Rotten to the Core (collab game) Playtest with Laura 

Game Maker’s Play Tests Notes

This test I modified the rules a little bit to have it so that once you obtain 3 investigation cards, you can roll again to see if you can frame another player. That player had an opportunity to refute this and could roll to reject it or not. 

  • What questions did your players have? She had questions about how the investigation cards worked; like if you can pick which one to pawn off on another player. 
  • How quickly did they learn to play? She learned how to play the game almost instantly. 
  • What kinds of interactions did the players have? Pawning off investigation cards to each other and trying to reject the ones that were pawned off. 
  • What confused players? The investigation card mechanics were confusing, but that was mainly because this was an experimental test. 
  • What made players excited? The card art, the funny scenarios, and flipping through the decomposition booklet. 
  • What did your players enjoy doing? Flipping through the decomposition booklet, having the opportunity to frame other players and block other players’ attempts to frame you. 
  • Did any aspect of the game frustrate players? Being unlucky and accumulating so many investigation cards. 

Player Questions (mine)

  • What was the most frustrating moment or aspect of what you just played? There was no point in even picking up the Fungi or Bug cards when you land on Snowy on the spinner, because they aren’t worth any points. If you landed on Snowy and also rolled Fungi or Bug then, it was a waste of time with no points earned. 
  • What was your favorite moment or aspect of what you just played? I think our game is super cute. I enjoyed framing with the investigation cards.
  • Was there anything you wanted to do that you couldn’t? I can’t quite articulate it, but I wanted the experience with the investigation cards to be better
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Make the investigation cards not mean so much if you are going to win or lose the game
  • What should be improved with the next version? work on the framing and investigation cards some more, maybe reconsider the end of the game
  • Describe the game in 3 words. adorable, dark, bugs!

Some takeways and ideas

  • Change the pt values on the cards so they aren’t identical to the spinner and maybe add some more variety among the cards with the pt values
  • Include the dice logos on the backs of the cards
  • Fix the coloring on the scale, and also fix the spaces because they are uneven
  • Maybe experiment with some dark and grimy colors
  • Make colors more distinguishable on the point scale
  • Maybe make specific cards that are just for framing other players
  • Maybe add another way to get rid of the investigation cards
  • Maybe just go back pts on the scale anyway 
  • Maybe everyone goes to 50 pts and then everyone can subtract their pts from the investigation cards 

Next Playtest Ideas

  • Everyone goes until 50 pts and THEN subtract their points 
  • Allow people to frame other people with the investigation cards at any time when they pick one up (and it has to be the one they just picked up) 

Game Documentation – The Lamp

Rules Version 1 

Rules Version 2 

Changes Made in This Version:

  • Clarify that when you choose not to roll anymore you cannot change your mind and go back into the game
  • Allow players to move backward by playing a trading post card, giving it more functionality 
  • Added an area on the board where the light stays on at given point in time

Temporary Gaming Marathon Rules (didn’t end up playing it though)

Changes Made in This Version:

  • Created more opportunities to buy lights at the trading post, when you land OR pass a trading post space you could shop for some lights (that way I didn’t have to redesign the board entirely)

Future Changes 

  • Explore more opportunities where players will move backwards, such as when the light is off or when someone plays a trading post card
  • Create more ways to earn points
  • Change the shape of the board path a little bit
  • Maybe incorporate action dies or cards that affect turns 
  • Add more opportunities for player interaction
  • Add 1,2,3,4 on the back of the survival achievement cards 
  • Make sure that next time I have the ON and OFF dice instead of a 1-6 die, like I originally intended
  • Include reminders on the board itself to let players know what the number on the die means for collecting orbs
  • Make the board bigger
  • Create more opportunities to collect trading post cards 
  • Add functions to the trading post cards that allow you to distract players with the new light source
  • Design my own graphics for some of the cards that I used placeholder stock imagery and AI generated photos
  • Get some little moth player tokens made

Thoughts and Lessons Learned from Playtesting

  • From playtesting this game, I feel as though I have a lot of work to do to make this game the quality I want it to be. I need to work on the shape of the paths on the board as well as other mechanics for making the moths wander away from the lamp when it is not on. I also learned that players really liked being able to turn on and off the little lamp while playtesting, and generally seemed to like the game’s graphics. I would like to further refine this game one day as well, as I feel it is not too overcomplicated and is an original game idea. However, I probably won’t make any major changes to this game throughout the rest of this semester. 

