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RULES START RULES END GAME START GAME END GAME TIME WHEN END
COMPLETED
GAME?
or...
Consistently rewarding/punishing players for doing a specific actions will train your players to do a
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certain thing (lose half your cards if a 7 is rolled). Rewarding players with some variability for doing a
Z10
ENGAGEMENT
RATING: 10 specific action will motivate players (random loot in a chest).
VERSION TEST # DATE
WINNING PLAYER’S STRATEGY END GAME
PHOTO TAKEN?
?
Playtesters: Total Score
in turn order
RULES START RULES END GAME START GAME END GAME TIME WHEN END
COMPLETED
GAME?
or...
What type(s) of uncertainty does your game offer: Outcome (eg. compare dice rolls), Opportunity (eg.
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draw card, then decide what to do with it), Other players, Your skill? Would it be more interesting if it
A1
ENGAGEMENT
RATING: 10 used a different type of uncertainty?
VERSION TEST # DATE
WINNING PLAYER’S STRATEGY END GAME
PHOTO TAKEN?
?
Playtesters: Total Score
in turn order
RULES START RULES END GAME START GAME END GAME TIME WHEN END
COMPLETED
GAME?
or...
What is the most unique aspect of your game? How can you quickly explain that without comparing it to
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ENGAGEMENT other games?
RATING: