Tuesday, 27 November 2012

Healthy Games - Season Salad




Season Salad
The Idea
Season salad is based off of the game Old Maid where players race to eliminate cards from their hand. At the beginning of a conventional game of Old Maid players will set up in a circle and be dealt all of the cards from the deck. Players will then place all of the pairs that they can create face up on the playing field. Play begins then with players passing one card face down to the player on their left in the circle. If the card that a player gains matches on that they hold in their hand they place the pair with their others on the playing field. If not the card is held by the player and play continues with each person in the circle passing another card to the left. Play continues in this fashion until a player is out of cards. If a player is out of cards then they are removed from the circle and become one of the winners of the game. Play will then continue until one player in the circle holds one card, that player will be declared the loser.

The Game 
  • Players - 3-8 
  • Round Time - 10 - 15 minutes
In the game Season salad players play a conventional game of old maid where players must match fruit or vegetable cards with its correct season. The indicated season that a vegetable can correspond to is written on the bottom of the fruit or vegetable card.
In the deck of cards created purely for the game of Season salad there are 51 cards, each depicting a fruit or vegetable, season, or ice cream. Some cards can be seen below.





The one card in the game that has no match is the Ice Cream card as there is no season in which ice
cream will grow. The player that has holds this card at the end of the game will be declared the loser

Thoughts

Creating a game that teaches others is important in games that are educational and inspire learning. These games are used to teach others certain information through a more interesting technique than acquiring the information through a text book/teacher.

Thanks for reading, and happy gaming!

Tuesday, 6 November 2012

Storytelling in games – Character Design


Task

This week i was to design a character from the ground up. In this blog i outline a character that i have designed using a few different methods. One real time even that hopefully outlines the character a bit more as well as a personality section for the bare essentials of the character.

Stats
Name:                  Edward Wright
Age:                     25
Conept Art From: http://britishbattles.homestead.com/britishisles.html 
Height:                 6’ 2”
Weight:                180lbs

Date of Birth:     July 9th, 1753

Nationality:         American
Hometown:         Boston, Massachusetts
Current Town:    Concord, Massachusetts

Biography:

The Early Years (1950-1976: Past)

Edward Wright was born on July 9th, 1753 to his parents John and Ida Wright and spent his early years growing up in a small home in suburban Boston.  He was loyal and noble which led to him being well-liked as a child. He lived somewhat of a high class life as his father was a general of the Colonial militia and was paid handsomely. His father’s rank and pay made it so that the family could live somewhat above their means giving Edward a skewed perception of reality. This all changed however, as when Edward was ten years old his father passed away leaving him and his mother stricken with grief. Since they lost their only source of income being his father they were forced to sell their home and Edward was forced begin work to support his mother.

At the age of twelve he became an apprentice for a blacksmith named Jack Lewis. Working for Jack was not easy and gave little time to socialize. He spent most of his spare time reading and studying becoming a master of the english language. He learned how to be resilient as he needed the job to support his mother. By the age of eighteen it could be said that he was extremely mature for a person of such a young age. This may or may not have been the contributing factor that attracted the attention of Elizabeth Davies a gorgeous young woman who worked as a nurse in Boston’s General Hospital. The two met when Edward had been smithing a sword and slipped, leading to a severely burned hand. They hit it off right away and at the age of twenty one Edward decided to join the Colonial Military. After training in Boston he did so well that he was placed as a General. Edward and Elizabeth moved to Concord, Massachusetts where Edward was stationed. Edward still supported his mother during this time sending her half of his pay.



Interview with Edward – Present Day (May 9th 1775: Present)

This interview is based on the first British siege at Concord, Massachusetts where Edward was stationed. It is intended to give more background on the personal thoughts and feelings of Edward during the present day.

Interviewer: Hello Mr. Wright, thank you for your time, I am going to ask you a series of questions about the British siege that happened the on April 18th of this year.

Edward Wright: Yes sir, ask away.

