Red spaces give you one weapon only.

Firing at point blank range will give you a +1 to your rolls.

Air raids on buildings count for everyone even if you just entered the building that turn.

New rifle range is now 4 when outside and 6 when inside a building.  You can still use scopes and other rifle ehancements but no more +12 space ranges for any of you!

Buildings are now segmented to ensure that you just can’t leap a building in a single bound (were not superman and no I won’t make the little guys as strong as superman).

For special spaces which are any of the colored spaces on the board you must stay on the space for a turn.

Each player now has a set of 10 red and 10 yellow cards which was by the way a pain to do but I think this will make the game a little more balanced and fun.

Also if you have multiple weapons you may only fire with one weapon per soldier you have.

When perk cards (minus sticky tar) are used you must discard them after use.

Opposing players cannot land on the same spaces as their opponents.

Thats it for now i’ll test these rules and see how they turn out.

 

Fixing this game was much simpler as compared to my wolf game, and I believe that there are no other changes to the rules for this game.  Some things I learned from this game is that if you do have big obstacles on the gameboard such as buildings youre probably gonna have to segment them so it doesnt wind up as one gigantic space.  Another thing I learned is that when you make cards that give boosts to a players inventory its wise to consider making multiple decks of each set of cards in order to provide a more balanced game.  This is one of the games I plan on showing to the class this Wednesday and I’d have to say that this is one of my favorite games from me this semester.

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Some new changes:

Each player now has a reference card so they know what everything costs without having to consult the rules every time.

Guard towers which are the most important for hp have initially 0 hp and you must roll a 5 or 6  to hit an attacker, and for each 100 gold you spend on an upgrade it gives the tower +1 to rolls and you must roll a 5 or 6 twice in order to destroy them (enough ands for you?).

Guard towers attack anything that is attacking the village its in or the people that live inside the village.

It costs 50 metal to upgrade your milita with +1 to rolls.

It costs 100 metal to upgrade your militia with improved armor which will give them a chance to survive for 2 rolls instead of losing one then dying.

Barracks will spawn you two militia men every turn.  Villagers will continue to spawn after the wolf has revealed himself so you can go out to merchants and buy items from them.  Militia CANNOT go out of the village for any reason but to attack another player.

Once the wolf is revealed on turn 10 night the wolfs village stops making resources for them so they must go take another village in order to get their economy going again.

Once in combat the two players in combat roll 1 six sided die each and the person with the highest number wins and damage is inflicted to whatever was attacked.

Guard towers will also attack each time combat takes place inside the village they belong to.  A roll of 5 or 6 will hit the attacker.

 

So for this game I definitely found out that HP is a horrible idea when you have 80+ creatures running around the board because it would make the game so long it would be horrible.  Instead of HP I added a rule that you have to beat someone in multiple rolls in order to defeat them.

I also decided that only 5 defenders can partake in the defense of a village.  Before the attacker starts laughing at the defender however, I have also decided that the attacker can only have 10 people attack a certain village at a time.  If an attacker wishes to go after multiple villages they can, but they can only send 10 attackers at a time. 

Another change I wanted to have is that villagers still spawn even if a barracks is built because villagers were completely useless late game in the early testing.  I have changed the rules for militia as well so villagers can still be useful when that wolf is out and about.  They are now the only people who can wander outside to gather things from the merchants, which can save you if you’re in a tight spot.

I have considered adding more treasure cards inorder to keep the game interesting during the first 10 turns of play, and I probably will wind up with 6 treasure cards.  I won’t reveal what they are just yet because thats part of the suprise! 

In conclusion this game should be great with the changes I made to it because it will allow for quicker and interesting.  I’m sorry to say that gameplay will still take about an hour in the best of situations, but that could not be avoided because the game would be terribly boring without some of the mechanics that were put into it.  Thats all for now I do plan to test this game again and I hope people enjoy it.

After looking at this article and the powerpoint he provided these guys had some good ideas on how to make protypes effectively.  They wanted to enforce that protyping does not generate more questions it validates questions that were asked before the protype was even built.  I found this extremely useful in the making of my seventh challenge because I would almost always ask questions in the middle of gameplay instead of letting the game play out.  I was a little confused when they talked about stealing ideas because I thought it was perfectly reasonable to take a game that you knew from the web and modifiy it to what you thought would be a better game.  I could have misenterpreted that but these guys definitely gave me some good ideas on how to prototype games that I want to design in a better fashion.

