Devlog 11- Reviewing the card game


I believe our game was perceived as easy to understand and play after a few questions had been answered. A common confusion that people had both watching and playing our game was the purpose of the monster item cards. Once we would explain that there are 4 monsters and 3 item cards that you would need to collect for each monster, they understood it better. Another confusion was the princess cards. We had to explain their purposes several times and make sure they understood that there aren’t enough princess cards for everyone to have one and that is what made our game competitive. Something that my group should’ve included was the backstory, or preamble, to our game. James Ernest said that the preamble “... can help set the mood and inform the mechanics and style of play,” (Ernest, pg. 2, Section 1) and I think that was what we were missing that could’ve helped our audience understand our game faster. Although our cards were color coordinated, the brown and dark red were harder to differentiate under the camera for everyone to see, but our design had all of the types of cards in the top left corner to help. The class understood the action cards the best because they had the description of their use on each card in a big and easy to read font. While my team was playing, we said out loud all of the cards we were using and tried to make it very obvious what was happening. When a big play was made, we would explain which cards were used and how/why they were used to achieve the result. This made the viewers understand the strategies each player was using. “Strategy hints can help players jump into the game on the first play, or they can help advanced players refine their technique,” (Ernest, Pg. 6, Section 9). One of the comments that someone said was that they understood the strategies that my team and I were using in order to win the game after watching us play. In order to win, each player wanted to get all of the items for one monster quickly and then use their action cards to both disrupt other opponents’ gameplay and simultaneously gain a princess card. We also explained to the class that during a player's turn, they can play one card (an action or item card) and then they draw a card to end their turn. In Ernest’s article, he explains this in section 5 (page 4) as the sequence of play. He gave an example by demonstrating the short  and brief description of “each turn” that players must follow to complete their turn.

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