The Forge Reference Project

 

Topic: Card game ptest (GenCon Forge-ies take note)
Started by: btrc
Started on: 8/7/2003
Board: Connections


On 8/7/2003 at 12:35am, btrc wrote:
Card game ptest (GenCon Forge-ies take note)

I mentioned to a few people at the booth that I was working on a quite rude little card game, and there was a bit of interest... Well, it is to the point where I'll be looking for playtesters.

Qualifications:
1) Must be comfortable with the underbelly of the English language
2) Know what you're getting into with a game called "F*ck this!"
3) Preferably (but not required to be) someone who was at GenCon at the Forge booth.
4) Willing to cough up for a pack of Avery 5377 or similar inkjet/laser business cards (3.5" wide x 2" high, 10 cards per sheet) to print the cards on.
5) Realize that you will join me in the newly opened 10th circle of Hell if your name is associated with this game.

Email me privately at btrc@btrc.net to be included. Questions about the game to this thread.

Concept: Think of it as a really rude sort of crossword puzzle, where you are making phrases instead of words ("Emasculate monkey-spanking self-abusers in a cheap hotel with a road flare" would be a tame one), with a number of means of getting points, and various rules on what connects to what, and how.

Greg Porter
BTRC guy

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On 8/7/2003 at 4:55am, Ron Edwards wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Whee-ha! I'm sure I speak for many in saying that a card game called Fuck This is long, long overdue.

Here's my question: how do ya win?

Best,
Ron

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On 8/7/2003 at 11:19am, btrc wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Well, in the spirit of the best possible game design, I'm not sure *winning* is necessary to have fun... However, you get points for completing phrases based on the value of the cards, you can replace less rude cards with more rude cards and take the old cards for points, and there are special cards that trigger on certain events, also worth points. High score wins. Though there is an optional rule that allows an instant victory if you complete a phrase worth a certain large amount of points (which will end up being both scatological *and* blasphemous, given the point structure of the cards).

So, Ron, should I count you in?

Greg
BTRC guy

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On 8/7/2003 at 12:41pm, ethan_greer wrote:
RE: Card game ptest (GenCon Forge-ies take note)

My plate's pretty full at the moment, but I'd be lying if I said I wasn't interested in being a part of this... How long does a game take, and what do you expect from your playtesters, aside from the cheese for the card sheets?

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On 8/7/2003 at 1:15pm, btrc wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Ethan,
Playtesters should be able to:

1) Get a few other lost souls together to play the game a few times. I think the game dynamic will require 3-6 players for best effect.
2) Report to me on what works and what doesn't.
3) Make suggestions for improving the negative (I have some initial thoughts on what might be slow in the game, but I want to see how it plays out rather than giving the playtesters preconceptions).
4) And of course, let me know which rude words I have somehow overlooked.

Right now, I probably have far too many cards in the game, so I will at some point need to winnow the list to the "best" selection. Comments on what should stay and what should go are also appreciated.

Greg
BTRC guy

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On 8/7/2003 at 4:49pm, Clay wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Sounds like an effing hillarious game to me. I'll have to hunt to see who I can find to play it though. Let me check around before I commit to playtest.

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On 8/7/2003 at 7:17pm, btrc wrote:
Speaking of playtest

It looks like I'll actually have an emailable version of the game (a couple meg pdf) ready by Friday, so if you pass an Office Max or someplace you can get some Avery 5377 or compatible cards (3.5" wide x 2" high, 10 per sheet), you can test the game out this weekend.

Greg
BTRC guy

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On 8/7/2003 at 11:12pm, Dave Panchyk wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Such language! Do you kiss your mother with that tongue?

Good on you, Greg. Maybe this'll be bigger than MWWG!

Since you mentioned GenCon, was the title inspired by the infamously long lines?

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On 8/7/2003 at 11:20pm, btrc wrote:
RE: Card game ptest (GenCon Forge-ies take note)

>Since you mentioned GenCon, was the title inspired by the infamously long lines?

No, but it would be worth mentioning that you -can- make the phrase "Kill Puppies for Satan" with the cards (though I think you get more points if you use kittens).

