HERO S JOURNEY THE BOARD GAME GAME DESIGN DOCUMENT

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HERO S JOURNEY THE BOARD GAME GAME DESIGN DOCUMENT MARCEL TAU PALLAVI MARUVADA POOYA MALEK

Revision History Ver. Date Person Reason and Changes 1.0 February 9 th, 2012 Marcel Tau Document created. 1.1 March 12 th, 2012 Marcel Tau Game Description, Story, Design Goals, Influences & Sources and Target Market updated. 1.2 March 13 th, 2012 Marcel Tau Production scope and schedule updated. 1.3 March 14 th, 2012 Marcel Tau Key Features updated. 1.4 March 15 th, 2012 Marcel Tau Scope and Game Elements updated. 1.5 March 19 th, 2012 Marcel Tau Schedule update. 1.6 March 20 th, 2012 Pooya Malek Asset Revelation Schedule and Target Audience update. 1.7 March 20 th, 2012 Pallavi Maruvada Core gameplay and game flow updated 1.7 March 21 st, 2012 Pallavi Maruvada Art Bible- overall goals updated. 1.8 March 21 st, 2012 Pooya Malek Gameplay Elements update. 1.9 March 22 nd, 2012 Pallavi Maruvada Art Bible update. 1.10 March 23 rd, 2012 Pallavi Maruvada Art Bible update. 1.11 March 23 rd, 2012 Pooya Malek Game Flow update. 1.12 March 26 th, 2012 Marcel Tau Game elements update. 1.13 March 28 th, 2012 Pallavi Maruvada Art Bible update. 2

Table of Contents Game Description... 4 Story... 4 Design Goals... 5 Influences & Sources... 5 Target Market... 13 Key Features... 13 Core Game Play... 13 Game Flow... 13 Characters or Avatars... 14 Game Play Elements... 15 Art Bible... 18 Overall Goals... 18 2D Art & Animation... 18 Level Design... 25 Level Diagram... 25 Asset Revelation Schedule... 27 Production Schedule... 34 Scope... 34 Scheduling... 35 3

Game Description HERO S JOURNEY is a fantasy themed adventure board game where players have a chance to play their favourite characters in epic quests and battles in the road towards becoming the most powerful Hero of all times. Story The story of the game is portrayed in the board and follows a Hero s Journey. From the start of the game when players leave their villages until the end of the game where they become a full fledged Hero, players will experience several different quests and challenges as well as have the choice to choose different paths towards being a Hero. Players will be able to follow a multitude of different paths such as, training with previous Heroes, saving a village from bandits, slaying a legendary Dragon, pursuing lost treasures, and many other paths and quests that befit a real Hero. 4

Design Goals For our board game the three main design goals we have in mind are: 1. Game Board that tells an actual story progression and gives the players several path choices. 2. Thematic play centered on a Fantasy World and an unconventional Hero Journey. 3. Relatively simple to understand and easy to start game play. With these in mind we hope to achieve a game that brings players the fun of immersion, competition and power. Influences & Sources When designing our game we played several past game board, and some of them play a major role as our references, they are: 1. Game of Life Game of life - cover box 5

HERO S JOURNEY GAME DESIGN DOCUMENT Game of Life player token and board Game of Life game board 6

Game of Life game board and gameplay elements Pros: Extensive game board that tells a story progression and presents several path choices to users; Simple and quick rules and mechanics; Game pieces that support the gameplay and not distract from it; Use of LIFE tokens that counts as experiences in life and still count towards your win; Cons: Story is for a too young audience; Board is sometimes too quick to finish; Gameplay is too single minded; Unbalance between LIFE tokens and Salary earn; Game of Life has been a major influence in our game because it symbolizes many of the core ideas we wish to impress in our game, mainly that it presents players with a board and as they move through the board they live the storyline, also that is has a simple yet captivating mechanic of gameplay that attracts to a wide audience seeking a quick and entertaining experience. 2. Lord of the Ring: 7

Lord of the Rings game board and gameplay elements Lord of the Rings player token and gameplay elements 8

