Game Design week four

Aleah Dudek

Splendor

Was it fun? Yes I enjoyed it.

What were the player interactions? yes there are aspects that get competitive.

How long did it take to learn? It took us a lot shorter than other games maybe about 10 minutes.

What was the most frustrating moment or aspect of what you just played? I didn’t really find anything frustrating.

What was your favorite moment or aspect of what you just played? I liked the different moves and you n ever know what card you are going to go for.

Was there anything you wanted to do that you couldn’t? I wish there was cards where you could steal other peoples cards.

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 was more action cards.

Is this a game you would play again? Yes _____ No ______ Why I enjoyed it I Liked the strategy in it too.

Analyze the game using the 3 act structure.

Act 1: The focus is on collecting gem tokens to afford the cheapest development cards. Most players just grab what’s available; strategy is light, and everyone’s building their “engine” from scratch. Victory points aren’t usually scored yet, this stage is about laying groundwork.

Act 2: Players have cards that permanently give gems, making each future turn stronger. Players start racing for medium-value cards, noble tiles become reachable, and blocking moves emerge. Some players aim for nobles, others for big-point high-cost cards, creating diverging paths to victory.

Act 3: The board shrinks in options—players fight for the last few cards that can push them over 15 points. Every gem token and reserved card matters; timing is crucial since the first to 15 triggers the end. Victory comes from a combination of planning (engine + nobles) and tactical plays in the last few turns.

What are the collaborative and or competitive aspects of the game? The collaborative part I think would be not hogging the tokens I guess and the competitive could be the ability to steal a card someone wanted to eventually take.

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

The metaphor : The gems = raw resources of wealth and beauty.

The development cards = mines, transportation, artisans → infrastructure for growing power.

The nobles = recognition and patronage from high society once your wealth reaches a certain level.

The mechanic: Players collect gem tokens .Use gems to purchase development cards, which give permanent gem bonuses .Those bonuses make it easier to buy more expensive, higher-point cards.Noble tiles reward players for meeting certain card thresholds 

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