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Too Many Playtests of Games: Bad Habit

July 23, 2014
bad habit

bad habit

[editors note: we have an intern, their name is Rowan and they wrote this]

File Me Under: Emotional without being ‘emo’ (praise the lord).

What It’s All About: Bad Habit is all about NSSI (Non-Suicidal Self Injury), and the pressures and triggers that go with it. As a group, you try to guess the others’ pressures and reduce the number of Scar tokens they have. If you guess wrong, the number of Scar tokens goes up. If a red Scar token is pulled, the game ends for everyone. As games go, it’s original. As tackling the subject goes, it’s unique and understanding.

Gripes: Very emotional. Hard to play with near-strangers.

Time Commitment: 20-30 minutes

Best For: People who deal with NSSI or know someone who does, or people who want a new, emotive tabletop game.

(Bad Habit, available here,  is a prototype game designed by Glenn Given. It is being playtested — independently — as part of the curation process for the Boston Festival of Indie Games)

 

Too Many Days of Playtests: Scenario

July 22, 2014
Acting!

Acting!

[editors note: we have an intern, their name is Rowan and they wrote this]

File Me Under: Improv and bad accents (good accents too, surprisingly).

What It’s All About: Scenario is an improvisational game, with an emphasis on the scene setup. There are cards with point values (1-3) and constraints that the actors choose to utilize for their scene, and then there are scenes that the audience chooses (the end result is something like ‘Actor 1 must speak like a pirate, Actor 2 must rhyme, and it takes place during a robbery in a dungeon). The scene has to last for a minute, and if one actor breaks their constraint, they don’t get their constraint points. Along with this the scene can’t stop for more than 10 seconds, so it keeps it fast-paced.

Gripes: Not enough material. There were only a few constraint cards, so the game ended rather quickly.

Time Commitment: Anywhere from 10-20 minutes.

Best For: Theater kids.

(Scenario is a prototype game designed by Naomi Hinchen. It is being playtested as part of the curation process for the Boston Festival of Indie Games)

 

Too Many Days of Playtests: Cascade & Barricade

July 21, 2014
Hot taquitos, cold bazooka!

Hot taquitos, cold bazooka!

[editors note: we have an intern, their name is Rowan and they wrote this]

File Me Under: Walls so weak they wouldn’t survive a Titan Attack, and progressively stronger walls.

What It’s All About: Buying walls of varying degrees of strength and labor, you try to have more money than anyone else.  The goal is to build walls and earn money from them while the water advances on you. The weakest wall is eliminated at the end of each round, and the water keeps going. You move yourself around the board to avoid drowning. When someone drowns, the game ends and the money is counted up.

Gripes: Paper money, confusing setup, and an inappropriate advantage to whoever starts strongest. [editors note: srsly, Paper Money, just don't]

Time Commitment: 30-40 minutes.

Best For: People who liked Eruption.

(Cascade & Barricade is a prototype game designed by Buffalo Hammer Games and available here. It is being playtested as part of the curation process for the Boston Festival of Indie Games)

Too Many Days of Playtests: Mutiny

July 20, 2014
could use a few more bare chests...

could use a few more bare chests…

[editors note: we have an intern, their name is Rowan and they wrote this]

File Me Under: Pirate anarchy (sometimes).

What It’s All About: In Mutiny, the players collectively earn treasure and mutiny against the captain if they don’t like how the treasure was divided amongst them. Each player is given a role to play on the ship, each with their own unique abilities- Captain, Quartermaster, Scout, and First Mate. The Captain must defend their actions, but the crew can join in the defense or try to mutiny against the Captain. Ensue a dice rolling numbers battle against the two sides.

Gripes: It was slightly difficult to get set up.

Time Commitment: 30-40 minutes

Best For: Fans of games that don’t require Utter Seriousness, but aren’t party games.

(Mutiny is a prototype designed/developed by John Kniespeck, Matt Susskind, Robert “Fro” Myers & Jorrie Brettin. It is being playtested as part of the curation process for the Boston Festival of Indie Games)

Too Many Playtests of Games: Monikers

July 18, 2014
3cf003fb059adf15ac912fa66bf3d650_large

Happy little cards

[editors note: we have an intern, their name is Rowan and they wrote this]

File Me Under: Lots of memorizing and weird pop culture

What It’s All About: Describing things as quickly as possible. In Monikers, there are two teams that take turns at describing card’s contents without using the name of the subject to their teammates in under a minute. The same cards are used and reshuffled into the next round, where they can only use one word and physical gestures to describe their cards. In the third round, the same cards are used but only physical movements are used, like in Charades.

Gripes: It’s similar to Celebrities, and the rules were slightly ambiguous. the second round was very easy, as everyone used the card’s subject as their ‘one word’.

Time Commitment: 20-40 minutes

Cost: Their Kickstarter campaign is over, some copies still available here

Best For: People who want a fun, active party game for a lot of people.

 

Wednesday Afternoon Minutes – 7/16

July 16, 2014
by

wednesdayaddams

Hello, you wonderful people! You smell nice today. Minutes? Kind of.

Read more…

(Cosplay): Full release!

July 8, 2014
Not quite...

Not quite…

Attendees of our PortConMaine panel, Glenn apologizes for the delay in the release of the dumb little card game we made. Apparently being a tough and gruff Teamster [editors note: Local 633 represent!] eats your game layout time.

Read more…

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