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Greased Fight’n GDD Game Design Project Week 2 Assignment Last Revised: 11/15/15 Illustrious Gentlemen Daniel Baratta Brian Gately Nick Levanti Derrick Hromadka Eric Demarest 1

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Page 1: Design History - ericdemarest.files.wordpress.com€¦  · Web viewGreased Fight’n GDD. Game Design Project. Week 2 Assignment. Last Revised: 11/15/15. Illustrious Gentlemen Daniel

Greased Fight’n GDDGame Design Project

Week 2 Assignment

Last Revised: 11/15/15

Illustrious Gentlemen

Daniel Baratta

Brian Gately

Nick Levanti

Derrick Hromadka

Eric Demarest

Will Amadio

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Table of Contents

Design History.......................................................................................................................... 3Version 1.1........................................................................................................................................... 3Version 1.12........................................................................................................................................ 3Version 1.13........................................................................................................................................ 4

Game Overview........................................................................................................................ 5Where does the game take place?................................................................................................5What is the story?.............................................................................................................................. 5What is the main focus?................................................................................................................... 6How many characters/units/pieces does the player control?...........................................6Game Theory....................................................................................................................................... 6

Feature Set................................................................................................................................. 8General Features................................................................................................................................8Game Components............................................................................................................................ 8

Rules & Mechanics................................................................................................................ 12Game Setup........................................................................................................................................ 12Turn Sequence................................................................................................................................. 13General Rules................................................................................................................................... 14

Detailed Rules for Specific Pieces.................................................................................... 16Player Fight’n................................................................................................................................... 16Capturing Territories.................................................................................................................... 17Special Character Cards................................................................................................................ 17

Character cards:.............................................................................................................................................17Police Roll.......................................................................................................................................... 18Secret Objective Cards...................................................................................................................18Flowcharts......................................................................................................................................... 19

Mechanics Chart.............................................................................................................................................19Movement Chart............................................................................................................................................20Battle Chart...................................................................................................................................................... 21

End Game Conditions.....................................................................................................................22

Rules Questions & Strategies............................................................................................23Strategies........................................................................................................................................... 23FAQs..................................................................................................................................................... 23

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Design HistoryFor Greased Fight’n, we want to keep a detailed catalog of all of the changes we have made to our game.  We want to see how the game has evolved from the original idea and where it will potentially go.  This will help our team avoid wasting time on old ideas that have been experimented with and allow room for new ideas.  Keeping this data will also allow us to avoid making the same mistakes twice because, as we all know, history tends to repeat itself.

Version 1.1

1. We changed the movement mechanic from cards to a subway system within the map.  By doing this, we created greater player choice and freedom in where the player can go on the map.  The cards were too complicated and we have enough card types as it is.2. Combat was modified so that the attacking player was forced to show his attack cards to the defending player.  This was done to allow more strategy on the defensive side.  Before, both players would use everything they could and see who won based on who had what.  This method wasn’t fun and felt too much like chance, rather than choice.3. The police roll was changed to have half positive effects and half negative effects, rather than all negative.  We did this because players felt dread when it was time to roll the police die.  By changing this to 50/50, the players would have a chance to avoid penalties, such as lost turns and losing gang members.

Version 1.121. The combat system was upgraded to accommodate fair play.  Instead of the attacker always showing his attack cards first, we implemented a dice roll using the 20-sided die.  During combat, both players involved now roll a die and whichever player gets the lower number has to show what they are attacking or defending with first.  We did this because the defender would always have the advantage in Version 1.1.  Now a dice roll can change that advantage, bringing more balance to the game.2. The police roll was modified to allow special characters to be gained from the rolls.  We did this because special characters are hard to come by and if the player has one that is discarded after use, then the player would be without one for most of the game.  Three numbers on the 20-sided die were set aside for players to have a chance at gaining, switching or replacing the special character card during police rolls.  This has added more fun and surprise to the game, which we believe will enhance the experience.3. We implemented a gang member cap at 50 gang members.  This was done so players didn’t continue to collect more unnecessarily each round.  This was also done to avoid running out of gang member cards from the deck.

