Journal #1
Name of Game
Bullshit (Originally titled “Cheat” according to the Oxford Dictionary of Card games; Additionally called “I Doubt It”)
Game author (If known)
Upon research, I was unable to find a conclusive creator, however many variants of the game exist within different countries, some sporting unique rules to that variation.
Game Studio
Once again, unfortunately research was inconclusive.
Original Platform & control mechanism
This was a game designed to be played tabletop with a standard deck of playing cards.
While reliant on the cards and which specific set you have at any given time (all cards from ace through King), this is moreso a game of wits, utilizing your mind more than anything.
Control mechanism you used
Would the experience have been different using the original? How?
I stuck to the original method of play as it is the easiest to follow and typically doesn’t require much brain power other than planning strategy against one another. I had talked about adding the King as a modifier/wild card to spice things up and add confusion, though that isn’t any particular established rule, simply a rule made up by me.
Describe gameplay and mechanics
The game is comprised of at least two players, but is best played among groups of four or more. A standard deck of 52 playing cards is divided up evenly between all players, choosing to not use the entire deck is at the discretion of the player but must be split evenly regardless. Starting player is often left to the group, but the standard is that the player left of the dealer begins the game. Card suits aren’t important to the game as only the value is what will be called. The beginning player will start off at 1, placing down a card and declaring what card and how many of that card have been placed (Ex: placing down two 3-value cards). If this is accepted by all players, the play continues to the next who will follow the order in placing 2, then 3, and so on in order counting up as a pile of discarded plays builds up in the middle. The thrill comes in as players may choose to lie about which and how many cards they are placing, in which players will need to be keen on calling this out. If accepted and not disputed, the game continues as normal, but a player can be called out regardless of whether they have lied or not. If the liar is caught they must reveal their placed card and take the entire pile of discarded plays and incorporate them into their deck. However, if the accuser is wrong, they instead take the discard pile. The goal is to try to empty your hand completely and to avoid getting caught lying, which becomes increasingly difficult the less cards you have on hand. Strategy comes into play as one must be careful not to accuse blindly or act too hastily as to be caught. A battle of wits, players often engage head to head trying to sort out who is lying and who is telling the truth, creating an air of playfulness and allowing for a unique experience every game.
Describe strengths & weaknesses of art & design
The art falls solely on the cards in this instance which actually serves as a strength. Given as this game relies on deceit, the cards having the same backing design is an excellent component as there is no way for others to truly tell what cards you have other than based on the player’s mannerisms. The simplistic design as well makes it so that the cards aren’t truly the focus at all, rather placing the focus on the players to each other, as you’d often find yourself looking at the other’s faces rather than the cards in hand.
Another strength is that, by design, this game is relatively simple to pick up and keep track of without actually focusing all too much. This way, you can actually have conversations and engage with other players without being too caught up in something.
One of the biggest weaknesses though is that this game is often to be played with speed, meaning that any slowness can be taken as hesitation. You often have to act fast to avoid other players suspecting that you are bluffing, so getting too distracted or looking at your cards too long will raise higher suspicion towards yourself. This can be a tad stressful as, if you are like me and don’t have your cards in order thus are often unable to get a proper look at what you actually have, it can appear to others that you are planning something rather than being confident to play, so it becomes harder when it comes time to lie as many are already expecting it.
What made it fun?
What makes it the most fun is when you’re among a group of friends who you know well as you can begin to read each other’s bluffs or simply start to mess with each other to keep the game fresh as you continue to play. What I’ve noticed is that the game will start off almost serious, with many making a genuine attempt to take victory. However, the mask quickly falls after a round or two as players naturally begin to team up to target others, and yet losing is met with laughter and jokes rather than frustration and arguments. It’s fun because it really isn’t complicated to pick up, so the focus starts to fall on the camaraderie between the players as you can strike up conversations or joke around without getting too sidetracked or disrupting the game’s flow. It almost feels like a game that’s designed to get you to talk to those around to you rather than actually focusing on the cards, and the nature of the crudeness to the name makes for an easy icebreaker that helps all involved feel comfortable as no one is so stiff and serious as to allow for an awkward air to linger. Personally, the lying is the most fun since it gets to such a ridiculous level that we can call each other out with just a look without even shouting. Being an absolute terrible liar, I can manage to keep the facade up for a good round or so, but eventually the others know me so well that I don’t even need to play, but it also comes with a greater and more satisfying shock when I’m the one winning after they thought they had me all figured out.
