Rock-Paper-Scissor-Prototyping-jack

  • 1. How much does information flow between players matter to the “challenge” aspect of the game? Information flow happens when a player hands one of their own cards to another player, and gets rewarded with one card. Everybody gets to see what card was passed, hence, information flow.
    • This question is important because it is one of the key features of our games: reward altruism for the person passing the card, however, the card passed on might be a gift or not: It can be used against the player in a future round, since that information is publicly open to anybody
    • We will add in the mechanism of passing to our existing game
    • I believe it will be super interesting because it increases interactions between players and involves more decision making now
  • 2. Is it necessary to add “Action cards?”
    • Previously, we only had “Rock Paper Scissors” in our games, and all of the players’ actions were based on different combinations of rock paper scissor sets. Adding new action cards is introducing a non-rock-paper-scissor card, which could be potentially overwhelming.
    • We will add in action cards
    • I am guessing it will turn out well, because players will not need to memorize so many different set-combination rules, and the rules to what actions can be enacted will be written on the action cards themselves
  • 3. Is it important to decrease the punishment when you fail to “steal” a card?
    • This is important because previously we would burn all of the cards that the player who failed used to steal the other person’s cards. We would incentivize a lot more stealing if we agreed that the player who tried to steal only loses one card instead of all their cards
    • We will change the stealing mechanism
    • I am not sure if this will turn out well, since you are encouraging people to steal other people’s cards instead of scoring points with their existing cards

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