Last night at GamesEvening we played A Fake Artist Goes to New York, which is like Spyfall but with drawings instead of conversation.
(Quick description of Spyfall for those who don't know: All players but one know a location where we supposedly are (e.g. supermarket). The remaining player is the spy. The players all ask each other questions. The
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I always think in cases like this that you need a scoring system that acknowledges that there are three different parties involved, all with different goals - some players are trying to guess, some are trying to prevent guessing, and the QM is trying to set a problem of a difficulty grade that balances those sides well against each other, and each should be rewarded for how well they do the appropriate one of those things.
I don't recall which, but at least one of the games of inductive reasoning (Eleusis or Patterns II or some such), in which more than one player is trying to guess the same secret and scores more highly the faster they do so, rewards the QM-equivalent player by means of measuring the spread of the guessers' scores, so that the QM is incentivised to pick a secret that some people will get faster than others, and avoid either one that's so easy everyone gets it or so hard that nobody does ( ... )
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Although, now I'm starting to think it usually actually works better in practice if the setter isn't really incentivised either way, just socially encouraged to think of something which will likely to be fun to guess. (I don't know if that would work in woodpign's case.)
[1] Although I did have to decide to avoid setting clues based on one person's particular knowledge: the system was easy to rig in dixit if you took it competitively, by finding a clue SOMEONE would get easily and most other people wouldn't know. And I decided it was more fun if I just assumed I was playing to an audience of roughly average equal knowledge.
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And you're right, it does work better if you deliberately avoid doing things where you know person X will/won't get it, and try for something "moderately obscure".
Barbarossa (the plasticine-modelling game) works somewhat better in that it's purely on a relative scale, and also it's harder to make a plasticine model that one person will know but others won't!
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I was indeed just thinking that it's harder to model in plasticine an obscure reference :)
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When we tried Fake Artist last night, I set one of the phrases the fake artist didn't guess. I chose zebra crossing deliberately as something a bit more challenging, without regard to the fact that I was notionally trying to help the fake artist. I think that works slightly better ( ... )
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Then again, that's what you pay game makers to provide. Otherwise you've just spent £20 on a small box of felt pens.
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I'm not sure how you fix that. Spyfall does it by printing N cards for each location, but it feels like Fake Artist needs many more things than Spyfall needs locations.
Probably, the solution is to use an app instead of physical cards: create a new game identifier, everyone logs into that game, people suggest some things then, once there everyone's submitted enough, it chooses someone to be the fake artist then picks a thing to tell everyone else, which is not something the fake artist submitted.
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I haven't observed the path finding thing, but it doesn't greatly surprise me either.
That said, the game sounds cool, and Andreas is coping well with the 'follow the track' games, so we'll give it a go.
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