What Makes a Good Game?

While there are several important factors to a game, such as competition, strategy, and luck, there are two aspects that, when combined together, are what universally make a good game.

The first aspect is mechanics. Mechanics are the physical actions that the players take throughout the game.  For a game to be enjoyable, the player needs to be able to understand the mechanics and how they work.  Clarity of rules is crucial for this.  Mechanics can be either fun in themselves, or they can be fun when combined with metaphor.

Metaphor is the second aspect.  Metaphor is the story going on within a game.  It can be something as simple as in chess, where the metaphor is that the players are two opposing medieval armies at war. It can also be something more complicated, like Monopoly, where the players are opposing landowners seeking to drive the others to bankruptcy through high rent payments.  The importance of metaphor is that it makes the gameplay hold a deeper meaning.

Returning to the example of chess, the mechanics are moving pieces across the board in certain ways, and moving to the same space as other pieces to knock them off the board.  These actions are simple, and amusing enough, but it is when the metaphor is added that the game comes together.  The story behind the game, even if it is never spoken of, infuses the game with more meaning than it would have otherwise.  The players are not merely moving a piece, but commanding members of their army.  They are not knocking a piece off a board but capturing an enemy combatant.

When metaphor and mechanics are combined, the actions the player takes carry more meaning than they would otherwise.  The players are thus transported into a different world for the time of the game.  It is this sense of transportation to another reality, created by the combination of mechanics and metaphor, that truly makes a good game.

5 Games about Collection

City Builder is a board game in which city developers compete to build the most expansive city by collecting resources and using those resources to build new districts onto their city.

Temple Escape is a board game in which explorers must be the first to collect all of the temple’s treasures and escape the temple by moving across the board to collect resources, and racing to be the first to the exit once all resources are collected.

Litigation Master is a board game in which lawyers seek to be the first to earn a promotion by traveling across the board to collect resources and legal case cards, and using those resources to play legal case cards.

Hollywood Manager is a board game in which aspiring Hollywood agents compete to be the first to become an A-List Agent by traveling across the board, collecting resources such as Clout, Connections, and Money, and using those resources to recruit aspiring actors to become your clients.

Detective is a board game in which aspiring detectives compete to solve the most cases by traveling across the board to collect different clues for different cases, and solving the case once all the clues are obtained.

Tsuro and Munchkin Gloom

Tsuro is a board game in which the players seek to be the last one standing on the road by adding new roads to travel in a way that avoids the edges of the board and by forcing other players to go off the board.

Munchkin Gloom is a card game in which players make their characters have the lowest self esteem possible by playing modifier cards to drop their esteem or to raise an opponent’s.

5 Games about Loss

Eurydice is a board game in which players must be the first to bring Eurydice back to the world of the living by traveling across the board where they only know their progress from the hints of other players, and choosing to “look back” when they think they’ve come far enough (and looking too soon will cause a complete player restart).

Rest In Peace is a board game in which we players must put all the ghosts of a haunted area to rest by traveling to different spots and collecting the ghosts in those spots, all while new ghosts regularly appear on the board.

After the Battle is a card game in which disgraced political leaders who have just lost a war must maneuver themselves back into power by collecting cards and playing different political maneuver cards at the right times.

Clean Up Your Room is a board game in which children must find a lost item that is hidden within one of many slots in the game board by using hints from other players to determine which slot their item is in.

Lost in the Woods is a collaborative board game in which players must escape from the woods by answering riddles to clear away fog pieces covering the board, and clearing away a path out of the woods.

Rules for Two Games: Witchcraft and Garden Growth

Witchcraft:

Pieces:

            The Main Board:

                        Has seven spaces, each labeled with their name and with symbols:

                                    Swamp (with the Eye of Newt symbol)

                                    River (with the Toe of Frog symbol)

                                    Forest (with the Wool of Bat symbol)

                                    Road (with the Houndstongue symbol)

                                    Fields (with the Adder’s Fork symbol)

                                    Townhall (with the symbol of -D)

                                    Inn (with a star symbol)

            Power Meters (1 per player)

            Detection Counters (1 per player)

            Detection Sliders (1 per player)

            Power Slider (1 per player)

            Avatars (1 per player)

            Spell Cards

            Resource Cards: Come in five types, each labeled with their name and the symbol representing them:

                                    Eye of Newt

                                    Toe of Frog

                                    Wool of Bat

                                    Houndstongue

                                    Adder’s Fork

            Event Cards

            Six sided die

The Goal:

            Be the first to reach the top of your Power Meter to win. The game ends as soon as someone does this. A player loses if they are not the first to reach the top of their Power Meter, or if they reach the end of their Detection Counter.

