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Spirited box art

Spirited

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Waiting on more creator content
Description

From the introduction:

Spirited is played as a series of guessing games linked together with story. Each game starts with the lady secretly choosing a card from her hand and placing it face down and describing something that the man in the story encounters in the streets of Istanbul.

The gentleman must then describe the actions of the man in response to this encounter.The lady responds through the story, giving him clues as to how to resolve the situation in a way that would deeply impress her.

Description

From the introduction:

Spirited is played as a series of guessing games linked together with story. Each game starts with the lady secretly choosing a card from her hand and placing it face down and describing something that the man in the story encounters in the streets of Istanbul.

The gentleman must then describe the actions of the man in response to this encounter.The lady responds through the story, giving him clues as to how to resolve the situation in a way that would deeply impress her.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video AuiJmZS5tdU TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews Interview at 14:06 sentiment: positive
video_pk 85923 · mention_pk 286450
TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews - Spirited video thumbnail
Click to watch at 14:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • Spies
Comparison games
  • Shadow Blades
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If there was a Mount Rushmore of game designers he'd be on it, Mr. Richard Garfield.
  • Well, the uh the original inspiration I was walking uh around Portland and saw some birds uh seagulls jockeying for posts and uh I began to um fantasize that uh that the birds were choosing the better posts and uh acquiring them based on the pecking order because one would fly up and either be pushed off or manage to take the post they were trying to land on.
  • And uh I thought it might be an interesting opportunity to make a game like Strateggo, but only one person showed uh showed their piece and the other one said who won, thereby keeping some of the the mystery in the game and uh that's what I applied to this idea of pecking order.
  • You kind of like take something that's typically done and you completely turn it on its head.
  • I try a lot and uh and uh many many don't make it past uh casual play.
  • In my opinion, there's been some recent good examples of what to do with the reprint.
  • I don't typically do a lot of negative reviews. That game got a negative review for me.
  • I feel like publishers try to do too much. I feel like they don't listen to what the people actually want.
  • Old games uh games in general when they reach a certain quality level just stand up to a lifetime of replay and they there's no logical reason why they should expire.
  • It's not that I don't care about themes. I do. Um I I don't uh but but I I I want them to resonate with whatever the mechanics are.
  • I totally approve of that as a as as a way to play. That's the way I play. I find it very enjoyable to have those deductions on the table rather than to have to memorize them.
  • The game the game worked really well, but it was positioned as sort of a heavier game than it should have been. It came in a in a bigger box than it needed to.
  • With uh Spyet, I actually presented they they said they wanted to uh with Shadow Blades, they wanted to change the flavor to being uh instead of spies sort of set in a modern context, they changed it to uh Asian warriors uh Korean Asian warriors. And I I actually redesigned the entire game based on that.
  • With uh Vanguard Exiles? It's on Steam with uh as in early release, so there's a long way to go, but uh but you can play head-to-head.
  • I've tried to make auto battlers myself. Uh and uh they always felt when when I was working on them, they always felt like uh I I I they always stalled at this point where I said, "Oh, this is kind of fun, but you know what? It would be better on computer."
  • Recently I played uh zombie kids with uh with my seven-year-old twins. And and this worked this worked really well is getting a legacy experience which was a you know which which worked for that age was marvelous.
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