- what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective?
- I don’t usually feel inclined to play any learning games, but one piece of content that stands out to me is cool math games, it had plenty of games that you could either learn real math from, or social interaction (i.e. papas pizzeria etc.) in all honesty those games taught me to work well in retail and that’s all
- is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?
- yes, I do believe gamification is bullshit, but too a limit, so many “bullshitters” use games as a means to spread their propaganda and profit off of it, usually I encounter new games when watching YouTubers play or I see it on PS Shop, but I tend to not play gamified content that isn’t really worth playing
- What is a serious game and why aren’t they chocolate covered broccoli?
- A serious game is ment to educate, they aren’t chocolate covered because it isn’t meant to exactly be “fun”
Play test for- Around the world in 80 days
Tester- Alana
Questions to consider during play and answer after play.
1. What was the most frustrating moment or aspect of what you just played?
Not landing on a card space for many turns
2. What was your favorite moment or aspect of what you just played?
Getting culture cards
3. Was there anything you wanted to do that you couldn’t?
We couldn’t skip our turn when there was a group challenge so we implemented that even though it wasn’t in the rules.
4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
Add
– who starts first in the rules,
– list of all countries or a list of the countries that start with a certain letter on the back of the group cards
– multiple choice?
– more cards
– penalty for repeated countries?
5. What should be improved with the next version?
^^^
6. What was the games message?
Geography education
7. Describe the game in 3 words.
– Advanced
– Educational
–
Raft Review
I have recently been playing the game Raft heavily, and at first I believed that it was a story about characters just trying to survive. But if you follow the story line then you can see that you are actually going and saving a whole town from a villain who locked all the people up, and terrorize them. You can personalize your raft so much and it is so much fun when you play it how you’re supposed to. 10/10 I highly recommend this game so much.
Keep Talking and Nobody Explodes
I really like this game. I remember watching this on YouTube a couple years ago when I watched markiplier play games. These collaborative games are really fun. This game is really stressful and requires a lot of clear communication. I played it with my friend today and there are a lot of complicated steps to each module. We played up to 2.2 “Double your money” and we got so much better at it throughout each bomb. The module with the two dots and the maze were the hardest for us because it takes a lot of visualization for the person with the manual, trying to guide the person with the bomb through the maze without hitting any lines. I also love that there is nothing repeated. When you fail and try again, nothing is the same as it was before. 10/10 game. Would highly recommend playing with a friend. Definitely worth the 10 dollar purchase.
Overconsumption
Suggestions: Make game start in the middle of the board
- The most frustrating thing would probably be that when you start the game and you pull a backwards card, you can’t move anywhere
- My favorite moment would be the interesting conversations that came out of the game!
- I would love to see a more defined board
- I really think it would take a while to reach the end of the game, I would like to see maybe a timer for the coversations maybe?
- Putting the start in the middle
- To talk about how the world has overconsumption
- Unique, conversation starter, fun!
Maize Runner Game
Rules:
Each player will start in a different quadrant, signified by the openings on the end of the maze.
Players will roll to see who goes first, highest number goes first, second highest goes second, etc.
Players will roll a single dice to determine how many spaces they move.
If a player rolls a 6, they get to place a wall piece to block off another players path.
If a player lands on a green dot space, you get a card to remove a wall that can be used once.
First person to the end of the maze wins the game, game can continue for 2nd, 3rd, and 4th.

Mindful Memorial Services Prototype 1 – Design
Week 5 – Notes, Playtests, Ideas
Game Maker’s Play Test Notes – Mindful Memorial Services
- What questions did your players have? There weren’t a lot of questions, but they would ask each other about the requirements and what would happen with each tile.
- How quickly did they learn to play? They learned to play pretty quickly. The only thing that was a little difficult to get used to were the specific requirements and actions that happened with each tile, so a key would probably be helpful.
- What kinds of interactions did the players have? Players would influence the next player’s turns by taking up the different tiles. Players could max out the tiles, making the next person have to purchase a brand new tile. Players also would discuss about the people and their wants and needs
- What confused players? I feel like the players didn’t really have that much confusion.