Setup:

            Place the Main Board in the center of the players.  Next to each player, set up a Power Meter and Detection Counter.  Give each player a detection slider and power slider. The power slider should be on the first space of the Power Meter, and the detection slider should be on the first space of the Detection Counter.

            Shuffle the spell cards and put the deck face down near the Main Board. Separate the resource cards by resource and place them face up near the Main Board.  Shuffle the event cards and place the deck face down near the Main Board.

Turns:

            When it is a player’s turn, they will:

  1. Move to any space on the Main Board.  If it is still the first turn, players cannot move to the Inn space.
  2. Collect the resource indicated on that space. For example, collect an Eye-of-Newt card from the Swamp.  On the Townhall space, instead of a resource, the player moves their Detection Counter down one.  The Inn is different.  See Inn section.
  3. Choose either:
    1. Cast a spell using a spell card and the recipes it lists
    1. Pick up a new spell card from the deck
    1. Repeat steps 1 and 2

After all players have had their turn, one player draws an Event card from the deck. This card applies to all players.

The Inn:

By stopping at the inn, the player can collect one of every resource.  It will cost detection points.  To determine how many, the player must roll the die.

1 or 2: If the player’s Detection Counter is at seven or less, they go up 7. If the player’s Detection Counter goes up 8.

3 or 4: If the player’s Detection Counter is at seven or less, their Detection Counter goes up 5. If the player’s Detection Counter is at eight or higher, their Detection Counter goes up 6.

5 or 6: If the player’s Detection Counter is at seven or less, their Detection Counter goes up 3. If the player’s Detection Counter is at eight or higher, their Detection Counter goes up 4.

Spell Cards:

            A spell card will say three things: the resources the player must give up to cast the spell, the action that will occur as a result of casting the spell, and the spaces the player’s Detection Counter will move as a result of casting the spell.

            For example, a spell card might state that it costs 2 Eye of Newt and 1 Toe of Frog to cast, will make the player’s power go up 1, and will cost the player’s Detection Counter to go up 1 as well. A different spell card might state that it costs 4 Adder’s Fork and 2 Wool of Bat, will make the player’s Detection Counter go up 2, but will make the Detection Counter of an opposing player go up 5.

            In general, the spells with stronger effects will cost more, in either resources or Detection Counter spaces or both.

            A player can have up to 3 spell cards in their hand. In order to be able to collect a new spell card, they must either discard or cast one of the spells they have.

Resource Cards:

            There are five resources:

            Eye of Newt

            Toe of Frog

            Wool of Bat

            Houndstongue

            and Adder’s Fork

            Each card represents one resource, and states what it is on the card. The player will know what resource they are picking up when they pick up a resource card.

            There is no limit to how many resource cards a player can have in their hand.

Event Cards:

            The event cards will have their instructions written on the card, and will contain an action that will affect either all players, or all players that meet certain criteria.  They may be good or bad for the players affected.  They also may involve chance.

            For example, one event card may tell all players with a Detection Counter at less than 5 to move their Power Meter up 2. Another event card may ask each player to roll a die, and to add the number they roll to their Power Meter.  Another event might ask players to collect certain resources, or add or subtract from their Detection Counter. An event may even put a certain space off limits during the next round of turns. In that case, the effect of the card will wear off at the end of that round.

Garden Growth:

Goal:

In twelve turns, earn the most points by making the best garden possible.

Pieces:

            Garden Boards (1 per player)

Each garden board is split into four sections. Each section has three plant spaces.  Connected to each plant space are three weed spaces and three water spaces. (The weed and water spaces are designated by the faint image of the weed and water chips.)

            Plant chips

Each plant chip has a colored image of the plant on one side and blackened image of the plant on the other side.

            Water chips

            Weed chips

            Plant Reference Cards (1 per player)

These cards display all the information for each plant contained in the Plants section for easy reference during gameplay.

