Wednesday, November 27, 2013
Monday, November 18, 2013
Friday, November 1, 2013
Print and Play Game!
This is just a cleaner version of the first for those looking to print it. View and download it with these links:
Rules
Game Pieces
This is just a cleaner version of the first for those looking to print it. View and download it with these links:
Rules
Game Pieces
Additionally this is another version of my game cover that I did.
I find it to be more successful than the first.
Box Art
Above are 20 of my thumbnails. I pick a few and did some more finished drawings of them...
From these value studies I did a rendered image in photoshop.
I choose to do an image that was portrait view instead of landscape. I made this choice because tarot cards are portrait view. My overall idea is to have this image be the top tarot card. The others will be fanned out underneath it in a deck of cards.
Thursday, October 31, 2013
Sunday, October 13, 2013
The Second Play Test
I wasn’t able to have my game played at the Game Design
Club, but when I got home I finished up my remaining work on it and sat down to
play immediately. A few issues with the game became quite obvious very quickly.
My game is Incredibly unbalanced…
I had taken the advice of my peers and put all the monster
cards into one pile. The levels ranged from 0-10 with a 13 and 15 thrown in for
kicks. Right out of the gate all we got were the hard ones. After much
frustration I decided to sort the piles back into the easy medium and hard like
I had done originally. This made the game much more fun. I’ve decided it was
something I was going to keep.
We started over and my roommate was on a roll. She enjoyed
the game much more then I since she would draw a lot of easy monsters, and fate
cards that benefitted her. I drew the opposite.
I found it very difficult to gain levels in my game, but
very easy to lose them. I ended the game at level zero while her magic and
strength were over five. Still at her level it would have been impossible for
her to win.
I realized and told her about halfway through the game that
my game was impossible to win due to the imbalance. I was pleased to find that
regardless of this she wanted to keep playing. We played my game from 11:00
P.M. till 2:00 A.M. I can say fairly that my game is fun at least.
There were a lot of moments of high intensity where you
really felt that your life was on the line.
Other than the flaws with leveling up I realized that I
needed to make the rules of combat and leveling up more clearly, and the
gaining of abilities needs to be more consistent.
Additionally I changed the way combat works, but it became
confusing very fast. There was your levels on the card, your levels on the
board, the addition boosts from abilities, and the roll of the dice to add. The
adding wasn’t hard, but looking at all three spaces at once was a bit
difficult. I wish to simplify the combat system further since some things
worked with the game, while other didn’t
Lastly I have fate cards that are used for five turns. I am going
to make something that can go on these cards too represent how many times
something has been used to help players keep better track of their things. All
and all there was too much to keep track of…
I have also finally decided on how I wish to design my board. I am going to make a board that is like a Candy Land- Life hybrid...
Friday, October 11, 2013
Board Game Version 1
Rules of the Game
Game
components
One
game board
Seven
colored playing pieces with matching Character Statistic cards.
Additional
decorative figures
Tokens:
The multi colored beads
Health Points-Red
Magic- Purple
Defense- Blue
Strength- Gold
Base Stats-Black
28 holders
to display stats (One per player labeled Health Points, Defense, Magic, and
Strength)
Hour
Glass
Card decks:
Player Profiles: You will randomly
select these before you start the game. This card contains the bio stats and
abilities of the character. It also tells the sin and determines the player
start and color of the playing piece.
Events:
- This symbol represents an event.
There are three-color variations of this symbol
Green=
Easy
Yellow=
Medium
Red=Hard
You
will select one card from the top of the deck with the corresponding symbol.
From
these you have a chance of drawing Monsters (page 5) or Unfortunate
Circumstances.
Unfortunate circumstance cards are
mixed into event decks. They are always negative events. The card my have short
term effects or long term effects. Players must follow the directions on the
card.
Rewards: You selected these only when
instructed to by other cards (From fate cards or winning against monsters)
Their
designs on the back are:
Green=
From Easy foes
Yellow=
From Medium foes
Red=From
Hard foes
You
select the reward indicated from the card.
There are two types of rewards mixed in the
deck.
Blessings: These are points you add to
your stats. When you receive this you take the corresponding colored beads and
add it to the holder. The black beads are what you multiply when fighting (see
page 4 for fighting) and one point per colored bead is added after multiplication.
All together this is the damage you deal out.
Abilities: These are abilities you can
use when attacking. They are for one time use and must be put at the bottom of
the deck after used.
Special Abilities: You receive these
from sacred places. They are the most powerful abilities. The details can be
found on each individual card.
Fate: These cards are drawn when you
land on the corresponding space. You must do everything the card states.
This
is represented on the game board by:
Riddles- These cards contain Riddles.
The player to your left will read it to you. For details on riddles see pages
7-8.
Grim’s Targets- Before using them take
out any of the characters not in use by a player. When you reach the Grim the
player to your left will fan these out. You will randomly select one. If you
select yourself you must place the card to the side and select another card.
