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Team Crazy Face Jonathan Parrott Chelsey Platter Ryan Stocker Joshua Wehking Garrett Whitefoot DESIGN DOCUMENT Clash Investment 11/06/2017 Table of Content Game Design Document for Clash Investment Page 1

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Team Crazy Face

Jonathan ParrottChelsey Platter Ryan Stocker

Joshua Wehking Garrett Whitefoot

DESIGN DOCUMENT

Clash Investment11/06/2017

Table of Content

Game Design Document for Clash Investment Page 1

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DESIGN HISTORY........................................................................................................................................................ 3VERSION 1.10................................................................................................................................................................................... 3VERSION 2.00................................................................................................................................................................................... 3VERSION 2.10................................................................................................................................................................................... 3VERSION 3.00................................................................................................................................................................................... 3VERSION 3.10................................................................................................................................................................................... 3

GAME OVERVIEW....................................................................................................................................................... 5WHERE DOES THE GAME TAKE PLACE?.........................................................................................................................................5WHAT IS THE STORY?.......................................................................................................................................................................5WHAT IS THE MAIN FOCUS?............................................................................................................................................................5HOW MANY CHARACTERS/UNITS/PIECES DOES THE PLAYER CONTROL?...............................................................................5GAME THEORY...................................................................................................................................................................................5MECHANICS........................................................................................................................................................................................ 6

FEATURE SET............................................................................................................................................................ 10GENERAL FEATURES......................................................................................................................................................................10GAME COMPONENTS......................................................................................................................................................................10

RULES & MECHANICS.............................................................................................................................................. 11GAME SETUP................................................................................................................................................................................... 11TURN SEQUENCE............................................................................................................................................................................ 11GENERAL RULES.............................................................................................................................................................................14DETAILED RULES FOR SPECIFIC PIECES.....................................................................................................................................15FLOWCHARTS.................................................................................................................................................................................. 18END GAME CONDITIONS............................................................................................................................................................... 22RULES QUESTIONS & STRATEGIES..............................................................................................................................................22

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Design History

In this design history we are trying to display the changes and improvements to Clash Investment that we make as we playtest the game. All changes and reasons why they were made will be listed here for examination. We plan to do many more playtests before the final version of the game.

Version 1.10

Version 1.1 contains minor changes mostly related to story.1. We decided to remove the event cards for our first playtest

a. They were too randomb. A lot of work for yet another deck

2. Changed “30 Turns” into “Days” so it can fit to the story of the game.a. Changed to 20 days due to increased movement.

3. Changed the monster in the story to angry fiddler monster.

Version 2.00

1. Removed extra dice for monsters on turn 11. Monsters were already very strong and many players did not have an item to deal with increased power as expected.

2. Map size decreased in all zones except Bank. Movement felt slow and every other turn had little to no interaction.

a. Bank size increased to discourage the dominant strategy of placing every monster token in zone 1 to block The Bank.

3. Added extra Mystery spaces to the game board.

Version 2.10

1. Changed combat flowchart to have an end.2. Changed 20 days to 10 days to shorten the game down.3. Add rule to “Trading”, players cannot trade on their first turn, this includes the store.4. Changed dice to D6 Odd you lose, Even you win.

Version 3.00

1. Reduced game board size again due to inactive rings on the board that slowed the game progression.

2. Added in new mystery cards to add more choice to the mystery spaces (Goldapult, and Traveling Merchant).

3. Combat was changed to remove more randomness.o Win against the monster by what your dice add up not odds and evens.

Version 3.10

1. Change when you get defeated by a monster you must go back to the Bank.

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2. Changes that if there is a tie against the monster the player automatically wins the fight.3. Changed monster placement to where you can move a monster at the start of your turn.

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Game Overview

Where does the game take place?

Clash Investment takes place in the medieval ages of 467 AD, where evil lurks in every corner. There is a kingdom named Kingsabum, and their sole purpose is to create an economy to fuel the world. Rocks and mountains block most of your view of the outside world as you live in Death Valley. The name sounds scary but what’s even more frightening are the evil fiddle-playing monsters that hide within.

