“Conquest
of the Conquerors”
Game
Design Document
Ryan
Harvey
COM-252
Dr.
Gerald Voorhees
March
5, 2009
Game Proposal
I want to create a game called “Conquest
of the Conquerors”. Imagine an experience that draws you so deep into the game
that you lose sense of who you really are. With this game you may become an
Archer or a Templar and take role playing to a new level. This game will change
the way Legendary Roll Playing Game’s are viewed by the world, creating an even
larger cultural fan base. It is a game that mixes ideas from “War Hammer”,
“Magic” and of course “Candy Land” ; then takes elements that only this game
possesses to mash these ideas together into something bigger than itself. Your
goal is to a race to the top of a monstrous mountain where a fortress stands amongst
the Gods that must be taken back from evil forces and used to bring order to
the chaotic land. There will be two paths up the mountain and various obstacles
that will stand in your way as you venture alone or with a squad to meet your
fate. There can be 2-6 players but a max of only two teams with 3 on each, so
chose your partners in battle wisely. Players will take gambles using various
types of cards to assist them in conquering their destiny. This game is not
just luck as it also takes great strategy to successfully overcome evil; players
will be stretched on competitive and intellectual levels. This game is not for
the weak, this game is not for the submissive, but for the true Hero’s in this
world. Do you have what it takes to face this challenge and set off on a conquest to conquer
the last glimpse of hope?
Player experience goals
My player experience goals are what I
want the game to feel like for the players. This game should be like playing
“War Hammer” with the aspect of upgradable characters that have special
attributes. These attributes and upgrades will help the player overcome
obstacles within the game. For instance, many obstacles will be character
specific, like if a tree monster attacks you, the best character to use would
be one that has some sort of fire ability. The game is a card based game so it
pulls aspects of “Magic the Gathering” such as, temporary upgrades and use of
cards. Temporary upgrades allow you to use them a limited number of times, thus
making sure you plan your moves accordingly. Each character will have a
figurine representation on the board letting the player live the game through
their character. My game is also going to feel sort of like a tower defense
game only instead of controlling the towers, you are controlling the attackers.
As you move through the board the game will try to defeat you at every turn by
throwing new obstacles at you and your team.
This is where my game really takes on its own unique feeling of play,
you can play on teams. With a maximum of two teams and three players to a team
will need to combine skills and cards drawn in this unique concept to conquer
the castle. There are two ways up the mountain, therefore choosing the path
that will lead your journey will affect how quickly you move up the mountain. You
will use your special skills and luck of the draw to conquer the obstacles that
change every game. The obstacles are drawn at random for each path so you never
quite know what you are going to get. Choose your characters wisely.
Apparatus
The
apparatus of “Conquest of the Conquerors” includes all the objects that will be
necessary to carry out my game. The characters that each team/player can choose
from include a Swordsman, an Archer, a Templar, and a Wizard. There will be six characters in use during a
full game (though substitutions with new characters may arise) and each will
have different stats. Their stats will determine how much damage each character
can withstand as well as how much damage the character can deal out. These stat
cards will also provide the user with information regarding the abilities the
character will have in avoiding certain harmful attacks, including how much
magic these individuals will be able to control. The amount of armor a
character has will also be recorded on these cards. Certain characters might
also be able to upgrade certain aspects of their stats based on drawn cards and
battles won.
This brings me to my next point, game
play cards. These game play cards consist of Action cards, Stat cards, Team
cards and Mystery cards. Action cards are drawn when a team or player runs into
trouble involving the board itself, movement on the board and if teams or
players cross paths. These Action cards will be drawn when a player/players
land on a space that contains a conflict. The cards can consist of anything from
stay and deal with the game generated problem or to run away and move back
spaces. These cards may allow players to, in certain cases, choose who will
deal with the problem at hand, to switch certain characters on a team, trade
stats with other players in the game or maybe even jump around the board and
avoid the problem all together.
Stat cards will consist majorly of
upgrading and degrading certain stats. These cards will be drawn when certain
numbers are rolled on the die. The cards may instruct the drawer of the card to
keep the upgrade or take stats away from a character. The cards may tell you to
steal stats from the other team or to divide out the gained stats amongst your
team however you see fit. These cards will play a primary role in making teams
stronger or strengthening individual players so they can lead the team in
attacks and clear out obstacles. In case a hero on the team falls, due to some
mighty force, a team player might draw a card that can revive a player only
once. Once this card is drawn the card stays with the team until used.
