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The Toy Man® News & Views
Product Reviews / Evaluation Report Summaries (ERS)

Induction Certificate Number:   74020111028-512
Induction Date:   October 28, 2011
Certificate License Status:   Active
Product:   Diception
MSRP:   $19.95 USD
Company URL:  http://www.diception.com/
Rating: 

Diception

by:  Rev. James G.W. Fisher - Editor / Product Evaluation Specialist
     
Evaluation Report Summary (ERS) Date:  10/28/2011

Diception™ is a fast paced, fun for the whole family, board game that keeps you guessing who is telling the truth and who is really bluffing! Fast paced, challenging and portable; what more could you ask for?

[ Please refer to A-2-Z Company Index for contact information.]




Product Type Release Year Primary Usage Target Age / Max. Weight Target Gender
Strategy Games 2010 Consumer/Education 13 years + Female/Male


Evaluation Report Summary (ERS) - Index



Evaluation Report Summary (ERS)
Category Rating Scores

Category rating scores are based on scale from 1 to 5. Rating score must be 3 or higher to pass in each evaluation category.


Creative Agenda funQuotient™ Learning Curve Marketability Skill Development Visual Appeal
5 5 5 4.5 5 4.5

Final product / service rating is averaged from the sum total of ALL applicable evaluation category scores. Only scores of "3" or higher are published.

There are a total of 357 evaluation categories which are used in our evaluation process.
(NOTE: Not all categories are applicable to any one product or online service.)

Only 6 of the evaluation category rating scores for this New Inductee's evaluation are featured for public view.



Critical Evaluation Information

These icons represent important attributes with which this product / service is associated, contributes to, or encourages development of. Select any of the unique icons below to learn more about the specific attribute it represents.
                     





image of factory with ecological leaves symbol. Trade Industry Sales Types

Wholesale Retail Reseller Online 

 



Safety Guidelines Symbol ImageSafety / Quality Classifications
 
CE MarkedUL ApprovedJPMA Certified
(Not Applicable)(Not Applicable)
ASTM Complianteco-Friendlyeco-Conscious
(Not Applicable)



CPSIATÜVEU
Independent Lab Tested  Independent Lab Name 
  
LeadSafe™ - Surface Coatings/PaintLeadSafe™ - Content / SubstratesPhthalatesSafe
  
BPASafeSoluble Heavy MetalsMechanical/Physical
Flammability - Solids/TextilesLabeling of Hazardous Art MaterialsiWatchDog™ Approved
(Complies with ICCS™ Certification Standards)



UPC Code / ISBN#Manufacturer SKUAge Grading
0 13964 41406 6 DICE1



Manufactured InSafety Hazard/Warnings
ChinaCAUTION: Dice are a potential choking hazard

 

About Our New Inductee

Before you buy a product, it's generally common practice to be familiar with what it does, the branding, and other details. We feel that the same rule applies to our "New Inductees" we announce each week, so this section is titled "About Our New Inductee." The information in this section will provide you with a quick yet accurate glance of what the product or service is all about.

Image of Diception Game.

"Life Can Be But A Game Of Diception™"

"There is so much deception in the world of business and personal experience yet life can be but a game of Diception™. The fast paced activity, thrill of the challenge, and the convenience gained from the portability of this game can make any experience one of joy, levity and progressive gain!"


Are you ready for a game of strategy and laughs that never seems to be the same with every single game?  Well then, Diception is the kind of game you are looking for!

Diception™ is a game of such simplicity that takes less than two minutes to learn!  The trick to the game is trying to master the darned thing.  That I can assure you is no easy task to accomplish due to the fact of how each game can be an entirely new direction than the one prior.  Be forewarned though, when a game you are playing seems so similar to one played prior, that is a trap that assures your defeat for that game should you try to take strategies used before.

Playing Diception requires no special skills or abilities at all.  Even a complete idiot can play the game yet there is the one factor to take into consideration that you never can tell who is bluffing!  To put the cherry on the icing, calling what you might perceive as a bluff by an opponent may very well be the real thing, capturing you by surprise.

Think you have got the game figured out already? Well, there's plenty more to excite your senses but you can't discover what it is all about until you move to the next section, so what are you waiting for?  Move to the next section!
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Additional Details & Perspectives

While it's great for some people who just want a cursory glance at what a New Inductee is all about, there are many others who have a greater appetite for more information. This section is titled "Additional Details & Perspectives". and will provide you with additional details and perspectives associated with the product or service being featured here.

Image of the Outside The Box Game and Tutorial CD "The game is instrumental in initiating ever-changing strategy development and use of higher level cognitive skills for each of the players."

- Doctor of Advanced Behavioral Study, Ph.D. M.S., E.D.
  Independent Product Evaluator

At this point we have already done all the pitch and spin to provide a simple intro about Outside The Box.  Now we will focus on the game play itself.

