Game Ideas: Red Solo Cups

Battle Cups

Battle Cups is a game Owen and I worked on last year, and I still believe that it is flawed and needs a revisit. The concept of the game is that you are playing battleship, but instead of trying to guess exact spots, you are shooting a ping pong ball into the cups. It adds a sense of skill to battleship, which others and I seemed to enjoy last year.

Cup Darts

This game is a teammate game in which you switch positions every turn, while also playing against another team. In this game, it starts by having a dartboard on the ground like a cornhole board, and you have to throw a red solo cup with a dart attached to the bottom at the board. It behaves much like normal darts, but your teammate that did not throw the dart has the chance to throw a ping pong ball at the cup. If the hit the cup, it is a 2x multiplier, and if you make it inside the cup it is a 3x multiplier. You can play this with any traditional dart game, such as cricket or 301.

Structural Integrity

In this game, you are given a deck of cards that are custom made for the game. On each card, is a different structure that you have to attempt to make out of red solo cups. In a separate deck of cards, there is a required weight that your structure has to hold. (EX: One pound, 1/2 pound, etc.). The way you win the round is by your structure being able to withstand the weight you have drawn. First player to 3 rounds won wins. To wrap this game up, why not add a classic sand timer as well.

Towers

In this game, you are given a large stack of red solo cups. The objective of this game is to create the largest or most creative structure out of red solo cups possible. You have 5 minutes in order to make your structure. At the end of the 5 minutes, the person with the largest or most creative structure wins.

Flip Cup Race

In this game, it is much like a normal game of flip cup. But instead, you will line 10 cups on the edge of the table and be on teams of 2. You will start about 10 feet away from the table and when the buzzer sounds, you run to the table and attempt to flip your first cup. If you do not land the cup, you must try again until you do so. If you do land the cup, you must run back and tag your teammates hand to let him go flip a cup. You keep alternating turns until the other team finishes first, or you finish your cups first.

King of Tokyo & Bonanza Game Response/ Collecting Game Ideas- Colin Kenny

King of Tokyo Response

Was it fun? It was, but not my favorite.

What were the player interactions? It always felt like we were attacking each other no matter what.

How long did it take to learn? 10 minutes

Would you play it again? Yes

Analyze the game using the 3 act structure. Start of the game we decided whether to go for points or taking out other players. Then people started to be killed and it became a battle between just two people and then one eventually came out on top.

What are the collaborative and or competitive aspects of the game? It was purely competitive, but it was quick enough to make you want to try again

What is the game’s metaphor and which of the game’s mechanics standout? I guess there was no real metaphor except for giant monsters trying to kill each other. The dice rolling mechanic for points, healing, or attacking combinations was the main focal point and a fun alternative to always just drawing cards.

Bonanza Response

Was it fun? Not really

What were the player interactions? We spent so much f*cking time trading and talking that we only got through the deck once and had to end the game.

How long did it take to learn? 10 minutes, with help from Ames

Would you play it again? Nah

Analyze the game using the 3 act structure. 1. Figuring out how the game works and the best bean combinations, 2. Getting the hang of the order of operations and beginning to trade better. 3. Realizing the game is too close to call and finding out who has the most coins

What are the collaborative and or competitive aspects of the game? Trading was a key element and as I said we spent much more time than we probably should have trying to trade and team up.

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor I got from it was “Don’t play games with the theme of f*cking dumb*ss beans.”

5 Game Ideas

You’re a Geologist! – Players take rocks from a limited selection and try to keep the other players from stealing them.

Ooh Shiny- Players must avoid being distracted by shiny objects and get out of the treasure cave alive.

Swap Meet- Players buy and sell good to and from each other to get the best collection sets for the most points.

Tooth Fairies- Players draw card sets and compete to try to collect an entire set of teeth.

Knick Knack Tower- Players play card in their hand to build their knick knack tower the highest or with the most pieces.

Tori Rojas 5 Games Theme Nature

Forest Guardians: Players take turns drawing event cards that introduce threats to the forest, like wildfires or invasive species. They can use their unique abilities to counter these threats and collaborate to restore balance. The game could also include a resource management aspect, where players gather materials to build defenses or heal the forest.

Nature’s Balance: Players represent different elements and have unique abilities that can help or hinder the ecosystem. The game progresses through rounds where players draw event cards that can disrupt the balance. Players must strategize together to mitigate these disruptions while achieving their individual goals. The game ends when the ecosystem is either saved or irreparably damaged.