Lord of the Rings game box Pros: Fantasy thematic; Innovative way of movement using cards and symbols; Collaborative gameplay; Use of several different game boards that tell different journeys and also different ways to go through that journey; Cons: Hard to tell when one player has won; Kind of difficult to understand and complicated rules; The Lord of the Rings board game is a influence in our game mainly in the thematic, but also in the way it uses cards and tiles for the player to move around the board. 9

3. Betrayal at House on the Hill Betrayal at House on the Hill game box Betrayal at House on the Hill Gameplay cards 10

HERO S JOURNEY GAME DESIGN DOCUMENT Betrayal at House on the Hill Game board and player tokens. Pros: Modular game board that always change; Several possible storylines that change each time you play; Upgradable character stats; Traitor player that works against the other players; Cons: Complicated rules that must be followed using different books; Multiple type of cards that are used and behave in different ways; This is a horror themed adventure game and it works in a very peculiar and innovative way where the actual story changes according to what happens in the first part of the game. Players must then follow several books. As for their influence in our game it is in some of the way they use cards to define the events that happen as you wander through the board. 11

HERO S JOURNEY GAME DESIGN DOCUMENT 4. Munchkin Munchkin Game cover Munchkin game cards 12

Pros: Comic relief; Relatively quick and easy to pick up and play; Very large variety of cards; Cons: Overly simple gameplay; Lots of possible rules; This is a board game based in a fantasy D&D theme. Playing Munchkin has influenced us to use a bit of the humour and comic relief of the game, as well as the extensive use of cards for the gameplay and deciding on actions and events. However we tried to improve on the story and gameplay aspect of it by combining with a traditional board. Target Market Our ideal target market has the following characteristics: Ages 10-16; Enjoys casual board games; Likes the fantasy theme; Key Features Core Game Play We are creating a fantasy adventure board game, where players take the role of a young villager who leaves his village in search of adventure and to become a Hero. First the players choose one of the 6 available classes, each with their own special ability. After that players start playing in turns taking a card from the Game Cards deck to see how many squares they can move and what happens. In certain points during the game a player will reach a branching path in the Board, where he must choose which way he will take towards becoming a Hero. Each path has its own characteristic; it may be longer or shorter, easier or deadlier, filled with riches or traps. It s up to each player to choose his own path according to the strategy he wishes to use. Once everyone reaches the end where they become Heroes, the player with the most number of Power Tokens, wins the game. Game Flow 1. Players choose their Character Card and Character Token, placing all tokens at the start of the board. 2. Each player picks a game card; the one with the biggest number is the starting 13

player. 3. Shuffle all of the game cards and place it in a deck in reach of all players. 4. Place the companion cards in a separate deck. 5. Player picks up a game card. 6. Player moves his token a number of squares equal to the number of dots in his game card. 7. Player does whatever it says in his card and in accordance with the square he is at. 8. Now it s the next player s turn repeat steps 5-7. 9. Once a player reaches a crossroad he must choose a path and keep moving if he has movements. If the player stops at a crossroad he still must perform what the card says. 10. Once a player reaches the end of the game board he can choose what kind of Hero he wants to be, Leader of the Land or Hero of the People. 11. If the player chooses to be a Leader of the Land then he has the option of attacking other players or not in order to remain the most powerful Hero of all. However the attack can end up good or bad for the attacker. In order to attack a player must: a) Player pays 1 gold coin to attack another player. b) Player chooses a Target to attack. c) Player spins the wheel. d) Player and target perform whatever is written in the square the wheel stopped. 12. On the other hand if a player chooses to be a Hero of the People he cannot attack others but he is completely safe from being attacked. 13. Once all players have reached the end the game is over and everyone counts their power tokens, the one with the most tokens is the winner. Characters or Avatars Each character has its own Card and a matching Token. The difference between each character, besides visually, is on their abilities. The players get to use the abilities when they pick up certain Game Cards. These are the available characters: 1. Warrior a. Description: Strong and noble, skilled with sword and shield. b. Token: Sword and Shield 14