The player indicated by the card is now your target. On your next turn you
begin your hunt.
Grim’s Location- When you reach the
Grim the player to your left will fan these out. You will randomly select one
and be teleported there. Your next turn marks the hunt for your killer.
Basic
Overview
The objective of the game is to be the
first player to satisfy your revenge by killing the player who killed you.
For 3-7 players
Each player will begin in Hell on
their labeled start points (You may ignore the consequences of hell for this
first time only). Each player must navigate the board to the Grim Reaper on the
other side.
The Grim Reaper controls fate and
will tell you who caused your death. You will randomly select a Player card and
Location card from him (Player to your left will fan them out for you). The
player you selected is your target (the person who killed you), you may choose
to keep this secret.
The
only way to win is to get your target from the Grim and kill them. If you have
killed them before receiving the card it doesn’t count. You must kill them again
(the target cannot come back from the dead afterwards).
Game Play In
Detail
Set Up
Open
and lay out the game board
Sort
cards by type (put cards with the same image and color into piles)
Players
will determine playing order.
Each
player will randomly select a player profile card. They will use the colored
playing piece associated with the profile they drew (Player profiles have a
dominate color, this is the color of the playing piece).
Each
player will receive a holder for their Magic, Strength, Defense, and Health
Points. The black marbles indicate a base value. Each holder will receive the
number of base points indicated by your Character Profile card.
Moving
The
board is gridded. Each 1-inch by 1-inch square represents a space a player can
move to.
To
move around the board players will roll one ten sided dice. The player doesn’t
have to use the entire move rolled. They may choose anywhere from half or above
to move.
For example: If I roll a ten I can
move anywhere from five to ten spaces.
This
allows you to dodge other players or enemies. BUT if there is a Fate space in the path ahead you must stop on it if it is within your
range of movement.
You
may move anywhere around the board. You do not have to go to the Grim until you
are ready.
Once
you move you can play out the rest of your turn by drawing cards, or starting
battles depending on what you land on.
Fighting
While
playing a player may engage in combat with monsters from Event cards or other
players.
Mechanics of
Fighting
There
are three six sided dice numbered 0-5. Each dice is colored specifically:
Gold= Strength
Blue= Defense
Purple= Magic
You
will roll the appropriate dice and multiply the number rolled to your base stat
for that Skill.
You
may choose per attack to use Magic or Strength (unless you have a card that
allows the use of both in this case their values are added to each other).
Your
character always uses defense in combination with one of the attacks (unless
you have a card causes otherwise).
The
fighting will be in turn taking. You will roll, and then the enemy will roll
(unless you have a card that allows otherwise).
Strength: This attack (if not effect by
a card) will always hit unless the foe can only be affected by Magic.
Magic: There are three elements: Water,
Fire, and Air.
The
element your character is immune to is the element your character can fight
with by default.
You
get other elements to fight with through rewards.
If
you attack with magic your enemy is immune to then no damage is done and the
turn is wasted.
To
win a fight you must completely deplete the enemies Health Points.
Monsters
You
begin by drawing an Event card. The person to your left will play for the
monster unless you are in Alliance with them (Page 5). If so then it passes
down the line.
You will
always initiate the fight (unless the Even card states “Aggressive”).
If you lose in a Monster Vs. Player battle
Fate
cards: These stay with you.
Unfortunate
Circumstance cards: These stay with you.
Bonus
Health Points: The beads go back into the bag.
Bonus
Defense Points: These stay with you.
Ability
cards: These stay with you.
Bonus
Magic and Strength Points: These stay.
Special
Ability cards: These stay with you.
Playing as a Monster
When
playing as a monster during a battle, you fight regularly.
Some
monsters have special abilities that can be used in battle (Each ability will
have a number indicating how many times it can be used). This is indicated on each monster card.
*When
you play as a monster you must put all friendship behind you. Monsters will
always do whatever to their opponent to deal the greatest amount of damage. It
is against the rules to go easy on them and other players can call you out on
it. If you are going easy purposefully on a player you are fighting the other
players can vote to have you lose your next turn.
Killing other players.
To
initiate a battle against another player you must occupy the same square as
them. As long as the first condition is met you may kill players at any time
for no reason.
The
person who initiates the fight will go first.
Fighting
is normal.
Who
ever wins, be it the target or the player who initiated, the victor will
receive some of the rewards and the other will be sent back to hell (individual
player start).
*Sites
like Hell, the Graveyard, The Alter of the Grim, and four Sacred Areas are safe
zones meaning the no player can challenge another inside these areas.
If you lose in a PVP battle
Fate
cards: These get reshuffled into the deck.
Unfortunate
Circumstance cards: These stay with you.
Bonus
Health Points: The beads go back in the bag.
Bonus
Defense Points: Keep these.
