Exercise: What Do Prototypes Prototype?

How should points be awarded to incentivize players to vary their strategy in order to get ahead? This is an important question because one optimal strategy for points will greatly reduce the novelty of any individual game. A role prototype is best fit to answer this question; we’ll have to experiment with different point values, but I predict a system that adds randomness and risk will help keep games novel.

What types of extra cards (challenge / modifier) will allow for a diversity of play without making one player too far ahead. Ideally, at all times, such cards would enable a hope to win during most of the game. This is important to the excitement and engagement over a game’s duration. Another role model would do best to answer this question. I predict that having “dilemma” cards like “Make player Y lose all their points or do X” and other drastic cards will be really fun, but balance will be important to keep in mind. We’d like to draw people closer to even with such cards rather than just having them fall too far behind.

How do we phrase prompts to enable flexibility with facts / “fake facts” while also not making the act of coming up with one too difficult. This is important since if most cards have prompts that are too difficult to conceive from, that will drastically slow down the game and limit player options. Again, a role prototype would do best to better explore the balance of the mechanics and the items in the game. I think facts that are open-ended but specific about bodies of knowledge that are common (at least in the US) will do best. Ex: Name (or lie about) a crazy fact about a US president that’s not on a dollar.

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