I like that you have the option to play in a group or solo. Only heist game I’ve seen out in general that I actually like. I’ve seen games like this at stores and it just doesn’t look interesting. However in this case I feel like it is done very well and again I like that you can play it solo as well. Some of the other games I’ve seen or played you can’t get strikes or caught. In this case you can. You can get caught and lose your money. I’m excited to see how the final board will turn out after laser cutting it.
Manor of the Dammed
I think it’s really cool that every game is different, with the time and building the board itself. I think it’s really thought out and put together very well. Not sure why but it makes me think of D and D a little bit, which is not a bad thing.
Toss Salad
I like the idea of using action cards to get the ingredients to make a salad. I agree though with the action cards, I feel like people mainly focused on the chaos versus the actual point of the game. Regardless though I like how everything came out, especially the design of the cards.
Court of Champions
I like that it’s a trivia game based on one subject. The improvements made from the original prototype to the new board is very good. It’s cool that you put in the time to 3D print everything instead of buying them online.
Garden Glory
I like the point system. Love the design of the cards, it’s very simple but clean. Want to see how the new greenhouse spaces work. I love how she took notes from photosynthesis and applied it to her own.
Strike Force Presentation Review
This game gives me the vibes of the game “Bang!” but with more of a “Battleship” feel with more weapons!
The design is so beautiful, I love the pixilated look so much!!
I did not get to play this game, but I would really love to see benefit and con cards like in “Buckshot Roulette” (video game)
Type Test Presentation Review
I actually love this game, because it is very diverse and can be played with any type of phone
I would love to see that you have to turn off auto type or swipe type on your phone to not cheat the game
I really love the simplicity of the game, a great idea for a party game, because everyone has their phone on them! (I also lose my phone everywhere I go so this would help me out)
This would be so cool to elevate hand eye coordination too!
I actually enjoy the simple card look, it helps to read better
It makes a very nostalgic feel, and I could actually see this as an app that everyone plays
Rotten to The Core Presentation Review
I played this game, and I am so happy they are moving forward with this game.
I love that their inspiration came from different types of burial methods
I am so happy that they added fairness in to everyone gets to 50 points
The new design to the cards are so simplistic and cute!! I am so exited that they decided to make it more gory than cute, because in my eyes its still cute.
I believe that this could be played between the odd people out there (me), funeral workers/students, and anatomy students.
I suggested that Player interaction could be tipping the police off about the body.
Evan and Dylan’s Manor of the Damned Presentation Review
I absolutely LOVE that someone did a horror board game, I rarely see them and I so appreciate it.
It gives me DND vibes, and I love that even more, it makes it so creative and more interactive than a regular DND playthrough that you usually see.
I asked how long they would predict the game to be, and if the “ghost characters” are customizable because of how invested they want the play testers to be. They responded with you roll your stats with characters, with advantages and disadvantages timing would probably be 30-40 with how fast players move
The sabotage effect is so so cool too,
Toss Salad Presentation Review
I believe this game has some great potential, I think that Kelsey should take a look into Ronan Starks game “I’m Cookin’!” it could bring out a lot more ideas, salad based obviously
I love the idea of having sabotage cards for the salads, I had a question about it, if it is just for the recipient, or if it could be given to someone else.
The design in so beautiful, and very easy to understand, I suggested a new look for the condiment cards
Da Final Rules
Rees Edwards
Gallery Grippers: An Art Heist Game
Game Overview: Gallery Grippers is an art heist board game in which 1 to 6 players assume the roles of Burglar Masterminds. Your goal is to assemble the best heist team, bypass high-security obstacles, steal valuable art pieces from four iconic museums around the world, and fence them off for monetary value.
Game Components:
- Game Board: Features 4 famous museums, each with unique art pieces and security levels.
- Specialist Cards: Crew members with specific abilities (e.g., Stealth Specialist, Master of Disguise, Hacker).
- Attribute Cards: Tools and bonuses for specialists (e.g., Added Stealth, More Tech, Steroids).
- Museum Description Cards: shows each museum’s art that matches with that said museum.
- Percent Dice (2 d10) and Standard Dice (d6).
- Score Sheets: used to track success percentages and strikes.
- Art Cards: Represent unique artworks with monetary values and stat modifiers on their backs.
Setup:
- Each player selects 6 starting cards (3 Specialist Cards and 3 Attribute Cards) to form their heist crew to start.
