fredag 8 november 2013

Design document







 

 

 

 

 

 

 

 

 

 

 

 

Group 10

Andreas André
Viktor Bergman
Petra Medin
Daniel Svensson
Simon Säfström

Setting

You are a group of adventurers trapped inside a cave, trying to get out.

 

Game properties

Event cards


20 event cards
Event type
Amount
Fire
4
Challenge items
3
Paranoia
13

Fire event cards (ITEMS, consumable)

With “fire cards” a player can prepare and cook a meal with food cards, with a chance of getting an energy bonus from the food consumed during the current turn.

Challenge Items (ITEMS)

With a “challenge item” a player would receive a small bonus of +2 when making a roll to complete at challenge.

Paranoia cards

When drawn a character would decrease its “mental strength” by 1 unit.

Characters

Character card

Energy/Health
Ranges from 8-0
Increased when character consumes food (food value + meal bonus)..
Decreased by 1 unit every turn.



 

Mental strength

Ranges from 4-1 (3-0)
Decreased by 1 unit when a character encounter an event with “paranoia”.
Increased by 1 unit when a character would start or end a turn on the same tile as another character.
Maximum increase, 1/turn.

Movement system

A character get 1 movement/turn to an adjacent tile (left, right, up, down), not diagonaly

Tiles

Type
Amount
Straight forward
16
4-way intersection
6
3-way intersection
6
Turn
10
Dead end
2


Types
Amount
Food
10
Event
16
Normal
10
Challenge
4

Visual range

The characters field of view include the adjacent tiles to the characters left, right, up, down and the tile the character is standing on. If a tile is out of visual range, it is removed from the board and discarded.




Food system


Food tiles

When a character discovers a tile marked “food”, the player receives 1 “food card”. Each food tile contains only 1 food.

Food cards

Consumable
Can be “prepared” (cooked) with a fire card.
Received when a character would discover a tile marked “food”.
Value ranges from 1-4
Can be shared with characters on the same tile.

Meal cards

A meal card contains 2 results for every food card consumed. One result for a prepared (cooked) food card and one result for a unprepared (raw) food card. The player would use the result matching the “choice of preparation” (prepared or unprepared).

Unprepared results
        “+-0 bonus”, the character receives the amount of energy equal to the value specified on the food card.
        “No nutritional value”, the character would receive no energy from the food card.
        “Poisonous!”, the character would receive no bonus from the food card and would lose 1 energy.


Unprepared result
Bonus
Amount
Probability
+-0 bonus
No energy bonus to food value.
8 cards
50%
No nutritional value!
Character received no energy from food.
4 cards
25%
Poisonous!
Character lose 1 energy
4 cards
25%






Prepared results
        “+1 bonus”, the character would receive the amount of energy equal to the value specified on the food card, +1.
        “+-0 bonus”, the character receives the amount of energy equal to the value specified on the food card.
        “Cooking catastrophe!”, the character would receive no bonus from the food card and would lose 1 energy.

Prepare result
Bonus
Amount
Probability
+1 bonus
+1 energy bonus to food value.
8 cards
50%
+-0 bonus
No energy bonus to food value.
4 cards
25%
Cooking catastrophe!
Character lose 1 energy.
4 cards
25%

Rules of play

Starting tile

- The starting tile is size 2x1tile
- says "start" on the back.
- placed freely on the board at game start.

The board

- size 12x8 squares

Game round

1 turn/player

 




 

Player turn

        1 movement/turn
        Consume X amount of FOOD (if possible, optional).
        Prepare food with fire card (if possible, optional)
        Remove tile(s) out of “VISUAL RANGE” and place on "tile discard" pile.
        Consume 1 ENERGY on character card meter.
        If character start or end turn on a tile with another character, increase “mental strength” by 1 unit.
        Maximum of 1 mental strength/turn

Events

        Events are triggered by flipping a tile tile that says EVENT on the front, player must draw an event card!
        If  the card is a “fire card” the player can use it by calling that he/she will be “preparing” food. The fire can prepare multiple foods and is consumed after use.
        If an event card is a “paranoia card” the character loses 1 unit of mental strength. If the mental strength is reduced to 1, the character will be unable to move until another character enters the same tile space and saves the character.

Exit tile

There is 1 exit tile in the game.
After shuffling the cave tiles, the exit tile was shuffled into the last 10 cards in the cave tile deck.
When, and if, a character would discover the exit, the character would exit the cave automaticly.
The exit would remain visible until all characters had either exit the cave or died. 

