Definition

Players draw a picture and other players guess what the picture is intended to depict.

Discussion

The classic example of this mechanism is Pictionary. In Pictionary, players play in teams. One person on a team draws a picture to get their teammates to guess a word or phrase. Note that we are using the term “drawing” here to imply some type of representation. There are games where you draw lines such as the classic paper and pencil game Dots & Boxes, or more recent games such as Doodle Quest and VOC. These are not included in this mechanism. However, we do intend to include games in which representation is created through collage or assembly of shapes and icons, such as in Concept or Show & Tile. A key objective for most designs in this category is to level the playing field in terms of artistic talent. Many games use time pressure to achieve

this. Some, such as Pictionary, achieve this through an actual timer. Others pit players against each other to create a sense of urgency. Pictionary also includes this mode (“All Play”), as well as Pictomania. In Pictomania, all players draw and guess what other players are drawing at the same time. When a player is done with both drawing and guessing, they grab a bonus token from the center of the table. When the last token is taken, the round ends immediately. Since there are fewer tokens than players, that forces a sense of urgency. Another way to limit the utility of artistic talent is to use a Targeted Clues (RES-17). In this mechanism, the person drawing wants some but not all players to be able to guess. If the drawing is too good, it is a disadvantage. An example of a drawing game that uses this mechanism is A Fake Artist Goes to New York. In this game, one player is the Question Master, who secretly gives the same word to each player except for one, who is the Fake Artist. Players then take turns adding lines to a drawing to try to let the other “real” artists know that they know the target word. At the end of the round, the artists vote on who the Fake Artist was. If they are correct, they win—maybe. If they out the Fake Artist, then the Fake Artist has the opportunity to guess what the secret word was. If they are correct, they win anyway. As a result, players who know the word need to make a drawing that gives a hint of the target word but without being too obvious. This concept can be extended beyond drawing by giving players other things to combine to represent the target. This levels the playing field by giving all players the same limited tool set to work with. In Show & Tile, players receive tangram tiles and have a set amount of time to create a shape that will help players guess a specific word. There are many other variations on this idea: • Squint gives players cards with various lines and squiggles on them. • Pantone: The Game gives players access to identically sized rectangular cards but in a rainbow of colors. • Imagine uses transparent cards that have icons on them that players can overlay in various ways. • Concept goes a step further and has a board with a variety of icons that players can indicate in different ways. All of these are specific implementations of Action Selection Restrictions (ACT-11) and Communication Limits (UNC-06).

Sample Games

Concept (Beaujannot, Rivollet, 2013) A Fake Artist Goes to New York (Sasaki, 2012) Imagine (Fujita, Nakashima, Ohki, Oikawa, 2015) Pantone: The Game (Rogers, 2018) Pictionary (Angel, 1985) Pictomania (Chvátil, 2011) Show & Tile (Loomis and Shalev, 2018) Squint (Boss, 2002) Telestrations (Uncredited, 2009)

Resolution ў ў In Chapter 3, we discussed Actions and the different ways that players can choose or plan Actions. Sometimes, the outcome of an Action is specific and definite. No chance is involved. For example, in Chess, if you take the Action of moving your knight, it will happen exactly as you plan. However, some Actions have uncertain outcomes. Some are related to performative uncertainty, as in a dexterity game, where you may not succeed in performing your planned action. Others relate to chance interfering with your plans, which we call Output Randomness (see Chapter 6). For example, in Risk, you may declare an attack on Kamchatka (the Action), but the result of that Action is not known when it is declared. You may win without losing a single army, lose all your armies, or some result in between. Because Output Randomness is most often associated with conflict, many of the examples here are from war or battle games. However, there are plenty of Actions that require some form of resolution, such as trying to sell at a market, finding a hidden object, upgrading a technology, or approving a budget in a political-economic game. This chapter discusses different ways of determining the outcomes of Actions. DOI:  10.1201/9781003179184-4

定义

玩家画一幅画,其他玩家猜测该画意在描绘什么。

讨论

这一机制的经典例子是《你画我猜》(Pictionary)。在《你画我猜》中,玩家分队进行游戏。团队中的一个人画画,让队友猜测一个词或短语。请注意,我们在这里使用术语“绘画”来暗示某种类型的表征。有些游戏需要你画线,例如经典的纸笔游戏《点格棋》(Dots & Boxes),或者最近的游戏如《涂鸦任务》(Doodle Quest)和《VOC》。这些不包含在这个机制中。然而,我们确实打算包括那些通过拼贴或组装形状和图标来创建表征的游戏,例如在《概念》(Concept)或《展示与拼贴》(Show & Tile)中。此类设计的一个关键目标是在艺术天赋方面公平竞争。许多游戏利用时间压力来实现

