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Fiasco week 3

What an interesting game I was really confused at first. I watched all the videos but thought it was going to be like mad-lips where if you chose one thing it would lead to a different level more leaded. Its more about creating a story I felt there is really no winning I don’t believe but it is funny. We definitely need to be faster pace when playing it next time cause it will take us ten years to get through a game otherwise.

Werewolf Week 1

I thought this game was super interesting it kinda reminded me of the killer frog we played when we were kids just a little more complex with more rules. I thought it was interesting that there was days and night and you could know half the times if it was the person or they had to reveal their card. I asked my roommate if they’ve ever played something similar one said they played with cards but definitely not as complex.

GOTW Reflection #1: Ultimate Werewolf

During the first week, we played a game called Ultimate Werewolf. It is a social deduction-based game where every player is given a hidden role based on the card dealt to them at the beginning. In Ultimate Werewolf, you either play on the side of the werewolves or the side of the townspeople. 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 townspeople is to find and kill all the werewolves. On the other hand, the goal of the werewolves is to kill townspeople until there is an equal amount of townspeople and werewolves. The game moves in a day-and-night cycle, where werewolves as well as certain other roles kill townsfolk at night. It is also during the nighttime that townsfolk with special abilities get to choose how they would like to use those abilities. During the day, all players debate the execution of another player who may or may not be a werewolf. In a usual game of Ultimate Werewolf, there doesn’t necessarily need to be an execution every day. However, for how we played it in class, due to the time restriction this rule was in place.

            The session we played in class was one of the biggest games of Ultimate Werewolf I have ever played. There were three werewolves and a witch. The townspeople were, of course, the vast majority. The role I received for this game session was Cupid. On the first night, I woke up and chose two individuals (or rather victims), to be lovers. The Lovers know who they are, and their fate is tied together. If one of the lovers dies, so does the other as a result of heartbreak. After the first night, I basically became a normal townsperson, who has no special abilities attached. Rather unfortunately, one of the Lovers was chosen to be executed during the first day, resulting in two townsfolk deaths. Following that day, each night the werewolves would choose someone to kill. Each day, we decided who to execute based on a majority vote. Throughout the session, the townsfolk found one werewolf and the witch. Many people were silenced and many people chose to stay silent. In the end, the werewolves won.

            The hardest part of the game was determining who to execute. There wasn’t solid evidence for many of the executions that actually occurred. Until we got closer to the end, many executions were on a whim or simply because we had to choose someone. There were also some individuals who had never played Ultimate Werewolf before, likely taking more passive roles as a result. However, when it came to execution, it often only took one person taking the initiative to make a decision for an execution to occur. Considering we all didn’t really know much about each other, we similarly had very little to go off of to point to one individual over another. Which leads me to how risk was taken during the game.

            I saw risk taken in several ways. Firstly, in how we executed people in the game. Every time someone was executed, there was a risk that it was a townsperson. With that risk in mind, no one wanted to point fingers – both because it could make them look guilty, and because no one wants to vote out people they don’t know. For the werewolves, leading the charge would put them at risk of being suspicious to the townspeople, so often they left that risk to them as they had more reason to search for the werewolves. They helped just enough to keep the target off their back while staying quiet enough to not be in the spotlight. One thing that really defined this game in particular, was the domino-effect-like pattern seen in the voting. When more than one individual proposed a vote, it was rarely challenged, and often quickly accepted by the majority. The more people who agreed to a vote, the less risk there was in also choosing that decision. One moment I saw a huge risk taken was when the witch tried to vote out the apprentice seer. By doing so, the witch would complete the task they needed to win. However, they also ended up being executed the following day when the apprentice seer was forced to reveal their role after execution. Those who spoke up often could take the lead in the vote and execute someone within reason. I believe that the ones who started votes were leaders in this situation, starting the chain to lead to an execution. However, without a bit of reason to it, and without followers, the execution would not go through. That being said, it was those who were willing to make a splash that were able to form a ripple.

            I have played many games like Ultimate Werewolf before. This was the first time I played with so many people – especially those whom I didn’t know. For that reason, being on the townspeople’s side, I played pretty aggressively when it came to voicing my opinion on votes. I personally didn’t like taking risks, even if we were inevitably forced to execute every night. Though I understood that it was necessary, I knew that doing an execution everyday cycle without evidence would result in us losing far more townspeople than werewolves statistically. Unfortunately, having the role of Cupid only seemed to make this fact a lot worse for this game in particular. One risk I did take was speaking up as much as I did. From my experience, that can be a double-edged sword in games like Ultimate Werewolf. Speaking up is necessary when not a lot of people are talking. However, talking too much can make you a target for werewolves who want to shut your mouth. On the flip side, townsfolk who see you speaking up and pointing the finger a bunch might think that you are a werewolf attempting to act like a townsperson. This actually did happen near the end of the game. I couldn’t think of a good defense for myself and ended up executed. On reflection, I should have tried revealing my role to defend myself. Either way, it was still a fun game. 

