Sanity Test for Go Goa

80/100
Final Score
A brilliant game of geographic learning and tourism. I would enjoy playing this.
Completed September 11, 2021 by Ken Franklin

Rules 64/80

Structure 9/9

The organization is impeccable.

Requirements 0/3

The requirements are listed in the shop, but not in the rulebook. I suggest adding the game's title and the requirements on the front page of the rulebook.

Introduction 3/3

Concise and clear. Think about changing "Roll and Write Game" to "Introduction".

Overview 0/3

There is room for this on page 3 of the rulebook, under the introduction. Suggest something similar to: "Finish the 12th day with the most points from locations visited and tour plans completed."

Component List 5/5

Well laid out and crystal clear. Are the player sheets two-sided?

Component Pictures 3/3

Completely clear graphics.

Setup 8/10

Step 3 is a bit unclear: the last sentence should read "At the end of each Trip Day, the new Starting Player will be the player to the left of the current Starting Player". You seldom refer to rounds, so you shouldn't include it.

Setup Pictures 7/7

One view, but exceptionally clear.

Game Play 10/15

--First sentence in the callout box under step 3: "choose a dice" should be "choose a die".
--The deviations explanation is confusing. They do NOT get to make as many Deviations from the route as the value of the other die choses. Consider this replacement paragraph: "The last unused die determines how many Deviations, or turns, the player may make on their route. A value of 1-3 allows the player to deviate once, and a value of 4-6 allows the player to deviate twice." As written in the rule book, the first sentence suggests that a deviation die value of 5 would allow 5 deviations, which conflicts directly with the second sentence.
Must you move the full total, and use ALL the deviations? For instance, if I want to move 3 spaces straight north, and I have to use a 4 for distance and 1 for direction, can I still make it there? The game video implies that I "may" move that many spaces, rather than "must" - but it is not clear from the rules.
--"tsitting" under step 5 should be "sitting".
--Can a local guide change a 1 to a 6 or vice versa? Some experienced players will want to know.
--Based on my reading, all the points end in 0. For simplicity's sake, why not drop all the zeroes and make points 1, 2, 2/3/4, 3, 1, etc.? The solo mode scoring seems especially strange if 151, 181, 211, etc are unachievable. The scoring circles will be less crowded if you don't have to write all those zeroes.

Game Play Pictures 7/7

The game play example between steps 4 and 5 makes everything clear.

End Point 6/6

And if scores and beaches visited are both equal? It wouldn't hurt to close with "If still tied, the players share the victory" or "If still tied, the players become partners in a travel agency".

Overall Comprehension 1/4

The main question is the "you may move" versus "you must move" concept. Otherwise, this is largely easy to comprehend.

Clarity 3/3

Please note the few exceptions mentioned above.

Presentation 2/2

I'm not sure the multiple awards nee to be on page 2. I believe they would be better as the back page of the rulebook. Otherwise your layout, fonts, and artwork are all superb.

Shop Presentation 16/20

Ad 2/3

I would rate this exceptional if the tourist was holding a pencil over a map that looked like a partially-completed game page.

Backdrop 1/1

Clean, clever graphics.

Logo 1/1

Using the title as a logo is a good choice.

Action Shots 4/5

Instead of multiple shots of tour plans, have a shot or two of people enjoying playing the game, or a shot of a partially-completed player sheet.

Description 4/5

The last paragraph under Fun Scoring is ungrammatical. Consider this edit: "Will you employ a master strategy, or will you let the dice control your plans?"

Video 4/5

The action does not completely match the narration. Insert "freeze frame" pauses to prevent the pencil pointing from getting ahead of the narration.


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