{"id":14316,"date":"2025-09-18T11:48:09","date_gmt":"2025-09-18T15:48:09","guid":{"rendered":"https:\/\/rmu.andrewyames.com\/?p=14316"},"modified":"2025-09-22T09:41:26","modified_gmt":"2025-09-22T13:41:26","slug":"game-design-week-four","status":"publish","type":"post","link":"https:\/\/rmu.andrewyames.com\/?p=14316","title":{"rendered":"Game Design week four"},"content":{"rendered":"\n<p>Aleah Dudek<\/p>\n\n\n\n<p>Splendor<\/p>\n\n\n\n<p><strong>Was it fun?<\/strong> Yes I enjoyed it. <\/p>\n\n\n\n<p><strong>What were the player interactions? <\/strong>yes there are aspects that get competitive. <\/p>\n\n\n\n<p><strong>How long did it take to learn?<\/strong> It took us a lot shorter than other games maybe about 10 minutes. <\/p>\n\n\n\n<p><strong>What was the most frustrating moment or aspect of what you just played?<\/strong> I didn&#8217;t really find anything frustrating. <\/p>\n\n\n\n<p><strong>What was your favorite moment or aspect of what you just played?<\/strong> I liked the different moves and you n ever know what card you are going to go for.<\/p>\n\n\n\n<p><strong>Was there anything you wanted to do that you couldn\u2019t?<\/strong> I wish there was cards where you could steal other peoples cards.<\/p>\n\n\n\n<p>If you had a magic wand to wave, and you could change, add, or remove anything<\/p>\n\n\n\n<p>from the experience, what would it be? I wish there was more action cards.<\/p>\n\n\n\n<p><strong>Is this a game you would play again? Yes<\/strong> _____ No ______ Why I enjoyed it I Liked the strategy in it too. <\/p>\n\n\n\n<p><strong>Analyze the game using the 3 act structure.<\/strong><\/p>\n\n\n\n<p><strong>Act 1: <\/strong>The focus is on collecting gem tokens to afford the cheapest development cards. Most players just grab what\u2019s available; strategy is light, and everyone\u2019s building their \u201cengine\u201d from scratch. Victory points aren\u2019t usually scored yet, this stage is about laying groundwork.<\/p>\n\n\n\n<p><strong>Act 2:  <\/strong>Players have cards that permanently give gems, making each future turn stronger. Players start racing for medium-value cards, noble tiles become reachable, and blocking moves emerge. Some players aim for nobles, others for big-point high-cost cards, creating diverging paths to victory.<\/p>\n\n\n\n<p><strong>Act 3: <\/strong>The board shrinks in options\u2014players fight for the last few cards that can push them over 15 points. Every gem token and reserved card matters; timing is crucial since the first to 15 triggers the end. Victory comes from a combination of planning (engine + nobles) and tactical plays in the last few turns.<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><strong>What are the collaborative and or competitive aspects of the game?<\/strong> The collaborative part I think would be not hogging the tokens I guess and the competitive could be the ability to steal a card someone wanted to eventually take. <\/p>\n\n\n\n<p><strong>What is the game\u2019s metaphor and which of the game\u2019s mechanics standout?<\/strong><\/p>\n\n\n\n<p><strong>The metaphor :<\/strong> The\u00a0<strong>g<\/strong>ems\u00a0= raw resources of wealth and beauty.<\/p>\n\n\n\n<p>The&nbsp;development cards&nbsp;= mines, transportation, artisans \u2192 infrastructure for growing power.<\/p>\n\n\n\n<p>The&nbsp;nobles&nbsp;= recognition and patronage from high society once your wealth reaches a certain level.<\/p>\n\n\n\n<p><strong>The mechanic: <\/strong>Players&nbsp;collect gem tokens&nbsp;.Use gems to&nbsp;purchase development cards, which give permanent gem bonuses .Those bonuses make it easier to buy more expensive, higher-point cards.Noble tiles&nbsp;reward players for meeting certain card thresholds&nbsp;<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Aleah Dudek Splendor Was it fun? Yes I enjoyed it. What were the player interactions? yes there are aspects that get competitive. How long did it take to learn? It took us a lot shorter than other games maybe about 10 minutes. What was the most frustrating moment or aspect of what you just played? &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/rmu.andrewyames.com\/?p=14316\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Game Design week four&#8221;<\/span><\/a><\/p>\n","protected":false},"author":290,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[47,64],"tags":[139],"class_list":["post-14316","post","type-post","status-publish","format-standard","hentry","category-game-design","category-game-reviews","tag-marked"],"_links":{"self":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/14316","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/users\/290"}],"replies":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=14316"}],"version-history":[{"count":3,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/14316\/revisions"}],"predecessor-version":[{"id":14369,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/14316\/revisions\/14369"}],"wp:attachment":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=14316"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=14316"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=14316"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}