Bonus
Magic and Strength ability cards: These go to the victor.
Bonus
Magic and Strength Points: The beads go back in the bag.
Special
Ability cards: These go to the victor.
HELL
See the
instructions on pages 4-5 for Losing Monster and PVP battles and page 6 for
failing to answer a riddles.
Your
Health Points go to half the base value for being sent to hell.
Each
player is being punished for his or her own sins (The punishment is behind the
player starts). Being sent to hell ends your turn. On your next turn you will
roll the 10 sided dice. If you receive a 6-10 you can set your player on the
player start and wait for your next turn to move. If you receive a 1-5 you will
subtract 1 point from you baseline (minus one black bead) in the specific order
on that listed on the punishment.
For
example it might say:
Turn
One: -1 HP
Turn
Two: -1 Strength
Turn
Three: -1 Magic
On the beginning of the fourth turn in
punishment you just move your piece onto the start and wait for your next turn.
*
You must go to hell every time you die unless you were a player’s target that
they successfully killed. In this case the game is over.
Alliances
Once
out of hell a player can join in an Alliance with any player (Alliances break
in hell).
To
enter into an Alliance the player first rolls the dice. The player you wish to
form an alliance with has to be within your range of movement. Once you get
onto the same square you may ask to enter into an alliance.
There
can only be two people per alliance.
The benefits of an Alliance
Each
individual in the alliance still takes a separate turn. The turns are executed
as normal except when one player moves the other (who shares the same place)
moves with them.
In
combat against monsters the player whose turn it is fights, but the damage is split
evenly between teammates (if the damage is an odd number than the player who
fought takes the extra point).
The
two players must also split rewards.
Blessings
are split the same way as damage.
If
an ability is drawn then the player who fought gets the ability (but they may
give it to their teammate to aid during battle).
When
answering riddles the alliance may collaborate with each other to answer the
question, but each player must answer an individual question. If one member
fails to answer correctly then both are sent to hell (see pages 8-9 for
riddles)
To
end an alliance you must kill the other player. This is done at the beginning
of a turn and will be your whole turn.
If
you or your teammate dies then you both die and suffer the same consequences.
You
cannot initiate an attack on other players while in an alliance, but they may
choose to attack a single player in your alliance.
If
your teammate is attacked by another player you cannot aid them. Additionally
there will be no negative impact on you if they die (this scenario breaks your
alliance).
Sphinx’s,
Riddles, and the benefits of Sacred Place’s
There
are four Sacred Places on the game board, the fate cards get divided out to
each site. The entrance to each is guarded by a Sphinx. In order to enter this
place you must answer a riddle from the Sphinx correctly.
The
player to your left will draw a riddle card for you. You have two guesses
(unless a card allows for more). You will be timed by and hourglass (3 minutes),
the player must give one of their answers before time runs out. The glass is
then reset and the player can answer again.
If
you fail to answer the riddle correctly you will be killed by the Sphinx and sent
to hell.
If killed by a Sphinx:
Fate
cards: These get reshuffled into the deck.
Unfortunate
Circumstance cards: These stay with you.
Bonus
Health Points: The beads get added back to the bag.
Bonus
Defense points: The beads get added back to the bag.
Bonus
Magic and Strength ability cards: These get reshuffled into the deck.
Bonus
Magic and Strength Points: These stay.
Special
Ability cards: These get reshuffled into the deck.
Answering a Riddle correctly
You
will be placed on the first space inside the gate and wait for your next turn.
Inside
here you will move into the water where you will receive a special ability
card, regain baseline Health Points if below it, and lose the effects of
unfortunate circumstance and fate cards (you may choose to keep these).
There
are many exits in these places; you may choose any one of them including the
gate you entered from.
*You
may only gain one special ability card per correct riddle. If you wish to
acquire another you must exit from a gate other than the one you entered and go
back to the Sphinx and answer another riddle.
- Shorten the length of the rules (2 Pages at most)
- Make big ideas/rule in large text to allow for easy skimming
- Clarify that a player cannot move diagonally
- Simplify maze, or make the board a defined path
- Make board smaller
- Reform monsters and fighting to not include math (simplify)
- Chance aspect for types of monsters you face to eliminate some of the card piles
- Simplify character stats
- The game needs to work for 2 players
Aspects that I want to Keep
- Alliances (I want to keep this PVP aspect)
- PVP
- The journey to the Grim
- I would like to keep Fate cards and make it a bigger part of the game.
- I need to make the game for two players but want to keep it so you must fight a player. For three players I can keep fighting between players. For two players I can have them fight the Grim, or I could set up the other characters with stats and have them at random points on the board...
- Riddles: I have decided to put special abilities in the normal rewards pile and allow them to be drawn randomly. Thus the sphinx and riddles become unnecessary... :(
- Locations will only be needed for three player games to separate characters.
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