Interviewer: First, what are some qualities that would describe your personality?

Edward Wright: Well sir, I am a loyal soldier who wants to see the best for our beautiful country and the people who inhabit it. I would do anything for my family.

Interviewer: Being placed as a General and not as standard Infantry is a big honour don’t you think?

Edward Wright: Yes, I assumed that enrolling in the army I would be placed as standard infantry so the fact that I am allowed to play a greater role in the army pleases me.

Interviewer: Now, you recall the events of April 18th, the British attack on Concord.

Edward Wright: I do, yes.

Interviewer: Can you maybe explain the events?

Edward Wright: British soldiers were sent to our outpost to confiscate our weapons and ammunition. They were told to leave our country and not to return. When they didn’t follow this order we were ordered to open fire and did so swiftly. There were however more of them than us.

Interviewer: There was a retreat order that you issued during battle, yes?

Edward Wright: There was.

Interviewer: Did you issue this order of retreat based on fear?

Edward Wright:  The retreat was solely based on the fact that our men were scattered and we were outnumbered.  The only reason a retreat was issued to give our men a better chance to see another day.

Interviewer: So you weren’t afraid?

Edward Wright: The fear that I felt was for my men. I have seen death, experienced it before and it is not something that I fear.

Interviewer: Alright I think that’s all I have for you today, thank you for your time General.

 Personality of Edward Wright (Present Day/Future)

Edward is a kind compassionate man who is wise to the ways of the world. Through the tragic loss of his father at age 10 he grew immensely learning that the world is not always easy. He knows the importance of hard work and doesn’t appreciate those who don’t. He is mild mannered and is looking always to do what is right. He cares solely for his wife and mother and now his soldiers and would do anything to see them prosper. He would die for his country and the people he loves which may be his greatest weakness. His ability to speak well helps him in all situations. His major goal in life is to see that his family be happy and his country be free. He doesn't much care about power and will serve as long as he has purpose.


Incorporation To A Game

The game that i have incorporated this character with is the game castles however adapted so that the king is a the general. If you play as the blue tokens you will be the general and others will be the advancing army. An outline of the game can be seen below in an earlier blog post.

Final Thoughts

Storytelling in game can seem incredibly simple however to create a character that is memorable is a tricky task. This shows one the importance of storytelling in games as it plays a major role in the impact of a character. If a character is interesting and has and interesting background and story then they will be remembered.

Thanks for reading and happy gaming!

Monday, 29 October 2012

Control - Tic Tac Toe game

In this blog i will be outlining a new game where i was to take tic tac toe and alter it to make it more enjoyable to play for adults. I was also given the task of modifying an old game which could either be created by myself or another person in my 2012 game design class.

Control!


Concept

 Tic Tac Toe Control incorporates all of the original rules of the game as well as expanding on them to increase the need for strategy as well as the chance to have progressed hindered or sped up.

Original Game

Two players take turns placing x's and o's on a square 3x3 grid. The first person to make a line on the board is the winner.

Set Up

To begin a game two players take position on either side of the board and the deck of luck cards is shuffled. To determine who goes first a card is pulled from the deck by either player. The winner is the player with the best luck as indicated at the top of the card. The ordering for luck cards is (best) good luck, (middle) questionable luck, (worst) bad luck. If both players draw good luck cards the process is repeated until their is a decided victor.


Rules

Like original Tic Tac Toe players will take turns placing pieces on the 9x9 grid. Players cannot place pieces inside of the coloured squares unless a card indicates them to do so. If during a turn a player is able to complete a line or add to a line they will draw a luck card. These cards can be of three different types.

Bad Luck - Hinders the progress of a player who draws this card or helps the opponent to progress.

Questionable Luck - May help or hinder the progress of the player drawing the card.

Good Luck - helps the player who draws this card progress or hinders the opponent.



Players can only draw one card per turn no matter how many lines they complete or lines that they add on to. If a card is not able to be used at a given time it is placed back into the deck and the players turn is over.