Movement (move-action)

        move player piece to adjacent board space (left, right, up, down), cannot move diagonally.
        if adjacent board space is empty. Place new tile from draw pile.
        if the tile draw pile is empty shuffle the tile discards and form a new draw pile.
        player chose tile orientation.
        tile orientation must be so that player can move in to it.
        if player move onto tile with text "FOOD", the player receive 1 food card.
        if player move onto tile with text “CHALLENGE”, the path is blocked and can only be crossed by rolling a D20 die under or equal to the characters energy level. The player can chose to turn around and go back during its next turn.
        If player move onto tile with text “EVENT”, the player must draw an event card.
        If event card says “Paranoia”, character loses 1 mental strength.
        if event card says “fire”, player can chose to prepare (cook) food cards for energy bonuses.
        If event card says “item”, character get +2 bonus on challenge rolls, for each card in the characters possession.
        if player move onto tile with text "EXIT" the player does not consume 1 energy on this turn.


Visual range

Player "VISUAL RANGE" is 1 adjacent space, left, right, up, down, that allow player movement from current position.
If a tile is out of visual range, it is removed from the board and discarded.

Character card

        8 unit energy meter
        4 unit mental strength meter


Food and Meal cards

Food cards are received when character enters a tile marked “food”.
If food is consumed the player draws 1 “meal” card for each food card consumed.
If the player call out that the food is prepared with “fire” the player look at the “Prepared” section of the meal card, otherwise the “Unprepared” section of the card.


Game setup

        Place starting tile (marked "start" on back) somewhere on the board.
        Shuffle the cave tile pile
        Take the 10 last tiles of the shuffled cave tile pile, add the exit tile and shuffle.
        Shuffle event cards.
        Shuffle food cards.

        Shuffle meal cards.

tisdag 29 oktober 2013

Meeting #9

Rules:
starting tile
- The starting tile is size 2x1tile
- says "start" on the back.
- placed freely on the board at game start.

The board:
- size12x8 squares

Game round
1. Movement phase: 1 turn per player (doing actions, eating FOOD)
2. Challenge phase: If a player is on a challenge tile, the player can chose to take the challenge, gaining FOOD CARD or allow further passage. If challenge is accepted a D20 is rolled. If the players character card meter exceeds the die roll value the player beats the challenge.
If the die roll value exceeds the players character card metre the player fail the CHALLENGE.
-if there are more than one player on the same CHALLENGE, the ENERGY from the character with the highest ENERGY is used.

Player turn:
- 1 move-action per turn
- 1 CHALLENGE action per turn.
- Consume X amount of FOOD (optional). For each FOOD CARD consumed, exchange for 2 UNPREPARED MEAL CARDS (PREPARED, if FIRE was used)
- raise character card meter with the same amount as on the value on MEAL CARDS
- Remove tile(s) out of VISUAL RANGE and place on "tile discard" pile.
- Consume 1 ENERGY on character card meter, at the start of the first player turn.
- If character SANITY is 9 or lower, roll D10. If value is equal or lower than character SANITY, nothing happens. Else, lose 1 SANITY.

Coordinate system
The short side of the board is marked from A-H (D8, 1-8)
The long side of the board is marked from 1-12, (D12, 1-12)
Roll D8 and D12 to get coordinates.

EVENTS
EVENTS are triggered by flipping a cave tile that says EVENT on the front.
Draw EVENT CARD!
If card says "CHALLENGE or suffer DAMAGE", you will have to CHALLENGE. If failed, roll D4 and suffer ENERGY loss equal to value.
If you enter a tile containing an EVENT TOKEN, flip EVENT CARD.
If EVENT CARD has the FIRE attribute (item cards), player can call to use it and PREPARE a FOOD CARD. Player can PREPARE multiple FOODS a the same time.
If an EVENT CARD has the "PARANOIA" attribute you must roll D10 under or equal to your SANITY level on character card. Otherwise lose 1 SANITY.

THE MAP (ITEM)
If a player has THE MAP, no tile discovered by that player is removed at the end of the players turn, in . Each tile that has been "MAPPED" is marked with a purple token.
If the mapped path has no further way of exploration, the map is tossed away and the path is lost.

THE SANITY METER
GREEN FIELD: Provides boost to energy during CHALLENGE with +2.
YELLOW FIELD: Provides boost to energy during CHALLENGE with +1.
RED FIELD: Provides no boost.
If MENTAL reaches 0, character is unable to move.
- Roll D10 every turn for chance to recover. Roll 10 and receive 4 SANITY.


My imaginary friend.
If character possesses the IMAGINARY FRIEND CARD and is located on the same tile as one or more other players, all players on that tile looses 1 SANITY.
If character possesses the IMAGINARY FRIEND CARD it receives 1 SANITY per turn as though the it was with another character.
If character possesses the IMAGINARY FRIEND CARD, he/she can use EXIT 1 & 2 alone.

Haunted Item
Player receives SANITY damage, 1 per ITEM CARD the character has.

