the concept at first, took almost the whole class to completely figure out and understand how the mechanics of the game worked.

What were the player interactions? Yes, lots of them. I did like how even if it wasn’t your turn you could interfere with the other player, incorporating competitiveness and drama aspects. I feel like everyone has a pretty good chance of winning.

How long did it take to learn? Almost the whole class so about 2 hours.

What was the most frustrating moment or aspect of what you just played? I think reading the instructions. I feel like I don’t want to be reading a novel when trying to learn a game.

What was your favorite moment or aspect of what you just played? I did like all the “curses” “armor” and trick cards you could play in order to screw or help yourself. I also like that you can help other players to if you were feeling generous.

Was there anything you wanted to do that you couldn’t? Not really I sort of wish there was less to learn because of how much there is.

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

from the experience, what would it be? Less or more summarized instructions .

Is this a game you would play again? Yes _____ No ______ Why I think now that I know how to play it was definitely fun , but I wouldn’t want to relearn the whole game again.

Analyze the game using the 3 act structure.

  1. In the opening, everyone starts at Level 1 and begins by kicking down doors, fighting small monsters, and collecting treasure while building up their characters with equipment and powers.
  2. In the middle , players have grown stronger, monsters become tougher, and interference ramps up as curses, backstabs, and betrayals fly around. Tension and drama build as players negotiate, form alliances, and sabotage each other, making this the longest and often funniest part of the game.
  3. In the end, one or two players are usually on the verge of victory, prompting everyone else to team up to stop them. Final battles turn into dramatic showdowns with multiple cards played to strengthen monsters or sabotage helpers.

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