GAME DESCRIPTION FORMULA
Argument is a collaborative table top game in which players stack their pieces and clear the board by working together, adjusting according, and moving concentrically.

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Was it fun? Yes
What were the player interactions? We couldn’t see our cards but had to tell the other players what was in their hands
How long did it take to learn? A little while but not too long
What was the most frustrating moment or aspect of what you just played? Trying to figure out how to tell the other players what they have without giving too much away or not being able to remind the other players what was already told to them
What was your favorite moment or aspect of what you just played? It was like a card game but with fun graphics so I enjoyed it (and I like cards so that was good)
Was there anything you wanted to do that you couldn’t? be able to use the wild cards as just wilds when we played the second round
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Being able to use the wilds differently
Is this a game you would play again? Yes I would, Why, because it was fun and engaging
Analyze the game using the 3 act structure: Honestly it was less of a 3 act game in my opinion, it felt like one continuous action for some reason
What are the collaborative and or competitive aspects of the game? Collaborative was the entire game really, we couldn’t win on our own and only won as a team and how well we all performed and got scored on that.
What is the game’s metaphor and which of the game’s mechanics standout? You are firework pyrotechnicians trying to save a firework show; I really like not being able to see your own hand, made it infinitely more interesting
ALEAH DUDEK
Argument :
Was it fun? It was fun I think it would be more fun playing competitively.
What were the player interactions? Yes almost every turn.
How long did it take to learn? Only a few minutes I liked how easy it was to understand.
What was the most frustrating moment or aspect of what you just played? I didn’t find the game frustrating at all , but I can see how it would be if it was the competitive version.
What was your favorite moment or aspect of what you just played? I liked the different match making and the different ways you have to move the pieces.
Was there anything you wanted to do that you couldn’t? No
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? I wouldn’t change anything I think it’s a nice simple game that could be played over and over again.
Is this a game you would play again? Yes _____ No ______ Why I think it was fun, can be relaxing , but also competitive.
Analyze the game using the 3 act structure.
Act 1 : The set up was to set up your pieces either in order or random and move them accordingly to how the certain symbols moves along the board and try to get the 3 stacks in order to collect points.
Act 2: The rising action could be to make the matches and collect more and more in order to win or screw people over potentially.
Act 3 : If you wipe all the pieces off the board or have the most stacks you win the game or everyone wins the game if playing the collaborative version.
What are the collaborative and or competitive aspects of the game? The collaborative aspects is helping each other out moving pieces to one another to get stacks and wipe more pieces iff the board. The competitive aspect is making your way over to other peoples pieces to steal their pieces in order to give yourself more stacks.
What is the game’s metaphor and which of the game’s mechanics standout?
I would think the games metaphor is rock paper scissors because some pieces over power other pieces to make stacks and collect stacks for yourself or one another. The mechanics I would say is also Rock paper scissor because we used that to determine who went first. Also the way the pieces moved in order to get around the board and the colors of the pieces.
ALEAH DUDEK
Forbidden Island:
Was it fun? It was alright the mechanics were kind of boring , but the theming was pretty.
What were the player interactions? Yes we had to collaborate the entire game almost, but we could make personal decisions.
How long did it take to learn? Not long like 20 minutes.
What was the most frustrating moment or aspect of what you just played? I wasn’t really frustrated, I guess the only thing is is that it was a little too easy to beat.
What was your favorite moment or aspect of what you just played? I liked the theming and the suspense of it.
Was there anything you wanted to do that you couldn’t? Not really, but I wish it was trickier.
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 add more cards such as to deflood or more actions to move.
Is this a game you would play again? Yes _____ No ______ Why No it was kind of boring it is definitely a one and down game.
Analyze the game using the 3 act structure.
Act 1 : The board is laid out in different locations making it more adventurous, the tiles representing different parts of the island. The characters choose their abilities and their “powers” throughout the game. The objective is to save the island from sinking while collecting treasures. You are in danger of pulling sinking cards destroying the island while trying to save it.
Act 2: More tiles flood and disappear, making the map shrink. The water level meter may rise from bad flood card draws. Key tiles needed for treasures may flood, threatening to end the game early. Players have to sacrifice actions and resources to keep them intact. Players must coordinate their moves carefully.
Act 3: The last treasures are collected, the water level is dangerously high, and players make their desperate dash to the helicopter pad. The story will end in a win or defeat.
What are the collaborative and or competitive aspects of the game? We had to collaborate to collect the treasures and the competitiveness was pulling the sinking cards.
What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is risk and reward I feel because the team has to collaborate in order to save the island, but as you pull cards it can get really risky to the race to save the island from flooding. The mechanics are the flooding and sinking tiles limiting where players can go. The water level meter can dictate how in danger you are in. The treasure cards can help lead you to victory. Role powers can help collaboration or avoid the sinking tiles.
Munchkin Gloom
Overall, Munchkin Gloom was a fun game to play.
The player interactions included applying positive self-worth to other players’ cards, getting positive self-worth from other players, and interacting with event cards.
Munchkin Gloom took about half an hour to learn. The game was really confusing at first.
The most frustrating moment of the game was when my characters would get killed with a self-worth score of zero.
I really enjoyed the event card where I could take one card off of one character that belonged to each player.
I wanted to revive my dead characters.
I would add a rare card that allows players to revive dead characters to try and get a lower self-worth score on them.
Knowing what I know now, I would play the game again. My greater knowledge will make the game more fun and interesting since I know how the self-worth system works.
Sushi Go!
Overall, I had a lot of fun playing Sushi Go!
The player interactions included passing the cards around until nobody had any cards left.
The game took about 5-10 minutes to learn. However, the chopsticks card was confusing to me and didn’t make sense for a good bit.
The most frustrating moments were when I didn’t get a card that complemented another.
My favorite moments were when I was able to stack as many cards as possible to earn the most points.
There was nothing I wanted to do that I couldn’t.
I wish there were some sort of trading system in the game.
I would play Sushi Go! again. I have a much better understanding of the flow and how certain cards work. I think it would be even more fun than the first time playing.
Madison Hurst

This is my second rendition of animating my sheep. I added more sheep, texturized the elements, and added movement to the flowers. My export settings washed out the color on the flowers, unfortunately. For my next version, I’ll have to fix that, add a shepherd, and smooth out the movements. What do you think? Any suggestions?