Currentcy: Players act as traders navigating a river, aiming to gather and trade natural resources like fish, wood, and herbs. Each turn, players move their boats along the river, encountering different trading posts and natural obstacles. They can trade resources for points or upgrades to their boats. The goal is to amass the most wealth by the end of the game.

Summit: Players are climbers attempting to summit a mountain. Each player has a unique set of skills, such as navigation or endurance. They must plan their route, manage supplies, and face challenges like avalanches or wildlife encounters. The game includes a weather mechanic that changes conditions on the mountain, affecting movement and safety. The first player to reach the summit and return safely wins.

Castle Clash: Players compete to build the most impressive sandcastle before the tide comes in. They must gather sand, water, and shells to create their structures. Players can also use tools to enhance their designs. However, they have to be strategic, as waves can wash away parts of their castles. Players can also splash water onto their opponents’ sandcastles to weaken them. The player with the most intact and elaborate sandcastle when the tide reaches the shore wins.

Takenoko Response & Game Ideas – Colin Kenny

Was it fun? It was long but it was fun strategizing.

What were the player interactions? There weren’t really any direct player interactions because everyone was only capable of controlling their own actions. Some effects caused some players strategies to fall through but that’s about it.

How long did it take to learn? It took about 20 or so minutes to learn.

Would you play it again? I think I would consider trying it again if there weren’t many options. but to me it wasn’t that compelling.

Analyze the game using the 3 act structure. Act one I would say would be us starting to build the bamboo garden and trying to understand how to achieve the goal cards. Act 2 we started to achieve the goal cards and set up ways to get and achieve more goal cards. The game still felt close as Amber and I were each at 3 or 4 goals met. Then Act 3 I made a push to meet a couple more goals and although everyone got one more round of actions, it was kinda clear I was going to win.

What are the collaborative and or competitive aspects of the game? Weirdly, although this was a competitive game, we ended up helping each other at times to follow the rules and make the best possible moves. The overall experience was very casual and though we had some disagreements about the rules at times, we still remained respectful and tried to enjoy the experience for what it was.

What is the game’s metaphor and which of the game’s mechanics standout? I think one of the game’s main metaphors was that forces outside of our control and other people can mess with our plans, but we just have to redirect and not get distraught by our downfalls. One mechanic I found really fun was the giant panda running around the garden to eat pieces of bamboo, and when a storm came the panda would run away scared and you could move the panda to any space on the board.

Game Theme: Art

  1. Art Heist: At a party, players set up paintings around the room like an art gallery. One player must switch the paintings out for “fakes” without getting caught. Play can last as long as the party goes on or until the thief switches out all the paintings.
  2. Pictionary Art Gallery: Played in rounds, a prompt is given to some players. They must draw or paint this prompt in the allotted time. All other players then vote on who’s “painting” is the best. First place gets 3 points, second 2, third 1. After everyone has had an equal number of turns to draw, the player with the most points wins.
  3. Abstractism: Players compete to build the best abstract painting by drawing and playing cards and filling their canvas proportionally with shapes and colors.
  4. Color Bomb: Using some kind of catapult of other small plastic apparatus, players take turn launching small balls covered in paint or filled with paint at a wall or canvas. Whichever player has the most area of the board covered by the end of the game wins.
  5. Drippy Crayons: Players compete to answer questions to get their crayons to drip further down a canvas. But one player HATES art and is preventing this project from being finished at all costs. They must sway the others in the wrong direction so they answer their trivia questions wrong. If the project gets finished in time, the artists win. If not, the hater, or critic, wins.

    Week 3 Game Ideas: Carson Bauer

     5 game ideas that involve collaboration use the following formate : [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

    Socialism Monopoly is a cooperative board game in which the players work together in order to make a certain amount of money in a certain amount of years (turns). The catch is that any money made by anyone is divided up evenly among players. In order to make the game more difficult, there are more fines and taxes than normal monopoly.

    Hide and Creep is a moving game that is similar to hide and seek in which the players have to take turns hiding each other, trying to keep their teammates hidden from the seeker in a room. In this game though, the seeker is blind folded so your goal is to put your teammate where it is very hard for them to be found without looking. Once you are placed in a spot by your teammate, you cannot move. After 5 minutes of the game, everyone must move 5 feet in any direction, no closer or farther. This indicates the creep aspect of the game. If the game goes to 10 minutes, the hiders win and the seekers lose.

