ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
Game
Community
Vote
Appeal (5)Components (5)Fun Factor (5)Rules Clarity (5)Shop Page (5)SCORENotesNon-gamer Appeal checkNon-gamer Fun check
2
Does the game appeal to both gamers and non-gamers? Will it be easy to get non-gamers to try the game? Is it a gateway game?Does the game make creative, clever and highly effective use of components?Does the game look fun? Do I want to play it? Does it have a theme and mechanisms that look like a fun experience?Do the rules make sense? Are there helpful pictures and examples? Does it look easy to learn?Does the page have a good description? Pictures that draw you in? A helpful video?Described the game to a non gamer, mostly using the short description. They answered yes/no if they wanted to play it. Used this to influence my appeal score.Showed the shop page for the game to a non-gamer. They answered yes/no if they wanted to play it. Used this to influence my Fun Factor score.
3
1: I will not be able to convince non-gamers to play.
2: I expect to have to work hard to convince non-gamers to play.
3: I expect to have to ask non-gamers to play.
4: I expect to be able to ask non-gamers to play and they would be excited.
5: I expect non-gamers would see the game and ask to play it.
1: Components are standard and don't contribute to the appeal of the game
2: Components are mildly interesting
3: Components are great, but aren't used in a new or clever way or they don't make the entry stand out
4: Strong use of compoennts that makes me want to play
5: Unexpected and perfect use of components that echo the game, its rules and mechanics
1: Looks interesting, but I am in no rush to play it and not sure if I will like it.
2: I am interested to play but unsure if it will be great
3: I look forward to playing it to see if it is good
4: I can't wait to try it out and expect to love it.
5: I have high hopes/expectations of this masterpiece.
1: The rules are hard to understand and I will have to try and learn as I go through the first game.
2: The rules are somewhat challenging to learn, but helpful elements have reduced the effort to learn.
3: The rules feel natural, and I expect to quickly pickup the game.
4: The rules are clear and learning the game appears easy and natural.
5: The rules are amazing, without having played it I feel I could already teach the game.
1: The shop page falls flat and is not very helpful.
2: The shop page is ok and got me somewhat interested.
3: The shop page does a good job introducing the game but could be improved in terms of its sales pitch..
4: It has a very good shop page that gave me an understanding of the game and why it stands out. It makes me eager to jump in.
5: The shop page presents the game extremly well, quickly "hooking" me and getting me excited to play.
Not included int he score,
but it influenced the points on each game.
4
Pentacular Word Circus2205445422The use of the odd shapes as ballons is just perfection. And the clever use of the round foldable mats and the box insert really bring the game to life in such a simple way. Excellent component choices that really fit the theme and don't just feel like a generic choice. The theme is fun, and word games can be an easy sell. The time element is new and interesting and would help ensure the games don't drag on forever...giving it a fun element of intensity as players work to beat the timer. Also, being a coop game is really fascinating and I expect that it would be a fun game to play with my non-gamer friends.11
5
The Balloonatics of Gusty Gulch
1705545221The use of components is really great. The 3d ballons and the way they carry your discs is just fantastic and should have instant appeal. Also, the slidding strips are fantastic as they avoid the need to slide a whole bunch of individual bits around. Is it possible to move into a row where there is no board?(if the board has shifted away). Also, the advanced draft rules are super intuitive and clearly provide an even more interesting variation on play. I think non-gamers would definetly be interested in the unique and fun them and the use of components. 10
6
Spritle Grove1404445320The components of the game hit the goal of the contest, they feel custom tailored for the game despite the fact that they come from a limited pool. They do lack an "unexpected" use that elevates its table precense, but, they definetly feel perfectly matched. Game play appears to be fairly clear and quick to play. I would definetly want to try this one out and I expect I would have no problem getting non gamers to play. The simple choices and quick turns look very promising.11
7
Tulipa2704544219I appreciate that the shop page works to step you through what you do in the game without being bogged down by an actual rules teach. I think it could be amped up visually to tell that story, but its a good start. The theme of the game is neat, and I am confident I could easily get non-gamers to try it. The game play looks intuitive and easy to learn. It draws on concepts that are familiar, while still haveing some fresh and interesting elements. I feel it could be easy to teach and hits the mark for this contest.01
8
