georgiahca / opensciencegame Goto Github PK
View Code? Open in Web Editor NEWA board game to teach and encourage people to use open science
A board game to teach and encourage people to use open science
Base Rules Used
See 2a4c212
Rule Modifications
What happened in the game?
Who was playing?
Overall Impressions
Feedback
Suggestions for New Mechanics
Improvements to Tools Mechanic
Deck Manipulation Abilities
i.e. New Tool: Twitter gives Players ability to look at top 3 cards (but not rearrange). If you have your finger on the pulse of what's going on in science you can predict what will happen next.
Suggestions for New Content
Based on #7 with the following rules modifications:
Tool shop rule modification
At the end of each round any remaining cards in the Tool shop were discarded and the Tool shop replenished with the top 3 cards from the Tool deck.
Motivation for tool shop rule modification
It wasn't clear how the Tool box is supposed to restock to 3 cards. As the Tool shop got stuck very early anyway, when the 3 cards were either duplicates or replicated the ability of one of the Roles in play, we decided to try the discard / replenish mechanic in order to expose the Tools to the players.
First player rotation
At the beginning of the game the first player is given the First Player Token, allowing them to take the first turn of the round. The last action of a round is to pass the First Player Token to the next Player clockwise.
Motivation for First player rotation
When playing with the Tool box discard / replenish mechanic, First player rotation is required to prevent the same player always having the first shot at the Tool box.
Cards
The set taken from the Sprint.
2 players:
The Tool box clogged up very quickly, and we house ruled our way out of that (see Rules section above). This did lead to some good moments of tension when considering a decision: if you don't take a Tool card, it won't be available next turn, but its duplicate might be, but only might be, but how much do you want that tool vs to do some other thing...
All but one Insight came out very late in the game, but we managed to pull it off and win in the very last turn.
Player A achieved their personal objective.
Player B did not achieve their personal objective. But only because they kept getting distracted taking notes ;-)
The way the restrictive Events and the helpful Tools acted in tension with each other worked well. At one point there it looked like the game was deadlocked, but the Teach action saved the day.
The compulsory take-a-card mechanic adds some tension as the game clock. This worked well.
Player A enjoyed the game, and is looking forward to playing it again when the cards hold more themed content.
General feeling it would have been more fun with more players.
Although it worked mechanistically (just) as a 2 player game, it wasn't as fun as the play tests with more players. Three contributing factors were the limited number of roles in play leading to limited variey in playing styles; the sheer number of tools that each player had (even though not all of them were used), and the cognitive load of managing half a deck of dependency trees each making it feel a bit fiddly.
Little motivation to use the Teach action with 2 players and that many tools (it happened once in the whole game).
2 random Starting Ideas that excluded D / E / F, and no dedicated Insights, worked well.
Player A said they thought that having the Idea sets colour coded rather than the Idea types would be helpful (types might be distinguisehd by icon).
Player A said they would like to be easily able to distinguish between the Tools that help you Reaearch more easily and the Tools that let you Disseminate more easily.
Some comments and questions regarding cards where the game effects are not totally clear:
The Tool box feels like it needs fixing:
Could consider the discard / replenish mechanic along with First player rotation. This had the effect of focusing the attention on the Tools, and the game seemed to fall into 2 phases: first the learn-lots-of-tools phase, followed by the do-the-science phase. Should the discard / replenish Tool Box mechanic be adopted, the number of cards in the Tools deck needs be a multiple of 3.
A simpler approach might be to increase the Tool box to, say, 5 cards and just replace cards as they are taken.
Player A suggested decoupling the personal objectives from the Role cards and allocating them independently. Would lead to a lot more potential variation (and probably please Professors who do like open science.) Might require a rethink around the characterisation in the Role cards and the stories we want them to tell. Might also mean a lot more play testing as many more combinations.
Player A suggested a couple of new cards:
New Event:
Title: preLights
Flavour text: Your paper has been featured in preLights
Game effect: You may give an Idea of your choice to a player of your choice.
New Event:
Title: Mendeley
Flavour text: Someone shares a paper with you in Mendeley
Game effect: You may request a specific Idea from the player of your choice, who may decide to give it to you.
Rules Used
See 4d60e5a for exact rules used
Who was playing?
What happened in the game?
Overall Impressions
Feedback
Suggestions for New Mechanics
Suggestions for New Content
See commit f5f032c for the rules / cards used.
(we didn't really play with personal objectives)
Played with my family. All non-scientists (apart from me).
Player A as Post Doc. Player B as Professor. Player C as Librarian. Player D as Undergraduate.
Got the Retraction Notices early in the game so they didn't have much of an impact.
Got a lot of A/B/C/D early in the game so there wasn't much blockage to Research. E/F/G only came up later.
Won comfortably in about 40 mins with lots of cards left in Deck.
Undergraduate never used their power to Search the Deck for any Idea.
Not much Tool use. Undergraduate used it quite effectively to overcome their role limitations.
The 'look at top 3 cards' mechanic was used effectively twice (once by the Professor and once from the Event) to arrange things so that Events had least impact on the game (i.e. Undergraduate took the Elsevier Subscription cancellation).
Had a few instances of people getting scooped (someone publishing an Insight just before someone else).
Player A found it initially confusing. Maybe understanding the terminology 'Research / Publish' etc would've made it easier to remember the rules. Had to keep being told what cost an Action and what didn't (drawing a card at start of turn isn't an action, Research and Publish are separate Actions).
Player B found it easy to follow the rules. Took awhile to get into but enjoyed it in the end. Really liked the collaboration aspect. Found it interesting to learn the different aspects of the scientific process even at a basic level. The lesson about Open Science making things easier really came through.
Personally I thought it all went a bit too smoothly. Felt too easy.
The Hand Limit never came into play as no one ever had more than 5 cards in their hand so I don't think it's a problem.
Never really felt blocked. Undergraduate never even used Deck search ability (maybe just forgot but clearly didn't ever have a desperate need and still won comfortably).
Tools were used quite conservatively. It was never too difficult to keep track of the cost.
I really want something to happen when someone get's scooped (another Player publishes and Insight they have before them). Not sure what though? Skip a turn because you are grumpy? Would show that fear of scooping is silly and damaging when you are all trying to get to the same end.
I still quite want to try a more binary approach to skills so you're not calculating the cost of Actions, you just can or can't. Also might encourage more Tool use.
I think having separate Personal Objective Cards would be quite a good addition as discussed.
I think having everyone Publish Restricted Access by default would've raised the stakes on the Open Access Publishing side.
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