What is the story?

Many years ago the great king, William Kingsabum III was robbed of all his riches by angry fiddle-playing monsters and could not afford his castle anymore. The bank now has repossessed the kingdom and the bankers are auctioning it off the highest bidder!

You are one of four knights that fight their way through monsters to gain resources to sell to the bank. You must venture out far and wide to collect as much as you can for you only have 20 days!

What is the main focus?

In Clash Investment, players are supposed to collect the most gold. Gold is accumulated by exploring the map to collect resources, conquering enemy encounters, or stealing resources from other players and then depositing your gathered resources in the bank for the corresponding gold value. Try to impede other players while reaping rewards across the board.

How many characters/units/pieces does the player control?

The player controls their marble player piece throughout the game by moving it 3 spaces per turn. Players may also access and hold special item cards. At the beginning of each turn, the player can place a monster token on any available space on the game board. Resource cards will be interacted with very frequently, as they are earned and spent each turn.

Game Theory

Symmetry – Clash Investment is a symmetric game. Players start in The Bank. Players begin with 3 resource cards (2 x “1”, 1 x “2”). All players have equal starting positions and opportunities. All players have an equal chance to go first, as it is decided by a roll of the dice. Play Style – Clash Investment is a non-cooperative game. Players are competing to bank the most resources to buy the castle. Players can make informal alliances, agreeing to gang up on another player. For example, two players may agree to place monsters near the player in first place for both of them to catch up.

Summation – Clash Investment is a non-zero-sum game. Resource spaces can only be claimed once per round, and thus are expended by the first player to claim them each round. Players place a monster

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token on the game board at the start of their turn. Many aspects of an individual player’s turn will not directly affect other players. Perfect/Imperfect Information – Clash Investment is an imperfect information game. Players will not know what resource cards another player is holding, nor what items they have unless they remember the purchase. Players know what the banked score of each player is at all times. Players know the position of other players on the game board at all times. As this game relies heavily on cards and decks, it is naturally inclined towards imperfect information.

Mechanics

Movement - Players move their piece up to 3 spaces per turn. Players can move more than 3 spaces if they own an item that allows them to do so. Movement is a meaningful action because the player can choose which spaces they want to move through, and which they want to avoid.

o If a player moves through a space containing a monster, the player must initiate combat with that monster. If he loses, his movement ends immediately. If he wins, he may continue his movement after the combat.

In this storyboard, the player moves 3 spaces.

Trading - Players can trade in 2 different ways. The first way is to trade your resource cards at The Bank for a face-up item card. There will be 5 face-up item cards shown at the bank at all times. Each item has a unique price listed on the card and grants a bonus to the player that carries it. Resources spent in this way are discarded, not banked. The other way to trade is to sell your items to other players for their resources. If you picked up an excellent item that someone else wanted, you could sell it to them at an upcharge if both of you are at the bank. Trading of any type can only be done when both players are at the bank. Trading is a meaningful action because of the choice to invest their points into an item.

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In this storyboard, the player is requesting to trade 2 x ‘1’ for one 2 resource card. The other player accepted the request and said yes.

Store - Players can store their held resource cards at The Bank to score points, but this also makes the cards unusable in combat or for trading. Players need to choose whether they want their resources to be safely banked, or risk carrying them and using them to gain even more in combat. Stored cards are discarded for re-use later. Storing is a meaningful action by the player because they have a choice if they want to store their card or use it in combat.

In this storyboard, the player is adding 2 x ‘1’ into their bank making their balance 2.