- What made players excited? I think players were excited when they satisfied both the deceased and the loved ones.
- What did your players enjoy doing? I think they enjoyed looking at the different character cards and how their needs and wants differed.
- Did any aspect of the game frustrate players? I think having to refer to the rules constantly frustrated players, also not being able to obtain more energy very easily so it made them not want to do cremation or human composting.
Other playtest notes
- clarify the way tiles are placed
- i think the human composting needs more benefits
- a way to yet more tokens
- get more energy
- maybe something to mark that the tiles aren’t open when they are maxed out
- a key
- Maybe add how they died, with effects from that
- extra card and it could effect if they get buried or cremated
- maybe green burial plots need to be separation
- maybe the green ones can’t be near a crematorium
- pretty easy to learn but there were a few things that they had to keep referring to
Sara’s Game Playtest – Don’t judge a book by its cover
- What was the most frustrating moment or aspect of what you just played? The end of the game became a little bit frustrating because it was essentially just trying every possible combination until we got the whole thing right, but it wasn’t overwhelmingly frustrating to the point where it ruined the game experience. I think maybe there could be a limit on the number of tries? Either way works though.
- What was your favorite moment or aspect of what you just played? Because I personally had a card in the game, it was really interesting to see what other people thought was my experience and belonged to me. I also knew a few of the other cards but I didn’t reveal it to the other players so it was really interesting to see what they thought too.
- Was there anything you wanted to do that you couldn’t? Not anything that I can think of, but maybe know a little more about the people on the cards? But I’m not sure if adding that would ruin the purpose of the game.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I think I would make it so that anytime that anyone plays this game, they always have a connection to at least some of the people in the game (or know who they are). I think that aspect of the game made it more fun on my end.
- What should be improved with the next version? I feel like it’s pretty solid already ngl, but you could play around with some different potential things: having the answer on the back of the cards like those memory card games, having it be a game that is commissioned by people (maybe you have a website and you draw and send them all the cards??), maybe explore how the game can be created at a party (maybe players go to a character creator online, build themselves, and print out the cards and they can all submit their own facts/traumas), etc.
- Describe the game in 3 words. Thoughtful, personal, well-done!
Game ideas
- protect our national parks – make it like the bob ross board game where there are different cards and pictures of the national parks and you must invest resources like staffing for search and rescues, trail cleanup, etc to preserve that specific national park
- 2025 plane ride – a board game where you must navigate the treacherous landscape of riding a plane in 2025. you land on spaces and those cards can effect your plane’s ability to deal with certain conditions until you either reach your destination or crash
- visit the national parks before it’s too late – try to travel to all the national parks or just the ones on your bucket list before the government (another player) gets to them. They will drill for oil, destroy animal habitats and biodiversity, and make the parks a much dangerous place for visitors. this could be like Battleship..
- Giving credit where credit is due – a party or online game where people can share their accomplishments and things that they are proud of that they might not have been appreciated for or recognized from
Sara Estus – Playtest Review “Mindful Memorial Services” by Amber Holt
First, I want to say this is a clever and thought-out game. Amber is always very thorough with game rules and mechanics, and tying her abilities into something she is passionate about, like sustainability.
1.) What was most the frustrating moment or aspect?
I kept trying to guess what the deceased and the family wanted incorrectly in terms of burial type and I lost all my hearts mid-game. I did still end up winning the game somehow, but feeling like you have no chance to win is always not a great feeling.
2.) What was your favorite moment or aspect?
I loved the similarities in the game tiles being like Takenoko with the hexagonal tiles, and my favorite aspect was having to try and match with how the deceased and family wanted to be buried. Having a luck factor, along with trying to determine needs based on the few words stated on the cards was very enjoyable.
3.) Was there anything you wanted to do but couldn’t?
In terms of gameplay, I wouldn’t say there was anything in particular, but for organization, I wish there was a way to place the deceased cards into the tiles without having to put them in big piles as only a certain amount can fit in each plot.
4.) If you had a magic wand to wave, and could change, add, or remove anything from the experience, what would it be?
