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Paige’s Experience: Throw Throw Burrito

The Process 

My data collection process was minimal during the gameplay of Throw Throw Burrito. For this breakdown of my experience, I will be recalling my personal experience from memory as a player and my first and final impressions of the game. I did play the game immersively with a group and was able to experience the game in the way it was designed to be played, which has allowed me to form ideas about the game design and its experience. 

First impressions

My first impression of the game was that it was meant for a younger audience, mainly due to the name and the googly eyes on toy burritos. I was surprised doing research that it is intended as a party game, this could imply it is for a more mature audience. I thought that the packaging was minimal and nice, very sleek. The foam burritos were visible in the box with the lid on, which definitely made me curious as to how they would be used in the game. We took off the lid and I felt a little bit nervous to play the game because it was not a conventional-looking game, like a boardgame or a typical card game. There were cards which was good, but also tokens and burrito toys. 

Learning the game 

My experience with learning the game was tumultuous. I found the paper instructions that were included to be both extensive and confusing. I found using video instructions that were available online to be far more useful and clear to understand. I relied on support from other players when playing which helped me learn the correct actions and tempo of how to play the game. There are complexities in the game that were different hurdles to learn each time they would appear for the first time and would slow down the game play. The most effective way to learn the game was through video, and then just playing and learning through action. 

The Game Design 

Throw Throw Burrito on the spectrum of rules lays on the ludus end of the ludology scale, with strict rules for each component of the game (Caillois 1958). There is an element of paidia, with players having free will of choosing which cards to dump when trying to set building, and also when choosing to play the burrito cards that will result in a duel. The mix of complex rules and free will made the game feel lucrative when you achieved the result you wanted. 


The game mechanics of Throw Throw Burrito was where my primary playing relationship with the game was built. The game used numerous mechanics in the game design to facilitate the rules of the game and propel the players forward in the experience. Richard Rouse describes game mechanics as “what the players are able to do in the game-world, how they do it, and how that leads to a compelling game experience” (Rouse 2015). 

The cards used in the game were multifunctional and served as a primary mechanic. The cards were used for both set building, with the aim of getting a pair of three, and intentional dumping, without knowing which card you would pick up next. This added a sense of mystery to the cards, knowing that they had additional information as a resource that could either aid or hinder my success in the game. I found the cards to be a positive addition to my gameplay, and were best used when using a fast tempo to add to the intensity of the game and the uncertainty of their underside. 

There were tokens used to indicate who had the most points, as well as who had undergone a ‘burrito bruise’ which was a negative deduction of points. I found that the tokens served mainly for me as a visual representation of the point score and not necessarily as a function of the game as they were intended to be. The points themselves added a feeling of competitiveness to myself, and the group I was playing with, which increased the urgency of play which I felt was a positive. 

The foam burritos which are the focal and selling point of the game, which are used to throw at each other during battle, I did not connect with at times. To me this felt like an added component of a set building game during the beginnings of the game and it disrupted the flow. 


There was a subtle theme of the wild west and Latin America, with cowboy duels and Mexican themed items. I could not see a clear setting of the game and I felt it was meant to be a lighthearted game that was for casual use and not an immersive experience. 

My experience 

Being a multiplayer game I found that the people I was playing with also influenced my experience with the game design. The social aspect of multiplayer games is an an important factor in game design, irrespective of the format (Barbara 2017). Since I did not know the other players personally, I found that at times it was awkward to engage in the game, especially when throwing the foam burritos which was meant to illicit a playful response. 

I enjoyed the set building mechanic of the game and found that it kept the game engaging when it was played at a fast tempo. The tempo was an important aspect of the game that I felt was left up to the player to decipher. Keeping the gameplay fast added significance to the actions and increased the intensity of the experience of the game in a positive way. When playing slow, the game felt incomplete and like it was being played incorrectly. 


Barbara, J 2017, ‘Measuring User Experience in Multiplayer Board Games’, Games and culture, vol. 12, no. 7-8, pp. 623–649.

Rouse III, R 2005, Game Design Theory and Practice. Plano, Texas: Wordware Publishing Inc.

Caillois, R 1958, ’Man, Play and Games’, Meyer Brash, University of Illinois Press, Urbana and Chicago


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