JAM SESH and WORD RELAY

JAM SESH

Game Overview

In Jam Sesh, players collect musical notes and build chords to create a unique song. The player with the best song at the end of the game wins!

Components

  • Note Cards: 35 cards (5 of each note: C-1, D-2, E-3, F-4, G-5, A-6, B-7).
  • Chord Reference Cards: 15 cards showing examples of basic chords (e.g., C Major, D Minor, G7) that players can build using their collected notes.
  • Song Sheet: A sheet where players write down their collected notes and chords.
  • Dice: A six-sided die to determine actions.

Player Count

  • Players: 2 to 6 players.

Setup

  1. Shuffle the Note Cards and place them face down in a draw pile.
  2. Lay out the Chord Reference Cards face up for all players to see.
  3. Give each player a Song Sheet and a pencil.
  4. Decide on the number of rounds to play (e.g., 5 rounds).

How to Play

Starting the Round: Players take turns rolling the six-sided die and follow these actions based on the roll:

  • 1: Draw 1 Note Card.
  • 2: Draw 2 Note Cards.
  • 3: Trade 1 Note Card with another player.
  • 4: Discard 1 Note Card to draw 2 new Note Cards.
  • 5: Skip your turn and collect 2 Note Cards from the draw pile next round.
  • 6: Draw 2 Note Cards and then immediately discard 1 Note Card of your choice.

Collecting Notes and Building Chords

After drawing cards, players can add notes to their Song Sheet. Each note can only be added once per song. Players can also build chords using the notes they’ve collected by referring to the Chord Reference Cards.

Chord Building Example:

  • To build a C Major chord, a player needs to collect C-1, E-3, and G-5. They can write the chord on their Song Sheet as part of their song.

Creating a Song

After all rounds are complete, players create their songs using the collected notes and chords. They can write a title and describe the song’s theme or mood.

Scoring

At the end of the game, players share their songs. Scoring is based on:

  • Variety of Notes: 1 point for each unique note collected.
  • Chords Built: 2 points for each chord successfully built.
  • Creativity: 1 bonus point for a unique song title or theme.

The Game Ends..

The game ends when all of the note cards have been drawn!

Winning

The player with the most points at the end of the game wins!

Enjoy making music with Jam Sesh! 🎶


Word Relay

Game Overview 🪐

“Word Relay” is a team-based or single-player team word association game where players take turns saying words related to a specific category. The goal is to keep the relay going without repeating words or taking too long to respond.🏁

Number of Players 🔢♾️ 

  • 4 or more (can be played with larger groups)

Setup 🥱

  1. Divide into Teams(if needed) ➗: Split players into two or more teams. Each team should have at least two players.
  2. Category Cards ❓ : Prepare a set of category cards with various themes(Or use the 5 premade ones instead, this will affect the game time making it a shorter game), such as animals 🐸, food 🍱, movies 🎥, or countries 🇺🇸. Shuffle the cards and place them face down in a pile. (you have 5 minutes to make your cards if you dare 👹)
  3. Choose a Category 📄 : The first team draws a category card to determine the theme for the round.

Rules 📏

  1. Starting Player 1️⃣: Teams decide who will go first. The first player from Team A starts by saying a word related to the chosen category.
  2. Relay Turn 🔁 : The next player from Team B must respond within 8 seconds ⏱️ with a word that relates to the last word said. This continues back and forth between teams.
  3. No Repeats 🚫 : Players cannot repeat any word that has already been said in the current round.
  4. Time Limit ⏳ : If a player takes longer than 8 seconds ⏱️ to respond, their team loses a point.
  5. Challenge Rule 🟥🟦 : If a player believes that another player has said a word that doesn’t fit the category, they can challenge it. If the challenge is successful (determined by a vote or consensus), the challenged player’s team loses a point. If the challenge fails, the challenging team loses a point.
  6. Winning the Round  🎉 : The round continues until one team either fails to respond in time or repeats a word. The last team to give a word earns a point.