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Version 1.131. We have increased the number of attack and defense cards.  We had 15 of each, but it proved to be not enough with the max players in mind.  We doubled the amount of each card and added some new variety to the mix.  By adding more types of weapons and defenses, we hope to make the game more exciting.  The game will be more visually appealing now and players won’t suffer the same rotation of weapons and defenses.

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Game OverviewThe game object is to take over as many territories within the city as possible. The player with the most conquered territories at the end of twenty rounds wins.

Where does the game take place?Savior’s City is a large Northeastern city, which is a breeding ground for crime and gang activity. There are several sections of the city that gang members must try and control. Inside of those large sections of city, there are landmarks that gangs like to hang out at and must take over.

What is the story?Set in the 1950’s, Greased Fight’n revolves around 7 groups of gangs who are fighting to control territory and to expand their empire. Utilizing their street smarts, ruthless tendencies, and numerous foot soldiers, they are a constant threat to everyone around them. Who will be triumphant and rise to glory after the war has settled in Greased Fight’n?

Before we start, we feel it necessary for you to understand the gangs. We’re going to give you an in-depth look at each criminal empire!

The Chinese Triad not only fought for their people and legacy, but for bragging rights and ownership to everything that comes in and out of their territory. The Triad are ruthless fighters, have many weapons at their disposal and have a way of persuading civilians to enter their gang.

The Uptown Boys pride themselves on their slicked-back hair, leather jackets, and brand new blue jeans. They almost always hang out in pairs and seldom stray away from their comfort zones. They only fight for pride and to keep their territory safe from their rivals.

The Downtown Boys are polar opposites from the Uptown Boys in terms of numbers and demeanor. They brand plain white t-shirts with a pack of smokes rolled in the sleeve and ripped blue jeans. However, while they roam in pairs, they tend to spread out evenly so they are never too far to back up their allies. They are known for a more organized approach than that of the Uptown Boys.

The Canterbury Gang is a simple gang who tend to focus more on their extortion techniques to instill fear in the city. Having plenty of privately owned shops, Canterbury Gang has plenty of pull and financial backing to ensure they are not taken lightly; even if they dress the part of successful businessmen.

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Convertibles are very common of the Burbs Boys. Dressing themselves in Letterman jackets with numbers signifying their member rank, they pride themselves on jumping rival gang members in front of their girlfriends. Thuggery and low-level street crime is the primary way of life for these gang members.

Down south in Hunter Park, many men form together in large groups armed with bats and anything else they can get their hands on. Aptly named Hunter Park Warriors, they are made up of mostly troubled children who grow up with the Warriors acting as their only true family. Not known for random acts of violence or crime, they do verbally berate passers-by, only getting physical when they see fit.

Finally, Strawberry Mansion is home to the Mafia. Full of wise guys, Dons, and everything else that truly defines a mobster, Strawberry Mansion is the home of high-level organized crim. Extortion and robbery run rampant in this territory and, as true with mafia tradition, they constantly fight for control and to expand their “business ventures”.

What is the main focus?

The main focus of our game is to bring back the rustic feel of gang fighting that took place in cities such as Chicago and New York. You are in command of a ruthless street gang that wants to be in control of Savior’s City’s underbelly. You must use your attack and defense, along with other unique abilities to rule the city and become the one unstoppable organized crime force.

How many characters/units/pieces does the player control?Each player controls a variety of pieces, including their gang tokens, Attack and Defense cards, Special Character cards, Secret Objective cards, and the D-20.