Winning Conditions

The game is over when all of the white space on the board is filled. Similar to Tic Tac Toe players will count up how many pieces they have in the lines that they have created on the board and the player with the most pieces will be deemed the winner.

Castles (game redesigned)


Original Game

Castles is a game of deception where players attack enemy forces to try and gain position to assassinate another players king. Players will place pieces face down onto the board and build their defenses with a range of different types of forces. Players will also gain extra forces or abilities for winning battles. If a player is the last king standing on the board they are the winner! An entire outline of the rules is located in an earlier blog post titled "Castles - Territorial Aquisition Game".

Alterations to eliminate luck

To eliminate luck from the game it was very simple. In the game when players win battles they are given cards. These cards are extremely luck based as effects will vary from good or bad. By eliminating this function the game is purely a strategy game. It is all about how players place pieces and attack the other player rather than also relying on the card mechanic to produce luck in the game.

Final Thoughts

Tic Tac Toe seems like a primitive game and it is however it can be altered in many different ways to create interest. Also by playing with different aspects of luck and strategy games seem to have an entirely different feel than games where there is a balance of each. I also found it interesting to find that the modified game may be even more attractive than the original. All in all redesigning games is always an interesting experience.

Thanks for reading and happy gaming!

Monday, 15 October 2012

Liars Dice - Positive/Negative Feedback Loops

Positive/ Negative Feedback Loops

Positive - A positive feedback loop is defined as something that amplifies game play. The output of a positive feedback loop tends to destabilize the system of the game. A good example of a positive feedback loop is the runaway leader where a certain mechanic in the game causes on player to take and early insurmountable lead


Negative - A negative feedback loop is defined as something that diminishes game play. The output of a negative feedback loop tends to stabilize the system of the game. An example of this is a "take-that" mechanic giving trailing players the ability to slow down the leading players progress.

Positive and negative feedback loops essentially classify the different elements within a game as to gain more balance within a game. Today we will look at the relation between positive and negative feedback loops as they relate to the game Liar's Dice. Before i can explain how to relate this game to positive and negative feedback loops i will first have to explain what the game is itself. So that raises the question...

What is Liars Dice?

Liars dice is a game of deception played by two or more people. A round begins with each player rolling a cup full of five dice and placing the cup face down onto the table with the dice underneath it. There are many different variations of the game which will outlined below, as well as a few alterations made by the team MakeShift games. 

Equipment

All game variants of liars dice require the same equipment
  • 5 dice per player
  • 1 cup per player

Individual Hand

The "individual hand" version of liars dice is conventionally played between two players. To begin a round each player rolls a single die to determine who will be the first bidder. Each player will then roll their cup full of dice, place it face down on the table, and examine their hands to themselves (they do not show each other). After a bid is made by a player (a player declares what is in their hand), the other player may make another bid. The other player may also call their bid a lie, or re-roll some or all of their dice. If a player calls a bid untrue each player will show their hand to each other. If the accused holds the hand they called then they are the winner. If the caller of the bluff is correct and the accused does not hold the hand that they called, the caller of the bluff will be the winner.

An outline of the hands can be seen below:
  • Five of a kind: e.g.,66666
  • Four of a kind: e.g., 33338
  • Full house: e.g., 66111
  • High straight: 23456
  • Low straight: 12345
  • Three of a kind: e.g., 44432
  • Two pair: e.g., 22551
  • Pair: e.g., 66532
  • Runt: e.g., 13456
Common Hand

The "common hand" version of liars dice is conventionally played with three or more players. At the beginning of a round each player in the circle will roll their full cup of dice and place it face down on the table, keeping it hidden from the other players. A player is chosen to begin play and that player begins bidding by declaring a face on the dice and the quantity of those faces that they decide are in play. In this variation 1's are generally wild and count as the face of the current bid.