            Turn Reference Cards (1 per player)

                        These cards remind the player what actions can be taken during their turn.

Setup:

Each player should have a clear Garden Board, one Plant Reference Card, and one Turn Reference Card. The water, weed, and plant chips should be set out for players to pick up as needed.  The plant chips should be divided into their appropriate types.  (Carrot chips should be kept in a separate pile from the strawberry chips, and so on.) The player does not start out with any plant-they will have 1 action to plant either a strawberry or carrot plant on their first turn.

Turns:

At the start of each turn except the first, the player must:

Remove one water chip from all plants, unless a plant has a bonus exempting it.  (See Plants)

Add a weed chip to all plants, unless a plant has a bonus exempting it.

If there are no water chips left to remove, or there are no weed spaces left to put a weed chip, then the plant is dead.  Flip the plant chip over so the dead side is facing up. The plant is not dead until the start of the turn where the weed or water action cannot be taken.  If in this step the player removes the last water chip from a plant, that plant will not die until the turn where they are unable to remove another water chip.

After doing this, the player should count how many healthy plants they have left.  That number plus one is the number of actions they can take.  They can:

-Water plants.  Watering one plant uses up one action.  When you water a plant, you add one water chip to that plant.

-Kill the weeds.  Killing the weeds of one plant uses up one action.  When you kill the weeds, you remove one weed chip from that plant.

-Buy/plant new plants. Buying and planting one plant uses up different amounts of actions depending on the plant.  See Plants for specifics.  When you plant a new plant, you put a plant chip on a plant space and put the appropriate amount of water chips next to it. Players may choose to put a new plant in whichever available plant space in their garden that they wish.

When the player has used up all their actions, their turn is over.  Each player may take their turn simultaneously or in any order.  However, no player may take their second turn until all other players have taken their first, and so on for the rest of the game. There will be twelve turns in total.  After each player has completed their twelfth turn, calculate victory points.

Plants:

            Strawberries

                        Costs 1 action to purchase

                        Starts with 1 water chip

                        Bonus: Strawberries only lose water chips on even-numbered turns

            Carrots

                        Costs 1 action to purchase

                        Starts with 1 water chip

                        Bonus: Carrots only gain weed chips on odd-numbered turns

            Broccoli

Costs 2 actions to purchase

                        Starts with 1 water chip

Bonus: Broccoli gives the player 1 extra action each turn for every two broccolis in the player’s garden

            Plums

                        Costs 2 actions to purchase

                        Starts with 2 water chips

Bonus: Other plants within the same section as a plum only lose water chips on odd-numbered turns

            Blueberries

                        Costs 3 actions to purchase

                        Starts with 3 water chips

Bonus: Other plants within the same section as a blueberry only gain weed chips on odd-numbered turns

Lemon tree

                        Costs 5 actions to purchase

                        Starts with 1 water chip

Bonus: A lemon tree allows the player to revive a dead plant once per game per plant.

Plant bonuses can be combined.  For example, if a player places a strawberry (which only loses water chips on even numbered turns) in the same section as a plum (other plants in the same section only lose water chips on odd numbered turns), the strawberry would not lose any water chips.

If a plant dies, any plants in its section will no longer be affected by the dead plant’s bonus.

Determining Victory:

  1. Count up living plants. Each player gets 1 point for each living plant in their garden.
  2. Add bonus points for types of plants.  Each living lemon tree gives a player an extra 3 points, blueberries give an extra 2 points, and broccoli and plums each give an extra 1 point.
  3. Every player that has filled all twelve plant spaces of their garden gets an extra 5 points.  (If a player has filled their garden but some of the plants are dead, they still receive this bonus.)
  4. Add 1 point for every 4 water chips still in the garden.
  5. Subtract 1 point for every 2 weed chips still in the garden.
  6. Subtract 2 points for every dead plant.
  7. If a player has filled one section of their garden with all of one type of plant, they receive 1 bonus point.

The player with the most points wins.

Nanobot

Nanobot is a card game in which scientists fight to make the strongest chain of nanobots by building up nanobots into a chain and using cards to strengthen their chain or sabotage their opponent’s.

5 One-Sentence Game Ideas

Battle for Earth is a board game in which Earthens and aliens fight for control of all the regions of Earth by collecting resource cards, using their resources to invade regions controlled by the opposing side, and using their resources to fend off invasions of their own territory.

