Author: Valeria Voronkova
Christmas break: Card game playtest
Finally it’s time for the playtest. My main goal for test was to find out:
- how many cards are players allowed to have at hand. The default number was 2, potential number was 3. Definitely not more, because there are only 14 playable cards or even 10 excluding bonus ones
- If the “believe me or not” mechanism works. If it works, does it allow to exchange cards (especially exclusive)
- how many exclusive cards are compulsory to have in order to complete the path and win the round. Ideally it would be all 3 so that players are encouraged to use the main exchanging mechanics and beat the challenge. If that turns out to be stagnating the game, the number will be reduced and more neutral cards introduced instead
But firstly, as I was adviced, the rules needed testing too. After a bit of corrections and adjusting I tested the rules with people of my generation, with knowledge of English (natives and non natives), and older generation of non-speakers (I translated it for them). All the feedback was positive with the rules being clear. The only bit of difficulty was remembering the tricking mechanism and events that happen in each of the 4 cases, but as the playtest showed later, keeping the describtions helps a lot and by 4-5th run most of it was easy to learn apply without the guide.
Issue 1:
I found this issue even without playtest, which is no describtion of when and how to use bonus cards. I didn’t fix it before the playtest, but this was resolved in the process. Bonus cards are acquired within the trading mechanism and their effect comes immediately.
Issue 2:
How to decide, who goes first, scorpion or grasshopper. Actually, any method will work, like coin toss or rock-paper-scissors. Just need to mention this in the rules as well
Issue 3:
Exchanging mechanism worked almost perfectly but for 1 thing – neutral cards must not be allowed there. Because there was a moment, when rules confront logic, when technically the player could finish the round with neutral card, but the rules didn’t allow it. The case was solved with excluding neutral cards from exchanging process. After that the mechanism worked perfectly.
The amount of cards:
As the game proceeded, I saw that the flow with 2 cards at hand was the best option and didn’t need any interventions. One bonus card occasionally allows 3 cards at hand for one player during one round. It’s more than enough to give a boost, but not to speed up the game too much.
As for the number of exclusive cards in the path. I was afraid that it would be too hard to obtain all 3 cards and was ready to reduce the amount to just one. But playtest showed that it wasn’t needed and the level of challenge is enough to keep the game entertaining. Playtesters even mentioned it in their feedback. So I don’t see the point of changing anything here if it works just fine.
Conclusions:
The playtest went far better than I expected. Thust the main exchanging mechanics seemed a bit too complicated to catch, it worked well enough with just minor alterations. The game flow is smooth and entertaining enough and my initial predictions about the amount of cards was proved effective. All I have left to do is to apply the changes to the rule set and the progect can be considered as working and complete.
Christmas break: Developing the visuals and creating cards
Since I didn’t manage to recreate the digital version of the game in playingcards.io, for the playtest I have to make the physical cards first. Being a game artist, this is the part I’m most comfortable and familiar with. I don’t think this step requires much documenting and describing since it’s not the main focus of the course, so I’ll mention it briefly.
I wanted to attach the style to the time and styles, popular at the time of the novel, which is the end of 19th century. We’re talking about opera atmosphere, wealth, art nouveau, balls and masquarades. Thus during experimenting I decided to take turn to art deco instead to give it some modernity. Classic colour scheme is gold, red and dark brown. So I based my design on these references.
I had to create 9 artworks for all 7 types of cards + 2 card backs (for regular and bonus cards)
I printed them out afterwards and the full set of cards was ready. Though it took additional time to make, it worked out as actual printing test which was more than successfull. I personally recommend double-side printing on a thick paper ~ 300 or more gsm, so that players won’t need to glue back and front together as I had to.
The whole set of cards required 4 pages for the standart size poker card, which is 88.9×63.5 mm
So the printing test went well and the game is ready for playtesting. By that time I have designed the rule set, which, hopefully, won’t need major changes after the playtest.
Week 8: reviewing the basics and developing final rules
After the feedback session I got several pieces of advice on how to improve my concept technically. So I tried to review what I currently had and try to implement the changes.
First was about using various types of cards. To do that I came back to the very beginning and asked myself again about the objective for the game mechanics. Since we’re playing mostly to build the long path to our goal, I have the following balance to achieve:
“Path cards must not be received too easy. So that players must be encouraged not to just collect, but fight for them. But at the same time it mustn’t be too hard since there will be several rounds till the final victory”
I am sure about how to stop players from hoarding cards. That is to limit the number of cards they have to 2, what is left fron the first game draft.
To diversify playable cards I decided to introduce 2 types – exclusive ones only for scorpion or grasshopper path and neutral, which can be used to fill in path slots of any player. Since we have 5 path slots available, I tried different options for card type proportions: 4 excl. to 1 neutr., which I found not relevant, and 3 excl. to 2 neutr., which for now work as a basic proportion. Because the game is not likely to stagnate because of trying to win over too many exclusive cards.
Introducing neutral cards will make path building faster and easier; can be used as a minor trophy in “belive me or not system”, but potentially can speed up the game too much.
The new positioning scheme now looks like this:

