by theGardener
Shawn720 wrote:
I think out group Looks at the bones of a game.
What's the core of the game and what is needed to accomplish it? The bare bones of this one is one player selects a card used to communicate clues...culminating in one last guess
What's the core of the game and what is needed to accomplish it? The bare bones of this one is one player selects a card used to communicate clues...culminating in one last guess
For one thing, the "ghost" can choose up to three cards to give as clues each turn. This doesn't alter things too much, but it does open up some new gambits: the ghost can try to get someone to notice a common theme in the clues, or just use some poor soul as her receptacle for junk cards.
You also didn't mention the evaluation of other people's guesses. I think of this as a core part of play, and a source of fun. Among other things, it allows the team to profit even from an individual's bad guesses.
In answer to your original question I'd say that the initial rounds serve three purposes. First, they're a hurdle that must be crossed to win. (As others have pointed out, if they're too easy that can be rectified. You can put out more cards or play with fewer re-deals/ravens for the ghost.) Second, your speed and success in evaluating the guesses of others determine how much information (and bragging rights) you'll have in the final round. And, third, as Brendan mentioned, it provides a chance to get on the same wavelength as the ghost before a final big communication challenge. (In my plays I've found that ghosts have different styles of clue giving. So it's good you have a chance to learn that style before everything rests on it.)
I just really enjoy this game, and want to make sure your group isn't missing anything that would keep you from enjoying it too. :)