Sunday, May 25, 2008
Sunday Update, by nate
The meeting at Monty went well today, we made revisions to the rules(that we made during testing last night) and then tested the game again with several other non group members.
Then we made more revisions to the rules
Everyone made it to todays session.
The game will be printed tonight.
Saturday, May 24, 2008
Friday Meeting
Today (yesterday, seeing at it is morning now) we got together and play tested the game to finalize any rules and find anymore discrepancies before we get other people to play. It was funny -- because most of the group members, including myself, were looking forward to meeting just so we could play the game; that is definitely a sign that it is fun. Anyway, we really didn't change any of the rules, just how they were worded, so that the average person could understand them when reading the rules. We debated whether or not the blank tiles should have another purpose other than just filling space on the board and blocking someone from laying a resource in a certain spot. It ended up that we are keeping everything pretty much the same. Now, when a player tries to attack a base with people guarding it already, they can only take over the base if there are more attackers than defenders. The game today was finished in around 1 hour, and that was fast compared to our other plays.
Now we have to make the board, get more player pieces, and color-code everything. My job is to make the graphics for the board. Nate is going to be constructing the board. Spencer is painting pieces and Conner is going to get more player pieces. Cesar wrote up the rules today. We should have a finished game before the weekend is over -- it all depends on the feedback we get from another set of people.
Now we have to make the board, get more player pieces, and color-code everything. My job is to make the graphics for the board. Nate is going to be constructing the board. Spencer is painting pieces and Conner is going to get more player pieces. Cesar wrote up the rules today. We should have a finished game before the weekend is over -- it all depends on the feedback we get from another set of people.
Thursday, May 22, 2008
Wednesday, May 21, 2008
Another Day, Another Game
Today we had most of the systems in place for our game and started play testing it immediately. In the spirit of iterative design, we were changing certain number amounts and player allowances during play. This way, it was much easier to fine tune each aspect of the game and face problems head on. Our game is now best played with four people (which is also the maximum number of players). The players start in the middle of each side of the square board, forming a cross shape, instead of being positioned in the corners and following an "X" design (our original plan). This drastically shortened the play field and players are forced to play build pieces next to an opponents space, which is always a tough decision.
At the start of the game, each player gets one player token, one settlement, one food token and one wood token -- the basis for all of their future movement. Before the game actually starts, though, the players must rotate clockwise in order to place resource tiles on a grid that will dynamically represent the playing arena. Rock cards cannot be passed through and can be stacked next to any other resource -- including itself -- while the other resources cannot be placed immediately adjacent to each other (diagonal placement aligning the corners is considered legal). When a player lands on a resource tile they get a new token denoting the addition of that resource to their bank. The resource can only be gained when landing on the square, and may not be gained again at the next turn if the player decides to sit on that one piece (although the resource can be gained again if the player moves off in one turn and back again in another). When so many tokens are gained, a station can be created that automatically collects revenue for the player at the beginning of each turn. These can be overtaken by other players based on a battle system: although a structure cannot attack back, they can deter the attacker back to the initial attack point.
There are two types of player token: worker and soldier. Workers do less damaged (determined by a 6-sided die) and can build new structures on a resource area, or, build a new settlement on any free area of the board. A soldier has better odds in battle (determined by an eight-sided die) but can only be generated by first building a barrack. Soldiers are not allowed to build or collect resources on the board.
A player has a limit on how many player tokens they can have on the board -- based on the level of settlement they have in possession; there are 3 settlement levels -- each taking 5 food and 5 wood tokens to upgrade. A player starts with a limit of 4 players on the board at a time, then moves to 7 at settlement level 2, and 10 max at settlement level 3.
Players can fit as many player tokens onto one move space as they are physically capable of. We debated about limiting this, but it is very intimidating when a large crowd of enemy soldiers is about to attack one of your player tokens. Confrontation is extremely encouraged in our game, in the fact that there is a limited number of resources and everyone is trying to make their population bigger.
The final win condition of our game is to attack another person's settlement and build a settlement on top. To do this, each level of a settlement must be defeated at a time until back at level 1. Then, the overtaking player must pay the 5 of each resource to finalize the action and win the game. Settlements can attack other players by defending with eight-sided dice.
So far from what we've played the game is looking surprisingly coherent. There is a strong sense of caring what the other player is doing -- many times pure silence on someone's turn would prove that every other player was paying attention and planning their next move. Moves are also very strategic and are usually best planned in advance. We will keep play testing and refining our game to try and find more flaws; until then, we still have a sensible amount of work ahead of us.
At the start of the game, each player gets one player token, one settlement, one food token and one wood token -- the basis for all of their future movement. Before the game actually starts, though, the players must rotate clockwise in order to place resource tiles on a grid that will dynamically represent the playing arena. Rock cards cannot be passed through and can be stacked next to any other resource -- including itself -- while the other resources cannot be placed immediately adjacent to each other (diagonal placement aligning the corners is considered legal). When a player lands on a resource tile they get a new token denoting the addition of that resource to their bank. The resource can only be gained when landing on the square, and may not be gained again at the next turn if the player decides to sit on that one piece (although the resource can be gained again if the player moves off in one turn and back again in another). When so many tokens are gained, a station can be created that automatically collects revenue for the player at the beginning of each turn. These can be overtaken by other players based on a battle system: although a structure cannot attack back, they can deter the attacker back to the initial attack point.
There are two types of player token: worker and soldier. Workers do less damaged (determined by a 6-sided die) and can build new structures on a resource area, or, build a new settlement on any free area of the board. A soldier has better odds in battle (determined by an eight-sided die) but can only be generated by first building a barrack. Soldiers are not allowed to build or collect resources on the board.