Points System 🌌

  1. Scoring Points:
    • Winning a Round 🎉 : When one team successfully gets the other team to fail to respond or repeat a word, they score 1 point.
    • Challenges 🟥🟦 : If a challenge is successful, the challenging team scores 1 point; if it fails, the challenged team loses 1 point.
    • Bonus Points 🤯 :
      • Creative Words 🧠 : Award an extra 1 point for unique or creative words (team votes).
      • Speed Round ⚡ : If a player responds in under 3 seconds, their team earns 1 bonus point.
  2. Losing Points 💔 :
    • If a player takes longer than 8 seconds ⏱️, their team loses 1 point.(womp womp)
    • If a team repeats a word, they also lose 1 point. (double womp womp)
  3. Tracking Points 🐾 : Keep a visible tally for each team to enhance competitiveness.

Winning the Game 🥳

  • Play until one team reaches a predetermined score of 10 points or play for a set duration (e.g., 15 minutes) and see which team has the most points at the end.

Enjoy playing “Word Relay” 🏎️

Game Maker’s Play Test Notes Garden Glory

What Questions did your players have?

Where you you discard cards/tokens? What do all of the buffs do? Do the event cards carry over? Why are most of the plants summer cards?

How quickly did they learn to play?

They learned the game fairly quickly, reading through the rules once and refrencing it when they were confused

What confused players?

My old rules, The season tracker, turn structure.

What made players excited?

Trading(!), completing bundles, and using buffs.

What did your players enjoy doing?

I would say the players favorite part of the game play was the market phase where they could trade and sell their cards.

Did any aspect of the game frustrate players?

Players were confused at times, but never got frustrated. Perhaps some annoyance when they weren’t drawing the cards they needed for their bundles.

Splendor Game Review

  1. Was it fun?

Splendor is definitely fun! It’s a game of strategy and resource management that keeps you engaged from start to finish.

  1. What were the player interactions?

Player interactions in Splendor are more about indirect competition. You’re all trying to collect the same resources and cards, so you have to keep an eye on what others are doing and plan accordingly.

  1. How long did it take to learn?

I already knew how to play, so a quick scan of the rules refreshed my memory.

  1. Would you play it again?

Absolutely! The game has a lot of replay value because of its strategic depth and the different approaches you can take to win.

  1. Analyze the game using the 3 act structure.
  • Act 1 : Players start with a few resources and begin collecting gem tokens and development cards.
  • Act 2 : The competition heats up as players build their resource engines and vie for the most valuable cards and nobles.
  • Act 3 : The game ends when a player reaches 15 points, and everyone tallies their scores to determine the winner.
  1. What are the collaborative and/or competitive aspects of the game?

Splendor is primarily competitive. While there’s no direct conflict, you are constantly competing for the same resources and cards, which can lead to some tense moments as you race to complete your strategies.

  1. What is the game’s metaphor and which of the game’s mechanics stand out?

The metaphor in Splendor is about being a Renaissance merchant, collecting gems and developing your trading network. Standout mechanics include:

  • Resource Management: Collecting and managing gem tokens to purchase development cards.
  • Engine Building: Creating a system where your cards generate more resources, allowing you to buy even more valuable cards.

Bonanza (BEST GAME) Review

Absolutely! Bonanza is a super fun game, too! Here’s the lowdown:

  1. Was it fun?

Bonanza was hands down one of the best games I’ve played in a while! I would consider it more than fun 🙂

  1. What were the player interactions?

Players are constantly trading beans with each other, trying to get the best deals while also keeping an eye on what others might need.

  1. How long did it take to learn?

Learning Bonanza was pretty straightforward! We picked it up rather quickly.

  1. Would you play it again?

YES YES YES! The trading aspect makes it really dynamic, so I want to play again to try out different strategies and see how the game unfolds.

  1. Analyze the game using the 3 act structure.
  • Act 1 : Players get their bean fields and start planting beans.
  • Act 2 : The trading begins, and players try to maximize their points by planting and harvesting beans.
  • Act 3 : The game ends when the bean deck runs out, and everyone counts their points to see who wins.
  1. What are the collaborative and/or competitive aspects of the game?

Bonanza has a competitive edge since everyone’s trying to score the most points, but there’s also a collaborative feel during the trading phase. You’ll find yourself negotiating and making deals, which can lead to some fun alliances! (Or some heated rivalries)

  1. What is the game’s metaphor and which of the game’s mechanics stand out?

The metaphor in Bonanza is all about farming and managing resources. The standout mechanics include:

  • Trading: It really drives the interaction and strategy.
  • The fixed hand: You can’t rearrange your cards, which adds a layer of challenge to your decisions.

