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Blood on the clock tower reflection

This week we played Blood on the clock tower. It is a hidden role game in the vein of werewolf.
I think my friend Adrian would enjoy this game. The hardest part was trying to figure out info about others, and verifying if it was true.

A leadership skill I noticed was the same one in werewolves. They follow the leader where once someone makes an accusation then more people are willing to vote for someone. Although in this game it was less likely that players would completely vote randomly just because there is more opportunity to confirm roles.

In the game I got the role of the virgin, which if a towns folk accuses them the accuser is executed instead. I was killed by the demon on night 2. I didn’t really do much for the rest of the game cause my role is more dependent upon me being alive, but I still had fun cause there felt like there was more of a way to deduct things. Evil won the game and my friend who claimed to be the empath was actually the baron.

GOTW Ladies and Gentleman

This week we played a game called Ladies and Gentleman. It is very different from the rest of games we have played in class. It is known as an asymmetrical game where there are 2 different roles and each role plays on their own against the others of that same role and then eventually come together with the other role. One role is the gentleman which is the role that I played, and this roles goal is to make as much money as he can so that he can buy everything that his Lady wants. The Ladies are the other role, and their goal is to dress themselves for the end game where certain items may give more points than others. In the end the winning team/duo will have acquired the most points.

This game was very difficult to understand and learn to play. I think that it helps that you only really need to learn one role because both roles are basically playing 2 different games. Just focusing on one role made the game seem like it was lacking something or that it was just boring in general. For the gentlemen, there was little strategy and the little strategy that was needed never really felt like a game winning strategy. I am not too knowledgeable on the ladies role, but I know they had more strategy to it compared to the gentleman role. I feel like this game also had too many pieces to it and it just added to the confusion.

The limited communication between roles made things much more difficult, especially in terms of leadership. Rather, leadership really came within the roles. I feel like, even though we were going against each other, the other gentlemen were very open about how they were playing and what the best course of action was. They were also helpful at explaining how things worked, which really proved their leadership through this game.

Overall, I feel like this game was interesting, and definitely a new way to think about how games can be played. I think it relies mostly on playing in character, which we didn’t really do since we were all just learning the game, but I can see the enjoyment that some might gain from it. This might go towards the bottom of games that we had played in class just because it was confusing to learn.

Ladies and Gentlemen reflection

This week we played ladies and gentlemen. I feel like my brother and his fiancée would find the game interesting. I would say the hardest part of the game was understanding the rules and that there are basically two games being played. I would summarize the game as splendor but one half is about collecting the currency why the other half is selecting the cards to win.

The leadership skill I would say would be having trust in others. In this game you need to trust that your teammate knows what they are doing in order to win. Having trust in your team is a sign of a good leader.

In my game I played as a lady. I started out with a servant card that would double the amount of points of a brooch, so I grabbed the highest point brooch and my teammate had to forlorn it. I got some other servant cards and my main strategy was to accomplish them in order to get more points. By the late game I kept getting a low amount of items not worth a lot of points but they completed the servants task. I was able to win with 27 points.

Free Play Reflection


This week was the free play day so Mike, Nicholas, and I played Star Wars Unlimited to try out our new decks we made. I think it’s a very fun game that I’m trying to get more people like my brother to play. The hardest part about the game I would say is the balance between decks. Some decks are really good against other strategies, finding decks that kill units quickly to be the best.

The leadership for this week is kind of different because we weren’t necessarily showing leadership from the game. Mike and I were practicing with our decks in order to get ready for an event that meeples is running. Mike wants me to help people learn to play and act as a “bounty” that people can challenge in order to get more packs. I would say we were showing leadership through taking initiative to prepare for a larger leadership challenge.

The first game we played was my mandalorian deck vs mikes new Fennec Shand deck, which he won because it is very annoying and makes me unable to attack. Then the 2nd game I played a deck around buffing my units by damaging them, against nicholas who was using a starter deck. We were mainly trying to see how new players would do against our custom decks, which Nicholas did win. The last game I played against Mike using my Boba Fett deck I bought vs the same started deck. It was pretty close but I was able to win because I was doing constant ping damage to him.

GOTW FREE PLAY

This week we were given the option of a free play. I played a few games during this class which included Flip 7, Can’t Stop, and The Game. All were very fun and enjoyable, The Game and Flip 7 were both card games, while Can’t Stop was a fun dice rolling game. The Game was a cooperative numbers building puzzle like game where you need to get rid of all the cards together but others can not know what cards you have. Flip 7 is a risk taking, points building game, fast paced and very simple. Can’t Stop is also a risk taking game where you roll the dice to make pairs and try to get the most pairs out of the group. If I were to rank these games I would say that Can’t Stop was my favorite, then The Game, and lastly Flip 7.