Bonus cards:
Another card type worth implementing are bonus ones. They give some special features and can help to overcome stagnating states. There will be 4 of them. First, I thought that they should be distributed randomly from the deck. But then I understood that that won’t be too fair; bonuses can occupy all 2 card options that you’re allowed to have at hand. So the best solution is to make them as trophies for the main tricking mechanic.
For now there are:
2 “this card can fill one path slot”
1 “Opponent has to empty one path slot” (the card goes beck to the deck)
1 “+1 card at hand till the end of the round”
Rounds
New idea develops from the alternative first draft concept, where I wanted to use short path cards as round markers. I was advised to use just 2 cards for that with a flip system. So now round markers will be cards that fit the narrative as well. I’ll call them arrow cards and they will have an image of arrow, turning each time towards the scorpion and /or grasshopper. Like timer or trigger of the whole mechanism. Whoever wins 3 rounds will activate the mechanism.
Believe me or not
Advice in this area was to think about rewarding players rather than punishing them. So I asked myself a question: What behaviour type should be rewarded? Since the game is connected to the book episode, where the Phantom was tricking Christine, I thought that players should be rewarded for tricking their opponent the most and get the least or no profit from telling the truth or being busted. I’ve been thinking for a long time on the rewards and profits and finally came up with the following scheme, which, I believe, is balanced enough. That will not only allow to get bonuses, but to work as a ‘trading’ mechanism to make players shuffle or exchange exclusive cards.

Having all these decided, I managed to come up with mostly final draft of the ruleset.
https://drive.google.com/file/d/1sdrmjr4y7qBctalAZaZziJGPzj0-rKQ2/view?usp=sharing
For the playtest I have one major question, that is what is the minimum of exclusive cards a player must have. Either minimum of 1 or obligatory have all 3.
Week 7: developing the concept; rules draft
The game is designed for 2 people. One plays for scropion and the other one for grasshopper. Roles are distributed by wish, coin toss or any other appropriate option.
Card types
2 – scorpion and grasshopper (goal cards)
4 – short path (2 for scorpion, 2 for grasshopper)
8 – long path (4 per each. Flood cards for scorpion and explosion cards for grasshopper)
2 spare or some kind of special cards? or just add them to the long path cards? Or special start cards (player can’t start building the path until gets this card)
Goal:
To win the game you must place 4 cards of the long path or 2 cards for short path faster than your opponent.