After the gameplay, we discussed that it would be interesting to have another card pile that included ways people have died, that way it changed the desires of the deceased a bit, like if they passed in a fire, they likely wouldn’t want to be cremated.
5.) What should be improved for the next version?
I’ve always been a big fan of Amber’s art so I’m excited to see what style she decides to take the game. And as I said above, adding new cards like we discussed would be cool!
6.) What is the games message?
“Green Disposition”
7.) Describe the game in three words
Sustainability, Macabre, Desires
Thank you Amber for letting me playtest your game! I’m excited to see where it goes!
play test for Don’t judge a book by its cover – sara
- the most frustrating aspect of this game was not having a lot of information to go off of to categorize people because in todays age it is normal to try and not judge people by how they look by having so little info forces us to make the decisions that society tells us we shouldn’t make.
- my favorite moments were the debating between players, hearing the reasons that people put i quote with a person was very entertaining at times, especially when its with the people we know that are in the game.
- no it wisent missing anything that i wanted to do.
- i wouldn’t add or remove anything to be honest. i feel like it was a fully finished game.
- a better way for people to know if they have gotten the correct pairings so sara doesn’t have to sit and be the game master.
- empathy, it was illustrating how easy it is to categorize people and make assumptions but it shows us how easy it can be to miss categorize someone based on age gender and looks.
- empathy, intriguing, simple.
Ambers game
- not knowing if the people you are choosing a method of being put to rest that they want but that is the whole point of the game it is supposed to be a challenge to make these decisions.
- having diverse amount of ways to be put to rest and finding out you can be composted.
- no, i feel everything was well balanced.
- nothing
- i feel like it was perfect.
- the games message was to inform people about death and processes you can take and to also show how sometimes their is disconnect between loved ones and the deceased.
Sara Estus – Game Prototype #1 Don’t judge a book by its Cover (Design Process and first playtest notes)
In a world where people are often easily stereotyped based solely on looks rather than the content of their character, Don’t Judge a Book by its Cover is a game that challenges this issue in today’s society. With digitally illustrated character polaroids and small cards that contain a short statement about a person’s life experience or story – players are tasked with stereotyping, assuming, and making generalized judgments on various real people to attempt to match a statement with the person who said it.
The goal of the game is to match all character polaroids, to their personal statement cards.
However, there is no true winner to this game, whether played with a single person, or a group of people – making judgments on others based solely on appearance is wrong, and this game is meant to spread awareness and provide players with a sense of empathy, as you don’t truly know what someone is going through.
Here are some photographs of my artistic approach, including drawings, final cards, and my process of gaining photos of people and their statements/stories:
RULES:
This is the game statement, and rules given to players along with a stack of fifteen character polaroids, and 15 statement cards.
Probably the most basic rules I have come up with in a game.

DESIGN AND ILLUSTRATIONS:



Using the image provided by the person I asked, I opened the image in Procreate and created two ‘copies’. Creating a basing sketch of their head shape, I then drew only the necessary loose details that were needed to make the sketch fit the person it was representing.
I chose to draw each person as I wanted to create a sense of consistency in the game, similar to the quick details we might get from a person when we pass them in a hall. Below is a quick time-lapse of my portrait for the game!
Next, let’s talk about the final character polaroid art that I printed out on cardstock:

For the final card design, I wanted the cards to feel old like you had found them in a box hidden away. I wanted the monotone colors of the drawings to embrace the feeling as well, so by choosing Polaroids it gives the feeling of “who are these people? And where are they now?” I also chose the have the drawings be almost cut out on top of the Polaroids to give it a unique flair.
The only details written on the cards are the names/nicknames of the people, as well as their age, and pronouns. I decided that these would be the only details you would receive as it is often the bit of information you can get from conversations about other people, and through basic ice breakers.
STATEMENT CARDS:
Still following the “aged” mood I was going for, these cards are printed on cardstock with a yellowed background with a typewriter font to add more mystery. The font I used was LTR NCND Variable which can be found on Adobe Fonts.

