Overall, it’s a very interesting concept…I can see if going in multiple ways: creepy-ish, psychological and/or hypnotizing. I’m not really sure how the tokens works, but I could just be reading that wrong. Are the Ushers taking tokens randomly? Are the ushers taking certain numbers of token to manipulate the outcome? I’m not saying that the token should be changed (at this point) , I’m not really sure if it’s fully explained. Which I think is important because that’s really the deciding point of if the subject is moving forward past obstacles.
I really like this game. The structure is great, and the design of how the Abandoned is fleshed out as the game progresses is fantastic. Some minor flavor things are nice too- I appreciated “willing” players.
I feel that the mechanic of Bēodan needs some fleshing out. An example of play is definitely needed! I’m also confused as to the point of the tokens. What’s the goal of the Ushers? Is it to guide the Abandoned past the obstacle, or prevent them from moving on?
Dwolma is an imaginative game that makes good use of the ingredients.
I particularly like the blindfolding aspect, which adds a unique dimension to the game. The bidding mechanic works well and breaks up the game phases nicely.
I would have liked to see a way for the Abandoned to fail as this would have added a dimension of tension to the game, but overall this is a well done, if surreal, storytelling game.
There is something surreal and mysterious about this game. A solid entry that addresses the criteria of the contest in an interesting way. I’d like to see a bit more competition between the ushers who guide the ‘Abandoned’, or even a way for the ‘Abandoned’ to completely fail rather than simply getting more chances to succeed until they finally get through…which basically destroys the tension of the whole thing.
Thanks to this insightful feedback, I’ve made a few tweaks to try and clarify the rules for the game.
The updated version of the rules for Dwolma.