Game TheoryGreased Fight’n is an asymmetrical game. The players are given out seven attack and/or defense cards by whoever shuffles the deck of draw cards. There are different types of cards that can the player can receive at the beginning of the game, including Attack, Defense and Special Character cards. The Special Character cards make the game asymmetrical, due to the fact that they give each player a different perk or buff at the beginning of the game. One player could have a Special Character card that boost their attack throughout the entire game, whereas another player could have a card that makes the player immune to the negative effects of the Police Roll. These Special Character cards make

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players play and experience the game differently. These cards are drawn from the Special Character card deck and the cards received by players are random, not chosen.

Greased Fight’n is a non-cooperative game. Even though it’s not in the rules of the game, players can make informal alliances to get rid of other players. At the heart of the game is an every-man-for-themselves style gameplay.

Our game is non-zero sum style game. When players use cards to attack or defend they go back to the discard pile and players draw up to max hand size, which is seven. Players can draw a new special character card if the original card says discard after use or the card specifically allows for the player to collect more than one special character card.

The game has imperfect information. All players have cards in their hands that they don’t share with everyone else. The game is a strategic card/board game that needs the secrecy.

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Feature SetGeneral Features

Greased Fight’n is a game that features street gangs of the 1950’s fighting each other for turf in Savior’s City. Players will fight each other by use of attack and defense cards to take over several landmarks (Minor Territories) in one area of the city (Major Territories) in order to be the most powerful gang.

A minimum of 2 players and a maximum of 6 players will fight to control the city

Players will battle with each other using a variety of cards with different attacks, defenses and perks from special character cards. These will help the player succeed in advancing through the map and win the game.

Players will use the rail system to navigate along the board

A rail system, illustrated by black lines connecting the major territories, is how players will travel in the game. This innovative movement system will give the players more destination choices, rather than being limited to one path.

Players will use Attack and Defense Cards to fight over territories

Players may choose to fight over Minor Territories by use of Attack and Defense cards by totally the points on their hand of cards.

Players will try to acquire Secret Objective Cards by travelling to a Major Territory that had a Secret Objective Card face down next to it.

Secret Objective Cards can be collected and potentially completed by players. Each Secret Objective Card is a unique mission to complete that pays out with a unique perk.

Game Components1 Rule Book- Players will use this to understand the rules of the game. One game board- This is the map in which the game takes place.

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7 Gang Affiliation Cards- These are the gangs the player will play as. These include The Downtown Boys, he Canterbury Gang, The Burbs Boys, The Hunter Park Warriors, The Uptown Boys, The Triad and The Mafia.

20 Red tokens- These are used for marking territories conquered on the map for the Downtown Boys.20 Clear tokens- These are used for marking territories conquered on the map for the Burbs Boys.20 Green tokens- These are used for marking territories conquered on the map for the Canterbury Gang.20 Root Beer tokens- These are used for marking territories conquered on the map for the Hunter Park Warriors.20 silver coins- These are used for marking territories conquered on the map for the Uptown Boys.

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20 Yellow construction paper squares- These are used for marking territories conquered on the map for the Triad.20 Purple construction paper squares- These are used for marking territories conquered on the map for the Mafia.One 20-sided die-This die is used determine which player goes first, for the Police Roll (See Police Roll) and to determine advantage in battle (See Player Fight’n). 30 Attack Cards-These cards are played when the player attacks another player’s territory and battles against their Defense cards.

30 Defense Cards –When being attacked, the player uses these cards to defend against the player’s Attack cards.

10 Special Character Cards-These cards are received at the beginning of the game and give the players different perks and advantages.

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10 Secret Objective Cards-The dealer at the beginning of the game places these cards randomly on the map. Players can collect these and complete the tasks on the cards for bonuses.

30 Gang Member cards-All players at the beginning round collect these cards. They enable the players to move to different territories on the map.