When it came to this game, I took the risk of being outspoken but often played it a bit safer when it came to voting for people. I would say this is fairly on point for how I approach leadership. I don’t like being in the spotlight, but often find myself filling in the gaps when I notice it is necessary. This game didn’t have many active speakers, which resulted in me speaking out more than I normally would in a game like this. At the same time, I wasn’t too keen on voting for someone without any reason behind it and often opposed a vote if I didn’t feel it held enough ground. On that note, I do believe that my friend Arden would enjoy this game. They are a very social person, and I get the feeling they would find the hidden roles fascinating. I’ll definitely have to invite them to play a game of Ultimate Werewolf with me sometime.

Blood on the Clocktower Review

James Baker
Mr. Bragg
11/09/23
EDL290T A
Blood on the Clocktower
For starters, I really enjoyed Blood on the Clock Tower and I’d say it was one of my favorite games we’ve played so far. The hardest part for me was one of two things being either trying to account for all the possible roles that could mess up the information I had on people or trying to figure out when was an appropriate time to give the information I did have. I think the first one is more explainable because there were several roles that people mentioned like being drunk or poisoned that would mess up my intel and it was hard to account for as a new player. I did struggle with knowing when I could and couldn’t talk because it seemed like only the accuser and accused could talk during the whole process so I had let someone die who I knew was safe because of my role.
This game does require leadership and that was shown to me when another player asked what I knew and helped share my information as well as teaching me when I could speak. I also think the voting process requires leadership as you need a compelling reason in some cases to vote somebody out.
I think my mom would enjoy playing this game as she really loved the game One Night Ultimate Werewolf which isn’t very different from Blood on the Clocktower. The class session was a lot of fun though and really well managed with a lot of the class having played before. Still, as shown in my example before, the players who did know what they were doing did a great job teaching the few of us who didn’t really know what we were doing.

