Game Design
Please note, this
game is in development, anything listed here is subject to massive change. It will
also most likely replace and/or merge with our existing race-to-the-end game.
Our territorial acquisition game
teeters on the edge of plagiarism, because it’s virtually impossible to base
such a game on a concept or narrative that hasn’t been exploited before. Nevertheless,
we went ahead and built a working board game with a medieval style conquest
theme. Players fight on randomly generated points (this game is better suited
to a computer GUI format) on the board for control of recourse points. The player
controlling all points at the end of the game is declared the winner.
The rules are quite simple, yet make for interesting
gameplay:
-
Players roll a die to move, and can move up or
down the board.
o
Cannot backtrack (move over spaces you have
already in this turn)
o
Cannot move diagonally
o
Players need to roll exact numbers to land on recourse
control points
-
If a player lands on a recourse control point,
they place one of their tokens on it. It is now theirs
-
If a player lands on another player’s claimed
control point, both players roll a die
o
Highest role wins over the control point
o
Equal scores results in a re-throw
-
Opposing players can recontest control of the
point for a maximum of 1 turn after being initially defeated
o
If victorious, the control of the point shifts
to the opposing player
o
If defeated again, their next turn must be a
move, and not a recontest
-
Players cannot move over their territories as
part of their move
-
The player to first control all of the recourse
points is declared the winner
Simple, but a frustratingly fun game. This subtle
frustration is part of the conflict between players as they fight for victory. It
forces them to think strategically about which points they aim to claim first. This
game is designed to randomly (within reason) generate recourse points all over
the map, so no two games should ever be identical.
We also discussed the possibility of effects in the form of
chance cards/zones, randomly generated just like the recourse points:
-
Players need to roll exact numbers to land on
chance zones (just like recourse control points)
-
The effect on the zone cannot be saved for later
use, it must take effect immediately
The games interface might include a distinct grid over a map
of the playing field so as to easier distinguish control points from regular
ground. For example, the mine could be out in the open, but the wood recourse
could look like a forest, and the water recourse could look like a
stream/well/pond.
This will add a bit more realism and aesthetic appeal to
potential players, who we expect will be somewhere within our age range, young
adults. A game of this nature requires a certain level of maturity to
appreciate and accept as a challenge.
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