I made some revisions to both the cards and rules for Argh, who am I?!
Previous Posts: Argh, who am I?! v1 rules, Making of, Playtest 1.
Changing the Card List
The card list has been expanded and changed from all Hollywood monsters:
- Frankenstein’s Monster
- Fish Person
To a range of people/things:
- Santa Clause
- Tooth Fairy
- Easter Bunny
This should now allow the players to narrow down their potential character card in a larger range of ways, similar to 20 Questions.
Changing the Rules
The first set of rules I wanted to change from version 1 of the game, was the question and statement section. The answering back and forth was messy.
The main issue I was trying to avoid with the original rules was that as soon as the players realise that one player is telling the truth (or lies) they become the most reliable source and there is no reason to ever ask anyone else a question. By giving the player who is asked a question some power, it reduces the chance of this happening. In changing this aspect I did not want to lose the freedom of the players to ask whoever they wanted a question.
There were a number of possible work arounds which I considered:
- Every player must be asked at least one question before, players can be asked another question. This at first seems a fair method however it has a downside in terms of elegance. The players will require an additional token or card to remember who has and has not been asked a question. Additionally, the first player will get to ask their choice of all other players whilst the last player will not get a choice, every round. This could be solved by skipping the first player of the previous round to change the first player for the current round. Balancing out in the end. All this adds a lot of additional components and rules for a relatively small game.
- Players who are asked a question get to ask the next question, and must ask someone else. Players in this case have to balance asking someone who they know is telling truth/lies with giving them the power to ask another question about their own card. In this manner the game should self balance. One issue might be that players may realise the point at which someone has worked out their own card and therefore not ask them a question again, so they cannot declare. To get round this a player could declare at any point.
Of these I selected the second option.
Changing the Setup
Another issue that needed resolving was the length of the game, which for its type was possibly too long. Also there was difficulty in knowing what the cards were in the deck, so you could work out who are or are not. A problem exacerbated by the newly increased character list.
This was solved with a simple setup rule change.
- The entire deck of cards is shuffled.
- Cards are laid face up, one at a time, in a grid.
- Any time a card matching an existing grid card is found it is added to the play-deck. Therefore, mixing the matching truth and lies cards between grid and play-deck randomly.
- Once the grid and play-deck both contain one of each character type, the play-deck is shuffled again.
- Each player takes one card from the play-deck.
- Players help each other orientate their cards correctly.
- The game begins.
So, although the list of characters is longer, the actual play-deck is smaller than the original version. Additionally there is no need for reference cards for the player as setting up the game creates a grid reference for all the players. There is also now no repeating of the same characters.
I took the new cards and rules to my monthly board game meet-up and played a couple of games.
The first game went ok, but there was a weakness found in the system. Once someone had identified who they were once, and therefore had the most cards, they could keep randomly guessing to diminish the deck and win with their single card.
The second game we removed this issue, if you’re wrong when you declare you are removed from the game. However if you’re the first person to declare correctly you win. This added a nice layer of tension, do you risk guessing early without all the information but with good odds, or do you risk waiting and someone else guessing first. It also reduced the playtime to a nice length for the style of game.
I did however get confused with the truth and lies, and double negatives at one point, giving a player some incorrect information.I handled it in that moment with a friendly apology, however, this is something that needs consideration in the future.
We played with a relatively large group of people and at times I noticed that some were being left out more than others, so further testing is required for different group sizes.
Once the game was reduced to two/three players the game play changed. For two players it is impossible to have the don’t question back rule.
Thanks to the Playtesters: Ricky, Robin, Patrick, Jonathon, Jazz, David & Peter.
- I am going to have another look at balancing the character list, so it doesn’t swing too heavy in any sub-genre’s favour.
- I need to test it a lot more times with different group sizes, and different deck sizes.
- I’m interested to see if I can expand the deck, but add an additional stage to the set-up which removes a number of cards depending on how many players and how difficult the players want the game to be. This might need a little bit of math to get to a nice starting point but will be ultimately balanced in playtesting.
- Consider testing the other rules variation with the additional tokens, to see how it feels.
Can I get the new cards?
I’m going to hold off uploading the new cards for a little while until the game has settled and I have time to do some more placeholder art rather than just text titles.