Category Archives: Class Review

Fiasco Week 1 Review

We played the role playing game: Fiasco. My group chose to play the Ice edition, however there are different “playsets” or settings to choose from. This game relies heavily on character building and player decision making. As is the case with many role playing games, the hardest part was actually getting started. When reading through the directions and setting up the game, it seems a bit overwhelming. Many decisions are made before gameplay occurs and these initial choices will impact the plot, characters, and relationships of the entire game. All this to say that game setup was a daunting task and I felt a bit unsure how to initiate the improvisation scenes.
Once we actually dove into the gameplay the experience was much less intimidating and seemed to flow naturally. I enjoyed the player interaction and the way that we bounced ideas off of each other to create a scene. It reminded me of the improv game “yes and” in which players do not reject each other’s ideas but rather add to and twist their interpretations. Some of my classmates expressed their preferences for games in which there is more randomness and less player decision. Personally, I felt like this game had randomness because you never knew how your teammates would react or interpret a scene.
Fiasco requires communication and cooperation between characters, while leaving room for individuals to create unexpected plot twists. One thing that makes this game unique, is the need for different players to take a leadership role depending on the scenario. This ensured that all players were able to take charge of certain parts of the overarching storyline. I believe that our gameplay went pretty well as we were able to trust each other and have fun with our situations. I believe this game would help with confidence in acting classes while making sure that all players got to design, participate, and lead certain scenes.

The Crew Reflection (Mechanics Week)

This week, we were given an overview of various types of board game mechanics and then given free reign to choose one of the many different games scattered about the room to play. Initially I gravitated towards Vagrant Song for its very unique art, but a glance at the rules revealed that it would take quite a while to learn. Instead, I ended up playing The Crew with 2 other students.

The Crew is a co-operative trick-taking game which has some campaign elements to it. I was very interested to see how it was possible to make a co-op trick taking game as the concept initially did not seem feasible! I mean, how is it possible to have a game mechanic built on beating all of your opponents mesh nicely into a co-op experience? Well, after playing The Crew, I have to say that they did a pretty phenomenal job.

The Crew solves the issue by giving the players various goals that they either must complete or avoid completing, such as winning a trick using a specific card or not winning any cards of a specific suit. From here, it is up to the players to work together to play their cards in such a specific sequence as to complete all of the goals assigned to them. Winning each individual trick has little purpose; it’s all about those GOALS!

One player is assigned the role of Captain and gets to choose the first goal as well as play the first hand of the game. The Captain typically ends up setting the pace for the round by nature of choosing that first goal, as every other player must then work around that choice. The game prevents most forms of communication so a lot of the time you are working off gut feelings and card counting. In my opinion, a smart captain will choose a goal that will be difficult for the other members of the team to complete rather than a goal that is easiest for them to complete.

Overall I would say that the game isn’t for many people. While I enjoyed the mechanics presented, it felt like a novelty after a few rounds. The limited communication aspects really soured the experience for me, as I wanted to coordinate more with my team than I actually could. Without being able to talk, sometimes it felt like some goals were completely unachievable.

Ultimate Werewolf Reflection

In week 1 of class, we played Ultimate Werewolf. I had previously played the One Night variant of the game and had played Mafia in the past, but playing the longer form of Werewolf was a new experience for me, especially with the size of the group we played with! I believe that we had around 25 people if my memory is correct, so the game ended up taking a very long time to complete. As someone who had only previously played the One Night version, the sheer length of the game surprised me! We were even being timed at only 1-2 minutes per day, which meant that discussions had to be very short. Now, there usually isn’t too much going on in a single night of Werewolf besides the nightly death, so this timer ended up being not too bad to deal with.

For this game, I was assigned the role of Bodyguard. This, from what I came to understand via play, was an EXTREMELY powerful role. I held within my hands an ability which could completely stop the evil team in their tracks, provided I was smart about it. In the beginning of the game, this was a very difficult task. There were so many people and so many unknowns that I was basically shooting in the dark. I decided that the best course of action was to stay quiet and let the more vocal members of the group draw attention to themselves, at which point I could start trying to protect them. After the first couple of days, the “leaders” of the game were firmly established from a Cupid confirmation chain. They stayed vocal and directed most of the discussions. This let me stay protected for a very long time.