c. Ability: Shield Bash Destroy 2 Power Tokens from a player. 2. Wizard a. Description: Wise and skilled in magic, attacks using elemental spells. b. Token: Wizard Hat c. Ability: Freeze Blast Target loses his next turn. 3. Rogue a. Description: Quick handed and sneaky, used to attack from the back and stealing from others. b. Token: Dagger c. Ability: Quick Hand Steals 1 Power Token from a player. 4. Cleric a. Description: Holy man, attacks with a mace and holy spells. b. Token: Mace c. Ability: Prayer to the Gods Gains 2 Power Tokens. 5. Barbarian a. Description: Strength and agility are his strong points, fights using large axes. b. Token: Axe c. Ability: Frenzied Attack Destroy 1 Power Token from each player. 6. Ranger a. Description: Skilled with a bow and arrow is agile and sneaky. b. Token: Bow and Arrow c. Ability: Quick Step Take an extra turn. Game Play Elements Companion Cards These cards represent animals that the player can acquire and which help them fight in the form of Power value. Each Companion has a different cost in Gold as well as a different Power value. The Companion Cards are used in several ways, the most important one is that hey have a Power Value that counts towards deciding who is the winner of the game, but they also play a part during the game as several cards have different outcomes depending on if you have a companion or not, of if you have a particular kind of companion. These are the available Companions: 1. Ferret 1 Gold Coin 1 Power 2. Cat 1 Gold Coin 1 Power 15

3. Owl 2 Gold Coin 2 Power 4. Dog 3 Gold Coin 3 Power 5. Snake 4 Gold Coin 4 Power 6. Eagle 5 Gold Coin 5 Power 7. Phoenix 10 Gold Coin 10 Power 8. Pegasus 11 Gold Coin 11 Power 9. Manticore 12 Gold Coin 12 Power 10. Griffin 13 Gold Coin 13 Power 11. Beholder 14 Gold Coin 14 Power 12. Dragon 15 Gold Coin 15 Power Game Cards These cards control the movement of the player as well as what happens in the game. Movement - 1 to 6 dots that tell the player how many squares to move Card Icon identifies the type of card You are caught in a quick sand trap. Lose 1 turn Description Text tells the player what happens. Lose 1 extra turn Also lose 1 power Modifiers change the effect of the card depending on the square the player lands on. 16

The game cards are divided in types: Trap Damages the player in some way. Gold Events that rewards the player with Gold Coins. Power Events that rewards the player with Power Tokens. Event Events that can have positive or negative effects Quest Epic story events with multiple effects. Cards may also have the following Modifiers: Skull Adds very negative effects to the card. Angel Adds positive effects to the card. Spiral Intensify the effects of the card. Game Pieces 6 Character Tokens these are the player s representation in the board, what they use to move around in the squares. 1. Wizard = Wizard s Hat 2. Rogue = Dagger 3. Warrior = Sword and Shield 4. Cleric = Mace 5. Ranger = Bow and Arrow 6. Barbarian = Axe Gold Coins represents the currency of the game, players earn Gold Coins in different Events and must use it to pay off other Events, purchase Companions, or to pay for attacks. Power Tokens represents the Power of the Hero, players earn these is different Events throughout the game, and the player with the most Power Tokens by the end of the game is the winner. Attack Wheel The Attack Wheel is used as a separate mini-game for players who finish the main quest first. It works as a kind of war analogy, and it can be used only by players who choose to become the Leader of the Land, that theme behind it is that the Leader will do anything to keep his status and his powers, and he will use his influence and henchmen to hinder the progress of the other heroes. If the player chooses to end as Hero of the People he is safe from attacks but he can t attack. However the attack wheel works in such a way that it s always a gamble, the attacker may do damage or take damage as well. Once a player has reached the end of the Hero s Journey he can decide to attack 17