SANITY
Character card has SANITY METER 1-10
Roll D10 every turn to test SANITY.
If a character is alone on a tile the player must roll D10. If value is greater than character SANITY, the character looses 1 SANITY. else, nothing happens.
If a character is located on the same tile as one or more other characters, the character receives 1 SANITY per turn.
If you have 0 SANITY you can not move.

EXIT TILES
There are three EXIT tiles.
The 1st is the easiest. Requires minimum 1 PLAYER and SHOVEL.
The 2nd require 2 PLAYERS (ore more), and complete a CHALLENGE.
The 3rd is the hardest, you will need  the ROPE and PICKAXE to get out.


Movement (move-action)
- move player piece to adjacent board space. Cannot move diagonally.
- if adjacent board space is empty. Place new tile from draw pile.
- if the tile draw pile is empty shuffle the tile discards and form a new draw pile.
- player chose tile orientation.
- tile orientation must be so that player can move in to it.
- if player move onto tile with text "FOOD", the player receive 1 FOOD CARD.
- if player moves to a title that contains the text CHALLENGE/FOOD you must complete a challenge to acquire the FOOD.
- if player move onto tile with text "EXIT" the player does not consume 1 ENERGY on "character card" meter (if the player leaves The
Cave).


VISUAL RANGE
- player "VISUAL RANGE" is 1 adjacent space, left, right, up, down, that allow player movement from current position.

”Character card”
- 20 step meter ENERGY


FOOD
FOOD CARDS
Received when player completes FOOD CHALLENGE or if player enters FOOD ROOM.
If consumed the player draws 2 UNPREPARED MEAL CARDS for each FOOD CARD consumed.
If the player call out the FOOD is PREPARED with FIRE, then player draws 2 PREPARED MEAL CARDS for each FOOD CARD consumed.
If the PREPARED MEAL CARD matches the FOOD the character is consuming, the MEAL was PREPARED successfully and grants +1 to the FOOD value. Else, the MEAL was BURNT and the FOOD value receives -1.
If the UNPREPARED MEAL CARD matches the FOOD the character is consuming, the MEAL was poisonous and the character suffers an energy loss equal to the value on the MEAL CARD. Else, the MEAL was not poisonous and the character receives energy equal to the value on the FOOD CARD.

UNPREPARED-MEAL CARDS
- meat (carnivore)
- vegetables (herbivore)
- x (number representing how much you increase character card meter when consumed), consumed cards are put on a FOOD discard pile (not the tile discard)
- if more players are in the same tile when consuming FOOD all players on that tile receives all positives and negatives from that MEAL.
- if there are no more cards in the FOOD draw pile there is no more FOOD.
- Can be PREPARED with FIRE.

PREPARED-MEAL CARDS
- meat (carnivore)
- vegetables (herbivore)
- x (number representing how much you increase character card meter when consumed), consumed cards are put on a FOOD discard pile (not the tile discard)
- if more players are in the same tile when consuming FOOD all players on that tile receives all positives and negatives from that MEAL.
- if there are no more cards in the FOOD draw pile there is no more FOOD.

CHALLENGES (CHALLENGE-action)
Movement CHALLENGE Tiles
- tiles with text "CHALLENGE" on front requires player to roll D20 die equal to or under current character FOOD card metre value to allow for passage through tile.
- when player piece enter tile with challenge it simply "enters the room". During next round player can choose to take CHALLENGE and go further or turn back.
FOOD CHALLENGE Tiles
- when player enters tile with text "FOOD" and "CHALLENGE", a player can chose to take the CHALLENGE and gain 1 food card on that same turn.
- if player fail with CHALLENGE or does not take CHALLENGE, 1 FOOD token is placed on that tile.
- FOOD token is removed when CHALLENGE is completed.

Game setup
- place starting tile (marked "start" on back) somewhere on the board.
- place Exit tile(s) aside to form a discard pile.
- 2 player game setup
- use all tiles marked "2" on the back.
- use 1 Exit tile.
- 3 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use 2 Exit tiles.
- 4 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use 3 Exit tiles.
- 5 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use all tiles marked "5" on the back.
- use 3 Exit tiles
- 6 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use all tiles marked "5" on the back.
- use all tiles marked "6" on the back.
- use 3 Exit tiles

torsdag 17 oktober 2013

Game rules (meeting #5)

Rules:
starting tile
- The starting tile is size 2x1tile
- says "start" on the back.
- placed freely on the board at game start.

The board:
- size12x8 squares

Game round
1. Movement phase: 1 turn per player (doing actions, eating food)
2. Challenge phase:If a player is on a challenge tile, the player can chose to take the challenge, gaining food or allow further passage. If challenge is accepted a D20 is rolled. If the players character card metre exceeds the die roll value the player beats the challenge.
If the die roll value exceeds the players character card metre the player fail the challenge.
-if there are more than one player on the same challenge the value of all the players character card metre, on that challenge is combined for the challenge.