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Rules & MechanicsGame Setup-       Set up game board-       Set up a Gang Member card pile-       Set up a power-up/defense/movement card pile. Shuffle cards appropriately-       Set up piles of colored tokens, one for each gang-       Set up a Special Characters card pile-       Set up a Gang Member card pile-       Secret Objective cards assigned to random territories

Players will start by placing game board down on a table or flat surface. Each player will choose their gang affiliation by picking a Gang Card and the corresponding gang color tokens that goes along with it.

One player will volunteer to be the card dealer. Card dealer will deal 7 cards to each player from the Attack/Defense deck after shuffling the deck thoroughly. Players will keep these cards hidden from all other players. Card dealer will deal each player a card from the Special Character Card pile. These cards will also be kept a secret from other players until the card is ready to be played.

A Gang Member Card pile will also be set up and each player will be dealt one 5-member card from the deck before the start of the game.

Card dealer should shuffle the Secret Objective cards, face down, and select three cards and place them on any three random Major Territories. If 4 or more players are playing the game, the 3 who rolled the highest in determining the player turn order get to select the Major Territories in which the Secret Objective cards will be placed. If 2 or 3 players are playing the game, there is simply a verbal agreement on where the Secret Objective cards are placed. Players start the game with one of their tokens in “No Man’s Land”.

Note:  Do not place more than one Secret Objective card per Major Territory.

To determine which player goes first, each player will take turns rolling the D20 (20-sided die). Whichever player rolls the highest number will go first and the rotation of turns will go in a clockwise fashion.

Each player should begin the game with:

1 Gang Affiliation Card 7 Attack/Defense Cards 1 5-member Gang Member Card 1 Special Character Card 15 colored tokens that correspond to Gang Affiliation Card color

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Turn Sequence Draw one Gang Member card Discard up to 3 Attack/Defense cards and draw so your total cards are 7

(optional) Move to a territory that is reachable via the Rail System After last player’s turn in the round, initiate Police Roll

Drawing Gang Member CardsAt the beginning of each round, each player will draw one card from the Gang Member Card pile. Player’s will draw each turn, unless a Police Roll takes gang members away, then the player must wait until the next round to draw again. The gang member cap is 50, so after a player is reaches this, they no longer draw, unless of course they lose gang members later.

DiscardingAfter the player has drawn or skipped drawing (depending on the cap being reached) a Gang Member card, they may now choose to discard up to 3 Attack/Defense cards. This is completely optional, depending on if the player prefers the cards they have or not. After this, the movement can begin.

No Man’s Land

Each Player will start the game in the red box in the bottom left-hand corner of the game board labeled “No Man’s Land”. No player owns this area and players may no fight in or for this area.

MovementPlayers will be able to move throughout the game board by use of the Rail System, which is represented by black lines drawn in the boxes between Major Territories. Players can always move to the territories that are connected to No Man’s Land via the Rail System. If the player occupies one Minor Territory, they may move anywhere that is connected to that area’s Major Territory via the Rail System. So if a player were to advance to Uptown and occupy The Bean Coffee Shop, on their next turn, they may advance to Hunter Park via the Rail System

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and occupy any of it’s four territories. Players do not move units in this game. Tokens only represent what has been captured so far. Multiple players may move into the same Major Territory to capture the Minor Territories. So potentially four separate players could occupy the four Minor Territories of Hunter Park. Once a player has captured all the Minor Territories in one Major Territory, no other player may fight them to capture it or land on that territory. In the event that territories that are fully captured by other players surround a player, they may use the Rail System to skip over the occupied territories in order to travel to the next closest territory if they have enough gang members to enter into. Players must have enough gang members to enter each specific territory. The number of required gang members is listed in red, in the upper left of each territory.

Note: a player may only skip over a territory if all the Minor Territories inside of all closest Major Territories are occupied.

Police RollOnce a player has completed one of these actions, his or her turn is over and the player to the left of them may begin their turn. Once all players have taken their turn a Police Roll (see Police Roll rules) begins. During the Police Roll, each player will roll the D20 to see if they evade the police, receive a penalty, or draw a Special Character Card.

