- Was it fun?
- I thought the game was fun, but I didn’t like it as much as the other games I played. I think I am starting to gravitate slowly to games that favor playing with cards.
- What were the player interactions?
- The player interactions were between being inside or outside of Tokyo which all depended on how the attacks were placed on people and how their own strategies affected their game.
- How long did it take to learn?
- It took us 5 minutes total, simply because we had Ames playing who knew what to do.
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating moment of the game was playing the game in terms of health as my strategy to win, but I was beaten to the punch, losing by energy points.
- What was your favorite moment or aspect of what you just played?
- My favorite moment was thinking I could win simply by keeping my health up while depleting others’. Also, not a big fan of the rules inside of Tokyo, felt like I never made it there.
- Was there anything you wanted to do that you couldn’t?
- One thing that I wanted to do was take away people’s energy points or steal energy points.
- 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 make a smaller deck of cards and make one card where people could wipe out their other opponents’ energy points or an if then statement card to help players who are playing the health strat gain more energy points.
- Is this a game you would play again? Yes _____ No ______ Why
- I would not play this game again simply because it wasn’t as exciting as I had hoped for. The game wasn’t rage baiting me, so it was a bust lol. Yeah, I really like a game that starts arguments, and I just didn’t get that from this game. I want a game to start WWIII.
- Analyze the game using the 3 act structure.
- The beginning of the game, being the setup of monsters having a central conflict, starts the game. The players are discovering the theme and mechanics being put into this world. The introduction of the attack card is where the real game begins. Then the bulk of the game is the most engaging because the stakes grow as you’re forced to choose between collecting coins and building, or collecting coins to destroy others while collecting energy cubes and trying not to die. Lastly, there is the dramatic ending as monsters race to 20 points without dying.
- What are the collaborative and or competitive aspects of the game?
- More coercion and manipulation than collaboration in the sense that you can convince someone to go into Tokyo, then absolutely obliterate them with attacks. In the competitive aspect, it truly is every man for themselves because how can you roll and get lucky without rolling something good but not knowing it, then getting crushed because on your final roll, you get screwed.
- What is the game’s metaphor and which of the game’s mechanics stand out?
- The metaphor/narrative is to keep the monsters in check and get them to take each other down, and be the sole monster to take over Tokyo. The genius mechanic of this game was the dice roll limit being 3, because it gives the player more options and allows them to choose the best play for them.