What is prototyping and how is it important?

Prototyping is testing out something in trials before the final product is released.  It is important because the developers need to see what works well and what needs improvement. 

How I can use paper prototyping as an advantage:

Paper testing definitely is much cheaper than spending money on technology and many hours coding as the reading states.  It is cheaper because paper, pencils, and glue are quicker and cheaper than a full blown IDE (interface development environment) program and a computer.  By being cheaper I can develop a solid foundation for a game and then code it which will save me a lot of money and time.

What can be done to improve my design process?

I can actually come up with more of a step process when I design.  I often make an entire game without thinking how players will feel about it.  To solve this I believe I should unit test games with actual players so i can make sure that each mechanic in the game satisfies my players.

Some of these rules written here will have to be tested in play and I will have this game ready for Wednesday.

 So for this game you are playing Kosmonots and Astronaughts that must venture through the deadly landscape of Mars to the base camp in the middle of the board.  

This game will be a grid based game where the board is set up first in a specific way and it changes as you move about the field.  Craters, massive sandstorms, and little green men will block your way as you try to proceed to the base.  

For every other turn the board will change in one way or another and this is determined by a rolling of a 6 sided die.  All rolls will result in one crater and something worse.  a roll of 1-3 will mean a sandstorm blows and a roll of 4-6 means a cranky alien will show up.

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Some rules for the different effects on the board:

Regular spaces are what you want to progress through the board, and for the most part at the start of the game you will have a lot of these.

Crater spaces are formed every turn including the first and they create an impassable space that the players must move around.

Sandstorm spaces will cover 3 spaces on the board at a time and they are bad juju for you to step into.  They slow the players movement by -3 for each roll you are forced to trek through these.  If your roll goes negative (for example if you roll a 2 in a storm) you do not move backwards you just do not move at all.  

Alien spaces are pretty much the bane of your existence as an alien spawns in one space it can shoot up to 2 spaces from where it stands.  It cannot move but if you find yourself in the range of one you must roll a 6 sided die and a roll of 1-4 will indicate the aliens ray blasts you back 3 whole spaces. A roll of 5-6 will mean he misses you and do not get knocked back.

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Movement on the board and space rules:

So movement around the board is fairly simple as you just roll a 6 sided die and move whatever number you rolled in any direction you want.

Now for the dreaded space changing rules every turn a 12 sided die is rolled to see what kind of disaster befalls you and your comrades.

  • A 1-3 means you get a crater and nothing else.
  • A 4-6 means you get a crater and a sandstorm.
  • A 7-9 means you get a crater and an alien.
  • A 10-12 means you guys are pretty lucky because now you get a sandstorm and an alien and a crater.

Now that those rules are set you may be asking yourself where do these things spawn exactly.  For the sake of being a jerk spaces will spawn 3 spaces away from the player that is in the lead, and it is up to the opponent of the rolling player to determine where they go.(THIS IS SUBJECT TO CHANGE)

As a final rule you have 20 turns which go up after each person goes to get to the middle or your person will not have enough air, and in this game thats a bad thing.

 

I really liked this game because I could see this being put into a digital game pretty easily.  I would like to try it out with some obstacles first though in the board testing because I want to have a good general idea on what each obstacle looks like.

For the theme and message for this game I wanted to show how difficult it is to get people to care about the environment around the world.  This will take place in South America where clear cutting in the amazon has become a problem.  There will be preferably three players to this game but two players can do this just as easily.  If there are three players one will play as the rich clear cutter where your job will be quite obvious as you must cut down the forest.  The other one or two players will be people against clear cutting, which is shocking no?  Your job will be to try and get peoples attention to the clear cutting and try to shut down the clear cutter.  Keep in mind that this is supposed to be a quick game because if the player(s) that are tasked with raising awareness fail to do so in 10 turns they fail and the clearcutter makes bank.

 

Rules for clearcutter: You are big mean jerk trying to cut trees down so do it well.

Each turn you roll roll 2 d6 in order to see how far you advance into the forest (once you get 100 trees you win).

Your progress will be quite simple and you can draw from a deck of cards to help quell the uprisings that your opponents will try to set up for you.

Rules for activists: You are trying to stop the big mean jerk from cutting down the forest because the environment is at stake man!

You will roll roll one d3 to and subtract that from the 2 d6 that the clear cutter rolled to take trees away from them.

You will also have a deck of cards that will sabotage the clear cutters cutting machines, or gather more people to your cause and get +1 for each person on your d3 rolls.