players who are still playing the board. For that he uses the Attack Wheel. In order to spin the Wheel the player must pay 1 Gold Coin. And these are the possible outcomes he can achieve: HIT: Target loses 1 Power Token; CRITICAL HIT: Target loses 2 Power Tokens; RAID: Steal 1 Gold Coin from target; COUNTER ATTACK: You lose 1 Power Token; MUTUAL HIT: Both lose 1 Power Token; MISS: Nothing happens; Art Bible Overall Goals For our game, we decided the overall art style to be 2D and with a fairly medium cartoon style. The overall feel is old fantasy game like with mostly low saturated colors for the cards and high contrast colors for the symbols and character tokens. The game board has a diverse color palette with many symbols and text written along the paths. The font that we are using throughout for the game is CarbonType. This has a sort of a rusty, jagged-typed and a mysterious feel to it that we believe enhances the overall game feel we aim to achieve. 2D Art & Animation This is a list of all the 2D art assets scheduled for development: Character Cards Tells the player a bit of information on the character class as well as the ability it has available. Character Tokens Small representations of the chosen Character, it is what the player uses to move around the board. Companion Cards Represent animal companions that the players can purchase in a specific situation during the game. They add a little bit of variation to the gameplay and represent a Power Value to the player who holds one. Game Cards Determine the actual gameplay of the game, a player draws one 18

every time his turn starts and the card he get will determine how many spaces he moves forward and then what happens to him. These cards are influenced by the Game Board Symbols. Game Card Icons Small icons that represent the type that particular Game Card is. Game Board Symbols Three different kind of symbols that will be present throughout the board, they help set the tone of each of the paths the player can choose and also work to increase the variety of possible outcomes a player can have in a Game Card. Game Board Environment where the game takes place, represents the game world, as well as the game story and the game progression. Gold Coins Small token that represent a Gold Coin and can be used by the player to pay off debts, buy companions, or to use the Attack Wheel. Power Token A symbolic representation of Power, these count as the player s experience, and determines at the end of game which player is the actual winner of the game. Attack Wheel Represents a war-like simulation, players who finish the game and choose to be Leader of the Land can use this to hinder other players progress in the game, however the wheel represents a risk and can be used both in favour or against the player using it. Terrain In our board we have placed several different symbols on the spaces, and they greatly impact the game play. If the card the play draws has a modifier for the symbols he must check the place where he lands and modify the event according to the symbol, it might change the whole thing for the better or for the worst. We find that this is an effective way to introduce a lot of variety to the game and to the possibilities, without increasing the number of cards, as well as having an intriguing and simpler board with almost nothing written on it, and since the actions are entirely dependant on the cards every gameplay experience is unique and different, however the symbols permit us to set a tone or a difficulty to a particular path on the board. 19

This is our Game Board: These are the possible symbols we have placed on the board: The spiral symbol makes the events in the card more intense, if it is a bad event it becomes worst, if it is a good event it becomes better. The skulls symbol turns any event in a bad event, or an even worst event. 20

The angel symbol turns any event in a good event, or a better event. The companion symbol allows the player to purchase a companion card. Game Play Elements Cards govern our gameplay, but in the game we have three different types of cards: Companion Cards These represents animals that the players can purchase when landing in a companion space, they have a Power Value that counts towards the total Power on deciding who is the winner player, and they also affect several Game Cards that present a different outcome if you have a companion or if you have a particular kind of companion. 21

P h o e n i x Cost- 10 Gold Coins Worth 10 Power Character Cards These are cards the players choose in the start of the game and they represent their characters in the game, the difference between the characters lies in the ability they have. The abilities play a part during gameplay as some of the Game Cards tell the user to use his or hers ability against another player. W i z a r d Wise and skilled in magic, attacks using elemental spells ABILITY- Life Drain: Drains 2 power from target and the target loses 1 turn. 22

HERO S JOURNEY GAME DESIGN DOCUMENT Game Cards These are the cards that govern gameplay, they tell the player how many spaces to move as well as what action to perform, they also have symbol modifiers that change the action depending on the space the player has landed in the board. A group of monsters ambush you from the flank! You must fight for your life. Earn 4 power. if you land on any one of these symbols then... You flee the battle. Go back 3 spaces instead. You find some loot. Also get 4 gold coin. You defeat a second wave. Earn 4 extra power. The game cards are divided into five different categories: Gold Events related to Gold Coins. Events Regular events with several different effects. Traps Events with negative effects. 23