Late into the game, the good team became more clear and I was finally able to start getting a couple of saves. That first save started a powerful chain reaction as I was able to prove one of my neighbors as well as myself as good due to nobody dying. We very nearly pulled out a win but a sneaky Wolf Cub death sealed our fate, as it left me with a 2 in 3 shot of picking a correct person to save, which I unfortunately did not get. Pretty much at all points of the game I felt like I was taking risks. I was always choosing between whether to save myself to ensure my power was safe or to take a chance trying to save someone else to prove that they were on the good team.

All in all, I think Werewolf is a game that has a very broad audience. The basic concept is very easy to understand and the mechanics of the game are not very complex besides remembering different character roles. This issue could be solved by giving players reference sheets. One thing that I don’t like about Werewolf is the player elimination aspect. While I didn’t experience it in this game because I made it all the way to the end, I think I would have been very bored sitting on the sidelines for the rest of the game, especially if I got out very early.

GOTW: T.I.M.E. Stories

This week, we played a narrative mystery game called T.I.M.E. Stories. In the game you play the part of a team of time travelers sent by an organization to stop a temporal fault from occurring. Our team consisted of four players, each of which took over a receptacle (a host body) in order to explore a specific moment in time and space to stop the fault from forming. The hosts you can play as all have different strengths and weaknesses as well as abilities that can come in handy throughout a run. As a team you explore several locations across a map, fighting off enemies and solving puzzles. However, time is limited, as the organization that sent you there can only hold the link for so long before you are forced back into reality. Many roles have special abilities that can be used throughout the game to gain the upper hand for a player’s given team. The goal of the game is to successfully complete the mission in as few runs as possible, by solving the many puzzles found throughout the map.

Our story started right before we were to be connected to our hosts, and we were briefed on what we needed to do. Our team is sent back to a mental health asylum in 1921. My character was Marie Bertholet. The other characters we had were Felix Bonnunfant, Edith Jolibois, and Mademoiselle Doume. So, we set out to explore the asylum, finding keys, breaking into lockers, and trying (failing) to steal the key off a doctor in the kitchen. Playing as Marie gave me some advantages, especially when it came to the speech skill. I was able to turn any speech roll I made into a minor success. Using her to speak proved very useful in many situations throughout the asylum. However, there was one scenario with a particular orderly that was not so successful. Overall, our team seemed to move quite well, cooperating with each other, and noting down anything we found important as we went. None of us lost any health during the first part of the game, more so having issues with time as we often rolled high on the time lost dice. Our team actually worked quite well together, collectively coming to decisions, and helping each other out as much as possible. We found the secret passageway after murdering Dr. Hyacinth. By the end of the session, we had gathered two pages of a book. Unfortunately, we are near the end of our time loop, and likely will lose everything next week. However, with the knowledge we gained this week, our team should be able to proceed quite easily. I am excited to see what happens.

The hardest part of the game was deciding which options were important with the time we had remaining. While our group was very good at gathering and using information and items, we often ran into issues that cost us precious time points. Our team actually did really well with working together and sharing authority. Our abilities were actually spread pretty evenly, allowing us to prioritize where each of us should go ahead of time so that we worked as efficiently in a new location as we could. I actually believe that that is a way each of us showed leadership. While each of us took on the Time Captain role at least once, we each collaborated and based our decisions on where our strengths lie. The only time other than that that I saw leadership come into effect was deciding where to travel next. Typically, one person would propose moving locations, and then we would all agree on a location.

I loved this game so far. I love games that dig deep into lore, and this one definitely dug deep. I also thought that the mechanics really complimented it well. I loved the exploration aspect as well as the collaborative play. We all had the same goal, which I have not seen much in games I have played recently. I liked the risks we all took, as we all were curious to discover every little secret in the game. This both lead us to learn a lot in our first run, while also being something that cost us a lot of time (I am looking at you moon step man). This being said, this game definitely feels like a game you can only play once. I know there are other decks out there as well, so that makes me a bit tempted to purchase it for myself and play it with my friends. I think my friends Xavier, Katie, Korben, and Roai would love this type of game. They love narrative based games just as much as I do.

GOTW #6 Reflection: Voices in My Head

In week 6 we played the game Voices in My Head. This is a strategy-based hidden roles game. In this game, you either play as the prosecutor or one of the voices in Guy (the defendant)’s head. The prosecutor is trying to convince the jury that Guy has robbed a bank, whereas the voices in Guy’s head have their own objectives. Some voices want to get a guilty verdict too, while others want Guy to get an innocent verdict. The only issue is – no one knows which is which. There are two acts, each with four rounds. Each round, the prosecutor would reveal a new piece of evidence. Each piece of evidence has two regions of the brain that can influence the card. The players must push their tokens into the different regions, attempting to have the highest score in the region so that they can be the ones to decide how to resolve the card. The game ends after the two acts are completed, and the verdict is determined based on the number of guilty and innocent tiles on the jury.