Combat - When combat is initiated, all players involved choose a resource card to use. Resource cards numbered 1 through 4, determine how many dice are rolled by the player in the combat. A player that uses a low value resource, such as a 1, only rolls 1 die. A player that uses a high value resource, such as a 4, rolls 4 dice. All dice rolled are added together and then compared to the combatant’s dice. The entity with the highest total wins the combat.

o When entering combat with monsters, the player to your left rolls for the monster. Monsters use an amount of dice equal to their strength, represented by the colored zone they are placed in. These zones are explained later in the Rules section.

o Winning a combat with another player allows you to take their highest value resource card. Winning a combat with a monster lets you draw the number of resource card equal to their strength. Losing in combat with monsters forces you to discard all of your held resource cards.

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In this storyboard, the player is going into combat and the player loses the roll.

Monster placement- At the beginning of each turn, the player will place a monster token anywhere on the board. Alternatively, a player can move an existing monster token from any non-resource hex to another valid location. Monster placement is a meaningful action because the player chooses where to put the token

In this storyboard, the player is placing a monster token.

Randomized - There are mystery hexes placed around the map. When a player goes to that space, the player will have to draw a card. The card will either be a monster with a random strength, or a resource of a random value.   The player has no way to tell what the outcome of interacting with this space will be.

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In this storyboard, the player lands on a mystery space and draws a mystery card.

Collect - Players travel around the game board and collect resources. Higher value resources are guarded by more dangerous monsters and are therefore more difficult or more taxing to try to collect. Resources can only be claimed once per round, meaning every player cannot get the same resource in the same turn. Collecting is mechanical as it is a core function in the game.

In this storyboard, the player lands on a resource space and draws a resource card.

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Feature Set

General Features

Multiplayer playo This game is made for 2 to 4 players. Players may directly interact during combat,

trading, and informal alliances. Wagering

o Bet your resource cards in combat to greatly increase your odds of winning. Resource cards double as win-condition points, so wager wisely.

Conflicto Players will combat monsters and each other to increase their total about of resources.

Trap Settingo Place Enemy tokens on the board to hinder the progress of other players.

Tradingo Trade resources and items with fellow players to gain strategic advantages.

Collect Looto Gather various items and resources to advance your score.

Bankingo Use the central space marked bank to store your collected resources for gold (Score).

Game Components

60 Resource Cards 30 Mystery Cards 30 Item Cards 6 Character Pieces (2 extra) 4 6-sided Dice 1 Game Board 80 Enemy Tokens Rule book Notepad

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Rules & Mechanics

Game Setup

1. Place the Board on the table. 2. Designate a scorekeeper.3. Choose your player piece.4. Place your player piece at the bank.5. Place monster tokens red side up on each resource node.6. Players begin with 3 resource cards (2 x “1”, 1 x “2”).7. Shuffle each deck of cards.8. Put all 3 decks around the board.

a. Draw 5 item cards and place them face-up near the board.9. Players roll dice to see who goes first (highest number goes first).

Turn Sequence

Monster Placement Movement

Combat during movement Combat Collection

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Mystery Spaces Store Trade

Monster Placement Players begin their turn by placing or moving a monster token on the game board.

Place a monster token anywhere on the board. The monster’s strength is determined by the region it is placed in (See General

Rules). Move a monster token anywhere on the board.

The monster’s strength is determined by the region it is placed in (See General Rules).

Monster tokens on resource spaces cannot be moved. Monster tokens cannot be placed in the Bank. Only one monster token can be in each hex. A monster token cannot be placed in a hex

already containing a monster. Monster tokens cannot be placed in spaces containing a player character.

Movement Players can move up to 3 spaces on the game board each turn.

Players move 1 space at a time. Moving through a space occupied by a monster token pauses your move.

Resolve combat with the monster, with the player on your left rolling the monster’s dice (See Combat Below).

If you win the combat, you may continue your move. If you lose the combat, your move is halted as well as all other defeat effects

(See Combat Below). Once the player has moved 3 spaces, their move is over.

Players may end their move early if they so choose. Players can stay stationary.

Combat Combat is initiated with a monster.

The player will use their resource cards to attack the monster. Choose one resource card for the combat. The number on the card (1 - 4) indicates how many dice the player rolls.