Quests Epic events with several effects. Power Events related to Power Tokens. We also have two different tokens in our game: Gold Coins they are used to pay for the Companions as well as for several events during the game. Power Tokens these are the objective of the game, they define who is the winner at the end of the game. 24

Level Design Level Diagram Our level which is the game board is where the actual story happens and the players develop their characters and move towards the end goal. Below is a text description of all the possible paths the players will be able to choose: START a few common spaces You Leave your Village in order to become a Hero. Village of Commoners? Village of Commonplace? Village of Nowhere? Home? PATH CHOICE 1 TRAIN WITH A RETIRED HERO long and uneventful path with mostly angel and a few spiral symbols. Path of the Enlightened. WORK AS A MERCENARY medium and risky path with mostly spirals and a few skull spaces. Road of Mercenaries. SLAY THE FEARED OGRE quick but very risky path with lots of skull spaces. Swamp of Fetidness PATH CHOICE 2 SAVE THE VILLAGE FROM BANDITS quick path lots of skull. Village of Mischance; Village of Kismet; SEARCH FOR LOST TREASURE medium path lots of spirals. Tomb of Forgotten Souls; Tomb of Lost Lives; PATH CHOICE 3 RESCUE THE PRINCESS medium path, skulls and angels. Tower of the Maleficence; Castle of the Evil King; EXPLORE A PERILOUS DUNGEON quick path, skulls and spirals. Dungeon of Annihilation; Dungeon of the Undead Army; PATH CHOICE 4 SLAY THE WICKED DRAGON quick path, skulls. Lair of the Doomed; Lair of Certain Death; 25

HELP A VILLAGE RECONSTRUCTION long path, spirals and angels. Village of Herstel; Village of Recurrence; TERRORIZE A CORRUPT MERCANT quick path, spirals and skulls. State of the Venals; Venal the Merchant; PATH CHOICE 5 MEDITATE IN THE MOUNTAINS long path, angels and spirals. Mountain of Solitude; Arrowhead Mountains; CHALLENGE THE FAMOUS HERO quick, skulls. Arena of Broken Bones; Coliseum of the Forfeit Lives; PATH CHOICE 6 FIND THE LEGENDARY WEAPON long, spirals and angels. Ancient Forest of Darkness; Forest of Nothingness; Forest of Terror; OVERTHROW THE MURDEROUS KING medium, skulls and spirals. Kingdom of Cruor; Kingdom of Desolateness; FINISH YOU ARE A FABLED HERO Leader of the Land You are on top and must now lead the people of this land to the future, you are they leader and you will do anything to protect them and your position. Palace of the Leader Hero of the People You return to your village as a famous Hero, decided to settle back to a simple and common life, but whenever evil arises you will be there to save the People. Village of the Hero 26

And here is a flowchart to better illustrate the way the game board works: START TRAIN WITH RETIRED HERO WORK AS A MERCENARY SLAY FEARED OGRE COMMON PATH CHALLENGE FAMOUS HERO MEDITATE IN MOUNTAINS FINISH COMMON PATH RESCUE THE PRINCESS EXPLORE PERILOUS DUNGEON COMMON PATH OVERTHROW MURDEROUS KING FIND LEGENDARY WEAPON SAVE VILLAGE FROM BANDITS SEARCH FOR LOST TREASURE COMMON PATH SLAY WICKED DRAGON HELP VILLAGE RECONSTRUCT TERRORIZE CORRUPT MERCHANT COMMON PATH Asset Revelation Schedule Our game mechanic functions in such a way that every time one plays the game a one plays the game he will have different outcomes. By using cards to move and determine what happens to the player every game is different because the cards are taken in a random fashion, and they tell the player what actually happens in that space. However at the same time the board has laid out key plot moments and path choices, and these determine the flow of the player s story. 27

