Famos@ Rise to the top y deja la comemierderia!

Famos@ takes the modern look at being famous from a bilingual perspective. It also makes a criticism of how people are attempting to become internet famous or claiming a level of status using the social media. Players will also have the option to send in their own social media pictures to create their own board to show their familia how Famos@ they can be.

The game is in an iterative phase as user feedback revealed that many would like the game to have their own picture. This would encourage others to get their own personalized boards.
The Award Show beings when a player reaches the top of the ladder. Dress the part for added fun!
Quick and Dirty Steps to Get Playing Quick

Players begin with their token of choice at the bottom. You have to start somewhere.

Roll the 4 sided die to see who goes first. Call them the Arrogante for going first. Go clock-wise.

When it is your turn, roll the 20-sided die and read from the Script de Famos@s in English or Spanish. See! Abuela can play, too.

Do it good, ese! There is an award show at the end of the game! Abuela’s performance might beat yours. Tio, isn’t too bad either!

The first player to reach the top gets $500 and starts the award ceremony.

Oye! At this point read the Award Ceremony rules. You got this. #swagg

The award system was constructed so that there would be a variety of winners in the game.
Choosing the gaming components were difficult as I wanted to develop a game that was accessible for all social classes. I found by reducing the card drawing system to a dice rolling script format, cost was reduced and allows for easier expansion scripts to be created.
Latino users in game testing said that they enjoyed reading from the script over cards, making it more dramatic. One user said they felt empowered by having to hold the script. Remote control syndrome?

The movement system was redone to make a simpler mechanic that focuses more on the human interaction going on during the game. While the game may seem competitive, the goals are for entertainment and social bonds. Players are to use their own pictures, making themselves Famos@ at the gaming table. If they are ahead, their picture is placed on the star over the game board.

Having to read dramatically or acting out you script line varies from individuals. In familiar settings, the play test went well as family members reacted to each other and tried to upstage the other for the award. In a mixed environment (non-related) that the enthusiasm to play with the others was not reciprocated by demonstrating a more dramatic reading of the lines.

The best received idea was that of customized board images. While this may not be possible with The Game Crafter's method of publication (you have to buy your game before you can publish), it has opened new ideas of how a game about being famous can make the game owner demonstrate individuality and have others want to have their own. The most valuable lesson in this exercise is that with customization being a popular trend in the consumer market, players may not want to design a game, but they are willing to have someone make them the star of one.

Famos@ will be accessible for purchase on May 2nd at https://www.thegamecrafter.com/games/famos- as publishing and printing is based on game developer purchase.

Famos@ was inspired by Fame Game which was created by Ebony Morrison and Zoe Goropse which can be viewed here: https://spark.adobe.com/page/HdjEv8izSjHFG/

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