Deduction, Bluffing, and Manipulating Your Way to Victory

Deduction, Bluffing, and Manipulating Your Way to Victory

Jason (GameGobble): Players may be able to deduct the intentions of others, but the game is designed to keep full knowledge of everyone’s hidden roles until the very end. Was this effect difficult to achieve? What were some of the design challenges and how did you overcome them?

Bruno (game designer): A design challenge we faced was to introduce catch-up systems. In the first version of the game, a player who had accumulated a lot of points was almost sure to win and the game was just about joining their team. The Assassin rule (giving secret negative points), the mutual cancellation of identical characters and the hippie rule all address this same issue.

A Dinosaurs vs. Humans Story Experienced as a Game

A Dinosaurs vs. Humans Story Experienced as a Game

Jason (GameGobble): Raptor is a 2 player card-driven board game that has been praised for the gameplay, theme, and art. Can you share some background of how the initial ideas for the game led to the final product?

Bruno (game designer): I had this idea in mind for a long time without really knowing what to do with it. When Bruno Faidutti asked me to build a pure 2 player game with him, we discussed the idea further. We wanted special abilities strongly connected to a theme, and less emphasis on the mathematical aspect. We worked with Vincent Dutrait and asked for artwork to tell the story in the cards, as if we were watching a movie.