Societal Advancement is a card game in which players compete to build the most advanced society by strategically choosing cards of different categories to collect each round, and building upon cards of the same category to gain points.

Around the World in 8 Turns is a board game in which sailing captains attempt to be the first to circumnavigate the globe by rolling dice to move, collecting resources, and using those resources to either navigate around obstacles or place obstacles in front of opponents.

Miss Popularity is a board game where high schoolers fight to become Homecoming Queen by rolling dice in order to move across the popularity board, and choosing between safe cards or gamble cards that could move them faster or set them back.

Witchcraft is a board game in which witches attempt to become the most powerful witch in the land while avoiding detection by the townsfolk through traveling across the board to collect resources, using those resources to cast spells to gain power points but lose detection points, and using resources to cast spells that take away an opponent’s detection points.

Hanabi

Hanabi is a collaborative card game in which firework manufacturers create complete sets of fireworks by hinting to teammates what cards they have and from those hints blindly playing cards on the table.

Five Card Games

Rule of Planets: A game that is Catan meets Monopoly in space.  Players are each seeking to expand a galactic empire by spreading to different planets.  They’ll have resource cards and have to trade them in to travel to different planets, and then use cards to build a base there.  From there, a planet might give certain bonus cards to use in the future.  For example, a player might play four rocket fuel cards to get to Pluto, play four construction cards to build a base there, and get a bonus of an extra rocket fuel card on each of their subsequent turns.  There are a finite number of planets to conquer, and the player that has conquered the most in the end wins.

Matching Sets: In this game, players want to get as many matching sets of cards as possible.  They start out with a deck of a certain length.  Each player’s turn, that player has to choose one card to sacrifice, and all the other players pick up two of that card type.

Genetic engineering: In this game, the players are genetic engineers.  They are collecting cards in order to become the most powerful genetic engineer.  There are three types of cards.  There are tech cards (which will offer different point values at the end of the game), order cards (in which you can sacrifice several specified cards to get points at the end of the game) and funding cards (which are used to purchase tech cards.) Tech cards fall into three categories: basic (things like brown hair or brown eyes), advanced (things like natural disease immunity or excellent memory) and mutations (things like claws, see-in-the-dark eyes, gills, etc.)  An order card might ask for a black hair card, a brown eyes card, and a gills card.

Time Travel Team: In this game, players are time travelers.  Their goal is to fill their time travel team/ship with different figures and artifacts from history before the rest of the players.  They do this by playing cards to travel to certain locations, and then playing additional cards to either recruit historical figures to their side or collect famous artifacts.

Gemstone game: In this game, the players are gemstone entrepreneurs. They collect gemstone cards and after a certain amount is collected, can ‘sell’ the gemstones in the form of jewelry for money.  They need to collect a certain amount of cards of a gemstone in order to ‘trademark’ it. Trademarking it means that the other players can no longer ‘sell’ those gemstones for money and can only trade them with other players.  The player with the most money at the end of the game wins.

Bang! In Three Acts:

Bang! is a wild west themed card game, where players take on the role of sheriff, deputy, outcast, and more to face off against other players. Each player starts off with a certain amount of health points and cards, and has to collect cards to take down their opponents’ health points.  Furthermore, each player has a role, which is secret for all but the sheriff.  The player’s role determines their win conditions. When playing Bang! gameplay fell into the pattern of the three-act structure of the story of a game.

Act One:

            This was the start of the game. The first few turns were tricky. It wasn’t until every player had had multiple turns that the gameplay and end aim of the game became clearer, which launched us into act two right around the third round of turns.

Act Two:

            This was the longest part of the game.  At this point, everyone was oriented with the gameplay and their goals.  Now players continually used their turn to use bang cards on the other players to try to get them a step closer to elimination, while other players fended off bang cards using missed cards.  Additionally players utilized beer cards to restore some of their health to stay in the game.  However, the game hit a turning point when a dynamite card got thrown around.  The dynamite card would take away three health points.  The player it was thrown at had only two left, and when they failed to pull the card out of the pile that would fend off the dynamite, their game was over.

Act Three:

            With the first player eliminated, the game reached the third act.  The gameplay was intensified as the players made final plays to win the game.  Victory went to those playing the roles of rogues and outcasts. They managed to whittle down the last health points of the sheriff, which ended the game.