Now let’s go through my process of how I got permission to use people’s photos and statements:
I decided from the start that I wanted about 30 people, first asking my friends, then family, and then reaching out through social media. It was an extremely time-consuming process, as people were quite picky about which photo to use, and they wanted their sentences to be “cool” or “meaningful.” So much so, that I ended up having my last entry turned into me around 11 pm the night before the project was due.
The other factor that was quite tedious was drawing everyone. For those I was closest with, I wasn’t as worried about making it perfect, but for some, I devoted over an hour or so to the basic sketch. As you saw from my sketch time-lapse, I made the basic form and practically traced the details, this process didn’t always work as some images were further away than others, and drawing open smiling mouths can be tricky! By the end of the design process, I ended up only really getting 15 people to agree to the project, and to give me all the materials I needed following this prompt I shared: I need one nice photo of you, your name/nickname, age, and pronouns and then a single sentence/statement about something that has happened in your life, it can be happy, sad, weird, or a mix. I also clarified that other people will be reading these statements and that their real pictures will not be shown (I asked River and Amber permission to use the pictures they gave me, as shown above.)
Following this, let’s talk about the first playtest!
1.) What Questions did your players have?
I had about five or so people play my game, and they approached it pretty excited, commenting on the art and unique concept. Early on players wanted to know who each person was, but I of course didn’t reveal this until all cards were matched respectively. A few players recognized some of the people who I drew, which didn’t add much to figuring out who said what statement, given most of the statements were pretty unique and broad. Also, two of my playtesters were in the game! They didn’t snitch on themselves either, thank you, Beck and Amber!
2.) How quickly did they learn to play?
Extremely quickly, and there was some unintended teamwork at play with a fairly large group. Following the basic principles of matching, agreeing on the match, and the I would check all of the cards, and set aside the correct matches.
3.) What confused players?
Players did seem to get a little annoyed after mismatching the same cards over and over, so mentally being able to keep track of who you matched with what card is key.
4.) What made players excited?
Players enjoyed finding out who did what, and the stories behind the people in the game. It was also fun to see the two players that were included in the game and see the reactions of other players to their statements.
5.) What did your players enjoy doing?
When they started to get the characters matched to the statement you could tell it was relieving and fun for players. They also enjoyed looking at the art and reading the statements since quite a few were fun and unique.
6.) Did any aspect of the game frustrate players?
Yes, it took about 4-5 times matching and changing which card belonged to which character, I could tell players were getting a bit frustrated with starting over each round.
REVISIONS FOR VERSION 2:
Based on the feedback I received, I think version two will give players a bit more information on the character polaroids, such as “occupation,” “relationship status,” and “hobby” though this takes away a little bit from the concept of knowing nothing about the people shown, it still provides the same depth of empathy and “you truly don’t know what someone is going through” still stands. Doing this also may reduce the number of rounds players must do to completely match all the cards. Furthermore, as I suspected, players also wanted to be in the game. So I am considering taking it from fifteen to about twenty or twenty-five character polaroids and statement cards. Though this will add more to match, many of the people I will be adding in are different ages than those initially in version one. (Version one was ages 20,40, and 80, version two will be 5, 20, 70, and 100). This variety can make it easier to match cards as well.
I hope everyone enjoyed playing my game as much as I enjoyed creating it. Thank you to those who were involved in the design process and gave me feedback before first playtesting!
Playtest 1 Game Maker’s Notes – “Shipping Craze”
What questions did your players have? Players asked if there were any ways to interact with other players beyond collecting products, such as trading or sabotaging each other’s progress. Some also wondered what happens if the Product Deck runs out and how the game progresses without available items to purchase.
How quickly did they learn to play? Players picked up the rules quickly. The basic mechanics of rolling dice, collecting products, and spending money were easy to understand. However, the more strategic elements like when to save money or plan purchases took a little more time.
What kinds of interactions did the players have? Players interacted primarily through competition for products, with some mild discussion around which items to buy. However, there weren’t many deep interactions, as the game lacked elements like trading, blocking, or disrupting other players. It felt more like everyone was working independently in their own “house.”