During each turn a player can either choose to make another bid that is higher than the previous bid or challenge the previous bid. To place a higher bid it must consist of a quantity or face value or both that is greater than the previously declared values. If a player decides to challenge the current bid all dice in play are revealed to all of the players and a winner is determined.  If the bid placed by the player is valid and there are the amount of dice of the face value that they originally called, the bidder wins. However if there are not enough dice to make the players bid true, they will lose.

Disney Version

In the Disney version of Liar's Dice set in the film "Pirates of the Caribbean: Dead Mans Chest" you play the role of a pirate who is wagering his soul aboard Davey Jones' forsaken ship. The main difference from other variations is the fact that if you lose a challenge you will lose a dice.




Setup - Like the common hand variation this version of the game is played between three or more players. Each round begins with all of the players in the circles rolling their cup full of dice and placing it face down on the table over top of their dice. They examine their own dice and a person is chosen to begin the bidding.



 Game Play - After the first turn has passed the next player can call the previous player a liar, or place their own bid.If a player is called out as a liar and it is not true then the accuser will win and the accused will lose a dice, if the bid placed by the player is correct however the accuser will lose a dice.




Winning Conditions - When all but one player runs out of dice the game is over and that player is declared the winner.
 




Positive and  Negative Feedback Loops - Relation to Liars Dice



Now that you know a little more about the game Liars Dice you can make your own assumptions about the positive and negative feedback loops within the game. Our team MakeShift Games play tested a version of Liar's Dice to try and decide on a few new mechanics that would eliminate some positive feedback loops from the game.

Play Test 1

The version of Liar's Dice that was play tested by MakeShift Games was the Disney version outlined above. We decided to play this version as it seemed to contain a considerable amount of positive feedback loops, which we are looking to eliminate from the game.

The main positive feedback loop that we found from play testing the game using this versions rules  was the fact that a player will lose a dice when they fail to succeed in a challenge. This mechanic allows other players to gain a drastic head start and eventually makes it nearly impossible for players to overcome the leader.

Also when a players is given many hands in a row that have little amounts of more than one dice with the same face it will be harder for them to make a convincing bluff. This is random however can be considered a positive feedback loop as players will have a chance of losing more quickly.

Variations on rules created by the team

Dylan Burnham
RULE 1:  There is an extra set of dice in the center of the table of which noone at the table knows the values of.

Eliminating Positive Feedback:  Since there is an extra set of dice in the center players will have a better chance of being correct as well as have a better chance of deceiving their opponents (especially in smaller groups). This will hopefully make the game more stable as players will be eliminated more randomly based on convincing or true calls.

Moazzan Pathan
RULE 2: If you have all 5 different dice, (or you can fake claim it) you are allowed to change one of your dice to whatever, you want (at the start of a round ONLY) A player can call you a liar when you make this claim.


Eliminating Positive Feedback: Players who have a smaller amount of dice can change their dice roll to something that is more helpful. This will hopefully make the game more stable as players have a better chance to make a more convincing or correct call.

Ahmed Al-Hulaibi

RULE 3: When you have only one dice left, It is counted as wild (Just for you)



Eliminating Positive Feedback: Just the same as the previous rule this will hopefully give losing players who have a smaller amount of dice can change their dice roll to something that is more helpful. This will again hopefully make the game more stable as players have a better chance to make a more convincing or correct call.

John Dambrauskas

RULE 4: Whoever loses challenge of being called a liar gives their dice to other player.



Eliminating Positive Feedback: This rule eliminates some of the negative feedback as players can win dice back rather than being forced to continuously eliminate their dice. This will hopefully stabilize that game as players will be able to increase their amount of dice and overcome the leading player in a different way than just eliminating dice from other players.
Play Test 2

After play testing the game again under our new rules and conditions I found that some positive feedback was eliminated, however some was amplified. Relation to positive and negative feedback and the implemented rules can be seen below.

RULE 1: Seemed to have little effect on the game in some cases however when it came down to a smaller amount of players it gave the losing players a chance to catch up to the leading player.

