From: peter@techbook.com (Peter Sarrett)
Subject: The Game Report V1.2 (5 of 7): True Colors
Organization: TECHbooks --- Public Access UNIX --- (503) 220-0636
Date: Mon, 12 Oct 1992 08:20:11 GMT



 
Game: True Colors
Info: $20.00 from Milton Bradley (check 
the Toys 'R Us near you).
Players: 3-6 (5 or 6 is best)
Playing Time: 20-30 minutes
Type of game: Party
Complexity: 2	Skill: 6
Summary: Better than Scruples, this 
"adult conversation game" is a fun way to 
relax with friends you know well-- or think 
you know well.
 
	Just how well do you know your friends?  
More importantly, how well do they know you?  
Find out what people really think about you in 
True Colors, a delightfully light-hearted "adult 
conversation game" where the scoring is 
completely secondary to the fun.
	Each player wears a uniquely colored clip 
in such a way so everyone can see its color, 
which represents them throughout the game.  
Players start the game with a voting box into 
which a question card has been inserted.  
Questions generally describe a scenario and ask 
which players best fit that scenario.  For example, 
one card reads, "You're entitled to 3 wishes from 
the genie in Aladdin's lamp.  Who tries to 
negotiate for 4?"  Players silently read the 
questions on their boxes and cast two votes for 
the players to which they think the question most 
applies.  Votes are cast by dropping colored 
cards, matching the clips worn by the players, into 
the voting box.  Each player must always cast two 
votes, but they can both be for the same player, 
including himself.  When all players have voted 
on their questions, everyone passes their voting 
boxes to the left and votes on the question in the 
box they receive.
	Once all players have voted on all 
questions and voting boxes have returned to their 
original holders, the second phase begins.  One 
question is read aloud, and proceeding clockwise 
players announce whether they think they 
received no votes, some votes, or the most votes.  
The voting box is then opened and the cards are 
tallied.  Players correctly guessing that they 
received no votes or the most votes earn three 
points.  Correctly guessing "some" earns 1 point, 
and guessing incorrectly earns no points.  The 
player with the highest score when all questions 
are tallied is the winner.
	The scoring system unfortunately weighs 
itself toward people with strong personality traits 
who can frequently earn large scores guessing 
"most" or "none."  Luckily, the scoring system is 
incidental to the fun of the game, which lies in the 
amusing questions and discovering how other 
people perceive you.  Cries of, "Ok, who voted for 
me?" are common when votes are counted, and 
exploring the rationale behind people's votes is 
far more engaging than the score sheet.
	All of which adds up to points in True 
Colors' favor.  Games like this should place the 
focus on interaction and conversation among 
players, and True Colors scores high marks in 
those areas-- which should make it especially 
appealing to people who shy away from 
competitive games.  The game components, 
incidentally, are colorful and clever, and the 
questions range from amusing to provocative.  
With Thanksgiving just around the corner, this is 
an ideal game to bring out with the family when 
the turkey disappears.

 (review copyright 1992 Peter Sarrett, all rights reserved)