Journal Entry 1
Name of Game
“Bullshit”, also known as “Cheat” or “I Doubt It”.
Game author (If known)
There’s no clear source of origin for the game with most of the available information claiming it’s a game that spreads through word of mouth (oral) hence a lack of documentation. This also explains why there’s multiple names for the game in other countries (“Mogeln” in Germany, “Verish' Ne Verish'” in Russia which all convey some sort of words that say cheat or liar)
Game Studio
N/A
Original Platform & control mechanism
A standard deck of cards is the original platform / control mechanism.
Describe game play and mechanics
Bullshit is a card game relying on deception and how well you can convince your opponents you’re telling the truth. You begin by receiving an equal amount of cards among each other. Then, going clockwise, lay down your cards in a sequential order (ex: start with ace as 1, then 2, 3, 4, until you reach the highest number and work your way back to the ace / 1 card). If it’s a player’s turn and the count is on 4, the player is required to place a “4” card down and is forced to repeat the number (ex: “I’m placing a 4). Whoever is able to rid themselves of all their cards first wins! However, the main mechanic that’s included is that no one but you knows what card you played, always having the cards face down when placed. This means that you can lie if you don’t have the required 4 card and place something alternate to continue decreasing your deck. No one’s going to know, right? WRONG. Absolutely wrong. If you suspect an opponent of lying and not placing the card they claimed they had, you can call “bullshit”. Claiming bullshit means that you are certain the player lied, and the player is then required to flip over the card they played and reveal it to everyone. If the number doesn’t align with the corresponding sequence number, then the player who lied will take all of the cards played and add it to their deck making it much harder to win. However, if the number DOES align with the sequence, the person who called bullshit receives the cards instead. The game will penalize you for incorrectly identifying if someone was lying, making the stakes and need for precision much higher.
Describe strengths & weaknesses of art & design
With Bullshit, a huge strength of the card design is that ALL of the back of the cards look the same. You could argue most cards do, keeping a consistent aesthetic throughout the brand of cards, but it’s especially helpful here. Relying on deception, having the only part of the card you’re able to see from your opponents all being the same makes it that much more exciting and stress inducing. If there were more details or subtleties in the backs of the cards, even small indicators that meant it was a different number, it would ruin the chance and mystery of the cards opponents place down and would remove all sense of uncertainty (thus ruining the point of the game). There aren’t many weaknesses, though I found myself getting lost in what cards I had due to the variety of card designs (ex: how a number can be red or black, can be a diamond/spade/heart, etc) and it affected how fast I’d play a card. This usually led to me being clocked for lying, gaining more cards and moving further from winning.
What made it fun?
Bullshit is fun because the premise of the game is already ridiculous, and to some, that’s setting you up to have a fun time. It isn’t necessarily chance based, but more based on skill and how well you can mask the card you play. However, the mask easily falls when pressured by a group of others and can make the game exciting trying to decipher what a player might be thinking. The name itself, “bullshit”, also creates an environment with an expectation of it to be an amusing game. College students LOVE swearing, and implementing a core mechanic where you’re expected to curse to rat out an opponent makes the energy that much more lively. Additionally, it itches my brain in a really good way when I’m on the opposing side and trying to predict who's lying. Statistically, most of the time people will be lying, but being able to indicate when people are is incredibly satisfying without being wrong and receiving cards. There’s so much thought that goes into it, taking into account the person that’s playing the card and making an assumption on whether or not they’re lying based on what you know about their personality. As a result, no Bullshit round will ever be the same, especially since you’re never playing with the same people and some people act differently around others (some are more shy around different people and could bluff in an alternate way than they usually would).
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
Bullshit is absolutely without a doubt influential. How can a game named after a swear word not be? It seems as though it’s influential by presenting yet another game option to play with cards, which are easily accessible thus making it a game that almost anyone can play. Not only that, but I feel as though it sets up the central idea of “party games” and how most today rely on being deceptive to win (think “Among Us”, Murder Mystery). Bullshit has greatly influenced how people think they should be playing games and encourages critical thinking, analyzing opponents, and taking information you know and applying it to make informed decisions (like a puzzle… except it’s humans). It fits into the evolution of games by providing a somewhat complex concept with a non-complex item, proving that humans will ALWAYS make games and find a means to play it regardless of what control mechanism is used. I always think of the game “Sticks” where people use their fingers and hit each other's fingers.. Bullshit provides an example that allows following games to become more creative, taking alternative routes and not allowing the simplicity of the mechanism to determine how clever or fun the game is.
How would you rate this game (1-5 Stars (5 stars good))
Stars are reliant on the people that play with you. Playing with a group of people who aren’t afraid to yell at every single person creates the best bullshit experience. It’s less about the game and more about the environment that’s created. In my case, 4 / 5.