               I played this game with the same group I played Fiasco with, which was super fun. It seemed we were all a lot more comfortable playing this game, and everyone got a chance to have their own fun. I played the role of prosecutor, which was the role I had hoped to get. I really liked being able to see the evidence and to choose which pieces to throw at the other players. I often found myself picking the funniest options rather than the most optimal choices. It was different from how I find myself usually playing, but I honestly think I had more fun that way. We all had some good laughs and enjoyed the silliness of each new piece of evidence. I did end up losing, but I wasn’t even mad about it. This is definitely a game I would love to play again.

The hardest part about this game for me was trying to figure out what the other players’ goals were. Figuring out the mechanics and how the game was played was more important during the first half. Even when I got it down, my focus was mostly on having fun with the game rather than winning. I didn’t figure out people’s objectives until near the end. I feel like I would have played much differently if it wasn’t my first time playing this game. So, I feel like the hardest part of this game was born from my inexperience. Usually, I play games a bit more strategically, but this time I played it fairly loosely. I just wanted to have a good time, and I did – despite the fact that I lost.

Voices in My Head shows leadership through the role of the prosecutor as well as through who controls the different regions of Guy’s brain. To take control of the situation, and lead the game in a particular direction, players had to place their tokens in specific regions of the brain. Whoever had the most tokens in a region would be able to respond to the prompt given by the prosecutor. I believe this was a form of leadership, as it often took being persuasive and often aggressive in certain ways to take charge of the outcome. I believe the prosecutor also played a leadership role, as they had to guide the other players through each scenario. They act as game master in a way. They put forward the scenarios which the other players had to face. In particular, I also found myself being the one who was asked questions regarding rulings.

I believe my friends Katie and Xavier would like this game. I’ve been playing board games with them more often, and this seems like the goofy game they would enjoy. I think this game really should be played with a light heart and shouldn’t be taken too seriously. I think these two would fit that bill perfectly.

While I feel like I have shared my opinion on this game throughout this post, I think I could elaborate further on what I liked and didn’t like. I liked the goofiness of the cards, the art, and the game mechanics. I also liked how all the different roles interacted, and how a lot of the actions taken during my session were often a mystery until the final reveal at the end. I didn’t have much I disliked. Perhaps it was just a bit difficult to understand at the beginning. However, I feel like that could be a gripe for any game with complex rules. I liked the group I played with, and I had a good time. What more could you ask for?

GOTW Reflection #3: Fiasco Week 2

Week four, our class continued playing the gm-less roleplay game Fiasco. For game mechanics, please refer to my previous post. This week, my group finished the first act, weaseled our way through the tilt, soared through act 2, and ended with a blast of an aftermath. The tilt is the turning point of the story, where everything starts to go awry. It is probably here that I should note that one of our players was unfortunately unable to make it to this session. Our team collectively decided that their character had been murdered by Edwardo, who proceeded to gain amnesia about his crimes and build a snowman to replace him. During the tilt, secrets were spilt, and Penny the penguin was saved from the iceberg. During act 2, the three remaining characters (Pierro, George, and Edwardo), tried to figure out what happened to the other player’s character. At the same time, it was revealed that George had stolen Pierro’s “Top Pilot” trophy on the day Pierro graduated from flight school. Not only that, but it was revealed that George had a long lost twin! Slowly making our way through Act 2, we try to put together the pieces to what happened to the absent player’s character. Making our way through several more scenes, we each collect more black and white dice that would end up deciding our fate. Going into the aftermath, I had largely accumulated white dice, having only received one black dice throughout the duration of the game. In the aftermath you roll your small pile of dice to determine what outcome your character faces. I ended up scoring pretty high on my white dice with an 11. Sounds pretty good. However, that score really only left Pierro with a neutral ending. This ended up being fairly good compared to the absent player and Edwardo however. The snowman spontaneously burst into flames, while Edwardo tragically died in a helicopter crash after successfully smuggling the penguins off Ross island. Pierro revealed himself to actually be George’s long lost brother, out to get revenge after George stole his idol’s (the real Pierro) trophy. In the end, the two brothers reconcile and live happily ever after.