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
Bullshit and many games that rely on reading others are most definitely influential when it comes to gaming. What is pivotal is the aspect of deceit and strategy which is solely dependent on the players, allowing them to feel integral to the game and therefore creates a deeper engagement. The players are what determine the game based on how each person chooses to play, making for a unique experience each time. Such mechanics can be seen in most of the latest popular games, a notable example being Among Us. Though not a card game at all and seemingly disconnected from the tabletop era entirely, it is related in that it is a game also focusing on deceit and strategy, having players rely on how well they can read one another and form alliances or how well they can bluff and pull a fast one right under everyone’s nose. Games like this also rely on the closeness between players, as aforementioned in why card games are so fun, as they can also transform into ridiculous antics that foster good conversation and laughs all around. What is also notable is this feeling of risk when playing that makes things interesting. In Bullshit you take risk when calling others out, as well as taking a risk to try and trick those around you without getting caught. As many other games, there is no interest if no one was to be called out, if we were just to continue to palace cards in order, and the game would be done in a round or so. It is in taking risk that the game grabs your attention and provides satisfaction and an adrenaline rush. Once again, modern games like Among Us utilize this feeling as well when you take risk accusing the wrong person of sabotage without becoming suspicious or becoming a target, or when you take the risk to take out other players without being caught. In a similar manner, if everyone did their tasks without interacting, the game would end quickly and with the same players winning game after game, which doesn’t make the experience too enjoyable. In fostering an environment where things could go wrong so you must act and think quickly, the player base retains interest and interacts with the game in a more meaningful and thoughtful manner.
How would you rate this game (1-5 Stars (5 stars good))
Personally, I’d rate this game a 3 (out of 5) since it’s not my favorite among card games, but it still makes for a great game among friends and leads to good conversation.
Name of Game
Bullshit (Originally titled “Cheat” according to the Oxford Dictionary of Card games; Additionally called “I Doubt It”)
Game author (If known)
Upon research, I was unable to find a conclusive creator, however many variants of the game exist within different countries, some sporting unique rules to that variation.
Game Studio
Once again, unfortunately research was inconclusive.
Original Platform & control mechanism
This was a game designed to be played tabletop with a standard deck of playing cards.
While reliant on the cards and which specific set you have at any given time (all cards from ace through King), this is moreso a game of wits, utilizing your mind more than anything.
Control mechanism you used
Would the experience have been different using the original? How?
I stuck to the original method of play as it is the easiest to follow and typically doesn’t require much brain power other than planning strategy against one another. I had talked about adding the King as a modifier/wild card to spice things up and add confusion, though that isn’t any particular established rule, simply a rule made up by me.
Describe gameplay and mechanics
The game is comprised of at least two players, but is best played among groups of four or more. A standard deck of 52 playing cards is divided up evenly between all players, choosing to not use the entire deck is at the discretion of the player but must be split evenly regardless. Starting player is often left to the group, but the standard is that the player left of the dealer begins the game. Card suits aren’t important to the game as only the value is what will be called. The beginning player will start off at 1, placing down a card and declaring what card and how many of that card have been placed (Ex: placing down two 3-value cards). If this is accepted by all players, the play continues to the next who will follow the order in placing 2, then 3, and so on in order counting up as a pile of discarded plays builds up in the middle. The thrill comes in as players may choose to lie about which and how many cards they are placing, in which players will need to be keen on calling this out. If accepted and not disputed, the game continues as normal, but a player can be called out regardless of whether they have lied or not. If the liar is caught they must reveal their placed card and take the entire pile of discarded plays and incorporate them into their deck. However, if the accuser is wrong, they instead take the discard pile. The goal is to try to empty your hand completely and to avoid getting caught lying, which becomes increasingly difficult the less cards you have on hand. Strategy comes into play as one must be careful not to accuse blindly or act too hastily as to be caught. A battle of wits, players often engage head to head trying to sort out who is lying and who is telling the truth, creating an air of playfulness and allowing for a unique experience every game.
