also can we talk about the game design of count the rice?? brilliant
the only challenges that require multiple people are at the beginning and end - at the beginning to allow the players to bounce around there for a bit before they realize they need to go down, and also at the end to ensure that a runaway player has to wait for another to catch up
count the rice itself, of course, can only be played with one player, so that players never actually have to count rice (if you had to wait for a second player at the end, then whoever got closest would win) (this is ofc not accounting for hannah pilkes)
the middle rooms are great too, because they are easy to intentionally fail, and hard to win. the spot the difference rooms are especially good, because you think you understand what it is (spot the difference between the two halves of the room), and this is seemingly confirmed when you successfully loose, but once you come back to try to win, you realize you did not actually fully understand the game. the placement of these is important, too - only players who were intentionally trying to lose got to those rooms. any higher in the sequence, and they might have had a player trying to win reach the rooms first, and then they'd realize the twist
and also the decision to split the rooms up? 2 and 3 in a separate space from 4-8, so players would assume there are only 3 until someone loses enough, subtly hiding the majority of the game from them
ugh just so many little details in the game design here are so perfect and well thought out, game changer is clearly such a labor of love















