August 30 - Game Planning/ September 1 & 2 - More Game Planning/ September 3 - 2nd Class Playtest


  • 8.30 Next Changes
    • More general traits
    • Make trait cards into illustrations
      • “A possible way to design the trait cards is to just have a picture representing the word (without labeling it) so players can utilize them into arguing for the target on the field.”
    • Increase attack cards (or decrease defense cards)
    • More cards to take other people’s cards
    • Odd number of targets?
  • 8.30 Potential Rules
    • Potential Rule#1 (in the situation where there are multiple players fighting for a target): If everyone wants a target & they all aim for him/her/it, the group collectively decides who has the weakest argument and he/she is omitted, however, that person becomes a judge for who gets the target based on the most convincing argument of those left 
    • Potential Rule: When players meet the charm requirement for a target, they will have to debate for their trait (if they do not have a trait card, they are automatically out of the fight). Each deciding round will knock out the least-fitting card, which will depend on the player’s argument and the other players’ judgment
    • Potential Rule#2: At the beginning of the game, each player gets one trait card and shuffles the rest of the traits back into the drawing pile
      • “We can have trait cards and people draw 1 of them at the beginning”
    • Card Design: Use a very highlighted color for the border of the trait cards, so they are easily organized
    • 3x4 firm card sleeves (preferably solid color back), sticker design on the back [ link ]
    • [Make benefits for the targets to help move the game along faster]
  • 9.1 Other Changes
    • Categorized Traits (no longer making illustrations)
    • Added new Targets
    • [Make benefits for the targets to help move the game along faster]
    • Need to test the potential rules
  • 9.2 Meeting Changes
    • Too many trait cards
    • Decrease defense cards
    • More Yoinkies (4)
    • When there's a new target, there will be one full round where he/she cannot be claimed, once all players play once, then target is open for claiming
    • If a player manages to meet the qualifications of a target, he/she must wait till their next turn before attempting to capture the target
    • PINK PING PONG
    • Split trait cards and ability cards into 2 separate decks, players draw whichever they need
    • Decrease defense card (2 per type)
    • Change reflect type cards into one card with the additional affect of subtracting one charm point from yourself when reflecting back at a bystander 
  • 9.3 Class Playtest Changes
    • Players are now love rivals
    • New blank requirements:
      • 1 star has no blank requirement
      • 2 star has 1 blank
      • 3 star has 2 blanks
      • 4 star has 3 blanks
    • Write categories on trait cards (write category underneath)
    • If a new target pops up, he/she is immediately up for grabs
    • Targets can be debated for in first round
    • Charm points just delay the game, maybe take that mechanic out
    • All attack cards can be defended against
    • Revising categorized blanks and trait cards
    • One drawing pile
    • Types of cards are now:
      • Skipping turns
      • Defense against everything
      • Taking other player’s cards
      • Looking through top 3 (number depending on number of players) cards in deck & rearrange that number 
      • Draw +2 Action Card (?) - We test this for not refilling to five at the end of each turn
      • Declaration of Love: Slam this card down to nullify the trait requirement [PINK PING PONG]
      • 15 targets
        • 1 5-star
        • 2 4-stars
        • 3 3-stars
        • 4 2-stars
        • 5 1-stars
      • Took away drop cards option
    • 2 targets on board at once

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