Why: Players get to choose what to gamble in the combat. The outcome afterward is random but weighted based on their choice. Items can also influence combat in various ways, which adds a layer of strategy to this mechanic. The strength of monsters also prevents players from staying in the high-level zones for too long because of the need to use high level resources in the combats. This combat system is influenced by Risk, where a number of soldiers you use increases how many dice you roll.

Once you use that card, it gets shuffled back into the deck. The player to your left will roll for the monster’s attack.

Monsters are encountered in zones of increasing strength (See General Rules). The character with the highest total after adding wins the combat.

If both characters roll the same totals, the player wins the combat with a monster.

Why: During playtests, player turns would be slowed down due to having to reroll dice over and over. This allows for combat with monsters to be easier and faster but still strategy based.

If the player wins the combat, he gains resources.

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Draw a number of cards from the resource deck equal to the monster’s strength.

Why: The random value of each card allows for low risk combats to be very rewarding and for high risk combats to be unrewarding in the extreme. We wanted players to have to weigh the odds of getting back what they put into the fight. At a base, you’ll get back at least what you put in, but you may consider it a waste of a turn to get 4 ‘1’s after using a ‘4’ in a high-level zone. We can also influence the value of combat by reducing or increasing the number of each resource card in the deck.

If the player loses the combat, he discards all of his held resources. Combat between two players is similar.

Both players choose a resource card to determine how many dice they each roll. The player who wins the combat steals the loser’s highest value resource card. Combat cannot be initiated with another player by moving through their space; you

must end your move on them. If a draw happens between players, they will continue to roll their dice without costing

another card until one player wins.

Collect There are a number of resource nodes around the game board (Blue Hexes).

Each resource node is guarded by a monster. Players can end their move on these hexes to try to fight for that resource. Collecting this resource grants an additional resource card after winning the combat.

The strength of monsters on resource nodes is determined as normal (See General Rules).

Players gain an additional resource card from winning a combat on this hex. This extra card can only be claimed once per round. Once this resource is claimed in a turn, flip the monster token to the

gray side to indicate it is unavailable until the next round. Flip all monster tokens on resource nodes back to the red side at the beginning of each round.

Mystery Spaces There are Mystery nodes located around the game board (Marked with a ‘?’).

When a player ends their move on this hex, they draw a card from the mystery deck. This card can have one of three outcomes.

Monster Begin a combat with a monster of a strength equal to the zone.

Resource Draw a number of resource cards equal to the zone strength.

Trap Place a number of monster tokens equal to the zone strength on any

available space on the game board. These hexes were added to allow players a chance to come back from a crippling loss.

Store Whenever the player moves back to The Bank, they may store their resources as gold.

The player can store as many or as few resources from their hand as they wish, but they must keep at least 1 resource card in their hand when doing this.

The resource cards turn into gold when you store them. Add gold to the player’s score equal to the total sum of resources stored.

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For example, if you store a ‘3’ and a ‘2’, you gain 5 gold to your score.

Gold is the key to winning the game. Banked resources are shuffled back into the deck.

Once a player stores resources, the scorekeeper must note down their new score on a notepad.

Try to balance how many resources you bank and how many you carry for use in combat.

Trading Players may trade resources for items at The Bank.

While at the bank, a player may pay resources to purchase a face-up item. When an item is purchased in this way, discard the resources used to purchase the

item. You must have at least 1 resource card left in your hand after you purchase an

item. You may not trade on your first turn of the game. Do not add these resources to the gold count as if they had banked them. Draw another item card and place it face-up to replace the one that was

purchased. There should be 5 face-up item cards at all times.

Why: The items available at the shop should be at least a little different each game. This helps halt a dominant strategy of buying the best or best value item right off the bat.

After an item is purchased, the player’s turn is over. Items may not be sold back to the bank

The player can trade with other players. Players may only trade with each other when they are in adjacent hexes on the game

board. The player may ask for a trade after his movement has ended.