Photos 

Garden Sabotage Documentation

Rule Set 1 

Rule Set 2 

The changes that I made from the first version to this version include:

  • adding the pesticide cards as a tangible form to get rid of the bugs
  • Making good bug cards worth more since they are so rare in the deck as well as adding more
  • Adding a Golden Watering Can card that gives the first player to reach 5 objective cards more points
  • Making it 5 cards to trigger the final round instead of 7
  • Clarifying some areas of the rules, particularly with discarding cards, the amount of plants you can plant in your garden per turn, and what plant is eaten by a bug
  • Adding the option to dig up the plants in your garden 
  • Action reminder cards that you can refer to throughout the game
  • Incorporated a game board into the rules that would have specific places for the cards so that it doesn’t get confusing 

Future Changes

  • Actually design the game board with the different spots for the cards, making the setup easier and adding to the game’s aesthetics
  • Maybe add a spot for the bug cards on the player mats
  • Get rid of the two face-up bug cards, as it makes it too easy to sabotage and get exactly the bug card you want
  • Clarify and simplify the rules further. For instance, clarifying the pesticide rules and that the order you lay down your cards on the player mat doesn’t matter. 
  • Design my cards myself, by hand, instead of the placeholder AI generated art (most likely a stippling style, undecided if I would do color or not)
  • Add names on the backs of the cards so that the stacks of cards are more easily identifiable or adding the name on the game board itself 
  • Add more instructions on the cards themselves (like what happens with a bug card or pesticide card)
  • Add point values onto the good bug cards so players don’t just need to refer to the rules
  • Maybe have a way to protect certain plants/flowers in your garden
  • Maybe rename the plant cards to be flower cards?

Thoughts and Lessons Learned From Playtesting

  • I learned a lot from playtesting this game. I realized that there is a need to clarify and simplify some the rules more. I thought I had a pretty solid set of rules until it was playtested and the group didn’t really understand it. 
  • Along with that, I also learned that I really needed to distill some of the information for players since the game is complicated with the amount of actions you can take on each turn. This is why I created the action reminder cards.
  • I thought that the players generally seemed to have a pretty good time playing this game. The player’s interaction with sabotaging others’ gardens with bugs was a mechanic that players really seemed to like. 
  • I would like to continue refining this game at some point, but I likely will do that in the future, but not too much more during this class. I think that it is a pretty solid game idea and I have a lot of the rules and mechanics worked out to the way I want them to be, but I feel as though this isn’t the most original idea for a game. However, I think this game has a lot of potential for the design aspect of it, and I am really really into drawing bugs and plants lately. 

Details and Photos of the Game:

Garden Sabotage Playtest at Gaming Marathon 

Game Maker’s Play Tests Notes #1

  • What questions did your players have? Not really any 
  • How quickly did they learn to play? Pretty quickly, but there are a lot of little rules and different actions that make it more difficult. I was able to explain the rules faster than it would have taken to learn. 
  • What kinds of interactions did the players have? Playing bad bugs on each other, trying to prevent each other from reaching 5 objective cards first. 
  • What confused players? A little bit of confusion with how the pesticide works 
  • What made players excited? Being able to play a bug card, complete objectives, etc. 
  • What did your players enjoy doing? Same thing
  • Did any aspect of the game frustrate players? Not having any protection over the plants that you have. They could be eaten at any time. 

