Emotions:
- Surprise, Excitement, Suspicion (direction 2), Intrigue
Direction 1:
- 2-8 players
- Each person is trapped on a different floor/room of a castle
- Phone will tell each player where they are trapped
- Narrative: Each player is trapped in a different room/floor of a cursed castle. You must work together to escape before sunrise.
- You can’t see into other players rooms but things in your clues in your room could help them escape
- Mechanic: Each phone displays a unique room layout, clues, and puzzles only solvable with info from others.
- Kind of fun: Challenge, Fellowship, Discovery
Direction 2:
- 3-9 players
- Each person has a role card on their phone
- Each role has a “special” skill unique to their role
- Narrative: You are part of a magical guild infiltrated by a traitor. Each player has a role and must deduce who to trust.
- Complete tasks while attempting to discover the traitor in the group before it’s too late.
- Mechanic: Role cards with powers (e.g. Seer, Protector, Trickster). Powers can be used once per round.
- Kind of fun: Fantasy, Fellowship, Narrative
Direction 3:
- 2-4 players (very pigeonholed w/ this game for players… maybe)
- Each player gets a scrambled portion of a video or audio “signal
- Narrative: You’re all tuning into an ancient broadcast from a archaeologist who went missing containing the truth about a secret society. But each of you only gets a scrambled part.
- Piece together the parts of the broadcast to receive the message before it’s too late.
- Mechanic: Players get distorted audio/video fragments and must piece together the real message.
- Kind of fun: Narrative, Discovery, Challenge