Library Games Night Reflection

I went to Library Games Night at the Arts and Architecture Library in Alumni Hall on October 7. Several of my friends from Meeples were there, but Library Games Night is very different from a Meeples meeting. The group of people is generally much smaller, which makes it better suited for playing strategy board games as opposed to our normal habit of playing Blood on the Clocktower for hours on end. However, the library has a smaller games library than Meeples does, and when I’m not in the mood to learn a new game, it can be fairly difficult to find something I want to play there. Also, the smaller groups make player counts somewhat awkward, because a group of 8 can easily split into two different games, but a group of 5 almost always needs to find something they can all play together, and that is fairly restrictive on game options.
I arrived with Evan and Mack, and we met Em and Nick, who were setting up a game of Wizard Kittens. I’m pretty sure we were still able to join, but I was not interested in learning a new game, which came up again when Mack went to grab Planet. Library Games Night is definitely a time that I should be stepping more out of my comfort zone, since the library collection doesn’t feature very many games that I’ve played. I did this at the September games night, when Luke taught Camp Grizzly, which was a lot of fun, but this time around I didn’t want to learn anything new. One game that the library does have that I know is Splendor, which is a game that I really enjoy but haven’t played in quite a while. However, Mack seemed disinterested in the game, so we grabbed Coup instead.
While we were playing Coup, Em and Nick finished their game of Wizard Kittens, which they apparently enjoyed but found the setup to be too much work, and they joined us for Coup. Luke and Elizabeth also arrived during this time to play a couple rounds with us. Coup was a great game for this window of time, because people were doing different things and arriving at different times, and this allowed people to hop in and out quickly and participate in the group even though we didn’t all arrive together.
After we played Coup, Luke grabbed The Mind and Elizabeth grabbed Fluxx from the library collection, and for the second time that night our group had two different games happening at our table. I do not enjoy Fluxx, and I think Luke and Em at least share that opinion. Elizabeth taught Mack and the two of them played together, while the rest of the group played The Mind. Everyone in our group of four had played before except for Em, so at first they were pretty out of sync with the rest of us. In addition to having played The Mind before, we’d all played with each other, so we have some general sense of how long to wait before playing cards, while Em knew nothing about when they should be playing. We played round 1 a few times (as Luke is of the opinion that you just restart if you lose a life on the first level) before moving on. When we got past round 1, we tended to be pretty successful, getting to level 5 or 6. There were several times where we played a bunch of cards that were close together in the correct order, which was always very empowering. There were also a few instances where multiple people would have neighboring numbers, which resulted in pretty much random errors, since the difference between when you should play 41 vs 42 is often negligible. Every time we restarted, we had to play level 1 at least three times, but as Luke pointed out, level 1 is particularly challenging. It seems like it should be easy, since you don’t have to play very many cards, but the variability in the gaps is increased dramatically at that small number of cards, so often you’re almost guessing whether you should play your card. Playing several rounds in a row did result in us getting a better feeling for that group, and led to us having our very successful rounds. Once Em got the hang of the game, they really enjoyed it, so I’m glad we were able to add that to the collection of games they know. I had a blast with The Mind, and it was probably the highlight of my night.
After dividing for The Mind and Fluxx, Luke had to do homework, reducing our group to 5, which is also the max player count for Horrified. I own Horrified, and really enjoy it, but the library also has Horrified: American Monsters, so I often play that Library Games Night for the different challenges compared to my Universal Studios version. Em and Mack wanted to play with only 3 monsters, while I would normally play with 4 (and lose), so we were facing the Banshee of the Boardwalk, the Mothman, and Chupacabra, all monsters which I’ve played against before (I’ve yet to play against Bigfoot or the Ozark Howler, who will probably be a part of my next play of the game). The game went badly from the start, and we quickly found ourselves at 6 terror with all three monsters still alive (you lose the game upon reaching 7 terror). We did then focus on staying alive, and had much more success than we’d had earlier in the game, and also started knocking out objectives, defeating Mothman and the Banshee, but the deck ran out with us having very little progress to Chupacabra. Mack mentioned after the game that she “likes it less everytime she plays it.” The game does often feature gaining terror due mostly to bad luck, and if this happens several times, it can be frustrating, but I enjoy that the game is challenging even with fairly optimal play.
The last game we played that night was Deception: Murder in Hong Kong, still with 5 players since Luke was still working. For 3 rounds in a row, Elizabeth was the murderer. She had never played before, and in the first round Forensic Scientist Em gave really good clues, so people mostly had it figured out from the start. In the second round, she did better but lost again. The third time around, she finally won, which was exciting. Elizabeth tends to struggle playing as evil in social deduction games, but she was pretty good at lying in Depection. Even in the two rounds she lost, we solved it based on the clues, not based on her appearing evil at all.

Fiasco (Week One) Reflection

In week 4 of class, we played a Role Playing Game (RPG) called Fiasco. This was an entirely novel experience for me as I’ve never played an RPG before. The goal of the game, after selecting your playset and defining relationships between characters, is strictly to come up with the best possible scenes with your group. I really enjoyed working with my team, especially since none of us knew each other. It added a little element of fun with the whole nothing-to-lose aspect. I would say that the session went well. It was full of a lot of hysterical laughs and smiles.

The most difficult part of the game for me was absolutely acting out scenes. I’ve never done much improv before in terms of performances, but I really had to think hard on my feet to avoid any awkwardness, or worse, being the person who the scene went poorly for. I noticed that I got tense at times when I wanted scenes to either continue rolling or go differently, but my improv skills weren’t up to speed to control the scene.

I really think that my younger brothers would enjoy playing this game. They love to come up with whatever they can, and to act out all the time, so I feel Fiasco may be right up their alley.

Ultimate Werewolf Review-EDL290T

A couple weeks ago in class, we played a round of Ultimate Werewolf. This is primarily an asymmetrical hidden role game where each character gets a different team and ability, and the primary objective is either to obfuscate your role and outlast the other team, or find the members of the other team, convince your team they are guilty, and vote them out. The most difficult part of Ultimate Werewolf for me is figuring out who is on which team when I am good. There are not that many information roles, and all the powerful ones will be secretive about their ability, which makes a defined solve very tough to achieve.

The aspects of the game that relate most to leadership include times when you are on the good team and must garner trust among fellow players to prevent yourself from being voted out and vote out those not on your team. When you are on the bad team, you must similarly lead the town, but in the opposite direction, perhaps creating false information that will lead others to your point of view, and into your following. The best ways to do this in both cases will usually be to find sentiments that others are agreeing with that fit your desired world, and agree with these sentiments, taking apparent agency away from yourself and giving it to another, while still controlling the game state.