Paydirt1903345419I really appreciate that this game leans on some things that gameres new and old will be famiiliar with from Catan. The hex board, the random generation of resources and the building of structures. It also relies on a theme that is super relevant in todays socieity (far more interesting than exploring an island). The world is abuz with exploring space and moving us beyond earth. In that sense I think it has great appeal. Mechanically I greatly appreciate that though it might reference some existing elements from Catan, it really does function in a totally different way with the pick up and deliver element. The game feels intuitive and easy to teach. I am pretty sure that after a quick scan I pretty much know how to play. The only remaining question is to try it and see if it delivers!00
9
Go Make A Hike1304345319The game play elements perfectly fit the theme and the rules about building trails are very intuitive and make sense to teach. The components are nice, and I apprecaite the way the domino tiles connect, but, the components don't have that "special" feel we are looking for. I do appreciate the way you build trails and their required elements to play destinations. This feels logical and unique. I defiently don't feel like I have played games like this, and thats good. I would love to try it out. As far as gateway games go this is one of the ones I am most interested in...but the lack of a more striking table presence held it back. 11
10
Pack the Essentials3505433217The shop page is too much info and doesn't sell me on the concept of the game. IMHO leave the teaching to the rule book and treat the shop page as an extended back of the box. The images in the rule book help, but it is a lot to process. The theme and goal is super cute and would be easy to get non-gamers to try. The goal is intuative and though I don't know the nuance of the game, I feel I can already convey the core idea very easily. It looks fun and I want to try it out. I have yet to have anyone respond in any other way than "I want to play this game". Kudos.00
11
Paleodinos2504532317Reading the rules I am not entirerly sure how the "real time aspect" works with the phases or players taking actions at the same time...espeically when their is only 1 dice. On my quick read of the rules I am clearly missing some important detail. I am not sure if its in the rules or missing...but it will take another pass to ensure I "get it". That said, the theme looks fun and the building of sets to complete an exhibit is just awesome. I love how the icons for gaining the fossil get hidden when inserted, thats just genious. All in all I would love to try this one and it appears it would have good appeal. I am just not totally sure how it works yet. 00
12
Interstellar Landing Party2404434217The theme is fun, and the play on words with the title is just fantastic. I love the card laying and matching element. I worry about introducing less sophisticated gamers to it and getting them to process the nuances of the rules of 4's. My gut tells me its just a tad more complex than some of the non-gamers I know could handle. That said, its a neat game that I would love to play and explore. The components are certainly fancy, and would get people interested. But they somehow lacked a creative or more dramatic usage that would really get people excited to play with it and eager to ask to play it. It's a neat little game that packs a lot in. Well done.11
13
Mixing Magic Deluxe3004334216I still feel I have a few questions when reading the rules. What happens to tools after I complete an order? The 2 new bottles I get at the end of the round, where do they come from? The shop page does a good job giving the overview, and the animated gif's are helpful. But, its almost too much of the wrong kind of detail. The page should (imho) work to sell the elements of the game that make it feel special. I should be excited to learn how to play by hearing about the things that make the game unique. 11
14
Busy Buses2102525216The bus component is super functional and really hard not to love! The theme and game play look super thematic and very intuitive to play. I would think this would function very well as a gateway game. My instinct is that the theme is not all *that* exciting, but, I do feel players would instantly "get it" and be interested in playing. I suspect this would really function well for players of all ages. The one thing I am not totally sure of is if it has much in the way of replayability...there doesn't appear to be much of a change in dynamics (other than perhaps focusing on upgrades at the begining). Even still, I would be interested to try i out!00
15
Lost Luggage1403245216The game feels perfectly atuned to the a gateway gamer audience and my non-gamer wife wants me to order this one. The theme is easily accesible and instantly understood. I really appreciate the unique game play elements and how they are interconected. Controlling the boarding calls, loseing luggage and so on to manipulate things seems great. Component wise I appreciate the simplicity of cards only, but this did not embrace a key part of the contest where table presense and component use really matter. I suspect it might get hard to track the bording calls and which direction is "up" and indicating the current valule. Components are the only thing holding it back in this contest. Yes, you have exactly the right parts for the game...but this contest was also looking for a striking table presence that captivates non-gamers. Let us know when its available and we will gladly order a copy!01