    AI Pictionary is a drawing game in which partners have to work together in order to find out what the teammate is drawing. It is much like normal pictionary, but rather you have to use an AI Image generator instead of drawing, and you are not allowed to use the word you are describing in the generation description. Your team wins if they guess it in the shortest amount of time compared to the other team, and first team to 5 wins.

    Bomb Squad is a cooperative card game in which players have to work together in order to “diffuse the bomb”. In each round of the game, there is one teammate who reads you the instructions off a card, and the other teammate (diffuser) has to follow the instructions and make the specific pattern out of the cards. The diffuser is not allowed to look at the instructions. The cards that the diffuser has are different color wires that have to be organized in a certain way. I’m still scratching my brain in order to figure out a unique way for the instructor to tell the diffuser the instructions, but this concept has me interested so it is going in the list. Also, can’t forget a classic timer that has the clock ticking.

    Maze Runner is a cooperative “maze” / puzzle game in which the team has to ask each other trivia questions in order to move through the maze. The maze will be complex enough to make mistakes, but not too hard as to make the game impossible. The teammates must use the honor system and play fair when asking questions from the stack of cards, each having an “Easy, Medium, and Hard” question. Depending on the difficulty of the question and if it is answered right, that’s how far you will move forward. But if you get a question wrong you will move backwards.

    Week 3

     5 Game Ideas:

    Castle Builders is a medieval strategy game in which the players collaborate to construct and defend a castle by using resources like stone, wood, and metal to build structures and fortifications. 

    Sky Scrappers is a construction game in which the players collaborate to build floating cities in the sky by using various scrapped building materials and engineering tools. 

    Nowhere Nomads is a survival game where players navigate through a vast desert, managing resources like water and food, and creating shelters to survive sandstorms and extreme heat.

    In Search of the Light is a navigation game in which players attempt to find their way out of a pick-dark maze by communicating with other players, battling strange entities, and solving puzzles to illuminate their path. 

    Dont believe me is a party game in which players compete to be deemed the “liar” of the group by recalling facts about their lives so obscure that another player would find it hard to be true. 

    Hanabi


    Was it fun?

    Answer: Yes! This game proved to be enjoyable thanks to its heavy reliance on player communication. 

    What were the player interactions?

    Answer: Drawing cards, giving hints, placing cards, discarding cards, and moving around game pieces. 

    How long did it take to learn?

    Answer: It took me a couple of read-throughs of the rules to fully understand how it worked. 

    Would you play it again?

    Answer: Yes! I would love to play this again with a different group to see how the energy shifts. 

    Analyze the game using the 3 act structure.

     Act Structure:

    Act 1 – Players learn they must create a fireworks display by playing cards in sequence, but they can’t see their own cards.

    Act 2 – Players give and receive clues to deduce their cards, managing limited clue tokens.

    Act 3 – Final rounds where players aim to complete the fireworks display before making too many mistakes.

    What are the collaborative and or competitive aspects of the game?

    Answer: Collaborative: Players work together, giving and interpreting clues to achieve a common goal.

    Competitive: Mainly collaborative, but players may compete for higher scores in subsequent games.

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

    Answer: Metaphor: Represents the challenge of communication and teamwork.

    Standout Mechanics: Players can’t see their own cards, relying on clues from others; limited clue tokens add strategic depth.

    Game Review: Forbidden Island (Carson Bauer)

    Was it fun?

    I do believe that forbidden island was a fun game, although it was difficult to understand at first. But after the learning curve was gone, I enjoyed playing it and avoiding the flood.

    What were the player interactions?

    The player interactions consisted of handing your teammates different artifacts, and moving your teammates with an action if you are able to.

    Would you play it again?

    I wouldn’t go out of my way to play it again, but if someone else asked me if I wanted to play it, I would play.

    How long did it take to learn?

    It took us about 15 minutes to understand the rules and get the game setup. After about 5 minutes of gameplay, we were more or less smooth sailing.

    Analyze the game using the 3 act structure.

    In the beginning, everything starts out easy and you are moving around the board to collect artifacts. Middle of the game, locations start to flood and the clock is ticking to get out. At the end of the game you get to the helicopter pickup spot, and leave the game in order to win.