I would say that the hardest part of these games were the risks and not knowing when to stop before you lose all the progress you just made. It was also difficult learning the games on the fly, I feel like for some of the games we would start and not understand some rules so we would then stop and read the rules again. In the end, these were simple games to understand after taking some time to read the rules and play through the problems.

With these problems that we faced, came leaders who took lead of informing others of the rules. We also were very helpful to the others even though the games were against eachother, we would give advice as to what move we should make, which made it a casual and friendly game rather than a competitive game. Also the cooperative card game that we played, had leadership built into it, where leaders would be the one to speak up to the group where to stay away from or where they need to go next.

Overall these game were very fun, and the risk taking in all of the games helped implement leadership roles even in games that were solo and not cooperative.

GOTW Reflection – Decorum

In this week’s class we played Decorum, a house-decorating logic game that will both make and ruin friendships all over the color of a lamp. In Decorum, players (up to 4 per game) are tasked with decorating the new house that they have moved into. But there’s much more to it than that. Each player is given a terms sheet in which they must follow. If not all terms are met on their sheet, they cannot be satisfied with the furnishing arrangement of their new house, and thus the round cannot end. The terms were a super interesting part of the game, as they encompassed each aspect of the game itself, including rooms, paint colors, furniture styles, and even pets (if playing with 2 players)!

When beginning our first round of Decorum, my group instantly ran into trouble. You see, the game calls for reactions after each move. If a move satisfies one of your personal terms, you love it! If it negates one, you hate it! And if it doesn’t mess with you at all, you are fine with it. This aspect of the game led to many fun and jovial moments in the rounds we played, with the title of “Difficult Roommate” being bestowed upon each of us at least once for not liking the green lamp in the bathroom or vintage curios in the bedroom.

The hardest part of Decorum actually has a very elegant solution. For our group, we kept running into people making the same moves that conflicted with other players’ terms. For example, one person’s terms may have said that they were forbidden from being in a yellow room, while another’s may have said that they had to have an entirely yellow floor of the house (odd design choice, but alright). This would lead to a back and forth battle where yellow was being placed and removed every turn, and no progress was being made. Decorum’s solution to this helped us tremendously, though. In Decorum, every 5 rounds allows for one of two things (depending on which story you’re playing and with how many people) – a house meeting or a heart-to-heart. In both of these scenarios, players are allowed to share one of their terms with another player. This allowed us to communicate the problem moves and make adjustments, eventually leading us to quicker rounds after a strategy was found.

Decorum is a great game to reference when discussing representatioms of leadership, as it encourages fulfillment with added community aspects. Leadership is not found in one’s ability to dictate others’ actions, but rather in one’s ability to work with the skills and needs of other’s to reach a common goal. In Decorum, you are doing exactly that. You must ensure your own needs (terms) are met, but in the process help others (your roommates) meet their goals and needs. On top of this, Decorum also encourages leadership qualities through its forced communication guidelines. With only limited phrases available, it forced players to make large impacts with little communication – something that can be seen in many great leaders across history. That being said, I believe that Decorum is a game that is for everyone, and one that brings people to a greater understanding of how other’s communicate.

Although it’s a game for everyone, the strategy within Decorum instantly reminds me of my friend Henry. I believe that he would love this game, as I know he has played (and loved) similar, non-team-based strategy games such as Ticket to Ride and still brings that game to social gatherings.

All in all, Decorum was an awesome experience, and I would highly recommend it to anyone looking for a challenging night in. Bonus points if you play it as you’re actually moving in with new roommates.

Decorum reflection

This week I played decorum, a game about being passive aggressive in order to solve the interior decorating puzzle. I feel like my brother and his fiancé would enjoy this game. The hardest part besides the lack of communication, was keeping track of certain needs. For example one game I needed to make sure there were more retro items than any other objects and it was really hard to keep track of what was what.
I think this game brings up a good leadership topic of being able to convey your feelings about something and that everyone is on the same page. This game shows how important those skills are when you lack them. It shows how things can take longer when people aren’t clear about their intentions.

I was able to play 2 games in class, the first being a lot harder than the other. In the first game I needed more retro items than any other items, I needed rooms to have only 2 colors of objects and walls, and I needed there to be an equal number of objects between the top and bottom floor. It was a lot for me to keep track of and was really hard to get completed. We ended on day 17 I think. The second game I played I needed either the top or bottom floor to be one color, only antique items on the top floor, and had to have exactly 7 objects on the board. I thought it was going to be hard but things kind of slid into place although my one friend complicated things a bit. We won on day 15.

Game Reflection: Cursed Court

I’ll just start this post off by saying I had a lot of fun with this game. I don’t play bluffing and betting games often, but I always enjoy it when I do. Cursed Court was especially enjoyable for me because it was uniquely casual compared to other games of its kind. Usually, tricking other players is such a major mechanic that you are actively preventing yourself from winning if you don’t try to screw someone else over. I don’t enjoy thinking like that when playing games; I like to know that all the players are having as much, or more, fun as I am having. Cursed Court did not specifically encourage that play style. The scoring system and win-conditions encourage making plays that are beneficial to you, so actively tricking opponents, while possible, is very risky. A valid strategy is to simply observe patterns on the board and make plays with the knowledge you have.