Cards are shuffled and set in one card deck. Players are allowed to have only 2 cards for each turn. The game works on “believe me or not” principle. During each turn a player must place one card. Despite they have or don’t have the right card, they can place a card face down and the opponent decides if they believe it or not. If the opponent believes, the card is left as it is and the game continues. If they don’t believe, the card is revealed. Player can use any card, whether it’s long or short path.
What if it’s the truth (e.g. flood card for scorpion or explode card for grasshopper)?
- Opponent has to give one long path card. If they don’t have one, it can be substituted with a short path card. If there’re no opposite cards in stock, they take away one card from their path (first long or short) and it comes back to the deck.
What if it’s a lie?
- The card is passed to the opponent to add to their long or short path (depending on the card type revealed)
The game ends as soon as one of the players complete any path to their goal.
Questions to consider:
- How to get short path cards? (solved) – they appear randomly from the card deck. Luck element.
- How to distribute long path cards? (solved) – shuffled card deck and take some amount of cards by each player.
- How to implement “believe me or not” element? (solved) – read above.
- What if you don’t have the right card and how to get the right one from you opponent? (solved) – read above.
- Can you exchange short path cards? (solved) – generally not, but they can be passed within “believe me or not” system
- What is the optimal number of cards a player can have? (to be play tested) – It doesn’t work with no restrictions, works fine with 2 cards. Maybe try 3.
ALternative option:
To extend the game, short path cards can be used only as marker of each round’s winner. Maybe 2 spare cards can become one more pair of short path, so that we can have a min no. of rounds 3 (pure victory) and max of 5 rounds.
Current project state: ready to playtest the draft.
Week 6: 18 cards game concept
According to prompts to concept approaches given during our Monday session, I decided to take the path “from narrative to game”. As an inspiration I’ve chosen an episode from my favourite novel – the Phantom of the Opera, chapter 26, episode with scorpion or grasshopper. The main idea is that the Phantom offers Christine Dae a choice – to choose and turn a statuette of a scorpion or grasshopper on the mantelpiece. If she chooses scorpion – the opera and people will be safe, but she has to marry him. If she chooses grashopper – she’d reject the Phantom, and he’d blow the building up, burying everyone.
So we have 2 main elements – scorpion and grasshopper as the basement of the game concept. Currently I have 2 ideas:
A) They can be a final goal and mark the game ending after the events/mechanics happen.
B) They are incorporated into the mechanics and serve as active elements. For example, turning points, that can be both static or set up by players within their strategy. Players can focus on reaching their own goal or preventing the opponent from winning. Scorpion and grasshopper can have special functions each.
I have rerad the episode several times, thinking about elements that can be derived and turned into game features or parts of mechanics:
- Scorpion and grasshopper opposition as the main game concept
- Christine has to turn one of the figurines to activate the mechanism – possible mechanics element
- Explosion/flooding – can also be transferred into mechanics

I see the second option as the most promising one and is highly likely to develop this one. “Maze” games are too common whilst my approach to games is to have at least one small, but unique feature.
For the second option I have to create a criteria of how the cards can be attached to each other and to the goal creature. Maybe it will contain elements of pattern from the third option. That’s my task for the next week.
Week 5: Creating the visuals
Since we have an advantage of a game artist in our team, we should use the opportunity to make our game visually appealing as well. Because I believe that visuals are responsible for the atmosphere and immersion into a game, even if it’s a game for videochat.
For our game we suggest players a template of a haunted mansion house.

This is an upgrated version of the original draft made by Arthur, that we used in our first playtest.

My task was to make it visually appealing and correlating with the whole game concept of a spooky house. That’s why I’ve chosen a dark blue-purple colour scheme with some bright contrasting colours, even though their vibrancy was slightly desaturated to keep the atmosphere. Also most of the rooms have red elements which catch attention. That can potentially play with players’ psychology and make them choose these rooms more often (for both teams) which will cause more clashes and game activity.
As a game artist I must take into account our rules and highlight the most important areas. First of all I clearly labeled all the rooms. Also you can notice that entrance area stands out of the rest of the rooms with lighter colours, even compared to the kitchen, which has similar light tiles. That was done on purpose as the Hunters team starts from that particular area. Same thing concerns Ghosts. In the rules they start from the attic. Though it’s not possible to place the attic, covering the rooms underneath, I decided to make just an entrance to a supposed attic area, where Ghosts will start their game. To underline that it’s clearly a ghost area, I used stereotypical green “ectoplasm”-green colour to encourage player’s familiarity and positive stereotypes. I have also spread some ectoplasm drops over the whole building, but for the entrance, since it’s exclusively the hunters’ territory.
Overal, I’m satisfied with the result along with my teammates. I believe I managed to create a firm visual base of our project and we will adjust the whole presentation to this particular style. It concerns the rule set document layout and colour scheme, which I’ll make while further playtests are taking place and the rules are being polished more and more.
Week 4: reviewing the rules
Having considered and discussed the problems encountered from the playtest, we decided to opt for the last game option with 2 teams and develop the rules in that area. That’s how our rule set looks at this point:

First of all we have intervined the topic with the gameplay more by setting up different goals for each team to win. Now ghosts must claim all the rooms by filling them with ectoplasm while hunters must kill all the ghosts.
I think, we’re on the right track to solve the main issue of this version – “a lot of nothing happened”. At least we’ve introduced a rule, that hunters prevail over ghosts and now even if there’s a draw between the number of ghosts and hunters – hunters take over and kick out ghost players from the game. Also we have changed the way different teams are allowed to move, what brings an element of strategy. Ghosts now can move freely, what will significantly rise the amount of clashes and action.
We are still struggling with figuring out, whether players should take turns to take positions. From one point that would solve the problem of chaos, when revealing positions. From the other side the game would be laking that part of randomness and open possibility for cheating, that is to change position while other players are in the prosess of revealing. But I guess, that is the question of playtests. They will show if this fear is true or not.
For now we have 3 options to test, suggested by Triny and Arthur:
Option 1: Everyone moves at the same time (w/ Arthur’s idea)
Round starts with everyone secretly choosing where they want to go
The ghosts reveal their desired location to the game master as the hunters mute/deafen their voice chat
The hunters reveal their desired location to the game master as the ghosts mute/deafen their voice chat
Everything is revealed at the same time
(EVENTS OCCUR)
Round finish and repeat
Option 2: Team by team movement
Hunters round starts with the hunters secretly choosing where they want to go (teams cannot discuss)
The hunters type out their location at the same time, and the mansion owner marks down the new location of the hunters
(EVENTS OCCUR)
Ghost’s round starts where the ghosts type out their location at the same time, and the mansion owner marks the new location of the ghosts
(EVENTS OCCUR)
Back to hunters round and repeat
Option 3: Individual Team Movement (how order is decided i’m not sure)
A hunter chooses where they want to go and types it out
They move to that location
(EVENTS OCCUR)
A ghost chooses where they want to go and types it out
They move to that location
(EVENTS OCCUR)
Repeat with every player
Apart from that I’m starting to develop the visuals, particularly our mansion map. That part is on me and I’m planning to make the visuals a bit old style spooky house.
Week 3: playtesting
This week it’s time to playtest our game. By this time we have 2 versions of the game: more simple and abstract and thematic with developed rules and teamwork.
WE developed approximate rules for both options:
// Rules //
Player Count: 6-10 players;
- players are separated into two groups (red & blue), each player has 2 lives (or more).
- goal is to gain as many points in 5 rounds. team with the most points winds.
- points are won by taking out members of opposing teams.
- at the start of the round players from each team choose which room they want to go to.
- if there are more players in a room than the other, the team with the highest amount of players takes a point. the room used cannot be chosen again on the next round.
- a room w/ 1 player alone, or a stalemate gives no points.
- how the teams / players communicate is up to them, but voice cannot be used. decision making is kept to 2 minutes max.
// ‘Simpler’ version //
Player Count: 3 – 6;
- players start with 3 lives
- each player must move every round (cannot stay on the same number)
- Round begins with players deciding a number from 1-9, they shout/type out the number, or display the number with their fingers
- if anyone calls out the same number then that person loses a life (how do we decide which of the 2 loses life?)
- If there is a clash and two or more people call out the same number, that number can no longer be used
- Rounds are repeated until there is one person left (or somehow all the numbers are called out)
On Thursday we had our playtest and here are some results and analysis.
Game 1 simple version
(we deсided that simple option will go without teams eventually)
5 players, 3 lives
Option 1: A square disappears till the end of the game:
+ it works as a mechanism to speed up the game as it limits game space, making players to clash more in the rest of the rooms. Taking into account that the game is pretty random, the less people are left the more tries will be needed for them to clash and proceed the game.
Option 2: A square disappears just for 1 round:
Potentially that could be of use if the number of players is big enough (10+), when decreasing the game space will cause too many players clashing at the same time and loosing lives too fast. The issue can be corrected with increasing the number of lives for each player, but still a playtest is needed here, which is pretty hard to provide with that amount of players. So, I guess option 1 is better for our case since we managed to playtest it and it worked well enough.
Major problems encountered:
- Simultaneous answers. The game requires players reveal their positions simultaneously so that none of them could change their mind. Playtest revealed that it’s very hard to do in audio chat. Possible solution – using the writing chat, where players post on count 3-2-1, what worked well during the playtest of game version 2.
- 1:1 final clash. When 2 final players left with 1 life remaining – they will both loose life when they clash. Possible solution – implementing a final round rule where a death square is assigned by one of the players or a game master. The player, who finishes in that square – looses. (But what if they both choose the death square? We’ll have same situation left. Or we can accept, that after the final round both can lose. TO BE CONSIDERED)
Some more questions to consider:
The amount of lives and rounds (if any for this version). We tested 3 lives which worked fine. I don’t think we need rounds here and just lest the game finish with the last one standing since the game is fast
Do we need a game master. During the playtest Arthur was in supervisor role and helped to follow the amount of lives and players’ positions in both versions of the game. I personally (as a potential player) would prefer having a game master without the need to follow myself. And it makes the game more organized. But for the simple version it can be decided by the players themselves, and the game master can play alongside others as the counting is not hard. Thus the role of a game master becomes more significant in the developed version with the mansion house as the game transforms into sort of a role-play as well, where the game master should not only document the process of the game, but to be a real host and sort of an entertainer as well.
According to the feedback, simple version is quick, easy, tense and random. The visual greed should be always visible to players, which is easier than draw the grid by players individually.
Game 2: long version – thematic: haunted mansion

