1) CREATIVE AND EFFECTIVE INCORPORATION OF RULES (1-10): 8
Ancient- A weak implication of use, poor at best.
Emotion- Central to the entire functionality of the game, well realized and executed
Glass- Involved, but not super well integrated.
Time- A particularly difficult time requirement, excellently used. The game is all about time, and how people deal with it from session to session. Masterfully done.
2) CLARITY (1-10): 9
Feedback: The game text was easy to understand. Good, ample examples simplified the already well written rules. Not too long winded, flowery or sterile. Reading gave a very good idea of what gameplay would be like.
3) COMPLETENESS (1-10): 9
Feedback: A very minor amount of editing is needed before publishing (and I think it’s evident I’m not the best judge of this). Regular old graphic design criticisms (its successful in it’s ease of reading, but it looks a little boring on the page) [note: this wasn’t part of my scoring, it’s just an added crit]. I LOVED the alternate “settings” and deck options. Made the game that much more complete.
4) ESTIMATED EFFECTIVENESS IN PLAY (1-10): 8
Feedback: The game appears ready to play. Great potential for a LARP. The rules look like they hold water. However, I do fear that the game could get dull after 5-6 sessions.
5) SWING VOTE (1-10): 8
Feedback: This game was very well written. It was a joy to read through. I would play this game. I would like to see something a little more interesting (visually) with the cards (great work for a first draft). I think if I played it I wouldn’t hold my play group to a full 10 sessions.
TOTAL: 42