Word Relay Version 3 Rules

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, 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 👹)
  3. Choose a Category 📄 : The first team draws a category card to determine the theme for the round.
  4. Decide the Time Master 👑: Before the game begins choose who the time master will be, controlling the timer as well as challenges. (if in a group setting with an odd number of people one will become the time master)

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 (monitored by the time master), 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 (pausing the game and having the time master looking up if the word fits said category) . 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.

Here’s a comprehensive point system for both groups and individuals:

Points System 🌌

Group Points:

  1. Winning a Round 🎉: 1 point for the team that successfully gets the other team to fail to respond or repeat a word.
  2. Challenges 🟥🟦:
    • Successful Challenge: +1 point to the challenging team.
    • Failed Challenge: -1 point from the challenged team.
  3. Correct Answers ✔️: Each correct answer gives the team 1 point.

Individual Points:

  1. Correct Answers ✔️: Each individual player earns 1 point for each correct answer they provide.
  2. Speed Responses ⚡: If an individual responds in under 3 seconds, they earn 1 bonus point for themselves.

This way, both group dynamics and individual contributions are rewarded!

  1. Losing Points 💔 :
    • If a player takes longer than 8 seconds ⏱️, their team loses 2 point.(womp womp)
    • If a team repeats a word, they also lose 5 point. (double womp womp)
  2. Tracking Points 🐾 : Keep a visible tally for each team to enhance competitiveness.

Winning the Game 🥳

  • Play until one team reaches a predetermined score of 25 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” 🏎️

Garden Glory player notes

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

Not being able to plant more as well as having a way to possibly have a green house option.

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

I love the market phase concept and that you can trade the different cards as well as the buff tokens. very well thought out!

was there anything you wanted to do that you could not? 

Maybe just more ways to plant or making it hader to plant out of season plants.

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

For me personally I would add more plots and more cards in the initial hand but other than that nothing else.

What should be improved for the next version? 

Maybe more space to plant new stuff and more taxation for certain actions.

Describe the game in 3 words.

Fun, Calming, informative

Week 8 Question Set

  • Question Set 1
    • what is the difference between a game designer and a game developer?

Game designers create concepts of games, while developers actually fully develop them.

  • what commonly occurs during the game development process?

Game creating, Prototyping, testing, repeat

  • what are the challenges of balancing a game?

It is hard to balance a game because while doing so you must keep the game fair and fun. You have to manage expectations, keeping everything working well.

  • what should every player of your game believe? why?

Every player of my game should believe that they are a struggling person getting by by scratching lottery tickets.

  • how can you avoid stealing players fun?

Clear rules, easy mechanics, and intuitive to play.

  • what 10 maxims should you follow when writing rules?

No intermediary technology, no jargon, dont over complicate, add flavor, don’t write text smarter than your players, keep sentences short, make things visually pleasing, test games, mistakes aren’t the end of the world.

  • Question Set 2
    • how has play testing changed your game?

Play testing has helped me develop my game to a different level, since everyone sees my game differently with different issues.

  • who from class would you like to play test your next game or version 2 of your first game?

Brayden and Owen

  • who is the audience for your game?

17+

  • who should play test your game outside of class?

My fraternity brothers on a Saturday night.

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” 🏎️

Carcassonne Review

Was it fun?

Personally, I thought this game was a lot of fun. It had a lot of strategy involved, which to me is fun.

What were the player interactions?

The player interactions includes us bartering to place pieces in certain spots if we needed them, and placing pieces in spots to make the opponent have a disadvantage.

How long did it take to learn?

This one was pretty easy to learn, but it took a while to understand how the point system worked. The farmers, roads, etc all have different values so I did not understand how bad I was doing at first.

Would you play it again?

No, simply due to the games length.

Analyze the game using the 3 act structure.

In the beginning, you start by placing your first cards and slowly start to build small structures. In the middle, you start to place bigger structures all while screwing other people over. In the end, you finish your structures and the game ends. Once you count your points, the one with the most wins.

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

There aren’t really any ways to collaborate other than working together with another player to finish a structure. For the competitive aspects, it is basically the same in reverse by working with players in order for someone not to finish what they were trying to build.

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

The metaphor that I think of is that it is a game of life, and each tile you place represents your future. But each tile you look back on is the past, and it cannot be changed.

The game mechanics that stick out most to me are the builder pieces, which is a nice addition that makes it easier to finish structures. But also, I find it interesting how once the game is coming to an end, everyone is looking for that one specific piece they need, basically gambling on whether or not they will ever find it.

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.