Game Play Observations to Improve – Trick or Treat
- Once out of the muster deck and discard deck, you can only steal and put down, not pick up.
- Only put down your Keep cards at the beginning of the turn
- If not enough cards to complete an action roll, you forfeit your turn
- Use physical coins for TP.
→ Use TP when you’re out of cards- Use TP to freeze other players from taking your cards
- Adjust the game if there are fewer than 4 players
- Roll 4 needs to change to 3 of the same suit instead
- Make it clearer to shuffle the deck and have something that allows players to know that when picking characters, you can’t choose those of the same element
- They need to know when to pick up their cheat sheet cards
- Change the treat Point paper with actual coins
- make known the cheat sheet cards in the directions, and the cards
- Make clear what cards get pulled specifically
- Make it clear in the directions that when allowed to be back, you would peek at the cards after you picked up
- Pick up a card based on Roll, then if you have left over, discard to five for your hand limit. Specifically, picking up after your turn is completed
- The hand limit no longer applies when both the discard and mustard decks are empty. Make sure to replenish your hands to keep a consistent five cards in your hand until both decks die out, then it is a free-for-all
- After the mustard deck is emptied and there is a discard deck left, make sure to shuffle the deck and use that as the new mustard deck until all cards are fully given out
- Three of one to be used and add more points to them, as far as what you can buy with treat points
- Make clear the order in which a player must play the game, with the first step being the roll and the last step being replenishing their hand.
Playtest – Honey Heist
Playtest – Memory Language Game
Playtest – Power
Playtest – Trick-or-Treat
Playtest – Chakra Crusade
Playtest – World Bound Revised
Game Analysis 10/16- Harmony Jablon
Rules for Power!
Trick or Treat/Play Test notes
Trick Or Treat Game Makers Playtest
Power Game Review
Worldbound Game Review
Playtest for Broken Mime
- What was the most frustrating moment or aspect of what you just played? I think that the list of tasks that the players are supposed to mimic need refinement. Some of them seemed way too easy, while others felt nearly impossible.
- What was your favorite moment or aspect of what you just played? I like the way that it stimulates humorous table talk. It brings out some personality in players. It involves quite bit of movement, so everyone gets a chance to perform fairly regularly, while others are kept entertained. There’s not much time for boredom.
- Was there anything you wanted to do that you couldn’t? No, not off the top of my head.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? With a change in the mechanics that keep the difficulty roughly the same throughout all the tasks, the game could be a new spin on the old Charades classic.
- What were the mechanics and how well did they work during your play? The mechanics were competitive and team/turn based. They worked well. The rules were clear and easy to follow. The pace of the game felt good.
- Is this a game you would play again? Absolutely. I think this game would be great at parties. I could see different versions sold for adults as well as children. I think it’s also one of those games were a little bit of alcohol for social lubrication could really take the fun to a new level of fun and funny.