Outside The Box For Dummies

Before you jump to any assumptions, no, we are not implying that you are a dummy. Keep it simple is the idea here to give you a simple outline of how Outside The Box is played.

- SETUP

  • 2 teams of 2 or more players per team are chosen.  Sorry folks, there is not a single player option.

  • Both teams receive a plastic pawn, 12 Pass Cards, 26 scoring pieces, and 4 Quick Reference rule cards.

  • All decks of cards are shuffled and the digital timer is placed in view of all players.

  • Tthe game board is pushed down flat and the Phase 1, 2, and 3 Category cards are placed on the outer corners. 

  • The "Start" square is placed next to the Phase 1 Category card and the pawns are put on the "Start" square.

  • The Speed Round and Alphabet Letter cards are placed near the game board.

  • The Master List Book should be available for quick access and everyone should have a pen or pencil and paper.

- GAME PLAY

  • First thing you need to understand is that there are 4 different rounds of Play, (Volley Box, Team Play, To Each His Own, and Speed Round)

  • In each round of play, answers are given in order, A to Z.  After you have played each round of play, you use the "quick reference cards" for any questions about the rules or scoring.
Image of some of the Outside components.
  • As you progress through the round of play, you advance through 3 phases.  With each successive phase, the categories become more challenging.

  • To win the round of play, you leave Phase 3, flip over the "Start" square, and attempt your "Final Challenge."
* Be sure to note that not all of the rounds of play are using the A to Z order of play.

- IF ALL ELSE FAILS

If all else fails in trying to get a grasp on any part of the game play, there is always the handy dandy Outside The Box Role Plays and Helpful Hints CD

Two special rules of thumb to remember:

  • You don't need to learn all of the rules right out the gate.  The game is designed for you to learn as you progress through each round of play.

  • You are playing on a TEAM! Your team player(s) can help you and YOU can help THEM to play and WIN.
In our evaluation of Outside The Box, we established an average of 56 minutes to 1.26 hours, pending upon time of day and interactive skills/personalities of the players.  This obviously can change based upon the combination and number of  persons playing the game. In every evaluation study we performed, the players always chose to play a minimum completion of all rounds at least twice.

Outside The Box captured the interest of many of the participants in our independent evaluation and hands-on evaluation at Disneyland™ and California Adventure resort parks in Anaheim, CA.  When you consider the powerful image of the Disney™ image, for a game to still manage to maintain the interest of the resort's guests speaks volumes. 

Outside The Box is a gutsy new approach to board game design creating its own new path, yet it still manages to defy the odds and draw plenty its share of attention all the same.
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Independent Evaluator Reports

In this section we have called upon the assistance of top industry professionals to evaluate the product in this evaluation summary. These scholars form their own opinions from extensive analysis and produce detailed, in-depth reports connected with their own personal study and evaluation of the products submitted for independent evaluation.

The information to follow is comprised of excerpts from the independent evaluator reports that have been paraphrased, posted verbatim, or a combination of both in order to encapsulate an accurate presentation of the primary details conveyed in each report. This approach provides a completely independent perspective in the evaluation each product.


Image of the Diception game.
PRODUCT | ONLINE SERVICE
Name: The Ultimate Game of Deceit - Diception™
Target Age Group: 13 years and up
Contribution: Progressive Skill Development
Rating: 5 Star Rating Image





This Week's Independent Evaluators

Therapeutic Recreation Specialist PhD., Ed.D., FACFE,
Director of Scientific
Recreational Therapy Studies

"Diception™ is the most powerful tool in the arsenal of an opponent.  This game uses the principle laws of deception to cause a player to draw upon their creative intellectual skills to develop innovative new strategies.  This results in an extensive stimulation to skill development which until that moment may have remained in a dormant state."

"Diception™ adopts the use of an 'unknown element' to stimulate active response in the game play. The 'unknown element' serves as a catalyst that is introduced repeatedly to perpetuate the stimulation which generates the active response. This ensures a dynamic rate of skill development."

"There is no question remaining as to the effectiveness and functionality of Diception™ as well contributory value from the use of the game whether in singular or repetitive event."

Doctor of Advanced Behavioral Study, Ph.D. M.S., E.D.
Professor of Developmental / Behavioral Studies & Research

"This game provides an excellent foundation to encourage a substantial level of cognitive development in younger people and further growth and improvement in adults, Behavioral activity is primed to be of a sizeable improvement from the highly competitive nature and constantly changing evolution of the game."

"'Diception™.' works well as a recreational game for even just two people yet my evaluation response studies demonstrated that the larger the number of players, the greater the level of alacrity with each individual. A solid plunge into aggressive thought processing and strategy development is vital to fulfill both mental and physical need.  This game holds a strong structure of Play that generates the behavioral responses necessary to meet that need."