    What are the collaborative and or competitive aspects of the game?

    The whole game is collaborative rather than competitive, since you are working together to gather all the artifacts and leave the game board. To collaborate, you can give your teammates different artifact cards in order to get 4 of the same card to collect the artifact. Once you have all 4, you can go to the landing zone and take the helicopter to leave and win.

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

    The metaphor to me is that you are on a “Forbidden Island” and that you aren’t allowed there so the different locations start to flood as you gather the artifacts. For the mechanics that standout, I like the aspect of the water level, and however deep the water level is is how many flood cards you have to draw, making the game move even faster and making it more intense.

    Game Ideas Week 3- Colin Kenny

    FAVORITE FACE is a STRATEGY game in which PLAYERS WITH BLANK FACE CARDS COMPETE TO MAKE THE BEST FACE by DRAWING FACE PART CARDS AND PIECES FOR POINTS.

    RECORD SCRATCH is a PARTY game in which PLAYERS SLOWLY SCRATCH A “RECORD” TO TRY AND GUESS A SONG WITHIN THE SHORTEST AMOUNT OF TIME, BUT IF THEY PLAY THE RECORD TOO MUCH BEFORE THEY ARE ABLE TO GUESS THE SONG CORRECTLY, THE RECORD WILL SCRATCH AND THEY LOSE.

    TYPE TEST is a PHONE SKILL game in which PLAYERS TYPE WORDS WITH THEIR PHONES AS FAST AS THEY CAN IN UNIQUE AND CHALLENGING WAYS, SUCH AS WITH ONE HAND OR WHILE UPSIDE DOWN.

    NAIL BITERS is a STRATEGY CARD game in which PLAYERS TRY TO BUILD THE BEST (OR GROSSEST) NAIL MEALS by DRAWING INGREDIENT CARDS AND PLAYING THEM LIKE RUMMY.

    INFECTED: ZOMBIE OUTBREAK is a SOCIAL DEDUCTION game in which HUMANS MUST ROOT OUT WHO AMONG THEM (IF ANY) HAS BEEN INFECTED BY THE ZOMBIE VIRUS by WATCHING TO SEE WHO ISN’T DOING THEIR JOB IN THE SURVIVAL BUNKER.

    Pandemic Response Questions- Colin Kenny

    Was it fun? It was moderately enjoyable. Strategizing and collaborating was fun because that’s something I can really sink my teeth into when I play games but the impending doom of knowing you probably weren’t going to win was just kinda meh.

    What were the player interactions? As I usually do in group activities, I took on a leadership role because I thought I understood the game the best and tried to help everyone else make the best moves. Everyone did try to share there ideas too which i didn’t shut down which I think made it a positive social aspect.

    How long did it take to learn? Hard to say because we left for Saxby’s in the middle of setting up but in total I’d say it took about 30 minutes.

    Would you play it again? Yeah I would say I would. I’m interested in seeing how much better I could do with more experience.

    3 Act Structure: We started by making small moves and following directions closely. When we got more comfortable we talked a lot more about our options and planned accordingly to account for the epidemics. We then got to a point where we realized we couldn’t win, but we reached a satisfying conclusion by eradicating the virus throughout North America.

    What are the collaborative and competitive aspects to the game? The game was fully collaborative, as everyone wins or loses together. We were able to share ideas and thoughts in a somewhat stress-free way.

    What is the games metaphor and which of the game’s mechanics standout? I think the metaphor is that without experience, really hard problems like curing a pandemic are almost impossible. And even with experience, things don’t always work out as expected. The one mechanic that stood out to me was the forced epidemic cards which made things harder throughout the game, but what I liked specifically was that the directions had us shuffle the epidemic cards into the deck in a way that spread them out across the game.