RULE 2: Helped players who had not the greatest of hands have a better chance of deceiving their opponents. Also helped players with smaller hands have a better chance of winning as they tend to roll less doubles. In some cases however the leading player was able to use this as well so it can be said that in some cases it does amplify positive feedback.

RULE 3: Since a player was able to change the face of their dice they seemed to advantage when the bidding was low. It seemingly helped players if they could call another out on a liar quickly however did not help them in cases where the bidding was high and they could be proven wrong easily.

RULE 4: The fact that the winner player gained the losing players dice seemed to amplify positive feedback as the winner of each round gained more dice to work with. This gives them a greater chance to deceive all other players in the game. It did however save players from elimination in some cases so it did serve some purpose of promoting negative feedback.


Final Thoughts

What i seemed to learn from this is that game mechanics are all about balance. If a mechanic is too overpowered it can decrease or increase the flow or interest of game play.

Thank you for reading and happy gaming!

Tuesday, 9 October 2012

Card Game - Atari's Paperboy

Cards designed for Paperboy card game.

Concept

The purpose of the game is to race to collect pairs of cards which are based on the Atari developed arcade game Paperboy.

Original Game

Ataris Paperboy was developed in 1984 and is a game in which players assume the role of a paperboy delivering newspapers to patrons along hectic suburban streets on their bicycle.The player will attempt to deliver papers to subscribing customers, attempt to vandalize non-subscribers homes and must dodge hazards placed in their way.

When the game begins a player will choose their difficulty level from three different types: Easy Street, Middle Road, and Hard Way. The objective of the game is to deliver all of the papers for an entire week to all of your subscribers without crashing. The game last for seven game timed days Monday - Friday.

Beginning A Game


To begin a game the deck is shuffled an each player receives four cards. The rest of the deck is set aside and a dealer is chosen by the players. The dealer has no extra power within the game however are there to make sure that the game will function correctly. The dealer will place four cards in the center of the circle face up. The dealer is also required to keep track of the amount of rounds that have happened in the current game.


Rules


Each round the dealer will place four cards from the deck face up in the center of the table. Once all of the cards have been placed players can begin to pick up cards, one at a time when the dealer says go. When a player picks up a card they must put down another that they hold in their hand. After ten seconds the cards in the center will be removed from play and placed into the trash deck. The trash deck is a designated pile where cards that have been removed from play will go to. Once a player has four cards of a set (which are outlined below) they can claim that set by showing their cards to the other players at the end of the round. The player will claim this set and place it aside in their own deck. However if another player has a trump card (which is the bike with an explosion behind it) they can use it when a player tries to claim a set. That player will not claim that set and all four cards that make the set as well as the trump card will be placed into the trash pile.

The different types of sets that you can make in the card game paperboy are outlined below. 
  1. House, Bike, Paper, Fence.
  2. Rock, Fire Hydrant, Dog, Old Man.
  3. Window, Car, Tree, Mailbox
Winning Conditions

After the final round of the game each player will count up the number of sets that they were able to complete.The winner of the game is the player who is able to complete the most sets before the final round has been completed.

Tuesday, 2 October 2012

Collection In Games - Four Tile

Concept
Four Tile is a game where players race to collect four different colours of tokens. The First to collect all of the tokens of a set colour will win the game.
Beginning a game
Game Board.
Each player begins on one of the four corners of the board on one of the white squares marked with an X. It doesn't matter who chooses which corner as there is no real advantage to starting position in this game. Each player will roll a dice to decide who will begin first. Each player will then roll each dice four times as to indicate the amount of the four colours that they will need to win. 
Rules 
Players will take turns rolling the dice and will move around the board in a counter-clockwise direction. When a player lands on a coloured square they will gain one token of the indicated colour. However when one of the players lands on one of the eight special squares on the board they must do what is required of them. Requirements for special squares are written directly on the board and have arrows pointing to their corresponding squares. Players who land on the same square will stack on top of each-other. This means that two players can occupy the same space at the same time.
Winning Conditions
The game will be deemed over when a player is able to trade or collect their predetermined amount of pieces of each colour. If a person is able to do so they will be the winner of the game and all movement around the board will cease. 

