Guessing Game

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Guessing Game

Brief:

“Create a new physical or board game or improve on a previous game.”

About the game:
Group prototype
Team Size: 4
Development time: 1 month

This project is a social deduction party game built around deception, observation, and player interaction. One player takes on the role of an overseer who facilitates the game, while the remaining players alternate between telling the truth and lying. The core objective is to identify deception through dialogue, behaviour, and deduction rather than physical components.

The game was designed to be accessible and playable using minimal materials, ensuring it could be played in everyday environments.

My Role and Contributions:

  • Proposed the original game concept during early brainstorming
  • Defined the initial core mechanics focused on deception and guessing
  • Contributed to early rule design and structure
  • Observed and documented player behaviour during initial playtesting
  • Worked collaboratively with the team to adapt and refine the design

Although the final version differed from the original concept, the core mechanics and intent remained intact.

Design Focus:

The primary design focus was social interaction rather than physical components. By removing reliance on cards or specialised pieces, the game encouraged players to rely on conversation, memory, and behavioural cues.

The overseer role was introduced to manage rule enforcement and pacing, though it also added complexity to the experience.

Playtesting and Iteration:

Early playtests helped identify areas where rules could be clarified or simplified. Iteration focused on improving flow and ensuring that players understood their objectives without requiring extensive explanation.

Feedback highlighted the importance of balancing structure with freedom in social deduction games, especially when introducing facilitator roles.

Reflection and Learning Outcomes:

This project was my first experience designing a purely physical game focused on social mechanics. It reinforced the importance of accessibility, rule simplicity, and player comfort in party-style games.

If revisited, I would explore removing the overseer role and simplifying rules further to reduce friction and increase player agency. This experience strengthened my understanding of compromise and collaboration within group design projects.

PAGE 2 – GAME RULES

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