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Dylan Leppo Caleb Massey Mason Monks Alex Shepherd Design Document September 6, 2017 Design Document for Power, Page 1

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Page 1: Dylan Leppo - asgamedev.files.wordpress.com€¦  · Web viewEngineers now each carry two action points each. We added this system to encourage players to work towards gaining more

Dylan LeppoCaleb MasseyMason MonksAlex Shepherd

Design Document

September 6, 2017

Design Document for Power, Page 1

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Table of Contents

Table of Contents 1

Design History 3Version 1.1 3

Version 1.2 3

Version 2.0 3

Game Overview 5Where does the game take place? 5

What is the story? 5

What is the main focus? 5

How many characters/units/pieces does the player control? 5

Game Theory 6

Mechanics 7

Feature Set 8General Features 8

Game Components 8

Rules & Mechanics 13Game Setup 13

Turn Sequence 14

General Rules 17

Detailed Rules for Specific Pieces 17

Flowcharts 19

Setup Flowchart 19

Player Turn Flowchart 20

Round Flowchart 21

End Game Conditions 22

Rules Questions & Strategies 22

FAQ 22

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Design History

Version 1.1

1. We changed how Searching and Catastrophes worked together. The previous system for it was too random and inconsistent.

2. To complement the changes to Searching, we had to change the tiles. Now instead of rolling a die every time you Search a tile, there are certain dangerous tiles that will trigger a Catastrophe Card to be drawn whenever you Search those tiles.

3. Altered the design and form of the Map.4. Changed resource Cards to Tracking Tiles and Pieces, to save on clutter and game pieces.5. Altered the way in which players spend action points. Engineers now each carry two action

points each. We added this system to encourage players to work towards gaining more engineers so they could increase the amount of resources gained each round.

Version 1.2

1. Added Arrest action. We felt like this was a way to add an additional element of balancing to the gameplay. The Arrest action gives the normal players the chance to cripple the Bleeding Heart’s progress.

2. Adjusted the Quell action so that not all players must participate. This ensures that even if the Bleeding Heart chooses not to participate in quelling the public, players can still effectively reduce the conflict counter.

3. Added Return Action. Players can now return engineers to the hub facility by spending both of the engineer’s action points.

Version 2.0

1. Added Agenda cards. Added the list of agenda cards that will be given to players. Each specific win condition is now defined for players.

2. Added catastrophe card front side. Edited the front side of catastrophe cards so they each have their attributes listed.

3. Changed road build cost and refund amount. Roads now cost 1 Carbon and 1 Iron to build. When they are destroyed, players get their choice of 1 Carbon or 1 Iron. This will allow players to build more roads at an earlier point in the game encouraging exploration.

4. Each engineer now has 3 action points. This will improve the speed of the game. Each engineer can now complete more actions per turn.

5. Changed action point cost of quick search and return. Quick Search and Return now each cost three action points. This is to fit with the new action point allowance of the engineers.

6. Resource gathering now scales with discovery of additional resources. We found that gathering resources was very slow. Also, once players uncovered all four resources, there was no reason to expand further on the board. So now, as the players uncover more resources, they will gain more resources. For instance, with one water tile exposed, players will only get 1 water per search. However, with 3 water tiles exposed, players can now get 2 resources per search.

7. Multiple catastrophes can now be active at once. In order to increase tension as the conflict counter gets higher, we chose to allow multiple catastrophes to be active at once. This will scale by the restriction that the number of catastrophes allowed at once will be ½ the conflict counter (rounded down). So if the conflict counter is at 4, there can be 2 active catastrophes, but if the conflict counter is at 7, there can be 3 active catastrophes.

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Game Overview

Where does the game take place?

Power takes place on the planet Jötunn IX. The world is inhabited by humans, but the player will be venturing out into areas that are unexplored or otherwise barren.

What is the story?

In the distant future, the human race has colonized a planet called Jötunn IX. The planet has been inhabited by two generations of humans, and tensions are getting high. Resources are running low and the planetary government has engaged an effort of sending engineers to find rare resources that could help sustain the colony’s production capabilities. In the game, players take the role of Administrators of Operations for GalactiCo, a corporation that exists to ensure the human race survives all of its interplanetary pioneering endeavors. Unfortunately, many citizens of Jötunn IX do not feel comfortable with the government drilling inside of a territory that has not been thoroughly explored. Because of this, the Fuse team was born!

This team consists of engineers controlled by the players. These engineers do everything the colony needs to be successful. From keeping the citizens content and building buildings to exploring new territories, they do it all! Along the way, however, you will need to take great care in how you approach harvesting these rare materials. Move too slowly, and your mission will fail. Strike too quickly, and the public will rise up and start a revolt. It’s up to you and your engineers to gather the resources while keeping the peace. Lastly, keep in mind that not everyone in the Fuse team shares the same ideals you do.