I think some of my friends from high school would like this style of game; I might introduce them to something similar when I go home for Thanksgiving. During the play session we had, I was the bodyguard, and successfully protected my cupid pair on a night I thought he was likely to be killed. My team did not win the game as we were not able to figure out who all was on the other team. I liked this play session and thought it went well, though whenever I play werewolf I wish there was more information available to solve through. Many risks are taken in Werewolf in when and who you share information with, but I did not take those risks in this particular session. When I am in a leadership position I usually take a more active role than I did in this game, as I didn’t know the people I was playing with too well and did not want to be too aggressive in my playstyle.

Ultimate Werewolf Reflection

In our first week of class, we played a turn-based game called Ultimate Werewolf, where two teams were pitted against each other, the villagers, and you guessed it, the werewolves. Each “night,” the werewolves had a chance to get together and choose a villager to kill. Most times, this would work out, unless there was a specific villager who got to save that specific person. The game was interesting to me, as we got to talk amongst the entire group between night phases to try and figure out who was who.

This brought out the hardest part of the game to me, understanding how much information I could or should give out without identifying my own self. I felt that this directly ties into leadership, at least in examples I’ve seen in my own experience. Sometimes, you will possess information that could be of value to a larger group of people, but it may bring you more personal harm than good to share that information. These are conflicts that we will have to face on a recurring basis throughout the entirety of our careers.

I found myself less-than-likely to take risks in Ultimate Werewolf, I believe mainly out of fear of being “killed,” which is very much not like my genuine approach to leadership. If I believe in something, it is often shared or acted upon without fear of retribution from others.

I can very much see my family at home enjoying this game with some of my Aunts, Uncles, and cousins. With a level of familiarity within the group, I really think we would enjoy playing together.

Werewolf Reflection

Personally I was a huge fan of werewolf. I like the class atmosphere and I know for a fact everyone in there liked it too. All the people seemed to be having so much fun and they all were engaging in conversation and just enjoying the experience. I know from personal experience what that game is like because I have played mafia and town of salem. All wonderful games that are great for breaking the ice between strangers. Also one student said that it is much better to play as strangers and I would 100% agree on that. The game started out sort of awkward and slow but once people began to participate in dialogue it was a lot easier for us to play along. I was virginia Wolf and the person I picked died very early.
My favorite part about the game was trying to figure out who was who and lying to the other players in order to gain a better hand. It was hard to interpret the truth because we didn’t know anything about each other. I am excited to play another game next week. I picked Forbidden Island because it just sounded interesting. I think this game is related to leadership because once the second person started talking people began to join in. People felt a lot better and were more at ease with each other.

Overall it was an amazing game that I truly enjoyed and I am looking forward to playing forbidden island next week. I wish the class times were more frequent, like maybe twice a week. That is because I felt a great relief of stress while playing and I’m excited to play more games later on in the semester.

Ladies and Gentlemen Reflection

This week in Tabletop Games & Leadership we played a game called Ladies & Gentlemen. This game is, in essence, two separate games that come together at various points. Usually, half of the table will play as the gentlemen and the other half will play as the ladies, except in our case we had an odd number of players, which meant that we had an extra lady in the form of the Courtesan. This game, set in the Victorian era, is meant to be a satire of the gender roles and rules of the time and shine a light on how ridiculous they were. With this theme in mind, the gentlemen had the goal of raising as much money on the stock market and fulfilling contracts and the ladies had the goals of gaining as much elegance as possible for the ball that’s fast approaching. They do this by shopping for clothes, accessories, jewels, and servants and asking their husband to pay for them. The lady with the most elegance, and her gentleman, are the winners of the game.

In this session, I played as a lady. For me, the hardest part was to try and build a strategy while being completely blind to what was happening on my partner’s side of the table. I would try to do my part and get items that would increase my elegance and when possible try to play some mental tricks on my fellow ladies, but there wasn’t much I could know about what my team could or couldn’t afford. I think this is also one of its closest ties to leadership. Sometimes in a leadership position we cannot, or at least do not, know what the rest of our team is doing but we have to do what we can to help them out.

In terms of gameplay, I liked that there were different styles of play and the strategic aspects of the ladies’ side of the board. I feel that I would have also liked the mad dash aspects of the gentlemen’s side of the game. However, I did not like that they were separated so much without communication. I have mixed feelings about the theme of the game. The game is intended to be a satire of gender roles in the Victorian Era, which I know and understand, but it still feels a little weird to me. I think my friend Ian would enjoy this game because I could see him being very comfortable with getting into character and I think he would do good with the strategic aspects of the game.