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AUDIENCE

[AUDIENCE ILLUSTRAZIONE] SCATOLA SOLO ILLUSTRAZIONE_edited_edited_edited.jpg

GENRE

Trick-taking, majority control

ENGINE

Card game

ROLE

Co-Game Designer

TEAM SIZE

3

BOARD GAME GEEK PROFILE

GAME STATUS

Published in 2025 by Pick 'N' Roll Games Lab

REVIEWS

Audience is a competitive card game set in the pop atmosphere of the 1980s, where each player runs an emerging radio station competing to win over audience segments. The game blends trick-taking and majority-control mechanics: players place Speaker cards to build majorities in the Active Audience columns, while event cards and a hidden-influence system add tactical depth in just 20-30 minutes of play.

game

MY CONTRIBUTION

The project was born and grew through close collaboration between me and my two co-designers, Carlo Alberto Iocco and Alessio Landi, under a very tight time constraint: much of the core mechanics is the result of a process so shared that it's hard to separate individual authorship of specific ideas. Below is the contribution I led most directly.

  • Frequency Tie-Break Resolution

    • Result: a system for breaking deadlocks that keeps tactical tension high even in the "flattest" moments of the match, without introducing exceptions that feel arbitrary to players.

    • Problem: in a game built on numeric majorities (Wave Power), ties between players on the same column were a frequent edge case that risked stalling the game's flow or resolving unsatisfyingly.

    • Solution: I designed the frequency tie-break rule, integrated into the Audience card assignment system, turning an edge case into an additional strategic lever players can plan around in advance.

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Last card wins (Blue)

First card wins (Blue)

  • Discard-Recovery Mechanic

    • Result: a long-term planning layer that turns every card placement into a resource decision, not just an immediate tactical move.

    • Problem: with a Speaker deck limited to 6 identical cards per player, the game needed a mechanism to stop players from dumping all their best cards immediately, without blocking game flow with an overly free recovery system.

    • Solution: I designed the discard-recovery mechanic, which lets players reclaim discarded cards only by fully emptying their hand or by voluntarily forfeiting a turn — turning every discard into a calculated choice about when to go "back on air" with all cards available.

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  • Card Effects

    • Result: a layer of direct interaction that breaks the predictability of pure numeric accumulation, giving players concrete tools to sabotage, delay, or reverse each other's strategies.

    • Problem: a system based purely on summing Wave Power risked reducing to arithmetic with no real interaction between players — whoever placed more cards won, with no room for active counterplay.

    • Solution: I designed the four special effects triggered by power-1 cards, each targeting a different lever of the system:

      • Wave Deviation — moves opposing Speakers, altering the power balance already formed in a column;

      • Interference — turns opponents' cards OFF, temporarily neutralizing a contribution to the majority;

      • Special Edition — grants an extra play, allowing the player to make up ground in a single turn;

      • Frequency Change — swaps the prizes at stake between columns, reversing the value of a majority that's nearly secured.

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