What is the main focus?

The focus of Power is for players with the role of Administrator to harvest and refine resources, while players with the role of Bleeding Heart are focused on thwarting the efforts of the other players in order to cause an uprising. Players will accomplish their goals by building structures, searching for resources, and allocating those resources.

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

Each player starts off with three engineers in a 4 player game, and two in a 5 or 6 player game, on the Fuse Team to control.

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Game Theory

Symmetry – Power is a symmetric gameEach player has the same options and loadout at the beginning of the game. No matter which engineers are chosen, all players are given the same starting options. Even though they have differing agendas, each player will use the same tools and abilities to complete their objective.

Play Style – Power is a Cooperative gamePlayers can choose to work together throughout the game. This is optional because players do not necessarily need to cooperate in order to be victorious, but it would be extremely beneficial for players to do so. The player assigned the role of Bleeding Heart will be cooperating with others as well in order to create the impression that they are trying to help. Players can cooperate by sharing resources, returning to the hub facility to quell the public, and by strategizing movement.

Summation – Power is a non-zero-sum gamePower is considered a non-zero-sum game because of the manner in which you can gain resources. Players will navigate the game board in order to harvest resources, and once those resources are obtained, they remain on the board. This means that a player can harvest the same resource multiple times without taking that resource away from the other players. Throughout the game, players may also gain additional engineers for their squad. This does not mean that other players gain fewer engineers. This simply increases the total number of engineers on the board.

Perfect/Imperfect Information – Power has imperfect informationImperfect information is vital to the functionality of Power. Players should not know what resources other people have, and they certainly should not know whether or not another player is the Bleeding Heart. This is all, however, dependent on the people playing the game. If they would like to divulge certain information, that is always possible, but it is not recommended. For instance, players may wish to share which resources they have in order to make a trade, but it is not necessary to share ALL of your resources with everyone playing the game.

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Mechanics

Move - movement of units by using action points. Each unit can move one space per action point. Players must first construct roads in order to move to a specified tile. This is a meaningful player choice because players will choose their direction as well as how many spaces they would like to move.

Build - construction of roads by using action points. Players will spend various action points and resources in order to build roads that allow them to move throughout the board. This is a meaningful action by the player because they are choosing where the roads are built, and it costs them resources.

Search - player searches the tile they are standing on by using action points. A player can spend one action point to search the tile they currently occupy, but they must wait until the start of the following round to find out the result of the search. Players can search in one turn by spending all three action points. Depending on the result of the search, a catastrophe may go into effect.

Quell - players bring down conflict counter by gathering in the main hub. At any point in the game, players can players can decide to bring engineers back to the hub facility for one round to bring the conflict counter down one point. There must be engineers equaling twice the number of players in order to successfully bring down the conflict counter.

Destroy - players can destroy roads to gain additional resources. If players need, they can use two action points to destroy a road and gain back part of the resources it cost to build the road. This action is a meaningful player choice because the player will decide when they would like to do this. The consequence will be the loss of action points and the resources lost/gained.

Return - players can instantly return to hub facility. At any point in the game, a player can instantly return an engineer to the hub facility for the cost of three of the engineer’s action points. After choosing to return to the facility, the player will immediately place their engineer in the hub and roll a d10. Depending on the outcome, players will lose a certain amount of resources due to protesters along the way.

Arrest - round leader can call for the arrest of a certain player. If the round leader suspects that one of the players is the Bleeding Heart, they can take a vote to have them arrested. If the vote is successful, the player who was arrested must surrender all of their resources to the round leader.

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Feature Set

General Features

- Building Roads: One thing that makes Power unique is the use of roads. Players will only be able to move where they have first built roads.

- Customizeable board: Each game will be unique because players will build the board from scratch every time they play.

- Multiplayer Play: Players can work together to harvest rare resources from the planet, but look out for the Bleeding Heart. He’s trying to sabotage your mission.

- Social Discussion: Where should resources go? Should players return to the hub? Who’s the Bleeding Heart? These are questions you are bound to ask throughout the course of the game.

- Catastrophe: As if mining for precious resources on a foreign planet wasn’t enough. Catastrophes are sure to keep you on your toes each round.

- Keeping the Peace: The goal of Power is not to engage in violence, but to deter it. You’ll want to do everything in your power to keep the public calm.

