What do Prototypes Prototype? – Emergency Response

Our design, Emergency Response, is a 4 to 8 player cooperative board game where a specialist team must rescue survivors from a large-scale disaster before time runs out. Each role has unique abilities but also a narratively justified communication constraint:

  • Commander: sees the full map/board but cannot take direct actions — can only direct others
  • Medic: can stabilize any situation on the board but has limited movement range
  • Engineer: can remove obstacles or unlock new areas but needs resources from other players
  • Scout: has the most mobility and can reveal hidden information, but holds the fewest cards

The core tension comes from asymmetric information and scarce resources forcing genuine negotiation between players. Every few rounds the disaster escalates, making survivors unreachable and adding new constraints, which pressures the team to rapidly re-coordinate mid-game. The game’s key innovation is using asymmetric communication rules as the engine of social interaction.

Q1: Can the Commander lead effectively using only words, and does the role feel fun rather than frustrating?

The Commander is naturally the team leader, but they can only give verbal instructions. If the Commander feels ignored or powerless, the whole game dynamic breaks down. This question is about whether the role is enjoyable to play, not just whether it works on paper. To test this, we give one player the Commander role card with the verbal-only rule, then run a short 5-minute scenario with the rest of the team. Afterward, we ask the Commander directly how they feel. Our prediction is that the Commander will feel overwhelmed at first, especially when others are not following instructions. We may need to give them a simple reference tool, like a map they can hold up, so they feel more in control without breaking the constraint.

Q2: Do the communication constraints make the game more fun, or do they just slow everything down?

The communication constraints are the game’s main innovation. If they feel like punishments rather than interesting challenges, players will get frustrated instead of finding creative ways to work around them. To test this, we assign roles and run a simple 5-minute task. For example, asking the team to agree on which zone to rescue first. We then watch whether the constraints lead to creative communication or just confusion and silence. Our prediction is that the Engineer’s no-speaking rule will be the hardest to enjoy. Some players may feel completely stuck. We may need to provide a small set of gesture cards or simple visual aids to give the Engineer enough ways to express themselves without breaking the rule.

Q3: Do the cards and resource-sharing create real negotiation, or does it just feel like passing things around?

Cards are the main way players trade and cooperate, so their design matters a lot. If card types are too similar or too easy to share, there is no real tension in the trading. To test this, we create a simple set of hand-drawn cards with different resource types and role-specific limits on who can hold what, such as medical supplies, tools, and maps. We then run a few rounds focused only on drawing, holding, and sharing cards, and watch whether players think carefully about trades or just hand cards over without much thought. Our prediction is that the mechanic will feel engaging when resources are scarce and role restrictions create real trade-offs. But if the card types are too basic, the negotiation will feel empty and we will need to add more variety.

Q4: Should players be allowed to talk and plan outside of their own turn, and does it make the game better or worse?

In our game, communication is already restricted by role constraints, so allowing open discussion outside of turns could either help players feel more connected, or completely undermine the tension we are trying to create. This question matters because it directly affects how much pressure players feel during the game. To test this, we may run the same short scenario twice: once where players can talk freely between turns, and once where they can only communicate on their turn. We then compare how each version felt in terms of stress, coordination, and fun. Our prediction is that allowing free discussion will make the game feel too easy and reduce the urgency, especially for the Commander role which is built around the challenge of directing others in real time. However, completely banning it may feel too rigid. We may end up allowing limited communication between turns. For example, one short statement per player may keep the tension without making the game feel impossible.

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