"There is so much deception in the world of business and personal experience yet life can be but a game of 'Diception™.' The fast paced activity, thrill of the challenge, and the convenience gained from the portability of this game can make any experience one of joy, levity and progressive gain!"
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* PLEASE NOTE: At the request of our independent evaluators their names are not disclosed to protect their personal and professional privacy. Their labors are provided at no charge to assist us in providing a well-balanced and accurate product or service evaluation summary. All opinions and or statements from the independent evaluator(s) featured here do not represent the opinion of The Toy Man® Product Guide, any member, division of, or Epiphany Communications itself.



Consumer Hands-On Evaluation

Nothing is more powerful than hands-on experience by a consumer with a product when it is under evaluation. Based upon that fact we put a number of products we currently are slated to evaluate at the mercy of consumers in a hands-on evaluation where anything goes. The information to follow will explore the responses from the participants in our spontaneous hands-on consumer evaluation of the products available for their review.

Image of The Toy Man on the Splash Mountain ride in Disneyland, holding Diception up in the air while flying down the water slope!
Diception™ was available for consumers at the Anaheim Hilton™ and Disneyland™ along with a variety of other products for consumer hands-on evaluation. To spice the experience up, The Toy Man and his staff gave away over 1,000 products at Disneyland including several copies of Diception™!

The excitement for our consumer hands-on evaluation participants seemed endless as we all had the enjoyable experience of watching guests of the Disneyland resort going bonkers playing Diception™.

For some it was while waiting for family members to come off of a ride while for many, it was actually playing the game with others while in the line waiting to get on a ride!  Splash Mountain was a perfect example as you can see from the image above-left.  For everyone this was the experience of a lifetime, even for our staff!

It was so amusing to see people getting so anxiously excited as they played Diception™, knowing that at any moment it would be time for them to jump on the ride!  In one instance, the people playing the game told the persons behind them to go ahead of them so they could finish the game! Bluffing and guessing, howls and screams, that's what their playing Diception™ was all about.

In reading our feedback forms and watching our videos from the consumer evaluation, it was all too obvious that Diception™ held many people captive with the challenge and fun which made the game a success in this segment of our evaluation. Diception™ passed this segment of our evaluation with the highest of recommendation.
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A Sampling Of Our Evaluation Category Ratings

The rating of a product is useless if you do not fully understand and comprehend how the ratings is reached or what the value of the rating represents. This need for clarity encouraged us to have this section titled "A Sampling Of Our Evaluation Category Ratings." To assist you in gaining a greater understanding of the evaluation category ratings we use, a small sampling of the individual category titles & rating scores from the complete product review itself for this product or service are featured here.

The categories which have been selected to be featured in this evaluation report summary for public view, specify some of the primary points of how and why each specific rating score was reached.

The Featured Category Ratings Sampling For This Evaluation Summary Are Listed Below:

CREATIVE AGENDA: Rating Level - [5] an image of 4 gold  stars

Diception™ gave a good run on this ride for evaluation of CREATIVE AGENDA. The creative agenda of the game is exceptional, being applicable for hybrid use. The creative agenda of the game delivers a guarantee of a strong narrative progression and prompt response level like no other.  It creates an incredibly strong influence in cognitive development creative strategy thinking. The players have to think quick and get creative with every single game. No time to sit there and look stupid.

Diception™ provides a challenge that causes an addictive effect. Players always wanted to go for at least two-three games in our testing. Diception™ pulled a perfect score of [5] Stars in this evaluation category for CREATIVE AGENDA.

funQUOTIENT™: Rating Level - [5] an image of 4 gold  stars

funQuotient™ is an another evaluation category where Diception™ showed its unique characteristics that make it so much fun to play. Diception™ is a game that not only is good for home fun but puts the funQuotient™ back into the educational facilities where to many kids, it seems there was none before. Diception™ manages to maintain an equal and solid balance with skill development and improvement of social skills.

Diception™ has all of the right elements to create the strongest level of funQuotient™. The literally endless number of narratives which could be developed to win this game, serve as a catalyst to create plenty of competitive challenge.  Diception™ pulled its weight well and came in strong with a perfect score of [5] Stars in this evaluation category for funQuotient™.

LEARNING CURVE: Rating Level - [5] an image of 5 gold  stars

Learning curve? With Diception™ the LEARNING CURVE was simple and short. A little reading and off you go, deciding whether you will try and pull a bluff or let it all hang out as is.  Having a game designed with a short learning curve adds greater value to the game. It creates a stronger inspiration for players to strive even harder to develop their creative expression skills to win the game. This also enables Diception™ to keep from becoming boring and redundant. Diception™ comes racing across the finish line with a perfect score of [5] Stars in this category for LEARNING CURVE.

