Brown Bag Board Game Designers’
Document
Members of the Group: Christian, Kris, Matthew, Sandra
Working Titles of the Game: Power Struggle: THE TOURNAMENT OF
CHAMPIONS
Designer/Publisher: Blue Team_VCIM 1200 Game Design 1
Brown Bag Items Used: blank board, blank cards, medium
small binder clips
Number of Players: 2 – 6
Estimated Play Time: 40+ minutes
Estimated time to learn how to play
the game: 10
seconds to read short instructions, then learn as you play
Estimated Setup Time: 2 minutes, but you can be creative
and add pieces and instruction cards
Premise or Theme of the Game: Players must reach center
“hilltop” first despite advantages, disadvantages and challengers.
Objective(s) of the Game: Race to the end first, trump
others when possible.
Goal(s) of the Game: To win first place.
Elements of the Game: Game board, dice, energy cubes,
instruction cards, player markers / avatars.
Overview of the game Procedure/Rules:
● each player draws one card per turn
OR throws dice. You use the card’s instructions to move forward, back on the
board, or attack another player advances
● landings on the board, as well, gives
or takes away energy or other options
● some options, such as short-cuts, can
be “bought” with enough energy
RULES IN DETAIL:
1) Place your game piece on the
nearest blank spot (on the outer ring)
2) Roll to decide who goes first
3) On your turn, you can choose to
either
a) roll the die to move
b) draw a card
4) if you draw a card, you must wait
until the beginning of your next turn to use it, and can only use it after you
pay the energy fee
5) you cannot have more energy than
your current cap allows (you start with 10, and all energy cubes start off in
the “used” block on the board. when you land on a space that gives you energy,
simply move your cubes into the “free” block)
6) First person to make it to the
middle wins!
Types of spaces:
-Energy spaces :these simply give you
more free energy to use
- Regeneration spaces: landing on one
of these automatically raises your free energy by half (ie: if you have no free
energy, and a cap of 10, you get 5 free energy for landing here)
-Bridges: you need to cross a bridge
to advance to the next level, and each bridge costs energy to cross
- for cards, simply pay the energy
cost, and follow the instructions. You don’t have to use them right away, so be
strategic.
How energy and your cap work:
-you start the game with a cap of 10
(maximum cap is 25)
-these cubes will stay in your “used”
block until you earn more energy
- when you earn energy, move blocks
from your “used” space to your “free” space.
- Free + Used = your energy cap
-when you raise your cap, add the
extra cubes to the “used” space
Are players in cooperation or
conflict?: Conflict.
What is the overall aesthetic of the
visual elements; board, box, tokens, etc…: The general aesthetic is energy.
However, the marketing look for this can be altered to fit other settings; such
as medieval / middle ages, comedic chicken to top of hill road, space station,
etc.
Playability
Is the game easy to learn from the
instructions?: Yes.
Read instructions and play.
Are the rules easy to explain to
others?: Yes.
Does the game rely on luck, strategy
or other elements?: Mostly
luck at each draw of card or throw of dice. Some strategy as you bide your time
and collect energy
Is the Game reminiscent of something
else in theme or game mechanics.: Candyland, Star Fluxx, King of Tokyo
Rate the fun factor of the game.
(Mass appeal or Gamers Game).: Both. Casual gamers first but with the inherent ability of
gamers adding their own instruction cards, this could grow into an RPG, or even
an attack plus race game.
What elements could improve the
game?:
What is the replay value of the game?
Is it one and done or does the game lend itself to more replay, experimentation
or rules or with complex strategy, etc…: Replay can be high, since its basic rules can make the
game a new, fresh one, each time, and there may be a possibility to add more
personalized or freaky goals, actions, etc.
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