A player has a limit on how many player tokens they can have on the board -- based on the level of settlement they have in possession; there are 3 settlement levels -- each taking 5 food and 5 wood tokens to upgrade. A player starts with a limit of 4 players on the board at a time, then moves to 7 at settlement level 2, and 10 max at settlement level 3.
Players can fit as many player tokens onto one move space as they are physically capable of. We debated about limiting this, but it is very intimidating when a large crowd of enemy soldiers is about to attack one of your player tokens. Confrontation is extremely encouraged in our game, in the fact that there is a limited number of resources and everyone is trying to make their population bigger.
The final win condition of our game is to attack another person's settlement and build a settlement on top. To do this, each level of a settlement must be defeated at a time until back at level 1. Then, the overtaking player must pay the 5 of each resource to finalize the action and win the game. Settlements can attack other players by defending with eight-sided dice.
So far from what we've played the game is looking surprisingly coherent. There is a strong sense of caring what the other player is doing -- many times pure silence on someone's turn would prove that every other player was paying attention and planning their next move. Moves are also very strategic and are usually best planned in advance. We will keep play testing and refining our game to try and find more flaws; until then, we still have a sensible amount of work ahead of us.
Sunday, May 18, 2008
First Post
For the last couple of days, we have been fleshing out an aesthetic for our game while keeping the mechanics in mind. We originally wanted to try and incorporate the genre of Real Time Strategy into a board game. There were a few problems with that, though -- in that there would be too many systems to keep track of. Our original Idea was to start the players off as convicts emigrating to Australia(apparently it is part of history). We were going to add the random element of a native culture that was already there once the settlers reached the continent/island.
Our board came about during a discussion about an archeology game and having a symmetrical square playing field. We tried implementing the natives in the center of the board and were going to have them start off stronger but be weaker in the long run -- but this presented too many problems and we ended up eliminating them for now. Each player starts at a corner of the board and is dealt 5 resource cards at the beginning of the game. A player starts with a settlement/town and is allowed to move one space per turn in a clockwise manner.
The resource cards have a certain function that, when landed on, can be used to gain that particular resource. Right now we have Crops, Wood, and Rocks. Crops are gained to build farms, wood is gathered and used to build lumber mills, and rocks are sort of like mountains that impede player movement. We have decided that 2 crops and 2 wood pieces are used to build one farm and one lumber mill, respectively. If a player decides to save their crops and wood -- 4 each -- they can upgrade their current settlement to a larger town. Originally, a player can earn people/player pieces by using one crop card each, but the default settlement only allows a maximum of four pieces on the board at a time. By upgrading to a larger settlement, they are allowed to add three more players to the board for each upgrade.
When one player lands on another, they battle. The attacker must roll a die first and the defender rolls subsequently. If there should happen to be a draw, they must role again. Whoever loses has their player piece removed from play (until regenerated). Players can also choose to attack structures. Mills and farms can both be attacked without the current possessor to have the space occupied. The attacker must role first, followed by the defender. If the attacker wins they defeat the structure but do not receive the resource that is beneath it until the next turn. If the defender wins, they push the attacker back to the spot where they originally moved from at the beginning of their turn. Multiple attackers can attack another player or structure, and take turns rolling dice until each have been accounted for.
In the event that a player defeats another player altogether (they would have to have no more crops to create more player pieces), they have conquered that player and gain all of their structures. The conquered player is still in play, but must move based on what the conqueror directs them to do (sort of like an unequal team); we have yet to test this.
We tested the game today from 2pm until 7:30pm. The alpha version of our board is complete and we will continue to play test until we can reach a concrete prototype.
Our board came about during a discussion about an archeology game and having a symmetrical square playing field. We tried implementing the natives in the center of the board and were going to have them start off stronger but be weaker in the long run -- but this presented too many problems and we ended up eliminating them for now. Each player starts at a corner of the board and is dealt 5 resource cards at the beginning of the game. A player starts with a settlement/town and is allowed to move one space per turn in a clockwise manner.
The resource cards have a certain function that, when landed on, can be used to gain that particular resource. Right now we have Crops, Wood, and Rocks. Crops are gained to build farms, wood is gathered and used to build lumber mills, and rocks are sort of like mountains that impede player movement. We have decided that 2 crops and 2 wood pieces are used to build one farm and one lumber mill, respectively. If a player decides to save their crops and wood -- 4 each -- they can upgrade their current settlement to a larger town. Originally, a player can earn people/player pieces by using one crop card each, but the default settlement only allows a maximum of four pieces on the board at a time. By upgrading to a larger settlement, they are allowed to add three more players to the board for each upgrade.
When one player lands on another, they battle. The attacker must roll a die first and the defender rolls subsequently. If there should happen to be a draw, they must role again. Whoever loses has their player piece removed from play (until regenerated). Players can also choose to attack structures. Mills and farms can both be attacked without the current possessor to have the space occupied. The attacker must role first, followed by the defender. If the attacker wins they defeat the structure but do not receive the resource that is beneath it until the next turn. If the defender wins, they push the attacker back to the spot where they originally moved from at the beginning of their turn. Multiple attackers can attack another player or structure, and take turns rolling dice until each have been accounted for.
In the event that a player defeats another player altogether (they would have to have no more crops to create more player pieces), they have conquered that player and gain all of their structures. The conquered player is still in play, but must move based on what the conqueror directs them to do (sort of like an unequal team); we have yet to test this.
We tested the game today from 2pm until 7:30pm. The alpha version of our board is complete and we will continue to play test until we can reach a concrete prototype.
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