For this game it is all about fooling and manipulating your opponents.  The minimum amount of people that can play this game is 4 mostly because its pretty easy to spot out the wolf with any number smaller than this.  At the start of the game each player will be given a role card which will tell you whether your a wolf or not.  This is where the game splits up because 3 or 4 people will have one style of play and the other 1 person who is the wolf will think about the game very differently.

For the villager:

Your job is to stay alive and not let the wolf get to you.  You can just build a town by yourself and not trust anyone but that will get you nowhere fast when the wolf comes down on you by the 10th turn with his minions.  You must save up your resources and build wisely to keep the people of your village safe.  There are also rumors of weapons with great powers that can slay the minions of the wolf with ease, and to put it short you must venture out and discover these weapons.

The wolf:

Kudos to the lucky person who recieved this card because now you’re the center of this game.  Your job is a difficult one because you must hide what you really are and horde minions to your cause at the same time.  If you can successfully hide what you are for 9 turns the 10th turn is your time to shine and go kill the people who trusted you.

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Day and night phases:

As mentioned above there are 9 turns where the wolf is in hiding, but as the 10th turns night phase comes about the wolf is free to rampage about the other villagers while listening to them complain.  Each turn will have a day and night phase to it, no turn is over until a day and night are played in it.  The day phase is a great time to wonder out of town to gather resources because none of the wolf’s minions are about, you can of course wonder out at night to gather but you must roll a 12 sided die to see if you run into one of the wolf’s minions.  If you hit an even number no worries you’re safe for now but if you hit an odd number you must roll a 6 sided die with a 5 or higher to avoid its attack.  If your villager cannot aviod the minion you just lost a villager and the wolf has gained a minion.

For the night time only there will be special weapons that can be found in various parts of the map.  This is decided by drawing one of the cards from the special weapons deck.  Each card will have a brief description about what it does and where you can locate it on the map.  Villagers cannot team up and go do this but they can send people outside at night to search for these special items. 

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Building your village:

This is a very important part of the game because it will decide on the way you want to go with the game.  Each player starts with 100 gold 10 wood and 0 metal and it is up to them to begin gathering materials.

Townhall- This is given to you at the start of the game, this building is for deciding what type of workers you want to produce each turn at the start of the day phase. You can only produce 3 a day so be sure to make gatherers to what you really want.  Also at night you can call all of your workers into the hall for the entire phase which will stop the resource gathering but will keep your workers safe.

Lumbermills (50g)- These will provide a basis for building other buildings that will increase your gold income.  You must build a lumbermill in oder to build a sheep farm and a mill.

Sheep farm (20g, 50 lumber)- This building is the starting basis for your gold gathering, it gives you 20g each starting day phase of a turn. 

Windmill (30g, 40 lumber)- This building is how you will make extra gold or lumber each turn if you choose to do so.  You may sell up to 50 gold for 100 lumber or 50 lumber for 100g, but you can only do this in the day phase and only once during the day phase.

Blacksmith( 60g, 70 lumber)- This building allows you to be able to make things like guard towers and a barracks.  Each turn at the start of the day phase the blacksmith makes 30 metal.  Metal is extremely useful in crafting better swords and armor for your militia in the barracks.  It also takes metal to build guard towers so besure to put your metal to good use.

Barracks(60g, 50 lumber, 10 metal)- This building will allow you to produce milita units which can protect your villagers.  Militia can be upgraded from the blacksmith and upgrades will be talked about later.

Guard Towers(20g, 70 lumber, 10 metal)-These towers allow the owner of them to fire at any enemy which can include other villagers if you do not trust them.  I will consider the option of upgrading these at a later time mainly because I would like to try this game out first.

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Gathering rules:

So these arent concrete yet but each lumber mill will have 2 lumber jacks that give 20 lumber a turn.

The black smith will give 30 metal a turn no matter what.

The sheep farm will give 20g a turn no matter what you can build multiple sheep farms.

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Battle phases:

For now each militia and wolf minion have 3 hp.

Militia will have a 1 attack and 0 armor to start.

Minions will have 2 attack and 0 armor to start.

Village leaders will have 5 hp and 3 attack.

The wolf will have 5 hp and 4 attack.

When you decide to fight another person each player takes a die and rolls it.  The person with the highest number will win the fight and deal the amount of damage equal to their attack.  Armor will subtract some of the damage so be sure to upgrade your units.