      Card Game Designs

      1. Card Darts
        • This game isn’t necessarily a card game, but it involves cards so not sure where to draw the line. This game involves using metal playing cards or trading cards, and throwing them at a block of styrofoam. It’s essentially darts but with cards. I plan on looking deeper into this one to see how you can spice it up, like involving a game of war and whoever wins each round gets to throw a card.
      2. 3 Card Poker Slots
        • This game is a game in which revolves around luck mostly at the moment, but needs to be dug deeper into. The game involves a dealer giving you 3 cards at random, and if you hit a certain hand (2 of a Kind, 3 of a Kind, Straight, Straight Flush, Royal Flush) you get a payout depending on the rarity of the hand. It’s almost kind of like gambling… well it’s gambling
        • Draw from the deck’s heart,
        • Match pairs, discard with each turn—
        • Count and claim your score.
      3. Match Maker
        • The idea of this game is simple. You get a standard deck of cards and deal 5 cards to all 2-4 players. Your goal is to get matching cards and place them face up in front of you. The players will take turns drawing cards, and if you get a second number that you have (EX: you have a 2 and during your turn you draw a 2) you place it in from of you face up and say “Match”. At the end of each turn though, you must discard one of your cards in order to keep the game moving and to avoid people hoarding cards. The person with the most matches when the deck runs out is the winner.
      4. Low-Card Blackjack
        • Ah, yet another way to gamble our points away. This game isn’t for the faint of heart. The idea of Low-Card Blackjack is pretty easy to understand. In this game, your goal is basically to be as close to 11 as possible, rather than 21. The uniqueness of this game is because it is designed to make people upset at their “points wagering” abilities. In a standard deck of cards, the most common card is a 10, whether it’s actually a 10 or a face card. So more than likely, you are going to bust when a hand is dealt to you. Instead of being dealt 2 cards, you are going to be dealt 1 card. That one card makes it interesting since if you happen to get a lowcard such as a 2 or 3, you basically have to hit since the dealer is most likely going to have a higher card than you, but at the same time you won’t want to hit since you are most likely going to go over 11. Just like Blackjack, if you get an ace and a 10, your payout is more. The game may seem complex in my description, but it is rather simple.
      5. Bobby Mo Go Fish
        • First of all, who doesn’t enjoy a game of go fish. For this game, I would like to put a spin on go fish in some way but make the entire deck Robert Morris themed. I enjoyed designing cards last semester during my 4D Design class, so this would give me the chance to design more cards again. But alongside that I need to find a way to put a spin on Go Fish; a rather simple game.

      Brayden Bauer Game Design Week 2 HW


      Some of these I may have mentioned last week. Just FWI

      A bomb war. 

      It’s a game me and my friends made when we were in high school and never really finished making it. It’s similar to the card game “war” where the players draw from a deck and play a card. Higher card wins. The a bomb part is where an ace comes into play. The a bomb trumps every card other than other a bombs. Depending on the suit will determine if your a bomb is better or not. 

      Smash bros inspired game( still thinking of different characters to use)

      The two players each have a deck filled with cards. Each turn the players draw two cards either being characters to put into the field of play or items that can negatively or positively affect the field of play or characters. There are different maps the players can collect that can again change how your cards are played. 

      Quickdash is a trivia based game with a few action cards. The trivia questions can be any topic but vary in points. During some of the cards the players may revive an action card that has to be played immediately. It can range from simple to more difficult tasks. 

      No name yet

      I want to make a trouble in terrorist town card game. Role cards get handed out and the start of the game which tell the roles the players received. Sheriff, doctor, killer, bystander. Preferably played with a large group of players. Each round the players have to find out who the killer is. Each round the killer doesn’t get caught, the killer gets more progress until either he reaches the end or he kills everybody else. That can be avoided if the other roles vote him out. 

      Truth or dare like game. 

      The deck of cards contains cards with some sentences on there about the players. The player needs to fool the other players into thinking if it is real or not. 

      Question Set Week 2- Colin Kenny

      • Question Set 1
        1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
        2. Who are you making games for?
        3. Who will be your play testers outside of class?
      • Question Set 2
        1. Can you think of a game you were able to play without referring to the rules?
        2. How do you define what a game is?
        3. What features can make your games more intuitive?
      • Question Set 3
        1. What was your gateway game? What do you play to introduce others to gaming?
        2. What features do gateway games share?
        3. What are the 10 beautiful mechanics and what should you aim for with your own?
        4. How does luck and strategy factor in to game play?

      Set 1
      1. Being able to change objects’ sizes, limited movement, etc.
      2. I guess my goal would be to make games that have a wide range of audience so that people across age groups, like families, can play together and have fun.
      3. I could either go home and play with wonderful mom, or I could have so fun with it by asking my friends from RMU theater.