I believe I struggled less during this week’s game session. I think this is because we already had gotten comfortable with the game in the last session and had a firmer understanding of the mechanics. I’d say the hardest part was wrapping it up in a way everyone found enjoyable. It was hard to predict how the other two players wanted things to pan out, and with one player absent there were some loose ends. For that reason I felt a little bad for Edwardo’s character, who was more firmly connected to the missing player’s character. As I said last week, I would play this game with my friends Roai and Korben. It just seems like a game they would enjoy. Plus, I feel like the flow would be better with people I know and have roleplayed with before.

When it came to leadership, I mostly saw it in how we wrapped up the scenes. We each started taking a firmer role in how we wanted each scene for our character to go. However, there was also an openness to negotiate which was very nice. At the end though, I feel like we all individually got to lead and determine the outcome for our characters, which was nice. I like this game. I would play it again.

Week one reflection: Ultimate Wolf

This game was a fun introduction game to the class. This game is similar to among us where there are 3 imposters, and the rest are villagers. The session we played in class was really fun and filled with people laughing with one another. While this was happening people was being called out for them being suspicious. This one moment in the session one of the wolfs was cursed where they were not able to speak that round. While this happened everyone was saying speak if you are not suspicious. So he was voted to be eliminated because of not speaking.

These are the time’s where the game can be unfair and funny at the same time, which makes it more interesting. For the game though that makes it more difficult is the fact of its nearly impossible to say that one person is a wolf or villager. Because their are no actions on the part of the wolves and no action of the villagers you cant be certain of who’s who. I would say this would be a big flaw because it would be very easy for the wolves to kill the villagers and get away from being voted by just agreeing with the majority and not speak up for anyone.

This has some ties to leadership in the fact of each time the “day” cycle would happen their was one person that would be kind of the voice for the group. This person would take on the role of the leader for that day. It would change some from day to day and everyone would listen. I know for me and two others what we did was listen to someone that said the first person that votes someone out was the guilty one so we would all go by this role. This person took on a leadership method and few others thought this sounded reasonable and joined him in it. But in all fairness this was a fun game that I believed everyone in class had a great time with and would recommend playing with a group of friends. Because it would be chaotic and people yelling at one another.

T.I.M.E Stories Reflection – Week 2

On April 20th our class had a choice to either dive deeper into the adventures of T.I.M.E Stories or to participate in free play. Although my group and I encountered many struggles during our first session the week before, we chose to challenge ourselves and continue playing T.I.M.E Stories. The scenario we played was the Asylum, and at the beginning of the round we had the opportunity to choose which character we would be playing with. None of us were able to see each character’s conditions and characteristics before choosing them, but after failing our mission once we were able to choose a different character to play with if we weren’t satisfied with our current conditions. The characters we used for the second round were: Madeleine – Anxiety attacks (me), Marie – Erotomania, Edith – Cannibalism, and Felix – Paranoia. I found this to be a very good combination of characters, especially during combat. During this game our party explored multiple rooms and fought some monsters while trying to find hints and leads on how to complete our mission. During the second round we only visited the rooms where we knew there would be items and passages that we needed to get in order to access other areas. Since we took a lot of notes on the previous round, this was not an issue. 

The hardest part about playing this game was to use all the information we gathered to solve the pentacles puzzle. Even though we took notes on what we deemed important, our group had a hard time figuring out what was missing. This might have happened because while we took notes on a lot of things, we failed to notice the smaller details that ended up being the key to solving the puzzle. This was definitely the longest and most complex game that we have played so far, however it was also the most fun and challenging. Being able to explore on our own accord and slowly putting the pieces of the story together was great. We had a good dynamic and we had fun trying to take different paths than the ones we had used before. 

This game ties into leadership in ways that the other games we played didn’t as much. Because there are many different mechanics and rules in T.I.M.E stories, we needed everyone to be attentive and for communication to be clear and effective. Because of that, each of us took on a leadership role and made sure that the aspect of the game that we were focusing on was taken care of. Note taking, collecting items, choosing the best paths for our group, strategizing which characters would be better together were some of the aspects that were divided between us, and this helped us work together as a well organized team. After playing this game I believe that my family would enjoy playing together because it takes a while and it is very engaging. I think that it could definitely become a regular part of game nights since there are many different scenarios. 