Player turn:
- 1 action per player
- Consume X amount of food (optional), if a food card is consumed it is discarded into "food discard" pile.
- raise character card metre with the same amount as on the food card.
- Remove tile(s) out of visual range and place on "tile discard" pile.
- Consume 1 food/energy on all "character cards" metre, at the start of the first player turn.

Movement
- move player piece to adjacent board space. Cannot move diagonally.
- if adjacent board space is empty. Place new tile from draw pile.
- if the tile draw pile is empty shuffle the tile discards and form a new draw pile.
- player chose tile orientation.
- tile orientation must be so that player can move in to it.
- if player move onto tile with text "food" the player may take the food token generated (purple token), if so discard it and take 1 food card.
- if player moves to a title that contains the text challenge/food you must complete a challenge to aquire the food.
- if player move onto rile with text "exit" the player does not consume 1 food/energy on "character card" metre (if the player leaves The
Cave).
- no movement occurs if new tile is completely "black".

Visual range
- player "visual range" is 1 adjacent space, left, right, up, down, that allow player movement from current position.

”Character card”
- 20 step metre (food/energy)

Food cards
- kött (meat/carnivore)
- veg (vegetables/herbivore)
- x (number representing how much you increase character card metre when consumed), consumed cards are put on a food discard pile (not the tile discard)
- if more players are in the same tile when consuming food all players on that tile receives all positives and negatives from that meal.
- if there are no more cards in the food draw pile there is no more food.

Challenges
Movement Challenge Tiles
- tiles with text "challenge" on front requires player to roll D20 die equal to or under current character food card metre value to allow for passage through tile.
- when player piece enter tile with challenge it simply "enters the room". During next round player can choose to take challenge and go further or turn back.
Food Challenge Tiles
- when player enters card with text "food" and "challenge" a player can chose to take the challenge and gain 1 food card on that same turn.
- if player fail with challenge or does not take challenge 1 food token is placed on that tile.
- food token is removed when challenge is completed.

Game setup
- place starting tile (marked "start" on back) somewhere on the board.
- place Exit tile(s) aside to form a discard pile.
- 2 player game setup
- use all tiles marked "2" on the back.
- use 1 Exit tile.
- 3 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use 2 Exit tiles.
- 4 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use 3 Exit tiles.
- 5 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use all tiles marked "5" on the back.
- use 3 Exit tiles
- 6 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use all tiles marked "5" on the back.
- use all tiles marked "6" on the back.
- use 3 Exit tiles

onsdag 16 oktober 2013

Grottan/Cave Aesthetic Aspiration


The aesthetic goal for the board game Grottan/Cave was survival and paranoia. When we created our aesthetic goal we wanted to emulate the proper feelings with the high concept. The high concept was based on the movie Sanctum where you are a group of scientists stuck in an uncharted cave system and the only way out is by exploring the cave.


While trying to define these we came to the conclusion that there were several “feelings” we felt were necessary for us to create a creepy and horrible environment. The environment would emulate the feeling of having to swim through a dark cave without the knowledge of where the exit is, just to survive.


Fear: Take stuff, Frustration, Anxiety, Hatred, can’t find your way home, Take other people stuff (secret)
Friendship: Survival -> Hunger games; Vulnerable, Helpless, Alone/Backstab or go together, against all odds -> Food, water, loss of strength/helping out.  
Insanity: Wild animals, stuck in tunnel, drowning, stuck with arm, attacking friends, alone/backstab or together. Standing on a cliff edge with a friend and pushing them over the cliff, bring someone else down with you. You are going to climb a cliff, which climbs first.
Catastrophes: Flesh eating Humanoids, Earthquakes, Flooding, Lava,
Exploration: Finding the exit, searching for food, desperately doing things you would otherwise not do to find it.
(Desperation)   
After we decided what the primary feelings were and a few examples on how we could accomplish them, we went about discussing how we could emulate those using different actions in the game using mechanics.


Mechanics:
·        Removing tiles/vision
·        Commonly held food/Bullying/stealing/bluffing
·        Food connected to strength = weaker less food
·        You have a starting tile
·        Player cards/predetermined stats – Good/Bad for every character
·        If you die you get to play the bad guys
·        Inventory = Combine stick and poison to create a weapon
After talking about the different mechanics we could incorporate into the game we decided that we should try to figure out a few potential dynamics that could be generated by implementing the mechanics. We came up with a short list containing a few examples:
Dynamics:
·        Severe hunger need
·        Poison/weakness
·        Food = power
·        Hallicunations
·        Eat the right mushroom
·        Help/Backstab
·        Run away
·        Get lost
For the exploration part of the game we wantedd
to use a tile system we would have a starting tile where the explorers started but then a combination of different tiles with different purposes such as a high cliff or having to swim underwater.
Tile system:
Starting tile:
Size = 2 regular tiles
Estethic: Cavern - Water/Lake