Team cards will deal with actions aside
from drawing Action cards. These will also be drawn based on certain rolling of
the die. They will act mostly on an individual team/player bases, rarely
involving the opposing team/player. The Team cards will strengthen bonds
between members allowing them to overcome more intense obstacles; the strength
of these cards will make them very hard to attain and even harder to use. They
will only be able to stay with a player a limited amount of turns, after that
they will be returned to the bottom of that deck. Therefore they must be used
within that turn limit or not at all. In addition to this turn limit, each card
will allow a special move but only certain moves can overcome certain
obstacles. The power of these cards make them one of the most powerful decks,
but also the hardest to use affectively. However, if used correctly, they can
drastically change the game.
Mystery cards can prove very valuable if
put into the right hands. These cards will also only be drawn on a certain die
role and for example the drawn card is a spell card it may only be used by a Wizard
if it is drawn by a Wizard. The Wizard must also have a certain level of power
(gained through stat cards and winning battles) in order to use certain cards. The
Mystery cards may help heal a player to a certain level of health or give them
certain abilities. Mystery cards can also allow players to switch cards; let’s
say a magic card that is drawn by another player can be switched to the
magician
A D-8 and a D-4 is required to play this
game. The D-4 is rolled every turn to determine how many spaces that character
will move. The D-8 is rolled every turn as well to determine if a card should be
drawn or not. If this die lands on a 1, 4 or 8 the player will draw a Stat
card. If the die lands on a 2, 5 or 7 the player can draw a Mystery card. Last
if the die lands on a 6 the player can draw a Team card. Along with the dice,
the game will include a game board. This game board will consist of two paths
from which the players can choose to explore. This will work with a role of the
die to determine which team/player gets to choose the path they want to explore.
Instructions are also included. One of the most important things in this game
is points because that’s how you win. When you defeat an opponent you will get
a certain number of points specified on the opponent’s card and every turn you
use to fight this opponent the points available from defeating it will be
reduced by some percentage specified on the card.
Procedures
Buy back player with points that will be
stated on individual cards. that player loses there gained stats
The game “Conquest of the Conquerors” is
a pretty complex game so I must go over procedures in setting up and carrying
out the game. First players must remove game board and pieces from box and then
remove pieces from bags. Lay the board down and each player should choose the
character they want to play as. Then the players should take out each deck of
cards and draw randomly a card from the deck that corresponds to the place for
it on the board until all spots for cards along the two paths are full and all cards
are used up. If there is more than one spot for one type of card on the board
rotate spots to place the randomly drawn cards until all the cards in each
corresponding deck are gone, do not look at the face of the cards. Each player
should also get out a sheet of paper to record their life stats. Each team
should roll the dice and whichever side gets the higher number gets to choose
one of the two paths to follow. Once the decision is made the teams go to their
respective starting places and the team/player that did not get to choose the
path gets to roll first in the game. If it is team play any player on the team
may go first. The player that goes first must roll the D-4 to determine how far
he/she will move once that is done the player will roll the D-8 to determine
what kind of card he/she will draw. If the payer lands on an action space the
player will also draw an action card. If this player had landed on an action
space they can decide what to do with their cards. Say for instance the player
rolled a 1 on the D-8; this signifies that the player must draw a Stat card.
The player would then make the necessary adjustments on the piece of paper that
records there life stats and then return the card into the bottom of the deck. The
player would then view their action card drawn and do what it says on it; say
for instance the player drew a card that said stay and fight, the player would
then have to stay and fight whatever beast was in their way. This means that
the opponent deals out whatever damage it deals first to the players armor but
if the armor does not take up all the damage then the players health will soak
up the rest of the hit points, thus taking away all of his armor and some of
his health. Next the player will deliver his damage to the opponent and the
opponent’s armor and health will be depleted in the same fashion as before.
This will signify one turn, now if the opponent is not dead then another will
be needed to defeat them or as many turns as needed. Some opponents will have
lesser hit values the second time around and some will not same with the
players character, sometime their hit points the second time around on the same
opponent will not be as strong or maybe they will be stronger. Now another
factor that plays in to fighting will be the card drawn, we already discussed
the Stat card issue. Now if the player rolled a 2 they would pick up a mystery
card and would use it before the fight, this card may move the player around
the board or some other interesting things. If the player gets a Team card by
rolling a 6, they might be able to recruit another player to help them thus
sharing the damage but strengthening hit points in just one turn. In addition
to at least one of these cards being drawn every turn some of them might last
more than one turn; for instance if I draw a temporary damage boost card I
might be able to save it for another turn or maybe for another player.
