BOARD GAME - CONCEPT PRESENTATION
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1 BOARD GAME - CONCEPT PRESENTATION
2 Constraints of the board Game Global constraints : 1 4 Players + 1 A.I. Designed to ensure high mobility Specific constraints : Random Board Territory Conquest
3 Physical elements 1 Foldable board of 12x12 squares 5 Markers (Red, Yellow, Green, Blue and Black) 1 Eraser Cards (Between 20 30) Pawns Player pawns Unit pawns (cards) 1 Twelve-sided die 1 Six-sided die
4 Game s story and objective In Kingdom Conquest, the players embody kings who want to be the unique rulers of a new territory. The territory is represented by the board, and the conquered places by colors. (One color for each player / White = free) The game is mostly strategic based but there are also some elements of luck (Drawing cards, Random Board and A.I.) The A.I. corresponds to unnatural forces which will prevent the players from conquering the territory. Goal : The objective of the game is to be the only one left on the board (= when there is only one color.)
5 The board FRONT BACK
6 Physical element s second option: The board could be also made out of Lego pieces too, and could look like this (during a game) : During the presentation, we will take the example of the first board to explain the game, as it easier to show mockups with it..
7 Game Mechanics
8 Determining the board The top-left quarter of the board only will be used when only one player is playing. This makes a 6x6 board. The whole 12x12 board will be used when there are two or more players. There are two obstacles randomly created on the 6x6 board and four on the 12x12 board at the beginning of the game. Obstacle s creation : The obstacles will be determined using three dice-throws. They are then colored in black The first dice throw determines the obstacle size (six-diced die) The second dice throw determines the X-position of the obstacle (six or twelve-diced die depending on the board s size). The third dice throw determines the Y-position of the obstacle (idem)
9 The obstacles The dark-gray square corresponds to the obstacle s origin, used to determine its X and Y position. If obstacles are overlapping, this is not a problem. They will be considered as one big obstacle. Size 1 Size 2 Size 3 Size 4 Size 5 Size 6
10 Board at the beginning of a game Each player chooses a board s corner to start. The starting corner will be filled by a 2x2 square of the player s color. The youngest player starts the game. An obstacle can t overlap this starting corner. If some square of an obstacle overlap it, ignore them. This is an example of what a 3 players and one player starting board can look like : 3 players 1 player
11 The A.I. : Artificial intelligence The A.I. has a different role depending if the game is played by one player or several players. Two or more players : The A.I. will randomize the board at the beginning of the game and each turn by creating obstacles. The maximum number of obstacle is four, so one obstacle is created an another one deleted each turn. The oldest obstacle is the one deleted. One player : The A.I. is the player s opponent. The obstacles will be considered as territories conquered by an other player. The player s goal will be to get rid of all of these. Thus, these obstacles are different from the multiplayer s version, as they can be conquered. There is no obstacle restriction.
12 How to conquer a territory This is the basic mechanic of the game. The players can conquer every free (white) square on the board (by coloring it with a marker). But to conquer an opponent s territory, the players will have to encircle it with at least two squares. On this example, the blue square will become red.
13 Board evolution The board will evolve differently depending if the board is single-player or multiplayer. Single player board : Each turn, a new obstacle will appear. This can be considered as the A.I turn. The obstacles can be destroyed only when they are conquered by the player. Multiplayer board : When each player has played, a new obstacle appears. Then, the older obstacle on the board is destroyed, leaving free squares. (remember to know which obstacle is the oldest.) The obstacles are here true obstacles and can t be conquered. Obstacles overlapping conquered territories : When an obstacle appears, it destroys everything under it. (exception : at the beginning of the game, the player s squares can t be overlapped)
14 The units and spells There are also cards in Kingdom Conquest that corresponds to units and spells the player can use on the board. Each player starts the game with three cards, randomly drawn from the deck, previously shuffled. Units : They can be placed on a conquered square. It makes this square stronger (more difficult to be re-conquered, more powerful to conquer other squares ). They are represented on the board by pawns placed over the colored square. A unit is destroyed when its square is conquered. When a unit is used, the card goes under the deck. Spells : They can be used only one time. They can have several effects, like destroying territories or blocking the game. When a spell is used, the card goes under the deck.
15 Player s possible actions Each turn, the player has the choice between 3 actions : Conquer a territory : Placing a conquered territory where he/she wants on a free square. Drawing a card from the deck Playing a card from his/her hand.
16 End of the game Single player : The game ends when there is only one color on the board (ignoring white). If it is black (A.I. s color), then the player has lost. If it is the player s color, then the player has won. Multiplayer : The game ends when there is only one color on the board (ignoring white). The A.I. can t win. When a color disappear from the board, the player corresponding is eliminated and can t play until the end of the game. Alternative ending : For shorter games, the players can prefer to limit the number of turn. When this number of round is reached (10 for example), the game ends, and the player who has the highest number of conquered squares wins.
17 In-game conflicts
18 Free conquest restriction When a player conquers a free-territory (= when he/she colors a white square), he/she can t conquer a free-territory on the same row and column the following turn. This rule is here to prevent the players from creating squares with one color, which are quite difficult to conquer. To remember the last free-territory conquered, a checkpoint-pawn is placed on the last white square colored. At the beginning of the game, no pawns are placed, the player(s) can conquer where he/she/they want. On this example, the last square conquered is represented in dark-blue. The lightblue represents the squares that can t be conquered the next turn.
19 Conquest conflict In Kingdom Conquest, there are often conflicts between colors. To solve this problem, the last conquered/colored square is considered as the strongest (when the forces are equal, of course) and wins the conflict (= conquer the contentious territory). On this example, the square with a star is the last colored square. Then, the conflict ends with the red square conquering the blue one, and not the opposite.
20 Chain reactions An action often triggers a chain reaction. This is normal, and some tiny conquests can have huge consequences. Here is a chain reaction example : Situation at the beginning A red square is added (star) Because of the conquest conflict rule, the red player conquers the blue territory And here begins the chain reaction until everything gets red
21 Player in difficulty When a player has only three squares conquered or less, he/she can do two actions in the same turn. When a player starts losing, it can be very hard for him/her to get back in the game without losing very quickly. This rule is here to prevent this kind of situation. The changes involved by the actions (even chain reactions) happen after each action, not after each turn.
22 A few mockups
23 A few examples of units and spells
24 A few examples of pawns (in case of a non-lego board) These are the checkpoint pawns used to indicate the last free territory conquered. These are the unit pawns used to represent unit cards on the board.
25 Example of a board (in case of a Lego one)
26 Business aspects
27 Unique Selling Points A strategic game playable alone, but also with more than two players (up to 4). Situation twists can happen at any moment because of the random board evolution and the chain reactions. High tactic and decision-taking skill are required from the player.
28 Lego or white board? Two choices for the physical elements : Lego or white board. White board : Advantages : Not so expensive + easy for the players to make change on the board + easy to make an artistic board Disadvantages : Pawns can fall + One marker color needed is rare (yellow/orange) Lego : Advantages : Not expensive at all + very easy to create the prototype with it + nothing can fall (pawns can be fixed) Disadvantages : Little pieces can easily be lost + board can t be very artistic + boring for the player to change big areas on the board (a lot of pieces to remove)
29 Cost estimation Cost will change according to the type of board chosen. In both case, max price will be around 100 dollars. Lego board will be easier to purchase, but not necessarily cheaper.
30 THANK YOU MERRY CHRISTMAS AND A HAPPY NEW YEAR DERNONCOURT FRANCOIS AND PAUL DIPAYAN
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