Friday, 28 September 2012

Prototype 1: Northanger Abbey

In this post I will be outlining the different aspects of the territorial acquisition game titled Northanger Abbey, based on the book Northanger Abbey written by Jane Austin. Below you will learn the rules associated with the game.


Northanger Abbey: The ball game 

The objective of the game is to have the most people of your family in attendance at the various balls throughout Northanger abbey. By doing do you hope to to obtain popularity in order to impress Catherine Morland.

2-5 players

Setup:

To begin a game players will select a different family piece from the two different sides of conflict. A player will choose from Thorpe, or Tilney however if there are an odd number of players then one of them must be the pirate.
Once players have selected sides they will first select a spawn point for their player piece. Being their spawn point this ball will be the players "home" and no other player will be able to attend. They will then each take turns placing pieces onto the board so that all of the balls are occupied. These represent the different members of their family in attendance at the different balls throughout the town of Bath. 

Gameplay: 

 

Families:

Each family has up to two players; for the Thorpe family, there is John and Isabella; for the Tilney family, there is Henry and Eleanor.
At the start of each turn, the current player may place people at the balls they are in attendance at, limited based on the number of balls their family currently attends.  The player will get one person per ball attended, and a pre-determined amount based on the amount of regions they attend all the parties at. 
The families will take turns crashing the other adjacent balls to obtain attendance.  However, the family can’t cross the river to crash, unless there is a brown bridge.  The crashing party may use up to 2 dice, while the defending family may use up to 3 dice. The winner of the crash is whoever has the highest dice roll, and that family may attend that ball.  The losing family will lose all people in attendance, and if any player pieces are in attendance, they move back the ball they started at.
Extra powers are in effect if a player piece is part of the crash:
·         John and Henry power: Authority, they count as +3 for defending +1 for attacking.
·         Isabella and Eleanor power:  Feisty, they count as +2 for attacking +1 for defending.

Pirate James:

The pirate player will draw a card at the beginning of their turn. This card will determine what they must do that turn. Even if the pirate decides not to play a card that is drawn it will be discarded at the end of the turn. The pirate may move anywhere on the board, within a 6 ball-space area, depending on what they roll on a 6-sided die. The main thing to know about the pirate is that he will not be able to win! He is however the player that stirs up the most trouble and causes the most chaos in the game so you definitely will not be bored. 

 Winning conditions:

            There are two ways in which a game can end.
·         The original pre-set number of turns is completed
·         There is only one team left standing on the board

So thats it, a brand new game for you to play! Thanks you very much for reading and happy gaming!

Wednesday, 26 September 2012

Territorial Aquisition Game - Castles


Castles
Concept

Castles is a game of deception where players attack enemy forces to try and gain position to assassinate another players king. Players will place pieces face down onto the board and build their defenses with a range of different types of forces. Players will also gain extra forces or abilities for winning battles. If a player is the last king standing on the board they are the winner!

Beginning a Game

To begin a game each player will take a king from their barracks (envelope with pieces in it) and place it face up on one of the four corners of the board. This is the only type of piece that will ever be played face up. Different arrangements for the different amounts of players can be seen below.

                                                    4 players













































































                                                    3 Players


















































































                                                    2 Players


















































































To determine who goes first each player pulls a random piece from their barracks. The pieces in descending order of value are King, Pit, Bomb, Court Guard, Berserker, Horseman, Infantry, and finally Walls. This would mean that the King is the highest in value and a Wall would be lowest in value (see pieces for explanation of pieces). If this game produces more than one winner the tying players will repeat the draw until there is a winner. The order continues left around the board from there.

After the order has been determined the players will take 5 random pieces from their barracks to what is called the deployment zone. The deployment zone is where each player will hold the pieces that they are about to play. It can hold up to seven pieces and should be hidden from all other players at all times. 