2 teams: ghosts and ghost hunters aka team red and team blue.
5 rounds
Clash system – if there’re more ghosts than hunters in one room, ghosts score a point and vice versa.
Goal – get max team points for the set amount of rounds.
Team members don’t lose lives while in clash
If there’s a draw in the room – nothing happens and the game continues with no one scoring
According to the feedback, the game was more fun and entertaining as it can potentially develop a role play element, which will make the game more immersive. Adding strong visuals to our mansion scheme will be a bonus.
This time we tried revealing the positions via written chat, which was much more comfortable (for me as well since I was one of the players).
Major issue: ‘a lot of “nothing happened”’. During the playtest the majority of rooms were taken by one team member or “draw room” happened. We should think about how to increase the amount of action. Possible solution – set up a system of amount of playable rooms depending on the amount of players to make them clash more. We used the same system to cross out the clash rooms, but for the amount of test players that was still too much.
Communication questions: Originally we had 2 options for communication – silent or separate chats for teams. First would allow randomness and second would allow strategy. But during playtest we opted for the silent/secret one because we’ve realized that otherwise teams would just vote for all coming to one room and waiting. So we need to make them constantly change positions.
Suggestions:
To intersect the theme with gameplay. Playtesters offered to adjust teams possibilities to their roles. For example, ghosts can move to any room, while hunters can move only to one closes to the one they’re currently in.
To implement boosts. Game master can have a number of boosts for both teams that he can distribute during the round, before teams announce their positions. One spread, game master can’t change position of boosts. Like protection for hunters or “add one team member to the room”. Per round game master can display all or some boosts. Players don’t know where the boosts are. Game master announces if a boost had been activated in the room.
I believe that second option has more potential in terms of immersiveness and fun, because this session was more aluve and players were active with thematic jokes. Additionally this option doesn’t have major gameplay issues like 1:1 situation in the simple version. Even if we’re making a video chat game, it can be something more than just party games. The only thing I’m concerned about is that we can omit using video, which is good from one point since you’re still able to play it even if you don’t have/don’t want to use a camera. On the other hand, such omitting may be considered as project rules violation in some point. That’s why we’re also thinking about allowing team members use some code gestures to give hints to each other.
Week 2: brainstorming
Today we’re sharing our findings and ideas. This is how our Miro board looks like now:

As you can see, our first preferences were 2 ideas

Unfortunately the discussion didn’t go far from that. Some of the other ideas, like classical words game, turned out to be too simple and already existing. While pitching ideas, Trini brought to our attention the following idea:

To us it seemed as the most relevant option, because it was something new and didn’t refer to any existing party games. We all agreed that this one should be developed further and we need to come up with some contest.
I came up with the following proposition:


The idea was accepted so the final concept for now looks like this:

We discussed some rules already, for example, the rule “one round – one cell” to force players to constantly change their position and the anount of players in each cell. Discussed the amount of lives, which for now can depend on the amount of players and/or rounds, because there is a risk, that one could be kicked out pretty fast till the very end of the session, which can be relatively long if the number of people is big.
Another important question was that the game we were discussing so far would work great as a digital one. But we should adapt the mechanics to non-digital to meet the brief. Where I offered the following, which is settles as working option for now:

Final thing that we got to discuss is the setting, which due to the spooky season, was collectively agreed to be ghosts and ghost hunters. The grid will serve as as a haunted mansion with cells as rooms. That would make the game more immersive and it would be more interesting to name rooms instead of plain numbers.
That are our achievements of the week. I think we’ve reached our weekly goal and can work further on developing and testing the concept. I personally believe that the game will look great in digital as well, and such duality reaches my personal interest in research over adapting digital games to board ones and vice versa.