Channel A is a fantastic game
Each round, one player takes the role of a producer of a TV station. They choose two premise cards to make a bizzare genre/setting combination. Like "Cyberpunk dystopia + Time travel" or "Space Opera + French Revolution"; this is they type of cartoon that the TV station wants to add to their lineup. Everybody else is making up a show to pitch to the producer. They have a hand of word cards that they can choose from to create a title for the show, and then they explain to everyone what their show is about and how it fits the desired genre.
Of course your hand is full of crazy words that don't go together, so inevitably all the titles imitate the over-the-top word-salad style that anime fans know all too well. Your show is probably called something like "Keichi 120% Lucky Lingerie" or "Super Fighting Fight Fighters EX"; how are you going to convince the table that "Future Vampire Ultra Peach" is not only a show about "high school romance" and "race car drivers", it's the best freakin' high school race car driver romance they'll ever see? An ability to think on your feet and spout ridiculous bullshit with a straight face is essential.
I was surprised that I like this game so much, since I generally hate "LOLrandom!" party games. Channel A is almost identical in form to the game "Apples to Apples". But Channel A is lots of fun for me, and Apples is painfully boring. What makes the difference?
Here's my theory: the reason "zany" party games make me bored is that it doesn't matter what I do. In Apples to Apples I don't do any better if I carefully choose cards than I do if I choose cards at random. (Same goes for Fluxx and Munchkin.) I find that boring because it feels like there's no reward for effort or for paying attention to the game. I'm not hyper-competitive; to enjoy a game, I don't have to win, but I do have to try my best to win; that's where the fun comes from, for me. Games where trying harder makes no difference don't keep my interest long.
But Channel A works for me because it rewards effort - creative effort. The cards are just a prompt; over and over I saw the player with a more genre-appropriate title lose to the player who improvised a better pitch.
Channel A reminds me of Baron Munchausen, in that neither are role-playing games but they exercise a very similar part of your brain to role-playing. There's a similar performance anxiety when your turn comes around. Improv is a demanding activity!
I was amazed at some of the pitches people came up with during this game. With only seconds to think about it, they pulled the most fascinating stuff out of nowhere. Sushu joined our game halfway through and after about ten seconds of explanation she was winning hands with her pitches for "Little Monkey Bride" (Chinese mythology + catgirls) and "Ninja Hearts Z" (tournament fighting + shonen ai), either of which I would totally watch if it was a real show. I was also hella impressed by Ewen's ability to make up appropriate anime names for every character in his pitch without skipping a beat.
I like to think that I have especially creative friends, but I think the structure of the game and the words on the cards did a lot to pull our creativity to the surface. I felt like we could take any of the winning pitches from a Channel A game and turn them into role-playing campaigns or webcomics.
Anyway I highly recommend this game. Whenever the final version comes out I'm going to buy a couple sets to bring to anime conventions with me.