The involved players may haggle for price. After the trade has ended, the player’s turn is over.

General Rules

If the game reaches 10 turns and 2 or more players are tied in gold, the player with the most resources in his hand wins.

If there is another tie in this tiebreaker, the involved players immediately fight in combat using their highest value resource card, regardless of their position on the game board. The winner of this combat wins the game.

Monsters derive their strength from their location on the game board. Green Zone

The Bank No Monsters may be placed or encountered here.

Yellow Zone Monsters in this zone roll 1 base die in combat.

Orange Zone Monsters in this zone roll 2 base dice in combat.

Red Zone Monsters in this zone roll 3 base dice in combat.

Purple Zone

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Monsters in this zone roll 4 base dice in combat. The game must be played by at least 2 players, but the recommended amount is 4. If a player loses all of their resources, they move to the last space in their path and may draw 1

card from the resource deck at the start of their next turn. Players cannot be attacked by other players while they have no resource cards.

Defeating monsters encountered from Mystery cards still grants resources equal to the monster’s strength.

Detailed Rules for Specific Pieces

Resource Cards – 15 of each

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Mystery Cards – 6 of each

Item Cards – 3 of each

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Flowcharts

Game Setup

Turn Phase

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Monster Placement Phase

Movement Phase

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Collect Phase

Combat Phase

Trade Phase

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Bank Phase

End Game Phase

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End Game Conditions

The game ends after 10 rounds. The player who has the most gold in the bank wins. See General Rules for tiebreakers.

60 gold is banked by one player before the turn limit.

Rules Questions & Strategies

Are the monster and fiddling playing monster the same? Yes, Monsters are fiddling playing monsters.When I lose against a monster, do I lose my item cards? No, the item cards stay in your hand till you use them.Can I use my item cards more than once? Item cards are a one-time use.Can I withdraw money/resource cards out of the bank?No, when you deposit it in the bank your resource cards get shuffled back into the pile. Try not to place all of your good cards in the bank if you think you’ll need them.Can I use more than one resource card at a time? No, you can only use one per combat.Is there a spot on the map where I won’t do anything?Yes, empty hexes that contain no monster tokens, mystery spaces, or resource nodes have no interaction.When can I use my item cards?Item cards are used during the phase of a turn that is written on them. Items that don’t match a phase, such as Travelling Merchant or Banana, can be played at the end of your turn. You must declare when you are using an item.If I start my turn on a monster token, do I immediately enter combat?No, you only enter combat with a monster when you move through it during your turn or end your turn on that monster’s space. If you choose not to move while standing on top of a monster token, you enter combat as normal.

Strategies“Mystery Hopping” - During our playtests, we had a player that would hop between resource nodes and mystery spaces repeatedly in the low strength zones. Due to his proximity to the Bank and relative safety of the low-level monsters, they collected a ton of easy resource cards. We plan to address the efficacy of this strategy, though it should remain viable in the days to come.

“Not-so-risky Mystery” - Players that went out into the higher strength zones often bounced between mystery nodes, as they were a far safer alternative to drawing a lot of resource cards than fighting monsters. Occasionally, a monster would pop out of the mystery deck and cause that player to lose all of his gathered cards. With a small bit of luck, though, this strategy is effective. It’s even more effective with the Teleport Flask or Goldapult items to bank your points without all of the travel.

“Monster Blockade” - During our playtests we discovered that almost every player placed their monster token around The Bank. The goal for everyone was to try to prevent any other player from safely reaching The Bank to store their resources. We are reducing the size of each zone and increasing the size of the map to make players explore other options, but this strategy will still exist in a less severe implementation.

“Monster Fencing” - Players should place monsters in the path of opponents, so they have to take longer routes to reach their goals of farming mystery nodes, reaching high strength areas, or returning

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to the bank. Doing this forces opponents to either engage in risky combat or waste more turns before gaining valuable resources.

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