Player Questions #1 

  • What was the most frustrating moment or aspect of what you just played? Being sabotaged with bugs and losing a plant you planted 
  • What was your favorite moment or aspect of what you just played? Sweeping the plant cards, sabotaging with bugs. 
  • Was there anything you wanted to do that you couldn’t? Have protection for my plants with the pesticide 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Magically hand draw every illustration 
  • What should be improved with the next version? Specify that you can play the cards in any order, it doesn’t need to be the order that’s on the card. 
  • Describe the game in 3 words. Strategic, competitive, cute 

Potential Changes

  • Design the game board to look like plant pots, shelves, or a greenhouse maybe
  • Clarify that when dealing cards to players you take it from the top of the pile and not the reserve 
  • Have names on the back of the cards 
  • Have more instructions on the cards themselves
  • Have a protection over bugs being placed in your garden 
  • Clarify pesticide rules
  • Don’t have the two faceup bugs because it makes it too easy 
  • Clarify that you can lay down your cards in any order on your player mat

Rotten to the Core Playtests and Game Maker’s Notes

Game Maker’s Play Tests Notes #1

  • What questions did your players have? I don’t think the players really had any questions. They understood this game fairly well. 
  • How quickly did they learn to play? The players learned how to play very quickly, because it has pretty simple mechanics. 
  • What kinds of interactions did the players have? The interactions between players weren’t really a result of any mechanics but players had fun pointing out who was the most suspicious when they kept landing on investigation. 
  • What confused players? Some of the cards didn’t make the most sense due to some of our mistakes in creating the cards. For instance, some of the cards made you gain points on the decomposition scale, but in reality, they wouldn’t have really sped up decomposition. 
  • What made players excited? I think the story behind it made players the most excited. I think the first paragraph really set the scene for what the game was about and they began to imagine the scenarios of how they murdered their victims. 
  • What did your players enjoy doing? Players enjoyed flipping their booklets and looking at the cute illustrations
  • Did any aspect of the game frustrate players? I think it was frustrating to some players to roll Investigation so many times because it was a guaranteed loss of points. 

Player Questions #1 

  • What was the most frustrating moment or aspect of what you just played? There was no point in even picking up the Fungi or Bug cards when you land on Snowy on the spinner, because they aren’t worth any points. If you landed on Snowy and also rolled Fungi or Bug then, it was a waste of time with no points earned. 
  • What was your favorite moment or aspect of what you just played? I think the game is really cute and enjoyed spinning the spinner and flipping the booklet when I moved onto the next stage of decomposition. 
  • Was there anything you wanted to do that you couldn’t? I wanted there to be more interaction with the decomposition booklets. Like maybe the bug and fungi cards directly interacted with each other. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Create more interactivity with the decomposition booklets besides just flipping the page; how to do that, I’m not sure. 
  • What should be improved with the next version? Add the possibility of framing other players when you roll Investigation. 
  • Describe the game in 3 words. Cute, sustainable murderers

Game Maker’s Play Tests Notes #2

  • What questions did your players have? I don’t really think the players had many questions
  • How quickly did they learn to play? Very quickly
  • What kinds of interactions did the players have? In this test, players could frame each other once they obtained 3 investigation cards if they rolled investigation on the die one more time. 
  • What confused players? The mechanics for framing other players were a little bit confusing, but that was mainly because it was a mechanic quickly thrown in. 
  • What made players excited? I wouldn’t say that anything particularly excited the players, but the opportunity to frame other players potentially did. They also liked how cute the game is. 
  • What did your players enjoy doing? The players enjoyed flipping the booklets. 
  • Did any aspect of the game frustrate players? It was frustrating landing on snowy on the spinner because of the lack of points it gives or landing on investigation so often because you lost points. 

Player Questions #2

  • What was the most frustrating moment or aspect of what you just played? Landing on investigation so many times. 
  • What was your favorite moment or aspect of what you just played? I liked having the opportunity to frame other players this time. 
  • Was there anything you wanted to do that you couldn’t? I still think it would be a good idea to have more interaction with the booklets. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Make the booklets feel more necessary, more player interaction and interaction between the different game elements. 
  • What should be improved with the next version? More interaction with the booklets, build the framing into the mechanics a little bit better. 
  • Describe the game in 3 words. Love the creators

