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Broad Board-Game Pog Authoethnographics

The Element of Audio

Alright, it’s been 3 weeks and bcm300 is by far the best and most engaging subject I have ever had, and reasons for that first stem from the idea that I got to play board games for those three weeks and then analyse them afterward. If you don’t know what’s happening, please don’t fret because I plan to share with you, the noble reader a game I played as well as its expectations, responses, and effectiveness as a board game, good or bad. That game is ‘Diamonsters‘ a game by Masao Suganuma, designed and illustrated by Noboru Hotta and published by IDW Games

Diamonsters

Diamonsters

From the get-go, it’s clear that this is what we call in bcm300 an “Ameritrash” game which means it establishes a common theme of conflict between players and the road to winning being paved with luck and/or chance, an endearing term rest assured. Furthermore, the game comes with cards and plastic pieces of ‘diamonds’ which is part of the main cycle of what players will strive to acquire at the end of each round that passes with simultaneous actions.

The game requires a mediocre amount of skill as it is mainly based on betting what value each of the 5 cards has with the hierarchy being 1<2<3<4<5<1 and so on with diamonds being tallied to each player afterward. The game’s method of playing was not difficult to discover and time barely passed as the flow of knowing what to do started to clock in at around 10 minutes. The affective response from me was mainly about how easy it was to understand, for me reading the instructions is one thing, a thing that I don’t mind, and a thing that I can use to explain the rules to others. Normally, there would be so many elements to the game that it would take a while for me and possibly others sometimes to grasp the basics and play along with the game (since it can be confusing sometimes). However, with Diamonsters I was able to communicate the cycle that we were going to go through especially with its lack of setting contributing to the simplicity.

It holds a very little amount of elements but the way it uses it through play is how people will remember this game from the rest. Once cards are collected, diamonds are counted and the winner is selected the game can go on again and again with the starting setup to each round taking little to no effort once everyone has played at least a couple of rounds.

Since the game’s cycle is just ‘trade card and get diamonds’ it delivers the impression of a simple yet engaging game for a quick play session and it definitely does what it strives to do with the rules, theme, and design of everything not overcomplicating its mechanics to the players. I found major amusement in the unknowing of what card the others with me were going to play since the risk of wanting the card in the middle would be random depending on what cards everyone already has. Overall, the world of Diamonsters has a goal of giving players a simple and engaging card game of chance and it delivers thoroughly with its theme, mechanics, gameplay, and simplicity of trade.

3.5/5

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