 

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Some new changes:

Each player now has a reference card so they know what everything costs without having to consult the rules every time.

 

Guard towers which are the most important for hp have initially 0 hp and 1 attack, and for each 100 gold you spend on an upgrade it gives the tower +1 attack and 5 hp.

Guard towers attack anything that is attacking the village its in or the people that live inside the village.

It costs 50 metal to upgrade your milita with +1 to rolls.

It costs 100 metal to upgrade your militia with improved armor which will give them a chance to survive for 2 rolls instead of losing one then dying.

Barracks will spawn you two militia men every turn.  Villagers will continue to spawn after the wolf has revealed himself so you can go out to merchants and buy items from them.  Militia CANNOT go out of the village for any reason but to attack another player.

Once the wolf is revealed on turn 10 night the wolfs village stops making resources for them so they must go take another village in order to get their economy going again.

Once in combat the two players in combat roll 1 six sided die each and the person with the highest number wins and damage is inflicted to whatever was attacked.

Guard towers will also attack each time combat takes place inside the village they belong to.  A roll of 5 or 6 will hit the attacker.

 

I would like to say that this is probably my favorite game of the semester from this class.  I definitely will be looking for improvements to the game and maby continue to add things to the board by making it bigger, and more obstacles.  I would also like to try to program this one and it will be my project for the summer to find out ways to make decent looking sprites and a game board for the xna device.

I will bring my business card game to class next monday and it  will have to do with dots on card and the drawing of lines.  

This card can be a 2 player game and it will be a strategy sort of thing.  You connect one dot with another dot and the lines connecting the two dots MUST be horizontal lines not vertical ones.  Once you make a square by connecting the dots you put your initial into the box and you score a point.  The other player will do the same and at the end of the game when all of the boxes are made you count up the boxes with your respective initials and the person with the most boxes wins.  The one catch that you MUST do at the start of the game is start drawing lines at the centermost dot.

 

3/2/09

Some changes that will be made to the card will be a title over the game board on the back of the card, and my blogs address will be put on the front of the card.

I do not have this game made as of right now mainly because I was not sure if this was supposed to be a pretend computer game that we were just supposed to make up the rules for.  I can however make a quick game about it based on the rules, and I will do just that veryshortly here.

So the game I have a dream gave me an idea about a card game where players would all pretend to be these pillows that a person is going to choose to go to sleep on.  The pillows job is to clean up whatever mess is on it without getting even dirtier as the game progresses because we all know that sleeping on a filthy stinky pillow is just plain wrong.

Each player will start out with 4 things wrong with their pillows:

1. a dirt stain

2. a horrible smell

3. not enough feathers

4. no pillow sheet

These four things can get either better or worse by putting tokens on them.  Each thing has 3 strikes to it 0 being rid of the affliction and 3 the worst possible thing ever.  Each player will start out with the worst possible thing ever so it makes the game more interesting instead of starting them at 1 and saying theyre instantly clean.  There will be a deck of 25 -50 cards I have not decided yet, but 25 is more reasonable for a smaller game than 50 and vice versa.  Each card has some type of thing that will either help you or put an affliction on your enemy.  Things such as dirt stains and unruly smells would be things you can afflict upon your opponents.  Things like detergent and clean pillow sheets will be good things that you can use to clean up your pillow so the guy at the end of the game can truly have a dream.

There are some parts of the game where it will include a risk like gameplay when convincing others to give you the cards you need in exchange for not afflicting them with something dirty.  One of the funny thing that I had overlooked would be if all of the pillows were just awful and the guy had to pick one anyway.  The game ends once all of the cards are played and the person with the least amount of nastyness on their pillow wins.  You definitely have to choose whether you want to help out someone or not, so it seems to me like a good competitve game to play.

 

After looking at this cardgames are harder to make more interesting, and I find the world of board games that cards accomopany with  are much more enjoyable to make for me.

Challenge #2 Mod board game

February 14, 2009

This is a second draft of challenge 2 since this was erase as well as my challenge 3.

In the board game I created all of the objective cards and talked about fixing up the space battles that occured.  The problem we were coming across is transportships taking out battleships which is just crazy.  In the one game we had one transport take out two battleships at once so something needed to be changed.  Now the game has no transport ships just battleships and battleship carrying capacity has been raised from 5 to 15.  This eliminated the need for transport ships and had the game make more sense when it came to fighting because battleship vs battleship is something that either person could believeably win.