Greg
BTRC guy

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On 8/8/2003 at 12:10am, gobi wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Can't wait to see the PDF and playtest it. :)

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On 8/8/2003 at 12:29pm, btrc wrote:
Playtest material mailed!

The first draft of F*ck this! is in my out queue at this moment, so if you contacted me about playtesting, it should be in your in box by 9:30am eastern time on Friday.

Have a nice weekend!

Greg

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On 8/8/2003 at 1:54pm, btrc wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Argh! Or should I say "F*cking Argh!".

Vincent Baker (lumpley@earthlink.net) wants in and I *just* spent an hour sending the file out over my crappy rural copper phone line. Can someone who got the file and has a decent upload speed email him a copy. Otherwise he'll be left in the lurch until tthe next round.

Greg
BTRC guy

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On 8/8/2003 at 2:11pm, lumpley wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Yeah! Pretty please?

-Vincent

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On 8/8/2003 at 3:46pm, ethan_greer wrote:
RE: Card game ptest (GenCon Forge-ies take note)

I'm on it, Vincent.

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On 8/8/2003 at 4:31pm, lumpley wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Got it, thanks Ethan.

Nice typeface, Greg. A quick flip through (all I dare at work) and it looks pretty good.

-Vincent

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On 8/8/2003 at 6:32pm, btrc wrote:
Typeface

FYI, the typeface is called DOA, going for that "haven't cleaned the typewriter in 20 years" look. Seemed to suit the mood and theme of the game concept.

Greg
BTRC guy

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On 8/9/2003 at 10:11am, btrc wrote:
First playtest notes

Having had a chance to sit down and play it, some thoughts from the designer:

1) Laughed my ass off.
2) Too many cards. That, or you have to use a smaller deck for small numbers of players.
3) First player can play *any* card, not just a verb.
4) Scoring is tedious. Suggestion: Cards have point values only for trumping other cards. End of game score is 1 point per card, with special cards counting their listed value.
5) Cards can only be played upright. That is, a card might fit in a slot inappropriately if it is upside down.

All for now,
Greg
BTRC guy

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On 8/9/2003 at 9:21pm, gobi wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Something's up with my email, I think. Can someone send me the document over AIM? My username is gobi90.

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On 8/18/2003 at 11:38am, btrc wrote:
Where is everyone?

Has *anyone* had a chance to test the game yet? I'm sort of disappointed that all the people who said "me! me!" have dropped off the radar...

Greg
BTRC

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On 8/18/2003 at 12:48pm, ethan_greer wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Guilty. What can I say? I have no excuse, other than I've been busy. I haven't even had a chance to open the damn pdf yet. I so want to playtest this game, though. I'll try my hardest to get to it this week, 'kay?

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On 8/18/2003 at 2:29pm, lumpley wrote:
RE: Card game ptest (GenCon Forge-ies take note)

I'm having trouble coming up with enough of the wrong sort of person. Last game night, my little sister showed up.

-Vincent

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On 8/18/2003 at 2:36pm, Valamir wrote:
RE: Card game ptest (GenCon Forge-ies take note)

The irony of hearing this from Mr. Kill Puppies himself is simply wonderful.

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On 8/18/2003 at 10:45pm, gobi wrote:
RE: Card game ptest (GenCon Forge-ies take note)

I've got the cards all printed and ready to go. Alas, there's been trouble even getting one person to sit down and test it out. :(

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On 8/19/2003 at 12:37pm, btrc wrote:
Priorities...

It's clear you folks need to spend less time at prayer meetings and more time drinking, whoring, blaspheming (and gaming). Wake up that drunken, syphillitic, louse-infested doxy you call a mother, and get that gaggle of inbred cretins and siblings that probably includes your father, and get them to play the game with you!

And Valamir is right. Mr. "Kill Puppies for Satan" really has no excuses...

Greg
BTRC

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On 8/19/2003 at 5:29pm, Dev wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Could some spin me a copy quick? (Greg said it's okay.)

And I *WILL* find some middle school kids to play this with! Or at least middle-aged people.

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On 8/20/2003 at 2:01pm, ethan_greer wrote:
RE: Card game ptest (GenCon Forge-ies take note)

Done, Dev. It's on its way.