Game Components

- Types of Resource Cards: Iron, Thorium, Water, Carbon- 1 Game Board with 40 hex spaces- 1 Round Tracker- 1 Conflict Tracker- 2 Tracking Pieces- 39 Resource Tiles (11 Baren, 7 Iron, 7 Water, 7 Carbon, 7 Thorium)- 6 Player Agenda Cards- 24 Engineer Units- 24 Resource Tracker Cards (1 for each resource, per person)- 24 Resource Tracker Pieces- 30 Catastrophe Cards- 30 Thorium Rod Cards- 1 six-sided die- 50 Road pieces- Rule Book

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Rules & Mechanics

Game Setup

1. Put the Game board on the table.2. Shuffle the map tiles.3. Each player will take ten map tiles out of the shuffled pile.4. The shortest person places their tile on the game board first.5. Players will go in a clockwise order and place their game tiles, on the Board as shown below,

until the map is full. 6. Shuffle the Agenda cards; each player will draw an Agenda in the same clockwise order.7. Place all of the engineers in the hub facility.

a. If there are 4 players - give each player 3 engineersb. If there are 5 or 6 players - give each player 2 engineers

8. Each player starts with two of each resource.9. Place the round counter at 1 and the conflict counter at 3

a. For increased difficulty, start round counter at 3 and conflict counter at 5.

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Turn Sequence

- The first Round leader will be the shortest player. Round leader will also take the first turn each round. The round leader will move from player to player counter-clockwise each round.

- Players will use their action points each round to complete a certain number of actions. Those actions include moving, searching, building, quelling, and destroying. Players’ engineers have three action points each.

Player Turn Phase

Movement- If the player chooses to move their engineer, they can do so at any point throughout their turn

as long as they have action points and are not restricted from moving, such as when performing a Search action.

- Remember, players must first construct a road if they would like to move to a certain area. The only exception to this rule is if the engineer is moving onto the tiles that are touching the hub facility.

- The player first chooses a direction and then spends one action point per tile moved.- Any number of players can occupy or move through a tile. If a player is already stationed on a

tile, another player can land on or move through that tile without penalty.- The player can continue to move after performing a build or destroy action.

Search- Engineers can search once per turn for the cost of 1 action point. Whenever an engineer is

searching, the engineer tile will be flipped over indicating they can no longer move.- When an engineer lands on a tile, they may choose to search that tile to harvest resources. At

the start of the game, all of the resources are hidden, and players will not know what lies under tiles they are searching.

- A player will not learn the effect of a search until the following round has begun.- While performing a search action, the engineer must remain on that tile until the action is

completed.- The first time a resource is searched it is flipped into the upright position and remains in it’s

position for the rest of the game. From that point on, that resource can be harvested once per round.

- If an engineer searches a resource tile, the player draws a Catastrophe card that goes into effect immediately.

- If an engineer searches on a resource tile and there is already a Catastrophe in effect, players will first check at what number the conflict counter currently sits. The number of catastrophes that can be in effect at once is equal to ½ of the conflict counter (rounded down). For instance, if the conflict counter is at 3, then one catastrophe can be in effect at a time. If the conflict counter is at 4, there can be two catastrophes in play at once.

- If the maximum amount of catastrophes are currently in effect at the time the tile is revealed, then the player will not draw another catastrophe card, and an additional catastrophe will NOT go into effect.

- When a catastrophe card is drawn, it is turned counterclockwise 90 degrees for each round it is active. As a round passes, it is flipped back 90 degrees. for instance, if the catastrophe lasts for 2 rounds, then the player will turn the card counterclockwise 180 degrees to where it is upside down. Once a single round passes, it is turned back clockwise 90 degrees and will be sideways.

- Catastrophes must be resolved all at once. Players cannot choose to pay in a little at a time. Catastrophes can only be resolved at the end of a round.

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- An engineer can also perform a quick search action. This costs 3 action points, but the player will gain the resource immediately, instead of at the start of the next turn.

- Only one search action can be performed on a tile each round. Once an engineer has searched, that tile cannot be searched on again until the following round.

- As tiles are revealed throughout the game, the number of resources a player receives will increase. The scale with which each resources increases is as follows:

- One or two revealed resources = One resource gained- Three or four revealed resources = Two resources gained- Five or six revealed resources = Three resources gained- Seven reveled resources = Four resources gained

- The scaling occurs only for each individual resource. For instance, if there are four iron resources revealed, but one water, then a player will still only get one water resource by searching a water tile.

Build- At any point in their turn an engineer may choose to build a road as long as they have available

action points and they are not performing a search action.- A building action costs 1 action point, 1 carbon, and 1 iron per road.- When constructing a road, players will place a road piece on a line between hex tiles. Once that

road has been placed, engineers can then travel to any tile the road is touching. - Any road that is built must be connected to the hub facility or an already existing road.- Engineers cannot be placed on tiles that do not have a road touching them. The only exception

to this rule is when an engineer moves onto the tiles touching the hub facility.- In the example below, the player is placed on a random tile on the game board. The blue lines

signify where roads have been built. The red lines signify where the engineer could potentially build roads. The orange tiles signify where the player CANNOT move, and the green tiles signify where the player CAN move.

