Lemonade Stall
I recently played a print-and-play game called Lemonade Stall with Brittany Shively. The objective of the game was to make the most
profit at the end of the week. There were seven rounds each named after a
weekday. The game had ten steps to each round.
1.
Roll for a weather forecast
2.
Each player gets a benefit card
3.
The resources placed on benefit cards are not
chosen (We never figured this out)
4.
Turn over the event card (everyone has the same
event card)
5.
Purchase supplies
6.
All players reveal their selling price for the
day at the same time
7.
Roll for possible weather changes (We always
forgot to do this)
8.
Sell Lemonade (Math)
9.
Check for lemon spoilage and melted ice.
10. Pass
first player token if required.
After
printing we began to cut out the pieces required. It took us thirty minutes
between the two of us to cut everything out. There were resource tokens that we
needed to make, but the game provided us with a spreadsheet that served the
same function. The difference between the two is simply that the spreadsheet
requires you to do simple math.
The only
thing that was not included in the print and play was the dice. We didn’t have
our own dice, thus had to make some out of paper. The game required a twelve-sided
dice, but had rules on how to use two six sided dice. The dice was required to
determine weather conditions for the day, of which there were six. The
conditions were set up as 1-2 is rain 3-4 is cloudy, and so fourth. We later
mended the rules so that one six sided dice was all you needed. Their rules on
the dice were confusing and wasted time.
In addition
the game was based on making sales but there was no money. The games main
objective was unclear. We later realized that the outside lemon edge of the
board was a counter for how much money you had. If designed again I would
suggest they change the lemons to money or put dollar signs next to the lemons.
The art in the game was all clip art. It looked as if someone had made it in Microsoft word.
The art in the game was all clip art. It looked as if someone had made it in Microsoft word.
Overall the
game was confusing and there were too many rules. We were constantly concerned
with what rules we were doing that it felt more like a step by step tutorial
than a game. The game was supposed to be an estimated 60 minutes with 2-4 players.
With just us the game took 1 hour and 40 minutes. The only really fun part was
the last round were it became intense only due to the knowledge that one would
win and the other would lose… I lost.
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