MARKETABILITY: Rating Level - [4.5] an image of 4 gold  stars

Diception™ clearly was working the valuable attributes in MARKETABILITY. It contains all of the primary elements we need to consider in the marketability of a product. Diception™ appeals to a vast range of age groups as well as being a hybrid product. Diception™ is a game that sells itself.

Once a consumer get their first experience with Diception™ , they will not only play the game again but will share their the delight of their experience with others again and again. The portable tube that that holds all of the game components alone adds a very strong level of scoring for marketability.

Although Diception™ pulled through this rest of the evaluation categories so well, the visual appeal and a few other evaluation categories were held scores just a 1/2 of a point short of a perfect score.  Diception™ comes through in this evaluation category falling short of a perfect score by just a half a point!  The final rating score for Diception™ was [4.5] Stars in this category for MARKETABILITY.


SKILL IMPROVEMENT: Rating Level - [5] an image of 5 gold  stars

Diception™ possesses all of the right elements to create a progressive rate of skill development and improvement for players of all ages. One of our independent evaluators said it so well.

"Diception™ is the most powerful tool in the arsenal of an opponent.  This game uses the principle laws of deception to cause a player to draw upon their creative intellectual skills to develop innovative new strategies.  This results in an extensive stimulation to skill development which until that moment may have remained in a dormant state."

It is more than obvious to see that Diception™ makes a substantial contribution to skill development in this evaluation category. Diception™ rocks the house yet again with a final score of [5] Stars in this category for SKILL IMPROVEMENT.


VISUAL APPEAL: Rating Level - [4.5] an image of 4.5 gold  stars

VISUAL APPEAL posed a very strong challenge for us in our evaluation. The cylindrical shape of the game box is stimulating to the eyes and draws your eyes to follow the entire perimeter of it. The game is simple, no spectacular splash of imagery yet the simple and bright colors with very visible text draws the attention of everyone so well. At the same time, there is a minute downside. Looking at certain common angles, an illusion of distortion in the imagery occurs.  This caused Diception™ to docked a 1/2 a point in this evaluation category.  Diception™ came in with a powerful score rating of [4.5] Stars in this category for VISUAL APPEAL.


Twitter image to follow The Toy Man.






EVALUATION RESULTS - From evaluation for induction into "The Toy Man® News & Reviews"
       
    Overall Rating:   5
     
    Seal of Approval:  
     
    Recommends Award:  
       
       
    eco-Recognition™ Seal:  
     
    Award of Excellence:  
     
    eChoice™ Award:  
       
       
    S. T. E. M. Award:   
     
    Mom Approved Award:  
     
    Award of Recognition:™  
       



THE TOY MAN® SEAL OF APPROVAL

"The first and original Seal of Approval®...
designed for product recognition and validation."


Since 1971 The Toy Man® Seal of Approval has served as an emblem of professional recognition for a 
product or service having met the strict evaluation standards of The Toy Man® Product Guide. Since 1971, "The Toy Man® Seal of Approval" has served as an emblem and standard for professional recognition of a product or online service having met the globally recognized evaluation standards of The Toy Man® Product Guide.

This emblem was first established in 1971 by the International Parenting Institute™. It is modeled after the "Good Housekeeping Seal of Approval®", an emblem of recognition for products which meet the globally recognized high standards set forth by the Good Housekeeping Institute®.





THE TOY MAN® AWARDS

"These are globally recognized awards that are received by a limited few,
yet they provide the well earned recognition well beyond the average that is truly deserved!"

"The Toy Man® Award of Excellence" is awarded to inductees that have an overall Evaluation Category Rating Average, ECRA™, of [5] Stars. That is the highest level of rating available on a 1-5 scale evaluation model. The ECRA is based upon the overall average from all applicable evaluation categories"
PLEASE NOTE: There are a total of 357 evaluation categories with a minimum of 231 being applicable to any one product or online service in our evaluation process with 6 being featured in the Evaluation Report Summary, ERS.


The Toy Man® eChoice™ Award, by Rev. James
G.W. Fisher, (Chief editor and Product Evaluation Specialist of The Toy Man® Product Guide), and staff.  
These products have demonstrated that they possess the potential as well as high probability to be top sellers.
The Toy Man ®An image of the editorsChoice logo Award serves as an emblem of recognition for products & online services that contribute substantially to positive skill growth and/or productivity.

This distinguished award is exclusive as well as unique, with the editor's signature which represents a product being selected as an An image of the editorsChoice logo
PLEASE NOTE: The eChoice™ Award images which were used from 1971-1984, 1984-2007 and 2007-April 2010 have been retrired. Although the versions of the eChoice™ Award have been retired, they still remain valid.
 


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