Hanabi Game Review

1. Was it fun?

Hanabi is a super fun game! It’s all about teamwork and communication, which makes it really engaging, especially when you’re trying to figure out the best moves together.

  1. What were the player interactions?

Player interactions in Hanabi are crucial since you can’t see your own cards! You give clues to each other, trying to help your teammates figure out what cards they have while keeping the game moving.

  1. How long did it take to learn?

Learning Hanabi was pretty quick, as we understood the rules in about 5 minutes.

  1. Would you play it again?

Absolutely! Hanabi has a unique twist with its cooperative gameplay, so it’s definitely a game I want to play again. I would be interested to see how the gameplay might change with a different group, however.

  1. Analyze the game using the 3 act structure.
  • Act 1 : Players receive their cards and start figuring out their hands without seeing their own cards.
  • Act 2 : The game progresses as players give clues and play cards, trying to build the fireworks without making mistakes.
  • Act 3 : The game ends when either all the fireworks are completed, or time runs out, leading to a tense finish as players hope they’ve done well.
  1. What are the collaborative and/or competitive aspects of the game?

You work together to create the best fireworks display. There’s no competition between players; it’s more about collective success or failure.

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

The metaphor in Hanabi revolves around creating a beautiful fireworks show together. The standout mechanics include:

  • Clue-Giving: You can only give limited information, which really emphasizes teamwork.
  • Memory: Players need to remember the clues given to them, making it a fun mental challenge.

Photosynthesis Game Review

  1. Was it fun?

I found this game fun for the most part. The unique theme of growing trees and the strategic depth it offers can be very appealing. However, the game requires careful planning and tactical decisions, which can be quite stressful rather than not.

  1. What were the player interactions?

Players compete for sunlight, which is crucial for growing their trees. The placement of trees can block sunlight from reaching other players’ trees, adding a layer of strategy and competition. Additionally, players need to anticipate and react to the moves of their opponents.

  1. How long did it take to learn?

It took our group one very long and hard read through the rules to understand how to play. .

  1. Would you play it again?

I found Photosynthesis to be enjoyable enough to play multiple times! The strategic depth and variability in each game make it replayable.

  1. Analyze the game using the 3 act structure.
  • Act 1 Players start by placing their initial trees on the board. They learn the basic mechanics of collecting sunlight and growing trees.
  • Act 2 (As the game progresses, players start to compete more aggressively for sunlight. They strategically place and grow their trees while trying to block their opponents.
  • Act 3 The game reaches its climax as players harvest their largest trees for points. The final rounds are critical as players make their last moves to maximize their score and outmaneuver their opponents.
  1. What are the collaborative and/or competitive aspects of the game?

Photosynthesis is primarily a competitive game. Players compete for limited sunlight and space on the board. There is little to no collaboration, as each player aims to outscore the others by growing and harvesting their trees more effectively.

  1. What is the game’s metaphor and which of the game’s mechanics standout?
  • Sunlight Collection: Players collect sunlight points based on the position and size of their trees.
  • Tree Growth: Players use sunlight points to grow their trees from seeds to large trees.
  • Blocking Sunlight: The strategic placement of trees can block sunlight from reaching other players’ trees, adding a competitive edge.

These mechanics highlight the game’s theme of growth and competition in nature.

Jam Sesh Play Test Notes

What was the most frustrating moment or aspect of what you just played?

Lack of diverse notes.


What was your favorite moment or aspect of what you just played?

All player’s songs being played at the end of the game.


Was there anything you wanted to do that you couldn’t?

I wanted to stack my notes to create chords and be able to use both sharps and flats.


If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

Add more to the dice rolling aspect of the game, or even just go into more depth on the mechanics in the rules.


What should be improved with the next version?

I would love to see some work on the aesthetics of the game!


Describe the game in 3 words.

Musical, Funny, Luck

Treasure Hunt Testing Notes

What was the most frustrating moment or aspect of what you just played?

Lack of specific instructions within the rule book.


What was your favorite moment or aspect of what you just played?

The act of building the ships out of various wood pieces.


Was there anything you wanted to do that you couldn’t?

I wanted to build my ships with my wood pieces closer together, but was told it wasn’t allowed.


If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

Player mats!!


What should be improved with the next version?

Create more detailed rules, and add player mats.


Describe the game in 3 words.

Competitive, Quick, Dexterous

To feed or not to feed Testing Notes


What was the most frustrating moment or aspect of what you just played?