Name of Game
“Bullshit”, also known as “Cheat” or “I Doubt It”.
Game author (If known)
There’s no clear source of origin for the game with most of the available information claiming it’s a game that spreads through word of mouth (oral) hence a lack of documentation. This also explains why there’s multiple names for the game in other countries (“Mogeln” in Germany, “Verish' Ne Verish'” in Russia which all convey some sort of words that say cheat or liar)
Game Studio
N/A
Original Platform & control mechanism
A standard deck of cards is the original platform / control mechanism.
Describe game play and mechanics
Bullshit is a card game relying on deception and how well you can convince your opponents you’re telling the truth. You begin by receiving an equal amount of cards among each other. Then, going clockwise, lay down your cards in a sequential order (ex: start with ace as 1, then 2, 3, 4, until you reach the highest number and work your way back to the ace / 1 card). If it’s a player’s turn and the count is on 4, the player is required to place a “4” card down and is forced to repeat the number (ex: “I’m placing a 4). Whoever is able to rid themselves of all their cards first wins! However, the main mechanic that’s included is that no one but you knows what card you played, always having the cards face down when placed. This means that you can lie if you don’t have the required 4 card and place something alternate to continue decreasing your deck. No one’s going to know, right? WRONG. Absolutely wrong. If you suspect an opponent of lying and not placing the card they claimed they had, you can call “bullshit”. Claiming bullshit means that you are certain the player lied, and the player is then required to flip over the card they played and reveal it to everyone. If the number doesn’t align with the corresponding sequence number, then the player who lied will take all of the cards played and add it to their deck making it much harder to win. However, if the number DOES align with the sequence, the person who called bullshit receives the cards instead. The game will penalize you for incorrectly identifying if someone was lying, making the stakes and need for precision much higher.
Describe strengths & weaknesses of art & design
With Bullshit, a huge strength of the card design is that ALL of the back of the cards look the same. You could argue most cards do, keeping a consistent aesthetic throughout the brand of cards, but it’s especially helpful here. Relying on deception, having the only part of the card you’re able to see from your opponents all being the same makes it that much more exciting and stress inducing. If there were more details or subtleties in the backs of the cards, even small indicators that meant it was a different number, it would ruin the chance and mystery of the cards opponents place down and would remove all sense of uncertainty (thus ruining the point of the game). There aren’t many weaknesses, though I found myself getting lost in what cards I had due to the variety of card designs (ex: how a number can be red or black, can be a diamond/spade/heart, etc) and it affected how fast I’d play a card. This usually led to me being clocked for lying, gaining more cards and moving further from winning.
What made it fun?
Bullshit is fun because the premise of the game is already ridiculous, and to some, that’s setting you up to have a fun time. It isn’t necessarily chance based, but more based on skill and how well you can mask the card you play. However, the mask easily falls when pressured by a group of others and can make the game exciting trying to decipher what a player might be thinking. The name itself, “bullshit”, also creates an environment with an expectation of it to be an amusing game. College students LOVE swearing, and implementing a core mechanic where you’re expected to curse to rat out an opponent makes the energy that much more lively. Additionally, it itches my brain in a really good way when I’m on the opposing side and trying to predict who's lying. Statistically, most of the time people will be lying, but being able to indicate when people are is incredibly satisfying without being wrong and receiving cards. There’s so much thought that goes into it, taking into account the person that’s playing the card and making an assumption on whether or not they’re lying based on what you know about their personality. As a result, no Bullshit round will ever be the same, especially since you’re never playing with the same people and some people act differently around others (some are more shy around different people and could bluff in an alternate way than they usually would).
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
Bullshit is absolutely without a doubt influential. How can a game named after a swear word not be? It seems as though it’s influential by presenting yet another game option to play with cards, which are easily accessible thus making it a game that almost anyone can play. Not only that, but I feel as though it sets up the central idea of “party games” and how most today rely on being deceptive to win (think “Among Us”, Murder Mystery). Bullshit has greatly influenced how people think they should be playing games and encourages critical thinking, analyzing opponents, and taking information you know and applying it to make informed decisions (like a puzzle… except it’s humans). It fits into the evolution of games by providing a somewhat complex concept with a non-complex item, proving that humans will ALWAYS make games and find a means to play it regardless of what control mechanism is used. I always think of the game “Sticks” where people use their fingers and hit each other's fingers.. Bullshit provides an example that allows following games to become more creative, taking alternative routes and not allowing the simplicity of the mechanism to determine how clever or fun the game is.
How would you rate this game (1-5 Stars (5 stars good))
Stars are reliant on the people that play with you. Playing with a group of people who aren’t afraid to yell at every single person creates the best bullshit experience. It’s less about the game and more about the environment that’s created. In my case, 4 / 5.
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