Ideas & Potential Things to Change

  • Change the points earned when it is snowy and you pick up a bug card or fungi card. I think sometimes the points could be 0 for both scenarios, but it shouldn’t be that anytime you roll bugs or mushrooms and land on snowy, it is a wasted turn
  • Maybe add type of the decomposition stages to the tombstone 
  • Add and smooth out mechanics to frame another player
  • Maybe add an inter-circle that has a humidity dimension that also alters the bodily decomposition
    • This could maybe be a multiplier?
  • Change the random events card about the children digging up the body because it just doesn’t make sense
    • Probably just get rid of it and replace it with a different scenario
  • Maybe add an event at the end of the game to hide the dried remains
  • Detachable body parts on the decomp booklets?
  • Operation like decomp booklets?
  • Add more interaction with the cards and the decomposition booklets
    • Maybe play the cards on the booklets?
  • Maybe add other faces of the die be things that aren’t cards or come up with another set of cards
  • Maybe have some spaces on the decomposition scale that make you do something, gain, or lose points?
  • Have a punishment for having a certain amount of investigation cards
    • Maybe you are taken in for questioning 
    • Maybe you go to court? Or jail?
    • Maybe you have to skip a turn 
  • Have some options for turn actions so people aren’t doing the same exact thing every turn
  • In the random events rules, remove the thing about having a scale for points
  • Decomposition booklet ideas
    • Maybe make the decomposition booklets a little smaller
    • Make the decomposition booklets flip more easily 
    • Make them clear with stickers
    • Make them like boxes
  • Maybe add some blush to the illustrations
    • Some think the illustrations could be gorier too 

Strike Force Playtest

  • What was the most frustrating moment or aspect of what you just played? At first, there was no reason for us to not just play all of our combat cards and almost kill the other players in one turn. I think there needs to be an opportunity for more strategic decisions. 
  • What was your favorite moment or aspect of what you just played? I liked the pixelated art style. Although this type of game isn’t my favorite, I could see it working for your target audience. 
  • Was there anything you wanted to do that you couldn’t? I wanted to have a better way to keep track of my HP, rather than just keeping track of it on a piece of paper. I also wanted to have a store of ammo so that it isn’t just deciding how much ammo you want to use and it essentially means nothing because there was no penalty for running out. 
  • 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 want a lot more strategy in the game.
  • What should be improved with the next version? A couple suggestions that I have, in addition to what I already mentioned, would be to include a 3, 2, 1 and then lay down the cards, a better way to keep track of bullets and ammo (physical bullets like in Bang?), make sure that the cards aren’t see-through. I would also work on some of the mechanics so that players can have more strategy. I wonder, too, if there are some fun physical elements that you can incorporate to enhance the experience, aside from the cards. 
  • Describe the game in 3 words. Competitive, team combat

The Tattoo Parlor 

I really enjoyed this game and I think it has so much potential! The art for this game could be super super cool and I hope you experiment with that! 

  • What was the most frustrating moment or aspect of what you just played? People not having the same humor as me, but you’ll have that in any party game like this so it’s really not that big of a deal. 
  • What was your favorite moment or aspect of what you just played? I really enjoyed drawing and seeing how everyone else interpreted the same tattoo prompt. 
  • Was there anything you wanted to do that you couldn’t? Maybe add color? But other than that, not really. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 
  • What should be improved with the next version? I would clarify the end of the game. I would maybe put the first to X amount of cards instead of 8 rounds, because at the end of the rounds it is possible to have a tie. The inclusion of the Cards Against Humanity cards was nice but I would love to see your own cards! As a couple ideas: You could also add the option of making players draw in a specific tattoo style like traditional, minimalist. Another idea would be to have players decide where the tattoo would be placed (like arm, leg, back, etc.) or that could also be a card in itself where players need to draw a back tattoo fitting the prompts. 

Describe the game in 3 words. Funny, creative, dirty (a lil)

Decks Out – Dillon

  • What was the most frustrating moment or aspect of what you just played? The rules were a little bit confusing at times, although they probably would be more easily understood if I had more experience with role playing games. Additionally, the game seemed like it would go on forever because the board was so big everyone could kind of just stay away from each other and no one would actually die. 
  • What was your favorite moment or aspect of what you just played? I like how the dice determine so many different aspects of the game like your character, abilities, what loot you get, etc. 
  • Was there anything you wanted to do that you couldn’t? I wanted to have the opportunity to battle with other players more or maybe do more actions that affected other players. 
  • 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 easier for players to run into each other to battle, but not too easy. 
  • What should be improved with the next version? I think mostly the rules could use some clarification. You could also add some wording that will prompt the role playing aspect of the game a little bit more to get players that aren’t as familiar with role playing games like myself into the story. It might also be interesting to not have all of the players start at the same place; there can be multiple entrances to the dungeon so that some players don’t die right away. Also maybe make the board a little bit smaller or have a board that adapts to the amount of players in the game so that the playing area isn’t too big for 3 players or too small for 6 players. 
  • Describe the game in 3 words. Intriguing, combat, imaginative 

I may leave a comment on your rules post with a few more suggestions! I look forward to seeing where this game goes.