General RulesPlacing a token over a Minor Territory signifies a captured Minor Territory. As long as there is no other player’s token in the Minor Territory, the area is automatically won. When a player captures all Minor Territories within one Major Territory the major territory is then captured on that turn. Other players are unable to fight to capture a major territory once another player has captured it.

A player may choose to either move to a new territory or capture the remaining minor territories within the major territory. If a player wishes to capture a territory that another player is currently occupying, the player must initiate a fight with the opposing player (See Player Fight’n). Whoever wins the fight wins the right to

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that specific Minor Territory. If a player loses a fight and that is their only territory, they must return to “No Man’s Land” and start over.

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Detailed Rules for Specific PiecesPlayer Fight’nA player may choose to fight with a rival gang in order to take over a Minor Territory. A player must first have enough gang members to move into that territory. Then the player will verbally communicate that he or she would like to fight for the rights to the territory. The opposing player may not decline the fight. Gangs of different sizes will be allowed the use of different amounts of Attack and Defense cards per fight. The number of cards allowed per fight, per player, will be as follows:-      Gang size: 5 – 10 members; 3 Attack or Defense cards + Special Character Cards-      Gang size: 15 – 25 members; 4 Attack or Defense cards + Special Character Cards-      Gang size: 30 – 40 members; 5 Attack or Defense cards + Special Character Cards-      Gang size 45 members; 6 Attack or Defense cards + Special Character Cards

When a fight begins, both players will roll the D-20. Whoever has the lowest number will have to display which cards they are using in the fight. The person who rolls higher number will have the advantage of seeing the opponent’s cards and be able to base their choice of cards off of which cards the opponent has chosen to play.

The player who is attacking may only use Attack Cards (and bonus points from any applicable Special Character Cards) and the defending player may only use Defense Cards (and bonus points from any applicable Special Character Cards). If the attacking player has more points, they will take over the territory. If the defending player has more points, they will keep their territory and the attacking player may not advance. If the fight ends in a draw, it will count as a win for the defending player.

Attack and Defense cards used in each fight will be discarded to the bottom of the Attack/Defense card pile and each player will draw new cards from the top of the deck. Shuffle the Attack/Defense pile after each round.

Example:

Player A: +15 Attack+3 Bonus Attack from Special Character CardTotal: +18Player B:+13 Defense

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+6 Defense from Special Character CardTotal: +19

Player B wins by one point.

Capturing TerritoriesThe capturing player placing a token of their gang color onto the board in the territory being captured by them will signify captured territories.When a player moves into a new Major Territory they may capture one Minor Territory within it, per turn. On the player’s next turn, they may choose to either capture another Minor Territory within the same Major Territory or travel to a new Major Territory and capture or fight to capture. If an opposing player has captured some of the Minor Territories within a Major Territory, the player whose turn it is may choose to capture an unoccupied territory within that Major Territory or fight the player to gain the minor territory they currently occupy. Once a Major Territory is captured, other players may not fight to steal it.

Special Character CardsEach Special Character Card has a unique ability, which can benefit the player who possess it or negatively impact other players. Some special cards may be used for the duration of the game, while other cards may only be used once, and then discarded. If a card must be discarded after one use, it will explicitly say to do so. Discarded special cards may not come back into play during the same game. Abilities and rules will be written on each card, along with how to use the card. You are limited to owning one special card at a time unless the card says you may increase your card limit, in which case a second card may be obtained through the police roll.