Rules 

A basic turn in the game of castles can be explained in a series of phases. If you are not able to complete one of the conditions of one of the phases then it is skipped in the sequence. Once a phase has been ended you cannot return to a previous phase. The series of phases for one turn can be seen below.

Start Turn

Card Phase – If you have any cards that you would like to use you will play them now. Cards are outlined in the Cards section below.

Reinforce – Take one piece at random from your barracks and move it to your deployment zone

Place Forces – Choose a piece from your deployment zone to be placed onto the board. If there is an available square Place it onto the board in the available square face down. You can only place a piece into a square where a piece of your colour connects to it through either an edge or a corner.






































 The red area is an existing piece that you have already played. The grey squares represent the squares where a piece is playable.

Battle Phase – If one of your pieces is in range of another players piece you may declare an attack. If an attack ensues both pieces are flipped and the victor is determined (see pieces section below to see hierarchy). The winner of the battle gains one battle token, which is represented as a clear piece of the same colour. The winner also destroys the losing piece and takes control of its square. If the winner is the attacker they repeat their battle phase. If the attacking player is the loser they enter card phase 2



























The red area represents pieces that have been already placed by a player. The grey area represents the resulting zone of pieces where a player can engage a battle with another.

Card Phase 2 – If you have any cards that you would like to use you can play them  now. Cards are outlined in the Cards section below.

End Battle Phase (Optional) – If you have 3 battle tokens by the end of your battle phase you will be able to buy a card. The battle tokens will then be removed from the players’ bank and put back into their token envelope. A player can have as many battle tokens in their colour as possible. 

End Turn 

If a player battles with another players’ king and successfully slays them they will replace that king with a king of their colour. All of the defeated players forces will then be removed from play. The attacking players turn will be over  and they will receive a card for their victory. Also if a player is able to reach a corner that is not occupied by another king, they are able to place their own king claiming the spot as theirs and will receive a card for claiming the castle.


Cards

Throughout the game you will receive battle tokens for successful victories. These battle tokens can be used to buy cards that will give you an advantage in the game. Cards can be used in the Play Cards phase of your turn. When a card is played it is returned to the deck and the deck is shuffled. You may only hold 3 cards in your hand at any time. If you have 3 cards you must return one to the deck to purchase another.

Pieces 

Players can only have up to 7 pieces in their deployment zone. If a player can’t place another piece then they cannot withdraw more reinforcements from the barracks.

King [4] – Will beat everything except for standard infantry, cannot move, are the only piece that can be placed on the corners of the board


Court Guard [8] – Will defeat infantry, berserkers and other court guards. Will fall into pits, lose a battle to a king or horseman and must stop when they encounter a wall. They have the special ability to defuse bombs and if they are within the range of a bombs blast they will survive.

Berserker [8] – Will defeat infantry, horseman and other berserkers as well as tear down walls. Will fall into pits, lose a battle to a king or court guard and will blow up in a bomb blast.

Horseman [9] – Will defeat infantry and Court Guards; also will stop if a pit is encountered. They will explode in a bomb blast and lose a battle to kings or horseman as well as must stop when they encounter a wall.

Infantry [21] – Will beat a King and other infantry and are also able to tear down walls.


Walls [21] – will stop everything except for berserkers and infantry, cannot move

Bombs [6] – destroy themselves and every connecting piece in the surrounding area regardless of colour (8 pieces total if not connect to side of board), except for court guards and kings, cannot move


Pits [4] – if triggered will destroy everything except for horseman (destroy themselves when triggered), cannot move
 

Winning a Game

The winner of the game is the player who can manage to be the last king standing. If all other kings have been destroyed then the owner of the remaining king is declared the winner.  

Final Thoughts

Creating a territorial acquisition game was interesting as it was the first instance of a non linear board game that has been created in this class. This is extremely different as it changes the entire concept, design, layout and flow of the board game.

Thanks for reading and happy gaming!