Dare the Deep – Evelyn 

  • What was the most frustrating moment or aspect of what you just played? A lot of the gameplay being entirely luck-based. The dice would not give me the numbers I wanted. Also, running out of oxygen immediately, but that was also partly my fault. 
  • What was your favorite moment or aspect of what you just played? I really like the concept and art of this game. I think it has a lot of potential. I also liked seeing what little treasures I collected each turn. 
  • Was there anything you wanted to do that you couldn’t? I wanted to be able to buy more oxygen tanks or be able to make more strategic decisions besides just relying on the dice to give me the numbers 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? Have more risk as you move further down in the water. 
  • What should be improved with the next version? I would make it riskier the further you go down in the water, like maybe the numbers that you need to get get smaller and smaller as you go down. I think it would also be cool to be able to buy oxygen tanks with the gold coins. I think it would be nice also to have player mats. 
  • Describe the game in 3 words. Luck-based, creative, enthralling 

Week 8 Questions

  • Question Set 1
    • what is the difference between a game designer and a game developer? A game developer does not design the game, but “they make a lot of the games you buy better” (pg. 74). The game developer helps perfect the game by suggesting often minor changes to the rules, mechanics, etc. The designer comes up with the idea and inspiration for the game, but the developer turns this into a finished product. 
    • what commonly occurs during the game development process? Initial playtesting, reviewing and editing the rules, blind playtesting, and settling on titles and theming. 
    • what are the challenges of balancing a game? Players should be able to feel like they all have a chance to win and that makes balancing a game difficult, especially when there are cards or mechanics that have drastically different rarities or power levels.  Additionally, the interactions between the components need to be balanced, not just the components themselves. You also need to consider a card or components value. You also need to consider the different strategies that players may use in the game and if there are special techniques that will dominate over others and win every time. 
    • what should every player of your game believe? Why? Every player needs to believe that they have a chance to win up until the end of the game. Games become uninteresting if you know that you are not going to win; it just feels like the game is dragging out and you want to get it over with. Players also want to feel like they have some sort of control over the outcome of the game. 
    • how can you avoid stealing players fun?Based on Dave Howell’s guidelines, “don’t kick a player out out before the game is over”, avoid kingmaking (including kingchoosing, kingmaking, and kingbreaking), “don’t reward the leader”, “include inherent declaration”, “a player’s ability to influence other players should fall between none and lots”, and “don’t force a reverse”. 
    • what 10 maxims should you follow when writing rules? Use no intermediary terminology, use real words, make no more work than necessary, add flavor (but not too much), make your text no smarter than your reader, discard rules that can’t be written, take a breath (aka break up your rules), go easy on the eyes (not too much bolding and capitalization), get your final version playtested, fix any errors that pop up after publication in the faq 
  • Question Set 2
    • how has play testing changed your game? Playtesting has made me realize quite a few critical flaws in my game rules and design that I wouldn’t have considered. For Garden Sabotage, I didn’t anticipate players planting plants that they didn’t want in their garden and I had no way for players to remove them. For The Lamp, a lot of the fun cards of the game went unused because I didn’t realize I had put too few spaces in the game. 
    • who from class would you like to play test your next game or version 2 of your first game? For Garden Sabotage test two, I would like to have some of the people in the class that are interested in garden games or sabotage games test them, because I think they are similar to what my target audience would be. 
    • who is the audience for your game? I haven’t taken much time to consider the audience for my games. But for Garden Sabotage, I think it could include people who are interested in plants and flowers and also people who want to be able to sabotage other players. For The Lamp, I’m honestly not sure what the audience would be. I think I need to take further time to establish an audience for both games. 
    • who should play test your game outside of class? Ideally, my target audience would be the playtesters of these games. Because quite a few of my friends and family are interested in plants, I think they would be good for a primary test of Garden Sabotage. 

