![]() ![]() Pit, The Chameleon, and Telestrations are games with that concept. I also thought about a game in which there are no turns and everyone plays simultaneously. the kind of game that you can’t play with a computer), Balderdash, Taboo, and Code Names are all great examples of this concept. I also thought about having a game where players respond with a unique idea (A.K.A. That is a concept used in Apples To Apples. I thought about the concept of having a “judge” award points to players. When I thought about the game play, I thought about many common card game concepts. In addition, the object of the miners in that game is to build a path to the gold card.) If your game has no theme, you don’t have to worry about the game play relating to the theme (no kidding). Since Saboteur is about sabotaging the miners, there is a lot of sabotaging the paths that the miners are building. One is the question: does this game play really relate to the theme? (Think about it this way: since pit is about trading, the game play has lots of trading. When figuring out how the game is to be played, there are many factors that need to be considered.
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