Describe strengths & weaknesses of art & design
The art falls solely on the cards in this instance which actually serves as a strength. Given as this game relies on deceit, the cards having the same backing design is an excellent component as there is no way for others to truly tell what cards you have other than based on the player’s mannerisms. The simplistic design as well makes it so that the cards aren’t truly the focus at all, rather placing the focus on the players to each other, as you’d often find yourself looking at the other’s faces rather than the cards in hand.
Another strength is that, by design, this game is relatively simple to pick up and keep track of without actually focusing all too much. This way, you can actually have conversations and engage with other players without being too caught up in something.
One of the biggest weaknesses though is that this game is often to be played with speed, meaning that any slowness can be taken as hesitation. You often have to act fast to avoid other players suspecting that you are bluffing, so getting too distracted or looking at your cards too long will raise higher suspicion towards yourself. This can be a tad stressful as, if you are like me and don’t have your cards in order thus are often unable to get a proper look at what you actually have, it can appear to others that you are planning something rather than being confident to play, so it becomes harder when it comes time to lie as many are already expecting it.
What made it fun?
What makes it the most fun is when you’re among a group of friends who you know well as you can begin to read each other’s bluffs or simply start to mess with each other to keep the game fresh as you continue to play. What I’ve noticed is that the game will start off almost serious, with many making a genuine attempt to take victory. However, the mask quickly falls after a round or two as players naturally begin to team up to target others, and yet losing is met with laughter and jokes rather than frustration and arguments. It’s fun because it really isn’t complicated to pick up, so the focus starts to fall on the camaraderie between the players as you can strike up conversations or joke around without getting too sidetracked or disrupting the game’s flow. It almost feels like a game that’s designed to get you to talk to those around to you rather than actually focusing on the cards, and the nature of the crudeness to the name makes for an easy icebreaker that helps all involved feel comfortable as no one is so stiff and serious as to allow for an awkward air to linger. Personally, the lying is the most fun since it gets to such a ridiculous level that we can call each other out with just a look without even shouting. Being an absolute terrible liar, I can manage to keep the facade up for a good round or so, but eventually the others know me so well that I don’t even need to play, but it also comes with a greater and more satisfying shock when I’m the one winning after they thought they had me all figured out.
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
Bullshit and many games that rely on reading others are most definitely influential when it comes to gaming. What is pivotal is the aspect of deceit and strategy which is solely dependent on the players, allowing them to feel integral to the game and therefore creates a deeper engagement. The players are what determine the game based on how each person chooses to play, making for a unique experience each time. Such mechanics can be seen in most of the latest popular games, a notable example being Among Us. Though not a card game at all and seemingly disconnected from the tabletop era entirely, it is related in that it is a game also focusing on deceit and strategy, having players rely on how well they can read one another and form alliances or how well they can bluff and pull a fast one right under everyone’s nose. Games like this also rely on the closeness between players, as aforementioned in why card games are so fun, as they can also transform into ridiculous antics that foster good conversation and laughs all around. What is also notable is this feeling of risk when playing that makes things interesting. In Bullshit you take risk when calling others out, as well as taking a risk to try and trick those around you without getting caught. As many other games, there is no interest if no one was to be called out, if we were just to continue to palace cards in order, and the game would be done in a round or so. It is in taking risk that the game grabs your attention and provides satisfaction and an adrenaline rush. Once again, modern games like Among Us utilize this feeling as well when you take risk accusing the wrong person of sabotage without becoming suspicious or becoming a target, or when you take the risk to take out other players without being caught. In a similar manner, if everyone did their tasks without interacting, the game would end quickly and with the same players winning game after game, which doesn’t make the experience too enjoyable. In fostering an environment where things could go wrong so you must act and think quickly, the player base retains interest and interacts with the game in a more meaningful and thoughtful manner.
How would you rate this game (1-5 Stars (5 stars good))
Personally, I’d rate this game a 3 (out of 5) since it’s not my favorite among card games, but it still makes for a great game among friends and leads to good conversation.
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