What confused players? Players were a bit confused about the bankruptcy rule, especially if they couldn’t afford products for multiple turns. Some also didn’t fully understand what to do once the store ran out of products, leading to a sense of being stuck.
What made players excited? Players got excited when landing on “Pick up a Product” spaces, revealing what product they’d collect, and when they purchased high-value items that helped boost their house value. Rolling doubles and getting extra turns also added a fun burst of excitement.
What did your players enjoy doing? Players enjoyed collecting products from the board, strategizing when to spend their money on higher-value items, and watching their house grow in value. The anticipation of each dice roll and product draw kept the game engaging.
Did any aspect of the game frustrate players? Yes, players felt frustrated when they were unable to make any purchases due to lack of money or when the store was out of products. The bankruptcy rule was a bit too punishing for some, as it left them waiting without much to do. The feeling of falling behind due to poor dice rolls or lack of money was also frustrating at times.
Playtest 1 (With Work People) – “Shpping Craze”
Player 1:
What was the most frustrating moment or aspect of what you just played? The most frustrating moment would likely be hitting a point where I couldn’t afford any more products, and I had to wait to collect more money.
What was your favorite moment or aspect of what you just played? I really enjoyed the excitement of landing on “Pick up a Product” spaces and seeing what I’d draw. Plus, the strategy of deciding when to spend money and when to save for more valuable items kept the game dynamic.
Was there anything you wanted to do that you couldn’t? I wish there were more options to interact with other players, like trading products or maybe using special abilities to disrupt others. It felt a little like everyone was just working in their own bubble, and adding a bit more competition could make it more fun.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add some kind of bonus or event cards that players could draw. Maybe they could get a discount on products, or cause another player to lose money. It would add a bit of unpredictability and excitement.
What should be improved with the next version? The game could use more variety in products and maybe even product effects. Adding more ways to earn or trade money would give players more options.
What was the game’s message? The game’s message seems to be about smart decision-making and balancing risk with reward. You have to plan ahead and manage your resources wisely to build the best “house.”
Describe the game in 3 words: Fun, strategic, competitive.
Player 2:
What was the most frustrating moment or aspect of what you just played? Getting stuck without enough money to buy any products while others were progressing quickly. It felt like I was falling behind with no way to catch up.
What was your favorite moment or aspect of what you just played? The thrill of landing on a “card” space and getting rewarded with money. It was exciting to see which products I’d collect.
Was there anything you wanted to do that you couldn’t? I wanted to trade products with other players. Adding that feature would allow for more interaction and new strategic possibilities.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add random events or challenges during the game, such as market crashes or product recalls, which would force players to adapt their strategies.
What should be improved with the next version? The game could benefit from additional store products with varying effects, like limited-time offers or bonus items that give players advantages beyond just monetary value.
What was the game’s message? The game’s message is about smart investment and long-term planning. Making the right moves early on can set you up for success as you progress.
Describe the game in 3 words: Strategic, competitive, rewarding.
Player 3:
What was the most frustrating moment or aspect of what you just played? The unpredictability of the dice rolls. Sometimes I landed on a space that wasn’t beneficial, which slowed down my strategy and made me feel out of control.
What was your favorite moment or aspect of what you just played? The moment when I managed to purchase a high-value product and felt like I was finally gaining an edge over the competition. It gave me a sense of achievement.
Was there anything you wanted to do that you couldn’t? I wished I could do something to disrupt other players’ progress, like blocking them from buying certain products or stealing money from them.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d change the bankruptcy rule to let players earn a small amount of money each turn if they’re unable to make a purchase. This way, no one would be completely out of the game for too long.
What should be improved with the next version? I think the game needs more variety in how players interact, whether it’s through trading, sabotaging others, or forming alliances. Right now, it feels too isolated.
What was the game’s message? It’s about making the best of your situation with limited resources. You can’t always rely on luck, so you have to adapt your strategy to what’s available.
Describe the game in 3 words: Fun, unpredictable, engaging.
Player 4:
What was the most frustrating moment or aspect of what you just played? When the store ran out of products and the game kept going. It was a bit annoying when there were no more items left to buy, yet the game continued on without much purpose.