- Shuffle the remaining cards into two decks (Specialist and Attribute) and place them beside the board.
- Match each museum quadrant with its corresponding artwork
- Place Art Tiles in the designated art quadrants of each museum on the board.
- All players start at the base/black market tile
Gameplay:
Throw a D6 to determine who goes first. Highest number rolled goes first. If there is a tie, rock paper scissors to determine who goes first. Then players take turns clockwise. Each turn involves the following steps:
- Roll to Move: Roll a six-sided die to determine how far you move on the board.
- If you land on an Airport Tile (Blue): you must move to any other Airport Tile.
- If you land on a Recruitment Tile (Green): Draw one card from either deck.
- If you land on a Security (Black) or Alarm (Red) Tile: Attempt to bypass the obstacle through adding up your total percentage roll with your base success rate and bonuses.
- Yellow Tiles (Trading Posts): Potentially Trade attribute cards with other player’s Attribute Cards
- If you land on an Art quadrant: Steal one piece.
- Obstacle Tiles (Black or Red):
- Choose a max of one Specialist Card and/or one Attribute Card to address the obstacle.
- Roll the percent dice (d10) and add:
- Specialist bass success rate.
- Attribute card bonuses.
- Base roll percentage.
- A total score of 100% or higher bypasses the obstacle.
- If your total is less than 100%, you receive a strike.
- Strike Rules:
- First Strike: Continue your turn.
- Second Strike: You must leave the museum and return to the nearest Exit Tile (E). You then have the choice to leave the museum premises and reset your strikes on the next roll, or go back into that same museum with your previous two strikes still accounted for
- Third Strike: You are out of the game.
- Exiting the Museum:
- Successfully leave via an Exit Tile with the artwork to keep it.
- If caught while carrying art:
- No prior strikes: you have the ability to ditch the art and take one strike, or keep going with two strikes.
- One strike already (which means this would be your second): Lose the art and return to an Exit Tile.
- Art Quadrant:
- Upon reaching an Art Quadrant, you can steal one artwork.
- Each art piece has:
- A monetary value (e.g., $700,000,000).
- A success rate deduction (e.g., -35%).
- These modifiers affect your ability to leave the museum with the artwork, as the deduction is taken from your overall percentage roll.
Additional Rules:
- Reupping on Cards: once a player has no more cards left, they must roll one D6 to determine how many cards they can pick from either deck
- Selling Art:
- Deliver art to a Black Market Tile to sell it for its face value.
- Holding multiple pieces increases value (e.g., fencing two pieces together adds $200,000,000 when sold).
- The first player to earn $1,000,000,000 wins.
- Discarding Cards:
- Used cards are discarded. When a deck runs out, shuffle the discard pile to replenish it.
- Recruitment:
- If a player has 1 or fewer cards, roll a d6 to draw that many said cards from either deck.
- Art and Stat Modifiers:
- Carrying art reduces your overall success percentage, making escape harder.
- Airport Rule:
- Players must move to a different Airport Tile when landing on one.
- Be Smart:
- Not all Specialist and Attribute Cards are equally strong, adding challenge.
Winning the Game:
- Last man standing
OR
- Reach $1,000,000,000: Automatically win by earning this amount.
Tiles Breakdown:
- Red Tiles (Alarm): Trip a wire; use cards and roll to bypass.
- Black Tiles (Security): Confront a guard; use cards and roll to escape.
- Green Tiles (Recruitment): Draw one card from either deck.
- Blue Tiles (Airport): Move between airports.
- Yellow Tiles (Trading Posts): Potentially Trade attribute cards with other player’s Attribute Cards
- Art Tiles: Steal one artwork.
- Exit Tiles (E): Leave the museum.
Example Scenario:
- Player lands on a Red Tile.
- Chooses a Hacker Specialist (+30%) and a Tech Attribute (+20%).
- Rolls a 50% on the percent dice.
- Total = 30% + 20% + 50% = 100% (success).
- If the roll were less than 100%, they’d receive a strike.
Plan your moves, recruit wisely, and master the art of the heist!
Court Of Champions Presentation Review
I love the new design of the game boards, they are cleaner and more fun to look at.
I also really love the pull slide for the card, its super innovative, same with the teammate selection system.