Moving on, once you overcome an obstacle
(action square), that drawn card is put into the bottom of the deck and so
another may be drawn if someone else lands on it. Now that action spot will
have its own time of return, so within a certain number of turns that space is
just a space and no obstacles will be encountered there. Back to our player say he wins his fight on
the first turn and now he is down some health or whatever, whose turn is it? It
is that same teams turn again unless they drew a card regarding them to lose a
turn, they choose to skip their turn or the players are playing one on one. So
you get two turns a team and one turn if it is PvP. Now those two turns can be
use by the same player but this is one of the many places where team work rears
its head.
Say a game has played out now almost to
the end and the teams are reaching the final boss, this is where things will
change a little from normal game play. Let’s say that one team is slightly
ahead of the other team so they reach the final boss first, this mean that they
will start attacking it first and also start receiving damage from it first.
Once a team is in the final battle area marked on the board there is no use for
moves, so that D-4 die turns into a hit miss die. If it is rolled odd it is a
miss and if it is rolled even than it is a hit, but before you roll the player whose
turn it is must draw an Action card from the final boss’s pile. This determines
the action that may or may not require a roll and if it does than you role to
see if it is hit or miss. At this point in the game only one team is fighting
the dragon, if one of the characters die than a teammate can use a card drawn
earlier that may bring back a dead teammate (this card is not limited to this
stage, it can be used at any time) or they might draw one of these elusive
cards in their draw and then may use it. The player that is brought back starts
over at stock stats and loses all cards that he/she was holding onto before the
death; also they may not get a turn until they are brought back to life.
Scoring against this final boss comes with how many hit points you administer
to it. Points, in this stage, are directly related to how many individual hit
points are administered to the final boss one for one. Once the other
team/player reaches the final battle ground they too will start to attack the
boss and gain points based on the same principle. Whoever or whichever
player/team has the most points once the boss is defeated will be the winner.
Now that the final boss is defeated there are some other factors coming into
play, how many characters died during the game, which team/player reached the
final boss first and how many characters on your team made it through the boss
alive even if they died and got brought back; these are the two main components
that will deduct points.
Game play Narrative
In this section I will describe how a
typical game will unfold from my point of view. This game will have two players
on both team’s labeled team 1 and team 2; I will be on team 1. My teammate will
be player A and I will be player B, the other team will have player C and
player D. I have chosen the Archer; my teammate has chosen the Swordsman.
Player C has chosen the Templar and player D has chosen the Wizard. After game
set up, my team rolled highest so we get to choose what path we want, have
chosen the left path. So now the team 2 rolls first and starts the game. Player
C has chosen to roll first; they roll a 3 on the D-4, now she will roll the D-8
to determine what card they will draw. They land on a 6 which means they will
draw a Team card which says the team can help attack all obstacles within 4
spaces of the drawer for 3 turns of that team but all players that help will
share damage and stats gained from winning the battle. The space player C
landed on does not have an obstacle but the card says it will last 3 turns of
that player. It is not the teams turn again and player D has chosen to roll.
They roll a 2 on the D-4 and a 4 on the D-8 this means that player D will move
2 spaces and draw a Stat card. The Stat card reads +2 attack, so the player
gets to add 2 to their attack stats before they draw the Action card for the
space they have landed on. The Action card reads you come into contact with a
Guardian of the Forest and then lists the Guardian’s stats. The player on team
2 are within 4 space so they help attack the Guardian and kill the Guardian,
but the Guardian deals 6 damage so the teammates share the damage each
absorbing 3 damage to their armor. For defeating the Guardian both player’s
special abilities goes up +1. Now it is my teams turn to roll the dice. I go
first and roll a 3 and a 2 this means I move 3 spaces up and then draw a
Mystery card. The card reads that I must run from a Fire Storm so I get to jump
ahead to the next space that contains to action, but in doing to so I get
burned a little from some burning trees so -2 armor. Now it is my partners
turn. Player B rolls a 2 and a 1, so player B has to draw a Stat card which
raises his Armor by +2. Player B’s space they landed on is not an action spot
so it is now Team 2’s turn. This is how one round might play out in “Conquest
of the Conquerors”.
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