这。有些,如《你画我猜》,通过实际的计时器来实现这一点。其他的则让玩家相互竞争以产生紧迫感。《你画我猜》也包括这种模式(“全员玩”),以及《魔法画师》(Pictomania)。在《魔法画师》中,所有玩家同时画画并猜测其他玩家在画什么。当一名玩家完成画画和猜测后,他们从桌子中央抓取一个奖励标记。当最后一个标记被拿走时,回合立即结束。由于标记比玩家少,这迫使产生紧迫感。限制艺术天赋效用的另一种方法是使用目标线索(RES-17)。在这个机制中,画画的人希望一些但不是所有玩家都能猜到。如果画得太好,那就是劣势。使用这种机制的绘画游戏的一个例子是《伪艺术家去纽约》(A Fake Artist Goes to New York)。在这个游戏中,一名玩家是出题者,他秘密地将同一个词给除了一名作为伪艺术家的玩家之外的每个玩家。然后玩家轮流在画作上添加线条,试图让其他“真正”的艺术家知道他们知道目标词。回合结束时,艺术家们投票选出谁是伪艺术家。如果他们是对的,他们就赢了——也许吧。如果他们指认出伪艺术家,那么伪艺术家有机会猜测秘密词是什么。如果他们是对的,他们无论如何都会赢。结果,知道这个词的玩家需要画出一幅画,既能给出目标词的提示,又不会太明显。这个概念可以扩展到绘画之外,给玩家其他东西组合来代表目标。这通过给所有玩家同样有限的工具集来公平竞争。在《展示与拼贴》中,玩家收到七巧板块,并在设定的时间内创建一个形状来帮助玩家猜测特定的词。这个想法还有许多其他变体:• 《眯眯眼》(Squint)给玩家带有各种线条和波浪线的卡片。• 《潘通:游戏》(Pantone: The Game)给玩家使用相同大小的长方形卡片,但颜色如彩虹般丰富。• 《想象》(Imagine)使用带有图标的透明卡片,玩家可以以各种方式叠加。• 《概念》(Concept)更进一步,有一个带有各种图标的版图,玩家可以用不同的方式指出。所有这些都是动作选择限制(ACT-11)和沟通限制(UNC-06)的具体实现。

游戏范例

Concept (Beaujannot, Rivollet, 2013) - 《概念》 A Fake Artist Goes to New York (Sasaki, 2012) - 《伪艺术家去纽约》 Imagine (Fujita, Nakashima, Ohki, Oikawa, 2015) - 《想象》 Pantone: The Game (Rogers, 2018) - 《潘通:游戏》 Pictionary (Angel, 1985) - 《你画我猜》 Pictomania (Chvátil, 2011) - 《魔法画师》 Show & Tile (Loomis and Shalev, 2018) - 《展示与拼贴》 Squint (Boss, 2002) - 《眯眯眼》 Telestrations (Uncredited, 2009) - 《传情画意》

Resolution(解决) 在第3章中,我们讨论了动作以及玩家选择或计划动作的不同方式。有时,动作的结果是具体和确定的。不涉及机会。例如,在国际象棋中,如果你采取移动骑士的动作,它会完全按照你的计划发生。然而,有些动作具有不确定的结果。有些与执行不确定性有关,如在敏捷游戏中,你可能无法成功执行你计划的动作。其他的与干扰你计划的机会有关,我们称之为输出随机性(见第6章)。例如,在《风险》中,你可能宣布攻击堪察加半岛(动作),但在宣布时尚不知道该动作的结果。你可能会在不损失一支军队的情况下获胜,或失去所有军队,或者是介于两者之间的结果。因为输出随机性通常与冲突相关联,所以这里的许多例子都来自战争或战斗游戏。然而,有大量的动作需要某种形式的解决,例如试图在市场上销售、寻找隐藏的物体、升级技术或在政治经济游戏中批准预算。本章讨论确定动作结果的不同方法。DOI: 10.1201/9781003179184-4