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On 8/22/2003 at 4:34pm, Dev wrote:
RE: Card game ptest (GenCon Forge-ies take note)

I played it! I *did* find some random high school kids to try playing the game with, but I backed out at the last second for legal reasons. (Sorry. I did shock some older women in the copy shop where I was cutting the cards.)

First time I played: with one friend, and we were both kinda tired and quiet. It didn't go anywhere; so it's not that kind of game.

Next game: much better. Four people, all in a kinda louder mood (it helps to add people), *AND* I explained very basic strategy I didn't figure out at first (i.e. don't put down the noun if you want to win), and made a rule that when a sentence finished you had to pick someone and lambast them with it. It was really fun, and one non-gamer friend says she'll come around more often to play this. Great!

A very few issues/rules I thought up but didn't try:

(1) We thought of having a player pick up only one sentence at a go, and leave the rest in place for people to build on. This way you don't lose some more interesting cards. (Letting people start with non-verbs should help a lot.)

(2) We scored by number of cards, because point value was, indeed, too tedious. (It didn't really matter, of course.)

(3) The true "goal" of the game is to build long and terrible phrases as much as possible; the shtick is that you're trying to finish phrases for points, and some kind of game "gimmick" is needed to draw people in, no matter how flimsy. (The game Apples to Apples is a good example; the point of game is to come up with funny conflagrations of adjectives and nouns, but the mechanic of the game is that you want to win each round.) There are times when the point-winning rules gimmick begins to run against the Make Fucked Shit Up gimmick.

It's really tempting to finish the sentence as soon as possible, because usually it is the case that if you don't, then (3 turns later, at least) someone else will. One odd solution could be team-style play: perhaps two teams, and every other person is on the other team. Then there *might* be encouragement to take a risk in extending a sentence even if you can finish, because if the guy to your left can't finish it then you get even more cards scored; but of course if you communicate this then the other team will know, etc...

I noted this because there was the situtation where K had a great noun ("Jesus Christ"), and H had a great ender ("for Jesus"), so they had a great thing they were trying to work together, and were putting aside individual gameplay for this sake; however, R was in the middle and felt that she needed to win it for herself; luckily, she had another good ender ("with a roadflare") and everyone was happy. But I wonder if it would make sense ot make this tension part of gameplay?

(4) For really enjoyable sentences (key example: "Club Innocent Seals for Jesus"), if there is a quick consensus that it rocks, give the winning player a free turn.

This game will come back in my group. Nice!

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On 8/23/2003 at 11:01am, btrc wrote:
Yea! A report!

Hoorah!

Keep playing. Add any house rules you want. The point is to have fun (and let me know what is the most fun). Winning is secondary and just bragging rights.

Any ideas for "special" cards that would improve game play (like get a free turn if you collect this card)?

I've found that it is difficult to pick up the entire board with one phrase completed, even ifg you get two phrases at once. Remember that as long as the cards match on all sides, you can put them anywhere. We've played where cards have had been completely surrounded, even on the corners, or with huge vertical and horizontal "blocks" of adjectives where everyone is desperately trying not to play a card that will let the next player complete a phrase.

And also remember that you can only have three adjectives in a row.

Greg
BTRC

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On 8/26/2003 at 12:14am, Dev wrote:
RE: Card game ptest (GenCon Forge-ies take note)

I just tried it out, allowing a sentence to start with any word (not just a verb). Wow, it was a bit more cerebral as a game. (The cussing was still good.)

Players still gave up winning points because others plead for a chance to make "the really awesome sentence", which is fine except it puts pressure on and such... I still think that teamplay is the key here. With an even number of players, every other person is on a different team; if there is an odd person out, he's the "Asshole", and on any turn that someone else can't play, they can get a free card swap (pick up a lower valued card, leave a higher value one). Alternately, maybe the Asshole can do this after every turn, but can still can only ever swap cards (instead of putting them down); the result is that the player's sole job is to make filthy phrases filthier.

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On 8/29/2003 at 1:39pm, btrc wrote:
Labor Day playtest

I'm off to a battlebot competition, but I'll be taking a ptest copy with me. So far, it's been what, 3 weeks and I have I think *one* playtester who has actually gotten a game or two played...

Sigh.

Greg
BTRC

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