What was your favorite moment or aspect of what you just played? Rolling doubles and getting an extra turn! It felt like a bonus, and I could make more progress without anyone else getting a chance to act.
Was there anything you wanted to do that you couldn’t? I wanted a way to take loans or get some temporary boost when I was stuck in a financial rut. A mechanic like that could help prevent being left behind.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add a feature where players could upgrade their products or make “bundles” that increase their value, making the house-building aspect more dynamic and fun.
What should be improved with the next version? I’d love to see more engaging player choices outside of just purchasing products, like making strategic decisions related to the product boxes or adding new ways to generate money.
What was the game’s message? The game stresses the importance of both luck and strategy. The mix of random dice rolls with thoughtful purchases creates a balance between chance and planning.
Describe the game in 3 words: Simple, dynamic, exciting.
.
Revised Game Mechanics for Faction Fun
Each player starts off with one settlement or tribe, as well as 4 Action cards according to their side
For Natives, Claiming a land tile turns that land tile into a tribe. The 7th connected land tile makes a Nation (including the one from the beginning of the game)
For Colonizers, Claiming a land tile turns that land tile into a settlement. Once 3 total connected settlements are achieved (that is, including the one from the beginning of the game), future territories now become villages. If 2 of these connected villages are added to the settlements, the next 2 tiles claimed becomes a town, until the last 2 connected tiles gained becomes a City. In total a City is made up of 7 claimed tiles
An Avatar is earned every time 2 tiles are claimed and connected to the rest of that said developing Nation or City
Land Tiles:
Plains tile- 4
Forest tile- 8
Mountain tile- 10
River Tiles:
Water tile- Uncrossable unless an event or Action card permits it
Movement:
- 1 D6 determines how many tiles one can move
- players can go any direction on the board’s linking tiles
Colonizers:
- Colonizers can move on any terrain, however when crossing native land/Native territories, this give a movement penalty of -1
- If a colonial lands on a tribe tile, this is considered “automatic battle attack mode”
- All land tiles are considered Native territory
Natives:
- Cannot cross or enter colonial settlements
- However, if cornered by colonial settlements, attack mode must be initiated (if won, that tile is now Natively claimed)
Claiming Territories:
- When a player lands on a land tile, 2 D6 must be rolled to equate or surpass the land tile’s value and potentially claim that land
- Retaliation can occur from the opposer, if they roll with 2 D6 equal to or higher than both the distance traveled to the defending opponent’s position as well as the value of the land tile (This is the only form of movement that requires 2 D6)
Battle System:
- Battle Round:
- Initiate action card if plausible (one card maximum)
- Aggressor rolls first
- Battle Resolution
- Each player will roll 1 D20 in turn
- Natural 20 wins automatically
- Natural 1 is an automatic loss
- Higher roll beats opponent
Forms of Battle:
Form A: Attack mode;
- Can be initiated when one is within 1 tile of opponent’s avatar, or occupied claimed tile if side permits
- Loss of attack = loss of an Avatar
- Success of Attack = Claimed opponent’s Territory
Form B: Retaliation Mode;
- If a retaliation roll beats out the defending opponent’s roll, a battle will initiate for that claim
- Each opponent in turn will roll a D20
- Highest roll wins
- If the defender loses, they must return to the nearest settlement/tribe tile as well as lose their claim of that said territory
- If defender wins, they maintain their claim
- If the aggressor wins, they instead take the claim
- If the aggressor loses, the territory goes unclaimed
Event Cards:
- At the beginning of each round, an event card will be put into play
- At the end of the round, that Event card is discarded
Event Card Examples:
- Disease: Lose 1 Native Avatar. But If player has only 1 single Avatar, then instead they will lose their turn that round
- Famine: Lose 1 Colonzer, but if player has only 1 single colonizer, then instead they will lose their turn that round
- The Great Storm: Movement Penalty (-2 to all players)
- Awoken Spirit: Movement Bonus (+1 to all Native players)
- War: At the beginning of the round, both players are automatically in attack mode. No further land is gained regardless of the outcome.