The group I played with was entirely new to the game, except for one person, who had played the game before. This was a wonderful situation because this person was able to help us understand the rules and clued us in to some more nuanced strategies while not being that much better at the game than anyone else at the table. An early strategy that people adopted was putting eleven chips on their desired space off-rip to guarantee they had it. At first, I thought this move should be reserved for more aggressive plays, and it was better to make low bets first, so you had the opportunity to kick someone else off of your card late-game. Although, as we played, having that level of board control proved to be incredibly powerful, and it was rare that you wouldn’t have the knowledge necessary to make that kind of play in the early game anyway. There definitely is an aspect of “If everyone’s putting all of their chips on the board, the 3-chip bet doesn’t have much power anyway,” that influenced that strategy, but we did manage to have fairly engaging late-games where resource management was an important mechanic.

While our first game was fun, the second game we played was when things really got good. We decided to play an alternate ruleset where cards are not shuffled back into the deck every round, and so we needed to keep track of what cards were still possible to be in play. This began as a fairly normal game, but had a very fun late game where people were aggressively trying to claim spots they knew were able to score big and managing the various patterns that were possible. I think a major reason this mode is so appealing is that the size of the deck with the number of rounds means that the final round still has five extra cards that never saw play. This means that, while rare, there is a chance that a given character never appears, and there’s always a risk that the character that you know has a lot of cards still in the deck would not appear.

The idea of leadership in this game is more esoteric than in others. While you can play this game ignoring the actions of others, you do need to respect strategies and chip numbers that others are putting onto the board to win. Understanding what people are doing and why they may be doing it is incredibly important to forming game-sense. Oftentimes, it felt that the person who made their bet first set the tone for the rest of the round. I observed that when people who started with the aforementioned eleven-chip opening the round had notably more aggressive plays, more stealing spaces and higher defensive bids. Whereas people who started with lower bids tended to create a round where people constantly counted their chips, making sure they had enough to steal a space and not have it stolen back, and making more “bluff” plays on spots that didn’t necessarily have much evidence backing them up.

This is a game I hope I get the opportunity to play again. I don’t really know what else there is to say about it other than I genuinely enjoyed it and found it’s relation to the broader meaning of the class very compelling.

Blog Reflection 5: Cursed Court

This week we played Cursed Court. This game focuses on the mechanics of betting. There was a board with different characters on it and different patterns of the characters. You take turns betting on who you think will show up to court or what pattern will appear. You can get into betting wars with people betting on the same thing as you. Additionally, at the beginning you can see two people who are guaranteed to appear, everyone at the table will view different combinations of the characters. 

During our game we struggled a lot with remembering whose turn it was to go first. Even with the coin representing whose turn it was we kept forgetting to pass it. Leadership was shown through the bets. You could bet something you do not believe to throw people off their track. Once people thought the pattern or person would appear the rest would follow suit causing more and more betting wars. It was up to the individual to follow the leader or follow their own thoughts and intuition, which is what I tended to do once I picked up on who had a pattern of lying through bets. 

In one of my classes we had just discussed the power and harm of betting and betting culture for youth. A lot of toys and TikToks promote mystery unboxing or mystery colors. This starts an addiction for instant gratification in young impressional minds, so I would not suggest this game to children. I do think my boyfriend’s brother and dad would love this game. They love competition and sports betting. I personally like games that rely more on strategy and things I can control, but they rely more on luck.

GOTW 4: Fiasco Week 2

Finishing Fiasco was much easier and more fun than starting it. Getting the game started and doing the first act were a little tough for our group because we all had 0 clue how to play the game. However, once we got it started, the game started rolling and becoming more fun. Finishing our game also was really interesting because we got to add someone new into our group, due to him not being there in the previous week.

This made it interesting for our scenes because it allowed for us to add a new aspect into our stories, which resulted in more exciting twists or turns. I would say the hardest part about this game was getting started and ending it, at least for us. Ending our game was pretty difficult because of our slow start so we had to find ways to condense the story, whilst making sure all aspects were met. I also like how my character developed throughout the game. My character was made off an interesting description, but had a bigger role than I expected. Especially with the addition of the new member into the game, it allowed for variety and my character to be unique.

Looking back, I still think the people having to decide on his or her values and hither they’re going to stick to those even with a made up character. I think this can be a valid thing to look for but also because the character is fake, someone could totally just try to enjoy the storyline and character, like one of the members in my group. To conclude, I enjoyed this game/session because of the way our group was able to come together and put together this story and able to talk out what we wanted for the story. Most importantly I enjoyed how the game began to create itself through decisions.