Table For Four: Here's the Rundown

Drawing inspiration from the New York Time’s article on the “36 Questions to Fall in Love” and the classic board-game Sequence, this digital board game – Table for Four – is built for sparking deeper conversations and creating meaningful connections.

Similar to Sequence, the motive of the game is to create 4-token sequences across the board with your assigned team-member. The catch: we’ve replaced the deck of cards with a deck of meaningful questions that you have to answer in order to proceed! While the end-goal may be competitive, the beauty in this game is the journey to get there – The more detailed your answer, the more follow-ups; the more follow-ups, the more chances for other players to share their answers too; and the more sharing, the greater the conversation.

We also wanted to make sure this game could apply to anyone! From college friends to distant family, we’ve got a version for all types of company you might keep. The current version available is called "Recess," which is built specifically for friends of all ages. Other versions we hope to work on soon are: "No Strings Attached" for not super personal but still interesting conversations; "Dinner Table" for family-friendly / family-focused bonding time; "Cupid’s Arrows" for couples; and "Saturday Nights" as our 18+/party-setting deck.

How We Built It

The technology tools we used to build this project end-to-end were Next.JS and MongoDB. (But we used Figma to draw up the wireframes, Notion to allocate and coordinate the work remotely, Google Sheets to database our questions, Material-UI for styling templates, and REST APIs).

Challenges We Faced & Accomplishments We're Proud Of

Unsurprisingly, we initially bit off way more than we could chew in the short span of coding time. Our ambitions to make this an up-and-running game on multiple platforms without a lot of our prior-knowledge of server-side programming fell through, resulting in changing our original idea several times during the process. We also spent an awful lot of time brainstorming questions that match with each game version. While this caused us to lose out on some precious coding time (seeing as we were only able to deploy one version of the game), we don't see this as too much of a loss because we know we could always continue to build off of this version even after the hackathon.

All things aside, we're incredibly proud of how the final product turned out, and of how we navigated the last two days. From using multiple technologies, to being able to help each-other out in our respective areas of expertise (backend vs frontend, written content vs visual content), we've grown closer as friends and built an entire game from start-to-finish.

What's Next for Foster The People

(yes, we thought that team-name was clever).

We hope to create an entire pack of similar games for people to play remotely. If this pandemic has taught us anything, it's the value of human connection. And while it seems bleak and limited now, we hope to build more comforting games such as this that can rekindle that human condition.

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