Use the scorecard by filling out a column for each game after playing it. Write in the column the number of points or partial points you feel the game has achieved, up to the maximum number given in the parenthesis for each category. The more points given, the better you think the game did. When finished, add up the ratings to find the game's overall rating on a 1-10 scale.



CATEGORY (number of points available)


 Title of Game 1: 

 Title of Game 2: 

 Title of Game 3: 

 Title of Game 4: 

 Title of Game 5: 

Physical Quality (1) How sturdily is the game made? How likely are components to accidentally break, wrinkle, tear or be smashed? How likely to roll away or become easily lost?







Artwork (1) How aesthetically appealing are the board, the components, the box cover, the rules? Does it contribute or detract? Are cards and tiles clear, unambiguous and legible? Is the eye soothed or dazzled to distraction? Are there any issues for color-blind players? 版圖、配件、盒面、規則書是否美觀,是否有助於閱讀及理解遊戲,卡片及板塊是否清析而不讓人眼花撩亂,對於色弱的玩家是否會造成困擾






Rules Clarity (1) Are they well explained? Do they facilitate easy explanation? Did they leave you with questions? How easy is it to look things up again later? 是否有清楚的定義每一種東西,看完規則後是否有任何疑問,重新查尋規則時是否便於查尋






Involvement (1) How much time did you spend only watching? When you had a turn, how often was it a meaningful one? Does the game force players out before it is over? If so, how long do they have to wait before it ends? Is there too much busywork or recordkeeping?







Adherence to Theme (1) How well does the actual gameplay match up with the ostensible theme of the game? Yes, this makes it more difficult for purely abstract games, but on the other hand it is easier to invent a purely abstract game as well. (A truly wonderful abstract can be given more points under Discretionary below.) 在玩遊戲時有感受到身處主題之中嘛?(是的,這個選項對抽像遊戲來說很難得到分數,但從另一方面來看,抽像遊戲本身就較容易製作,好的抽像遊戲可以在之後的自由評分項目得到更多的分數)






Length (1) Is the overall game length appropriate to the situation and amount of decisionmaking? A game might have so many crucial decision points that its length is justified. On the other hand, a game with only a few interesting decision points ought not overstay its welcome.遊戲總時間分配到每次行動的思考時間是否恰當,如果一個遊戲有許多的決策點,那麼他需要很長的遊戲時間是合理的,反過來說一個不需作出太多決策的遊戲,時間就不宜太長






General Feeling (1) Did you feel a sense of excitement about what might happen? Maybe it inspired a feeling of laughter and fun around the table? Did everyone feel mentally challenged? Was everyone intensely involved right up to the finish? Etc. 你在遊戲中有感到緊張而且期待接下來會發生的事情嘛?在遊戲中有感受到歡樂的氛圍嘛?還是每個人都在激列的競爭中結束遊戲呢






Luck vs. Strategy (2) Did everyone have a fair chance apart from whatever abilities they brought to the table? If someone got ahead, was it still theoretically possible for everyone to catch up? Were there difficult decisions to make? Were there at least two possible strategic options to try? Was it possible to change strategies midstream? Were there also interesting tactical decisions?

每個人都有相同的機會得到相同的版塊或能力嘛 ?當有人領先的時後其他人有辦法追上他嘛? 作出一個決策的難度很高嘛? 是否至少有兩條看起來可行路線你想去試試呢?是否有彈性容許你中途改路線?是否有些有趣的戰術決策(短期獲得大量效果的牌卡或行動,也就是招..)呢?






Discretionary (1) Sometimes a game has an intangible appeal that cannot be explained by the above categories. If a game is so excellent in one of the above categories that it exceeds the points available for that category, it can also receive more here. Perhaps it is just so fresh and innovative that it deserves extra credit for breaking new ground. A game can also be rewarded for other characteristics, for example, if it still works well over a wide range of different number of players. Or perhaps the game is very portable. Etc.







TOTAL (maximum 10 points)








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