      Set 2
      1. Most of the games I have watched people play online are easy for me to get the gist of if I ever purchase the game for myself. For example the card game Anomia is a fast thinking card game with simple-ish rules that I was able to understand the pattern and quick turns of easily.
      2. I would say a game is a competitive experience where one or more players tries to reach a goal to “win.”
      3.I would try to implement simple graphics and simple action phrases so the rules are easy to pick up in an efficient manner.

      Set 3
      1. The earliest games I can recall playing are those Wii games I mentioned in my last question set post. If I were to introduce some to a simple gameplay experience, I would probably boot up one of those games because the motion controls and buttons are easy to understand.
      2. Quick rounds/turns, simples rules and actions, attractive designs
      3. Pass
      4. A good balance of luck and strategy should be involved in any good game so that the players still feel the experience is fair and that they could still win at any point.

      5 Game Ideas Week 2 – Colin Kenny

      1. Guess the Card: Subjective- One player draws a card without looking at it and shows it to all other players. The others players give clues to the card drawer in a subjective way as if this playing card was a character with a specific vibe. Everyone wins if the card drawer guesses correctly.
      2. Fast Flip- Two players lay out half of a standard deck of card in a grid in front of them. Using only one hand, players race to flip all of their cards before their opponent.
      3. High/Low Solitaire- The player draws seven cards into their hand and puts seven cards in a pile to the side. Two more cards are put face up in front of them. You can play any card from your hand on either of the two face up cards if they are one higher or one lower in value. Redraw up to seven once you have no moves. If you have seven cards and no moves, take one of the side pile cards and place them on top of one of the piles of your choice. You win if you can play the entire deck. If not, play for the lowest number of cards left. Once the side pile is used up and you have no moves, you lose.
      4. Card Tossing- Players take turn throwing a card as far as possible from behind a mark. Whoever tosses their card the farthest wins.
      5. Each card has a word, players take turns playing cards and trying to match words as closely as possible.

      Question Sets

        • Question Set 1
          1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
        • I’d like to use mechanics where people have to work together for their goals at a small size,
          1. Who are you making games for?
        • Parties, fun group settings
          1. Who will be your play testers outside of class?
        • My family and a group of my friends
        • Question Set 2
          1. Can you think of a game you were able to play without referring to the rules?
        • Usually any video game, but a board game that comes to mind is Life
          1. How do you define what a game is?
        • A series of a story that is to be interacted with to continue on.
          1. What features can make your games more intuitive?
        • Easy to read, clear instructions right from the beginning
        • Question Set 3
          1. What was your gateway game? What do you play to introduce others to gaming?
        • I grew up around my older siblings who were crazy gamers, I can’t remember what my personal gateway game was, but I always remember playing Mario Party with my siblings on our Nintendo 64. For a card game I always love to introduce through Uno, great game to mess with new players.
          1. What features do gateway games share?
        • Easy to learn, a main theme, not much complexity, it should be interactive, luck, should be around 46-90 min. long, original, and have good replayability
          1. What are the 10 beautiful mechanics and what should you aim for with your own?
      • KingMaker’S noblesse oblige, battle tech’s heat, Set’s set-making, Magic’s card tapping, battle cattle’s cow tipping rule(I really want to play this one ), XXXenophile’S s popping, Bohnanza’s hand order rule, Mississippi queens paddle wheels, times up communicating breakdown, Dominion’S constant shuffling. My game should aim for clearing all of these mechanics
        1. How does luck and strategy factor in to game play?
          They should factor into a game together, so it doesn’t leave the player bored and the game not replayable

      Critique & 3 Act Structure -Colin Kenny

      So I played Munchkin with Gideon, Kiya, Grace, and Brady, and it lasted the entire class period. It took a while to learn the rules and we didn’t even finish our game, but we were close to finishing and once we got a handle of the rules the game started to get really fun. It is definitely worth replaying with those who know a lot about the game.

      As far as the three act structure goes, I would say act one consisted of me reading the rules out loud for everyone and starting the game. This lasted longer than I thought but putting that effort into learning the rules was worth it. The second act of us getting more comfortable and playing strategically was a lot of fun. The third act started around the time Kiya and I were at level 8 (you need to get to level 10 to win) and we were using all of our force to push our way to the end and win. Unfortunately we didn’t get to the climax as class ended before someone was able to win, but the nail-biting energy was a fun experience.