16
The Outcast Guild3303323415The multiple play modes really seem to create a lot of extra complexity to sort out (though maybe this is just presentation). Shop page is great and really draws you in, though a video could be a nice add add on. The rule book is well done and is very effective at guiding me into the experience. The quick simple turns do look great and non-gamer friendly. 10
17
Dungeon Rivals1903225214Dungeon Rivals has a very interesing use of drafting and tile laying, both concepts that should be famiilar to most gamers making this an easy teach. Both of those concepts also tend to appeal to gateway gamers as the feel of building something is typically positive. The notion of "raiding" other players dungeons for points is also super interesting and creates a new set of pressures on the player constructiing their dungeon. My only concern is that a dungeon theme might be challenging to convince many non-gamers to play...even though game play looks clean and simple. I also can't help wonder about the depth of play and choices. It's hard to tell if it is too simple, or perfectly elegant. 10
18
Capetalism1802325214I appreciate that the game simulates the stock market, but with a more interesting theme that allows for some really fun puns. Even still its a rather dry theme that I worry will not have lasting appeal with gateway gamers. What I do really appreciate, that I think new gamers will like, is the simplicity of choices and game play. Players have clear and simple choices to make. But within those choices there appear to be lots of room to make choices and form a strategy. The use of hidden information would seem to really help build the tension of the game and avoid players getting stuck in analysis paralsis as they make their choices. What I can't discern is if the players focus and action types shift as play progresses and nears the end. Is their a hustle to shift your flowers at the end? It's hard to tell if game play will feel repetative or exciting. I also can't tell if towards the end players will feel a sense of hopelessness as the flowers they want may or may not show up in the market. I would be very interested to try it out and see how it plays!00
19
Paint By Numbers1602324213Players seem at the mercy of the random dice, and yet, the random dice numbers are cleverly attached to painting and the whole notion of "paint by numbers". My main concern is that non-gamers might find the notion of paint by numbers to be too simplistic or not interesting. The special powers on the back of canvases seem like a duel edged sword. On the one hand they provide varity to the game play. On the other it will increase the complexity of each turn, forcing people to relearn what they are doing as it changes. I can't discern if this is a great feature or a bad one...gotta play it to find out.00
20
Dice Storeys1302324213I like that game play looks simple while still presenting a lot of choices for the player. The use of blockers is definetly interesting and gives it a chess like quality. My only concern is that stacks of dice would be easy to knock over on the small building tiles. 00
21
Interstate Vigilante1301333313While I appreciate the theme and see the appeal, I am confident that it would be very challenging to get the non-gamers I know to play this. The theme and game play definetly fit the target audience the game states, but thats somewhat focused compared to what we might expect from a general gateway game. 00
22
What Caused The Big Whoopsie?
1502223211I appreciate that its an interesting twist on what we might expect from a game that includes betting and the duel functions when placing wagers is very interesting. I suspect that once you know how to play its not too hard, but the rules did feel like it would require playing a bit to really wrap your head around. The theme is interesting and might be interesting to players. The use of clear cards is also somewhat interesting. I can't tell if the game has that simple elegance you hope for in a gateway game, or if it will just feel like its dragging on. Gotta play it to find out I suppose.00
23
The Last Vaccine2101322210While the art and components are pretty, they don't nesecarily present them in a clever or new way. And they don't serve to really draw new players in with an amazing table presence. Don't get me wrong, its lovely, but it does not push the component posibilities to its benefit for this contest. I am not confident I could get non-gamers to try this one and while the rules don't look bad for a game I would play, they are definetly complex enough to make the teach and learning them a bit more challenging (again making it a harder sell for non-gamers). The game looks solid and interesting, but it's not quite what we were looking for in this contest. 00
24
Aphantasia140121329I appreciate that it puts a bit more presure on the judge as compared to other games in the same genre (apples to apples etc). But, the market does feel somewhat staurated with games requiring a judge etc. I am sure I would never get my gamer friends to play this, though I suspect non-gamers might be interested. I worry that it just doesnt have that universsal appeal and hook that we are looking for in a gateway game.00
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100