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Way of Thinking box art

Way of Thinking

Game ID: GID0453204
Game Info
Year
2024
Collection
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Description

Way Of Thinking is a light, cooperative, word-association game which is all about table talk and unique logical word connections.

In Way Of Thinking, players will use random word cards to create logical sequences of words. Each player will reveal the first and the last word of their sequence and remaining players will have 2 attempts to correctly guess the middle cards.

Players will score points collectively for each word they guessed. The highest score at the end of the game wins.

—description from the designer

Description

Way Of Thinking is a light, cooperative, word-association game which is all about table talk and unique logical word connections.

In Way Of Thinking, players will use random word cards to create logical sequences of words. Each player will reveal the first and the last word of their sequence and remaining players will have 2 attempts to correctly guess the middle cards.

Players will score points collectively for each word they guessed. The highest score at the end of the game wins.

—description from the designer

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Showing 1–2 of 2
Video qV_AHBpUOH8 Maple University Rules Teach
video_pk 70762 · mention_pk 167778
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rowdy or full of discussion party game
  • two to eight players with mechanics such as word game and puzzle deduction
  • each player gets dealt seven cards
  • line the first and last card at the front and end
  • two points per card
  • you can order the cards however you want in your hand and pick one word out of the four
  • the game has the feel of that other game that we enjoy playing
  • the components featured in this video are prototyped so rules in our work are not final
References (from this video)
No references stored for this video.
Video qV_AHBpUOH8 Maple University Rules Teach at 0:05 sentiment: positive
video_pk 70762 · mention_pk 184613
Maple University - Way of Thinking video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rowdy party game feel with lots of discussion.
  • Cooperative, word-linking gameplay that emphasizes group discussion.
  • Longer word chains offer higher potential rewards.
Cons
  • Not easy to pick your words; complexity increases with chain length.
  • Prototype components and non-final rules may affect the final experience.
Thematic elements
Comparison games
  • Clover
Mechanics (from transcript analysis)
  • Card manipulation — Players can reorder/move cards left/right or up/down between turns to influence word connections.
  • Clue economy — Clues available equals cards used minus three; can be cut/moved per round.
  • clue-giver vs guessers with hidden information — Behind a screen, the clue-giver provides clues while others discuss to guess the words.
  • Compound Scoring — Teams earn 2 points per correct card, plus 1 point for newly correct cards; additional scoring for successful chains.
  • Deck Manipulation — Players can reorder/move cards left/right or up/down between turns to influence word connections.
  • Deduction — Clues available equals cards used minus three; can be cut/moved per round.
  • game progression — Play continues across multiple puzzles (e.g., 'Other Place' puzzle) until all players are guessed.
  • hand information reveal — You may order cards in your hand arbitrarily and pick one word from the four to contribute.
  • Hand Management — Each player is dealt seven cards and may discard and redraw the same amount.
  • line up ends and reveal — First and last cards are placed at the front and end; the rest are shuffled and revealed for guessing.
  • multi-round participation — Non-clue-giver players discuss and guess in rounds until all words are guessed.
  • scoring — Teams earn 2 points per correct card, plus 1 point for newly correct cards; additional scoring for successful chains.
  • Simultaneous Reveal — First and last cards are placed at the front and end; the rest are shuffled and revealed for guessing.
  • Word Deciphering — Players attempt to link a starting word to a sequence of words to reach a target, using clues from a clue-giver.
  • word-linking chain — Players attempt to link a starting word to a sequence of words to reach a target, using clues from a clue-giver.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rowdy or full of discussion party game
  • two to eight players with mechanics such as word game and puzzle deduction
  • each player gets dealt seven cards
  • line the first and last card at the front and end
  • two points per card
  • you can order the cards however you want in your hand and pick one word out of the four
  • the game has the feel of that other game that we enjoy playing
  • the components featured in this video are prototyped so rules in our work are not final
References (from this video)
No references stored for this video.
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