Character cards: Kingsley Montgomery (Increase Special Character cap by +1, +3 Attack, +3 Defense)

Johnny “Snake-eyes” Kimble (+1 to each Attack Card being used, +3 Defense)

Little Lou “The Snitch” (Immune to negative effects of police roll)

Buggy “The Burglar” Backstrom (Steal 5 points from your opponent and add it to your total)

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Joey Cigarettes (Can neutralize all Attack cards from one player during one attack) Discard after use (auto-win for one fight)

Crazy Ray (Double Attack points for one fight. Discard after use)

“Don” Rizzuto (Special Character cap increased by +1, +5 Attack, +2 Defense)

Shiryuu “Katana” Chou-un (+3, Attack, +3 Defense, Causes opponent to play one less Attack or Defense card during a fight. Discard after use)

Tommy “The Gun” (+4 Defense)

Jin “Mad River” Fong (+8 Attack, +8 Defense. Discard after use)

Police Roll

Players must roll the 20-sided after each round ends to endure the wrath of the police in Greased Fight’n.  Unless a player has an exemption card, they must take part in the roll.  Players who roll 2-5 are safe from the police. Rolling 6-9, the player loses a turn for 1 round.  Rolling 11-15, are safe from the police. Rolling a 16-19, the player loses 10 gang members and won’t draw a gang member card next turn. Players who roll a 1, 10, or 20 have a chance to exchange or receive a special character card.  

Draw Special Character Card - 1,10, 20Safe from police - 2-5, 11-15Lose a turn - 6-9Lose 10 Gang members - 16-19

Secret Objective CardsSecret Objective cards will be randomly placed facedown on three random major territories during setup of the game. A secret objective will become activated when one player captures the major territory. Special objective missions will be unique and will have a unique bonus for if the mission is successfully completed.

Note: Not all Secret Objective Missions will be available for completion when a player picks them up.

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Flowcharts

Mechanics Chart

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Movement Chart

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Battle Chart

End Game Conditions

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The game is considered over when one gang has control over 5 Major Territories, or whichever player has captured the most major territories after the twenty-round limit is reached, whichever comes first. The game will also end if players capture all of the Major Territories and no player can move, in which case the player who has captured the most major territories wins.

In the event of a draw, those players will go to a sudden death fight. Player will discard their entire hand of cards and will be dealt 7 new Attack/Defense cards. Normal fight rules will apply to sudden death. The winner of the sudden death is the winner of the game.

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Rules Questions & StrategiesStrategies

One strategy was found that when playing with up to five others, be cautious of where they are in comparison with you. If you use all your cards in one fight, you could be in trouble for the next one. You never know when you’re going to fight multiple players one after another.

Keep track of your opponent’s cards whenever possible.  Be sure to observe the battles between other players to achieve this.  You can find out if they have a powerful special character card that you can’t contend with at that moment and avoid fighting a losing battle.

Extend the reach of your power early and fast.  By moving across the map early in the game, you leave the other players behind to fight among themselves.  In the meantime, you will be sneaking away, gaining gang members and possibly finding secret objective cards to help secure victory.

If you get tired of a special character card you have, look to the police roll to get things changing.  Always remember, if you can roll a 1, 10 or 20, you have the option to change your special character.  I like to do this often if possible, just to take advantage of as many of their abilities as possible.

Creating informal alliances with players can help take out other players who have gotten further ahead in the game. Watch out for people who want to team up against you and steal your turf!

FAQs

How do we use the Yellow and Purple Gangs? There are no pieces!If the players choose to use those gangs, you will need construction paper of the same color and cut into 20 pieces that can be used on the game board.

Can I pass through a territory occupied by another player?Yes.  If a player has taken over an entire territory (Uptown, Chinatown, etc.), you may pass through with no penalties.  

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What happens my battle results in a tie?This depends.  If you are the defender, then good for you!  The tie goes to the defender and the result is a battle loss for the attacker.

What if more than two people tie after twenty rounds?There will be a multi-way fight with all players who have tied. If multiple players tie during the sudden death fight, the losers will be excluded and the people who tie will fight again until there is a clear victor.

I don’t like my special character card, how can I change it?You can change your special character card by rolling a 1, 10 or 20 during the police roll.  It is also possible to gain another character card through secret objectives, so look out for those.

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