Ladies & Gentlemen Reflection

Last week (March 30th, 2023) our class traveled back in time to the Victorian era with the game Ladies and Gentlemen. There were two roles from which we could pick from – along with an extra role that was only used due to our uneven number of players. The first role was the Gentleman: By playing this role you commit to going to work everyday and making money by fulfilling contracts and selling items. The gentlemen should make as much money as they can to then satisfy their ladies’ wishes at the end of the day. The next role is the Lady: By playing this role you are given a number of shopping choices throughout the day. Your objective is to strategically find the best items and choose the dress and accessories that will make you look the best at the ball (at the end of the game – after six rounds). Once your choices have been made you are to showcase them to your husband (with little to no communication) in the hopes that he will use the money he earned to gift them to you. The extra role is the Courtesan: By playing this role you are a Lady who does not have a husband. Your objective is the same as the other ladies, but you must ask any of the gentlemen for gifts. If you are the best dressed of the ball, the gentleman that gave you the most elegance points (included in the item cards) wins with you. If you are the worst dressed, the gentleman that gave you the least amount of elegance points and his lady lose the game with you. 

The hardest part about playing this game (especially as one of the ladies) was the restriction of communication between partners. Even though the Ladies and the Gentlemen had to work together to win, it was not possible to share our individual strategies, and it seemed like we were playing two completely different games at the same time. In my case, I was looking to buy cheaper items, but to gain elegance points through my servant cards – since I didn’t want to miss the chance of getting items in case my gentleman wasn’t making enough money. Meanwhile, my gentleman was trying to accumulate as much money as he could to spend on the very last round, which I did not know about. Although it was a complex game to play, it was really interesting and fun to figure out. The satirical reference to the Victorian era was clever and done in a way that exposed many gender roles and expectations that have shaped our society. This game can definitely teach some lessons about gender disparity and gender roles, which are important topics to be aware of, especially when it comes to leadership. A good leader can be inclusive and empathetic, and putting yourself in a position that you are normally not in can help you understand someone’s context better. Being able to look at things from different perspectives and adapt accordingly can go a long way. 

In my opinion, I believe that my classmates from WGS courses would enjoy playing this game and discussing its context afterwards. This game can be a good conversation starter about gender roles then and now, and about gender inequality. 

Ultimate Werewolf Reflection

On Janurary 26th 2023, the game Ultimate Werewolf was played in the depths of one of Miami’s most mysterious halls. While this game was new to many of the participants, some of the others held a double edge sword with their expirtise. Individuals such as I have never played such a game as complex as Ultimate Werewolf, but dabbled only simpler versions as a child, like within the game of Mafia. Many were extremely confused at the beggining of the session, but with a well equipt and experienced narrator, confusion metamorphisized into familiarity.

A breif summary of the game play of the session is as follows: In one of the beginning rounds the Witch was killed by the Werewolfs, but before she died, she managed to kill off one of the pup Werewolfs as well. This was an example of risktaking since she took the chance to kill at the very beginning rather than solely questioning who was the Werewolf. This allowed the Werewolfs to choose double the amount of townspeople to elliminate. Eventually the townspeople were able to kill off another Werewolf, which only left one left without their pack. While each one of the towns people tried their best to single out the werewold using their specilized tasks, time seemed to be running out quickly. With only about 6 townspeople left, many strategized that the only way to find the werewolf was through the process of ellimination of sharing their roles. This method did not seem to be beneficial at first, but eventually the last Werewolf standing was able to be picked away from the group, leaving the townspeople victorious (except for the dead ones).

The most challenging aspect of this game was not being familiar with the other players. Usually individuals like myself are very skilled at picking up on both verbal and physical normalities when it comes to one’s self. Since we were all playing with strangers, this made the game much more difficult to pick up on what was suspicious from an individual and what would typically seem normal. With that being said, I think the game more heavily relied so on leadership rather than intuition. It relied on leadership since many were able to speak up and share what stratigies might be helpful to pick out the Werewolf in given situations throughout the game play. An example of this that was breifly explained in the game play summary was the tactic of everyone saying their roles in the hopes to single out the Werewolf. This made the game both challenging and fun as a result.

Personally, I really liked this game, but it would not always be my first choice. There is a time and a place for this game since it is fairly stressful with trying to both defend yourself as well as trying to find and kill the Werewolf. Personally, in a game such as this, I am less likely to take risks since it will probably end in me making the wrong decision. This is also a similar approach to how I would handle a leadership role (make sure that you do it right rather than just to get it over with). One very important aspect of this game is that in order for the game to be enjoyable, every single player has to be into it. If not every player is 100% in. then it will not be a fun game. With that being said, I do not think that this game would be good for my direct family since it is fairly complex. I would suggest this game to my roommate Kendra though. This is because she plays a lot more complex games on her computer as well as DND, and I think that she would find it to be very enjoyable.