- Spy Spawn: Colonials gain one Avatar placed in Native territory. It is up to the Natives before the round starts, whether or not they wish to attack
Action Cards:
Colonial Action Deck:
- Deforestation: Change a forest tile into a Plains tile
- TNT: Turn mountain tile into Plains tile
- Horse and Buggy: Movement Bonus (plus 2)
Native Action Deck:
- The great seed: Change grass tiles into forest tiles
- Rock Solid: Prohibit colonials from claiming any mountain tiles for the next 2 turns
- River Spirit: Allows movement across water tiles exponentially that round
- Get Outta here – Prohibits the colonizer from entering any Native Territory
ALL PREVIOUS RULES ON AVATARS REFER TO THE BASE AVATARS
ONCE A PLAYER GAINS A CITY OR NATION, ONLY THEN CAN THEY BEGIN RECEIVING THE SPECIALTY AVATARS
SPECIALTY AVATARS ARE EARNED JUST LIKE BASE AVATARS, ONLY IN THE SECOND HALF OF THE GAME
Native Specialty Avatars:
- Guardian Avatar: Once a Nation is created, a Guardian Avatar is gifted to that said player to protect that Nation. This Avatar can only move throughout the Nation that they spawn in. they cannot leave their Nation, however, if an opponent wishes to attack any connected claimed land a part of that Nation, the guardians protection reaches throughout the whole Nation and results in a best of 3 D20 battle against the aggressor. If the results end in a loss for the Guardian, the aggressor gets to pick which tile within that entire Nation they wish to claim.
- The Shaman Avatar – Gained anytime after the Guardian Avatar is put into play, this Avatar can be placed anywhere on remaining Native Land. When first placed, they can invoke a ritual that grants a +2 movement bonus to all Native Avatars as well as a -1 penalty to any Colonial Avatars for that round.
- The Healer Avatar – Gained anytime after the Guardian Avatar is put into play, This Avatar is the only Native Avatar with the Ability to cross or land on claimed colonizer territory. If a healer goes into Attack mode and wins that battle on colonizer territory, they then turn that claimed land back into Native Land.
Colonizer Specialty Avatars:
- Defender Avatar: Once a City is created, a Defender Avatar is gifted to that said player to protect that City. This Avatar can only move throughout the City that they spawn in. they cannot leave their City, however, if an opponent wishes to attack any connected claimed land a part of that City, the Defender’s reign reaches throughout the whole City and results in a best of 3 D20 battle against the aggressor. If the results end in a loss for the defender, the aggressor gets to pick which tile within that entire City they wish to claim.
- The Governor Avatar: Gained anytime after the Defender Avatar is put into play. Can move + 2 movement on every roll. However, if a player is killed as this Avatar, that player then loses another Avatar along with it
- Captain Avatar – Gained anytime after the defender Avatar is put into play. When playing as this Avatar, the player is allowed to reroll their lowest D20 in any battle scenario.
Sequence of a Round:
- Event card is played
- Movement roll based on 1 D6 (colonist starts the game)
- Action card
- Played at player’s discretion
- Draw 4 at start of game
- All cards must be played before replenishment
- Roll for claim of territory (2 D6)
- Opposition must retaliate (tile + distance = retaliation)
- Successful retaliation = battle (retaliation mode)
- If retaliation is lost, you return to the nearest tribe/settlement tile and you lose your territory claim
Bradys official game review of Tori’s murder mystery game
- What was the most frustrating moment or aspect of what you just played? Trying to figure out who done it.
- What was your favorite moment or aspect of what you just played? The fake poisonous glass with the fake label on it. I thought that was a good touch.
- Was there anything you wanted to do that you couldn’t? No
- If you had a magic wand to wave, and toy could change, add, or remove anything from the experience, what would it be? I would probably just add a timer so it feels more intense.
- What should be improved with the next version? I think you can add some other characters that said they saw stuff but aren’t sure to get the players heads al twisted.
- What was the games message? Never trust anyone
- Describe the game in 3 words. Fun, Interesting, Frustrating.