I am super happy Kiya was able to fix up the timing of the game, and pace it out
Her game is so so so innovative and creative, all of the effort, art, and 3D printing went into it proves she worked so hard on it.
I hope she chooses to work on this game further.
Final Game Documentation of Type Test -Colin Kenny
Anansi’s Web of Tricks Gameplay
Gameplay Mechanics
Setup
- Shuffle the deck and deal 5 cards to each player.
- Place the remaining cards in the center as the draw pile and flip the top card to start the discard pile.
- Each player selects a Character Card to play as, gaining access to their unique ability.
PS; take note of your characters ability and USE THEM TO YOUR ADVANTAGE
TURN STRUCTURE.
Players take turns performing one major action per turn, keeping gameplay quick and fluid:
- Play a Card: Match the suit or number of the top card on the discard pile.
- Play a Mischief Card: Use special cards to disrupt opponents.
- Use a Character Ability: Activate a unique skill to gain an advantage.
- Draw a Card: If no other action is possible, draw from the deck.
Card and Effects
- Numbered Cards: Match by suit or number to discard.
- Mischief Cards:
- Steal: Take a card from another player. The victim draws 2 new cards (4 if it was their last card).
- Forced Draw: Make a player draw 3 cards. If they play one immediately, you draw 2 cards as a penalty.
- Vortex Shuffle: Shuffle and redistribute hands among up to 3 players.
- Wild Distractions: Target one player to pass you a card of a specific suit. They draw 2 cards if they can’t.
- Nullify: Cancel the last Mischief Card or ability used.
- Mischief cards once played goes in the discard pile
- Character Abilities: Once-per-round powers that enhance strategy (e.g., swapping cards, skipping turns, or blocking Mischief effects).
- Once the draw pile is empty, shuffle the discard pile to make a new draw pile, leaving the last discarded card face-up. If the last card is a Mischief card, randomly select a card from the shuffled pile to replace it. Play continues until only two players remain, battling it out for the final victory.
Winning Conditions
“It’s a race to the finish! The first player to discard their cards is wins, but the fun doesn’t stop there. The remaining players face off in a nail-biting showdown. The goal is to not be the last player standing, as the final two players will compete for the ultimate victory.”
Anansi Web of tricks Third Playtest: Final Observations and Adjustments
Third Playtest: Final Observations and Adjustments
Feedback:
The third playtest demonstrated the near-final state of Anansi’s Web of Tricks, showcasing its refined mechanics and balanced gameplay. The reception was overwhelmingly positive, with only a few minor insights to consider:
1. Dynamic Interaction:
• Players praised the high level of interaction throughout the game. Mischief Cards and character abilities encouraged strategic thinking and constant engagement between players.
• The combination of sabotage, strategic defense, and adaptability made every round unpredictable and exciting.
2. Replayability:
• Testers highlighted the game’s replay value due to the variety of character abilities and Mischief Card effects. No two games felt alike, which encouraged players to experiment with different strategies across multiple sessions.
3. Balanced Abilities:
• Adjustments made during the second playtest to balance character abilities were well-received. Players felt that no single character was overpowered and that every ability had clear strengths and weaknesses.
• For example:
• Anansi’s card swap was impactful without feeling unfair due to its once-per-round limitation.
• Fari the Hyena’s laugh mechanic now provided a consistent and enjoyable disruption to opponents, adding humor to the gameplay.
4. Reduced Downtime:
• The streamlined Mischief Card rules significantly reduced delays during play. Targeted effects (e.g., Steal or Wild Distractions) resolved quickly, allowing the game to maintain a steady pace.
Notes from Testing Across Age Groups:
1. Learning Curve:
• Younger players (ages 10-15) adapted quickly to the mechanics, especially the use of character abilities. The thematic connection between characters and their powers resonated strongly with this group.
• Older players (ages 25+) took longer to grasp the concept of character abilities, often defaulting to playing Number Cards or Mischief Cards during their first few rounds. However, after 1-2 games, this group also began to incorporate abilities into their strategies effectively.
2. Time to Learn:
• On average, it took 2 games for individuals to fully understand the interplay between card types, Mischief effects, and character abilities. Afterward, players found the game intuitive and engaging.
3. Group Dynamics:
• Testers noted that the game excelled in creating lively, competitive group dynamics. The mix of strategy and chaos kept all players invested, even when they weren’t in the lead.