Of course we have a finite number of cards so the variety is not endless, but to make the possible combinations even more numbered we have created a symbol systems. On the game board the player will see a three different symbols placed in the board in an apparently random way, in reality the symbols are laid out in a way that correspond and make sense to the path options we have in the board. Most of the cards have modifiers in them that change their affect, for better or for worst, depending on the symbol the player lands on. Additionally, below is a list of the game cards we have planned, they would appear in different quantities in a deck, and the movement dots of each card will be decided in a way that makes the journey of a player not too long but not too fast. Since they are shuffled every game and draw by each player every turn their appearance is completely random. However the plan can still choose the path he will take in each game which affects the possible outcomes and effects he will suffer during gameplay, this aspect of path choosing is the major strategy element that comes into play. GOLD CARDS TREASURE CHEST While exploring you find a treasure chest filled with coins! Get 1 gold coin. LOOT You fight some minions and loot their possessions.. Get 2 Gold Coins Skull: You are defeated - Lose 1 Power instead. Angel: You earn some experience Also earn 1 Power. Spiral: You find a hidden purse - Get 2 extra Gold Coins. VALUABLE GEM You find a hidden vault with some valuable gems. Get 4 Gold Coins. Skull: You fail to open the vault - Lose 1 turn instead. Angel: You learn a new skill Also earn 1 Power. Spiral: They are worth more Get 2 extra Gold Coins. 28

REWARD You are rewarded for completing a short mission. Get 3 Gold Coins. Skull: You fail the mission Lose 2 Gold Coins instead. Angel: You went the extra mile Get 1 extra Gold Coins. Spiral: You get a bonus Get 2 extra Gold Coins. POWER CARDS LEVEL UP You have collected a lot of experience so you level up! Earn 1 Power. EXPERIENCE POINTS You defeat some monsters and earn valuable experience. Earn 1 Power. Skull: You flee the battle Go back 2 spaces instead. Angel: You find some loot Also get 1 Gold Coins. Spiral: You defeat a second wave Earn 1 extra Power. QUEST COMPLETE You complete a difficult Quest. Earn 2 Power. Skull: You reach a dead end Lose 1 turn instead. Angel: You find some treasure Also get 1 Gold Coin. Spiral: You defeat the Guardian Earn 1 extra Power. TRAINING 29

You find a powerful Master who agrees to train you for a while. Earn 2 Power. Skull: You fail the training miserably Lose 1 Power instead. Angel: You find inner peace Also take 1 extra turn. Spiral: You excel at the training Also earn 1 extra Power. COMPANION CARDS COMPANION You find a summoning scroll. It gives you the opportunity to call on a Companion to help you fight. Look through the Companion Cards, choose one and pay its price. TRAP CARDS PORTAL TRAP You find a hidden magic portal inside a chamber, however it s not a good one! Go back 6 spaces. QUICKSAND You step in quicksand and it starts pulling you under! Lose 1 turn. Skull: You hurt yourself climbing out of it - Also lose 1 Power. Angel: You manage to evade it Nothing happens. Spiral: It takes you a long time to climb out of it Lose 1 extra turn. BOOBY TRAP CHEST You find a treasure chest and eagerly opens it, only to get hit with an explosion. 30

Lose 1 Power. Skull: You must stop the bleeding Also lose 1 turn. Angel: You jump back Nothing happens. Spiral: The explosion hits you in the face Lose 1 extra Power. PRESSURE PLATE You hear the dreadful click as you step on a pressure plate and darts start flying from the walls at you. Lose 2 Power. Skull: You get hit multiple times Lose 1 extra Power. Angel: You manage to evade most of the darts Lose only 1 Power. Spiral: You take a dart to the eye Lose 1 extra Power. FIRE COLUMN You pull a lever but instead of opening the door it spews a column of fire towards you. If you have a Familiar he jumps in front of the fire and saves you. Lose that Familiar If not you lose 5 Power. COLLAPSING TUNNEL The path you are going through collapses suddenly. Lose 1 turn. Skull: You must retrace your steps Go back 4 spaces. Angel: You outrun the collapse Nothing happens. Spiral: You try excavating Lose 1 extra turn. ROLLING BOULDER You lean into the wall and suddenly a giant boulder starts rolling towards you. Run back and go back 3 squares; or 31