Loosing multiple rounds in a row due to chance.


What was your favorite moment or aspect of what you just played?

The act of quickly scanning played cards to see who won the round.


Was there anything you wanted to do that you couldn’t?

I wanted to keep my kept animals in a separate place on the playing table.


If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

Smaller tokens for food.


What should be improved with the next version?

Consider how to improve the food tokens, and add cards that will allow for ties


Describe the game in 3 words.

Fast Fun Easy

Playtest Review – Evelyn’s GoViral

Overall, I really enjoyed this game! I hope you continue to work on this idea! This is a game that I would definitely consider purchasing if I saw it somewhere! 

  • What was the most frustrating part or aspect of what you just played? The most frustrating part was trying to come up with captions with no time limit. (I think the timer definitely helped!)
  • What was your favorite moment or aspect of what you just played? I love that this game isn’t just writing prompts or attaching premade prompts to a card. It’s a combination of both and I think that really makes this game unique. 
  • Was there anything you wanted to do that you couldn’t? I wanted to be able to more easily discern a winner when there was a tie. 
  • 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 there was a little bit more strategy to how you go about playing the game? Overall, I really like this game so I’m not entirely sure. 
  • What should be improved with the next version? I think just adding more trends, clarifying what happens during a tie, and maybe a scoreboard/scale to keep track of points so that players are shooting for a goal. 
  • Describe the game in 3 words. Creative party game

Playtest Review – Reese’s Tasty Travels

Overall, I really enjoyed this game and I think it has a lot of potential! 

  • What was the most frustrating part or aspect of what you just played? The resources running out. Some countries would have a lot more resources than others and some resources weren’t available at all, like flour. 
  • What was your favorite moment or aspect of what you just played? I really like the randomization of the ingredients across the countries. 
  • Was there anything you wanted to do that you couldn’t? I had a difficult time cooking certain dishes so I wish there were more basic ingredients like flour and eggs. I also wish that I could go any direction that I wanted. 
  • 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 it so that the ingredients distribution was more balanced and that it was a little bit easier to complete dishes but still a little difficult. 
  • What should be improved with the next version? I think that the beginning of the game could be specified and cleared up a bit more so that it is more intuitive for the players just by reading the directions. I think the total distribution of ingredients after a certain around would help so that certain countries don’t end up with less or more ingredients. The problem with ingredients running out could also be potentially fixed by limiting the amount of ingredients a player can hold at any given time. Some fun stuff ideas: personal boards, cute little pot for the ingredients, etc. 
  • Describe the game in 3 words. Luck-based, unique, fun! 

Honey Heist Review

  • Was it fun? Yes, this game was fun. I have never played a role-playing game before so it was exciting. 
  • What were the player interactions? Players had to deliberate amongst each other to make decisions that would alter the outcome of the game. 
  • How long did it take to learn? Pretty quickly, because it was just like telling a story. 
  • Would you play it again? Yes, I would. 
  • Analyze the game using the 3 act structure.The first act of the game was when we were first learning the rules of the games and assigning roles and characters. We were introduced to the goal – to secure the honey. The second act of the game was when we started to really strategize about how we were going to get this honey and who could do what job based on their abilities. The third act would have been when we got close to the cabin with the honey and it was evident that we were more than likely going to succeed in securing the honey. 
  • What are the collaborative and or competitive aspects of the game? This game is very collaborative. Everyone has their own special abilities and jobs that makes them uniquely contribute to the team. As a team, we were supposed to work together to get the honey and we had to make decisions as a group. 

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is a group of bears who are going to steal honey from a convention and will do whatever it takes to get it. The standout mechanics of this game was that pretty much everything was determined by the roll of a die—what kind of bear you were, your abilities, if you succeeded in doing a task, etc.

slime wars game makers play test notes

  1. the advantages ? other than that the first time i played tested they had literally every question about how to start because i forgot to add integral parts in the rules.
  2. for how the first group played like 30 minutes for how they ended up playing, for the second group like 15 minutes maybe, and the third time like 15 as well.
  3. they tried to trade and also found loop holes that were really stupid. they also liked to attack a lot especially in the first group.
  4. how to start with the first group and their weren’t many confusions with the rest of the groups.
  5. grouping up on people.
  6. loop holes, and forming alliances, building up aries.
  7. blurry cards, and how to start.