Five Game Ideas that Utilize Social Distancing

Mobile Murder Mystery:

A game like Clue or murder mystery parties where there’s a mystery the players race each other to solve.  They each start off with some amount of clues, and at some point during their turn they can ask another player for another clue.  There would be 2 or more players that were imposters of some kind.  When a player asks another player for a clue, only those two players can see the conversation, and all the rest of the game can see is that those two players are discussing (to add to potential paranoia.)

Escape from Haunted House:

A phone based group game that uses exercise and movement as a game mechanic.  All the players are trapped in a haunted house, and must explore it to ultimately find a way to escape.  The way players are able to move spaces is by moving spaces in real life.  The total distance covered between all the players determines how much they can explore the haunted house, and there’s some kind of time limit, so it benefits players to split up over a large area.

Crowd Sourced Story:

A choice-based adventure game, similar to choose your own adventure games.  The players will play through a story making choices to decide what happens in the story.  Each choice will be decided by a player vote, and they will be able to try to persuade others to vote for a certain choice.  Could have two modes: relaxed and competitive, where relaxed simply has a group of players telling a story together, but competitive starts with each player getting a secret goal of bringing the story to another outcome.  Relaxed mode would have no victor but competitive mode would have the winner as the player that successfully makes their outcome happen in the story.

Connect the Path:

An exercise based game utilizing phone GPS (and would only be playable in certain locations.) The game would assign the players a long path in the nearby area to fill out. The path would consist of multiple smaller “tracks”.  A player would complete a track by walking through it, and only one player would be able to complete a track.  The game ends when the full path is complete, and the winner is the player who has completed the most tracks.  A path might be to walk from Yorktown to the Neville Island RMU Sports Center.  Tracks along that path might include from Yorktown to Walmart, from Walmart to RMU entrance, from RMU entrance to Coraopolis, and from Coraopolis to RMU Sports Center. Players cannot feasibly make it from each location to the next in a shortened time frame, so they need to spread out to cover all the paths before the timer runs out.

Garden Growth:

A resource management and building board game.  Each player has their own board representing a garden, with different slots in which to plant things.  (The plants are represented with different colored chips.)  Different plants have different advantages.  One plant might yield a harvest every turn that allows the player to purchase more plants or supplies to tend to plants. Another plant might not offer any harvest, but have a fertilizing effect that causes nearby plants to be healthier or produce faster.  Each turn, the player would have to use a limited amount of actions to tend to their plants.  (At the beginning of the game, it would be easy for a player to tend to all plants in their garden, but by the end, the player would have to prioritize some plants over the others, and if a plant goes without, say water, for a certain amount of turns, that plant would die.) The game would have a finite amount of turns.  At the end, the victory would be calculated by points, awarding different points for features such as amount of healthy plants, money earned, etc.

Jackbox Review: Patently Stupid

Patently Stupid opens with a great deal of dialogue. This dialogue has no obvious option to include subtitles.  Since the dialogue goes on for some time, subtitles would make it easier for people to follow and more accessible for those with hearing issues. The game includes an option to skip the dialogue entirely, but since it is all spoken there is no way to make the intro go faster without skipping it entirely.  This could cause impatience, particularly when a game is played with some players who have already played and don’t need the intro and other players that need it.

The different steps of the game include timers.  This is important because it prevents the game from being frozen forever if a player’s device gets stuck or if they stop playing without leaving the game.  However, the timers are only located at the bottom of the main screen and not indicated on the players’ individual devices.

During the presentation stage of the game, each player gets to choose between “Present for Me” and “I will Present”.  Choosing the “I will Present” option takes the player to a menu where they can control which aspects of their project are displaying on the main screen for the other players.  The issue with this is that the menu screen takes a moment to understand at first glance, and the entire presentation is done in real time.  This means for a first time player choosing this option, it is very possible they will be too pressured to think through what order they want to present different items in. The gameplay could be improved if the players all chose at the same time how they would present and then had time to prepare their presentation before being put on the spot.

As a whole, the game felt aimless until the final round. The structure of the game wasn’t clear until it was over, and at any given time there wasn’t a clear view of where it was going. Overall, the game was too close to the corporate brainstorming sessions it is trying to mock to be a fun experience.