Try to avoid it and lose 1 Power. EVENT CARDS BAND OF THIEVES Some thieves gather in a bridge blocking your path. Give them the money. Lose 3 Gold Coins; or Fight your way out. Lose 1 Power Skull: They get pissed at you Lose 2 extra Gold Coins. Angel: You manage to safely escape Nothing happens. Spiral: Your contempt makes them mad Lose 1 extra Gold Coin or 1 extra Power. HEROES BATTLE You challenge another hero to a duel. Use your ability. TAX COLLECTOR The King s Collectors demand your payment. Lose 3 Gold Coins. DUEL You are challenged to a duel by another Hero and lose terribly. The Player to your left uses his ability on you. MONSTER ENCOUNTER You run into a group of bloodthirsty monsters who wipe you out. Lose 2 Power. 32

Skull: You are exhausted after getting beaten Also lose 1 turn. Angel: You manage to defeat them Earn 2 Power instead. Spiral: You are maimed beyond recognition Lose 2 extra Power. QUEST CARDS MERCHANT RESCUE You rescue a merchant being attacked by some trolls. Earn 2 Power. Skull: You get beaten - Lose 2 Power instead. Angel: You get a reward - Also get 2 Gold Coins. Spiral: You perform a critical hit - Earn 1 extra Power. SAVE A VILLAGE While passing through, you save the Village from a pack of demonic fiends. Earn 4 Power. Skull: You are too late, the villagers are dead - Lose 4 Power instead. Angel: You find a valuable gem Also get 2 Gold Coins. Spiral: You kill an army of demons Get 2 extra Power. DUNGEON CRAWL You explore a deep dungeon filled with treasures and vicious monsters. Earn 1 Power. Skull: You fail to conquer the Dungeon and must return Go back 3 spaces instead. Angel: You defeat the Undead King Earn 3 Power instead. Spiral: You find a treasure horde Get 5 Gold Coins instead. DELIVER THE MESSAGE You deliver an important war message to the King. 33

Get 5 Gold Coins. FETCH HERBS You fetch a score of rare herbs for a dying man. Get 3 Gold Coins. Skull: You fail to find the herbs Lose 1 Power instead. Angel: Your find some power herbs Also earn 1 Power. Spiral: The man is saved and pays you a bonus Get 3 extra Gold Coins. PARTICIPATE IN TOURNAMENT You enter the Kingdom s Tournament. Use your ability. Skull: You lose the final battle Lose 2 Power instead. Angel: You are the champion Also get 3 Gold Coins. Spiral: You get a flawless victory Also get 1 extra turn. Production Schedule Scope The scope of our projects involves the following deliverables: 1. Complete Board Game; 2. Game Design Document; In order to reach those deliverables we have planned a few phases and estimated the necessary man-hours for each. 1. Research researching ways to create a board game, references and examples to use as well as story elements. a. 44 man-hours. 34

2. Game Design Document Outlines all of the Game Design Elements, Production Process and Game Design decisions. a. 15 man-hours. 3. Game Board Artwork, text box describing the story and multiple path options; a. Artwork = 10 man-hours. b. Text = 4 man-hours. 4. Game Pieces Artwork, Text and fabrication for Movement Cards, Character Cards, Character Tokens, Power Tokens and Companion Cards; a. Artwork = 10 man-hours. b. Text = 10 man-hours. 5. Game Box Captivating artwork and brief introduction of the game; a. Artwork = 4 man-hours. b. Text = 2 man-hours. 6. Rule book Detailed set of the rules and game pieces for the players; a. Artwork = 2 man-hours. b. Text = 4 man-hours. Total = 105 man-hours Scheduling Our production schedule is broken down in the following phases: Pre-Production / Discovery February 30 th to March 9 th ; First prototype February 10 th ; Second prototype March 21 st ; Alpha build March 27 th ; QA March 28 th to April 2 nd ; Beta build April 3 rd ; Hard launch - April 6 th ; 35