The Lamp Playtest – Game Maker’s Notes

  • What questions did your players have? If they could only go forward, if when you decide to stop playing you can change your mind, 
  • How quickly did they learn to play? The players seemed to learn pretty quickly. The only thing that took them a while to get the hang of was what the numbers on the die indicated (lamp on or off, and 1-2 orbs)
  • What kinds of interactions did the players have? Players didn’t really interact much in terms of the gameplay. They kind of reminded each other of the rules and mechanics at times and suggested when they might be getting a little too close to the lamp. 
  • What confused players? The dice and what each of the numbers meant
  • What made players excited? The mini lamp
  • What did your players enjoy doing? I think the players enjoyed the trading post cards although they didn’t really get to use them very often. I think they enjoyed being able to turn on and off the lamp too. The players also enjoyed having their own paths on the board, versus one path for everyone. I believe they also enjoyed the art. 
  • Did any aspect of the game frustrate players? Players wanted to be able to use the trading post cards more because there were so many of them and so few spaces on the board. 

Potential changes

  • Make sure that next time I have the ON and OFF dice instead of a 1-6 die, like I originally intended
  • Include reminders on the board itself to let players know what the number on the die means for collecting orbs
  • Make the board bigger
  • Create more opportunities to collect trading post cards 
  • Add functions to the trading post cards that allow you to distract players with the new light source
  • Create opportunities where players will move backwards as well, such as when the light is off or when someone plays a trading post card
  • Clarify that when you choose not to roll anymore you cannot change your mind and go back into the game
  • Create more ways to earn points
  • Change the shape of the board path a little bit
  • Maybe incorporate action dies or cards that affect turns 
  • Add more opportunities for player interaction

Evelyn’s Counterfeit Couture

Overall, I really enjoyed this game and I think it is my favorite of your playtests yet.

  • What was the most frustrating moment or aspect of what you just played? Running out of money to buy some fashion items and there being no minimum price when you sell one of your pieces. 
  • What was your favorite moment or aspect of what you just played? I really enjoyed how the values aren’t attached to the cards so each game will be a bit different and it’s more replayable. 
  • Was there anything you wanted to do that you couldn’t? I wanted to have more control over the personal auctions when I place something up for sale. 
  • 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 change the experience of the personal auctions to both be able to impose restrictions on the minimum price but also keeping the secretiveness of what the true value of the card is. 
  • What should be improved with the next version? Maybe clarify that the auctions go around in a circle; I was a tiny bit confused at first. I would also explore some different alternatives to the way that the private auctions work. Additionally, I would explore how people can get restocked on money throughout the game board. 
  • Describe the game in 3 words. Strategic, suspenseful, intuitive

Playtest Review – Sara’s A Box for my Trinkets

I loved this game and all of your little trinkets! I think it has really good potential!!!

  • What was the most frustrating moment or aspect of what you just played? Not having super clearly defined rules about the actions you can and can’t take on your turn. Also the fact that having players offer to trade with you meant that you might have to give up a random trinket that you want to keep. 
  • What was your favorite moment or aspect of what you just played? I loved all of the different trinkets in the game. It was super fun pulling them out the bag and seeing what I got. 
  • Was there anything you wanted to do that you couldn’t? It would be nice to have a feature where you could trinkets without it being entirely luck-based. It was a little frustrating that it was almost just based on what you pulled out of the bag, although I still like that. Maybe having a little marketplace could help, but you don’t want to make it too easy to obtain trinkets at the same time. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Make it so that players could totally randomly grab items from the bag or items to trade. I think pretty often people will try to cheat by feeling what item or memorizing the location of it in their trinket box so they don’t have to give up what they want. 
  • What should be improved with the next version? Overall I really loved this game, but some suggestions I have are to clarify what actions you can take on each turn, clarify the rules about trading in trinket cards and getting new trinkets, clarify swapping and trading rules (can players pick what they get to trade when another player wants to trade). You could also explore the idea of some different actions like forcing two players to swap trinket boxes. You could also have a marketplace where players can buy select items from there. 

Describe the game in 3 words. Fun I Spy-like Collecting