Game Tester Notes of Help Our Guy: The Political Card Game – Colin Kenny
Atlas Arcade Final Documentation
Game Review of Kelsey’s Voting Game (I forgot the name.) – Colin Kenny
Game Review of Kelsey’s Butterfly Effect Game – Colin Kenny
Game Design Notes for Barrel of Truth Version 2 – Colin Kenny
Barrel of Truth Version 2 Rules -Colin Kenny
All players are given a pen and piece of paper per round. On their turn, players draw a card and read it aloud to the group, as well as its category, either public or anonymous. If public, all players write their names in the corner of their paper. If anonymous, players should only write their answers. Once everyone is finished, they drop their papers into the barrel, the card drawer closes the lid, shakes it well, then removes the lid and reads all of the responses. Then, players are encouraged to discuss and have meaningful conversations regarding the topic and responses. Play continues clockwise. Play ends when players feel they know each other much better.
Review of Evelyn’s “Around the World in 80 Days” -Colin Kenny
Rules for Barrel of Truth (Version 1)- Colin Kenny

Each player is given a Sharpie or any type of pen, but all of them must be identical. Each round, the host (me) hands each player a slip of paper and asks them to respond to a question or prompt pertaining to the other players. It can be in the form of an assumption, and opinion, a secret, etc. No direction is given whether the responses SHOULD be positive or negative. Some rounds will require players to write their own names on their slips along with their answers, other round they must be completely anonymous. After every player has answered, they will put their slip in the barrel, the barrel is closed and mixed, and each answer is read aloud by the host. The players are suggested to share thoughts and feelings of the responses. Once everyone is ready, the next round begins. The game ends whenever the players either hate each other or get bored.
Play Test Notes for Barrel of Truth- Colin Kenny
Review of Sara and Amber’s Game, Cry Me A Pond- Colin Kenny
Sammy Homer’s Game Rules
Review of Sara’s Don’t Judge a Book by it’s Cover
Review of Gideon’s The Unseen Directive – Colin Kenny
- What was the most frustrating moment or aspect of what you just played? Trying to scan the QR codes and then being met with requesting access to a Google Drive every time, and the thinness of the paper making it difficult to pull a card out and put it on the table.
- What was your favorite moment or aspect of what you just played? The narrative and the reveal at the end were very clever. I played with Kelsey, and throughout the game we new something was up and that the colors and the action of grabbing the right color meant something, we just didn’t know what.
- Was there anything you wanted to do that you couldn’t? Well maybe being able to read all of the cards but for time we couldn’t.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? It would be cool to see this as a computer game or something that doesn’t require a moderator to give the list of colors.
- What should be improved with the next version? Better materials and better graphics, but I’m confident Gideon can do that.
- Describe the game in 3 words. Color Match Mystery
Review of Ames’s Civilization Simulation Game – Colin Kenny
- What was the most frustrating moment or aspect of what you just played? The lack of knowledge of what we were “supposed” to be doing. The testing phase for this game still felt very loose.
- What was your favorite moment or aspect of what you just played? I liked the dedicated 3D printing style. The pieces and board just had this interesting aesthetic that brought me into the world a little more. I also enjoyed taking out the civilians before they could reach the edge of the board and adding them to my collection.
- Was there anything you wanted to do that you couldn’t? I’ll be honest, I did kind of fudge the number of moves I had to do the things I wanted to do. It was hard with 6 players taking loooooong turns to think ahead and make moves that feel like you are actually progressing.
- 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 try my best to keep the turns moving quickly somehow, or just limit the max number of players.
- What should be improved with the next version? I don’t think we were necessarily the right audience for this game, but if it was for us I would say simplification of things like goals, actions, amount of times you could roll the dice, etc.
- Describe the game in 3 words. We Live Inasociety