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Quell- At any point in the game, players can choose to work together and quell the tensions of the

public.- In order to have a successful quell action, engineers equaling two times that of the number of

players must return to the hub facility at the same time. Those engineers must stay in the hub area for one entire round in order to reduce the conflict counter by 1.

- Quelling costs each engineer 1 action point during the round it is employed.Destroy

- At any point in their turn, a player may choose to destroy a certain road.- In order for a player to destroy the road they must have an Engineer in an adjacent tile.- Destroying a road costs 2 action points from the Engineer.- Players can destroy any road whether it was constructed by them or not.- Once a road is destroyed, the player will get back their choice of either 1 carbon or 1 iron.- Players may destroy any single portion of the road that they like. One destroy action will only

destroy one portion of the road, not an entire contiguous road.

Return- At any point in their turn, an engineer can return directly to the hub facility by spending all

three of their action points. - As soon as the action is taken, the engineer immediately returns to the hub.- After returning to the hub, the player will then immediately roll a ten-sided die in order to find

out whether or not they lost resources along the way.

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- If the result of the die roll is a 1, 2, or 3, the player loses 1 resource. If the result is a 4, 5, or 6, the player loses two resources. If the result is a 7 or 8, the player loses three resources. If the result is a 9 or 10, the player will lose 4 resources.

End Round Phase

Arrest- At the end of the round, the Round Leader can choose to call for an arrest of one other player.

In the event that the vote is a majority yes, the player under arrest must submit all of their resources to the Round Leader. This does not include Thorium Rods.

Create- Once all player turns are complete, Thorium Rods may be created by combining two of each

resource at the hub facility.- A player who wishes to create a Thorium Rod must have at least one engineer at the hub

facility.- Players are awarded one Thorium Rod for trading in two of each resource.

Recruit- Concluding each round, players can recruit more engineers for their squad by spending 5

Carbon and 5 Water resources.- Each player can have a maximum of 4 engineers at any point in the game..

General Rules

- If catastrophe cards are not met within the specified number of rounds, the consequence will be listed on the card.

- Players cannot trade or give action points to other players or between their engineers.- Players can choose to trade resources throughout the game at any point.-- The game must be played with at least four players, and no more than six players.- If four players are playing, each player starts with three engineers. If there are five or six

players, each player starts with two engineers.

Detailed Rules for Specific Pieces

Catastrophe Cards (30 total)- Natural Gas Explosion(3):

- Requirement - 5 Carbon, 5 Water- Penalty - Move Conflict Counter up 1- Time Limit - By the end of current round

- Civilian Death(3):- Requirement - 7 Iron, 3 Thorium- Penalty - Move Conflict Counter up 2- Time Limit - By the end of following round

- Vegetation Destroyed(5):- Requirement - 3 Carbon, 7 Water- Penalty - Move Conflict Counter up 1

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- Time Limit - By the end of current round- Wildfire(3):

- Requirement - 4 Thorium, 10 Water- Penalty - Move Conflict Counter up 1- Time Limit - By the end of following round

- Destruction of Animal Habitat(2):- Requirement - 4 Carbon, 6 Iron- Penalty - Move Conflict Counter up 2- Time Limit - By the end of following round

- Pollution(3):- Requirement - 8 Thorium, 8 Iron- Penalty - Move Conflict Counter up 1- Time Limit - By the end of following round

- Nuclear Reactor Leak(1):- Requirement - 10 Carbon, 10 Water, 10 Iron- Penalty - Move Conflict Counter up 3- Time Limit - By the end of two following rounds

- Engineer Death(3):- Requirement - 7 Carbon, 10 Water- Penalty - Move Conflict Counter up 2- Time Limit - By the end of following round

- Uprising(2):- Requirement - Move a number of engineers back to the Hub, equal to the conflict

counter.- Penalty - Move Conflict Counter up 1- Time Limit - By the end of current round

- Life is Found(5):- Requirement - 4 Iron, 6 Water- Penalty - Move Conflict Counter up 1- Time Limit - By the end of current round

Player Agenda Cards (6 total)- Builder(1):

- Have the longest continuous road at the end of the game- Peacekeeper(1):

- Use all of your engineers to quell at least three times in the game- Recruiter(1):

- Have the highest number of engineers at the end of the game- Stockpiler(1):

- Have the most resources, collectively, at the end of the game- Scientist(1):

- Have exactly 4 Thorium Rods at the end of the game- Bleeding Heart(1):

- Cause a revolt by making the conflict counter reach 10 before the game ends

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Flowcharts

Setup Flowchart

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Player Turn Flowchart

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Round Flowchart

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End Game Conditions

Administrator Win Condition:For the players as a group, the players collect Thorium Fuel Rods totaling four times the number of players. For instance, 4 players will need a total of 16 fuel rods, but each player doesn’t need to obtain 4. Thorium cards are collected by taking each resource card back to the facility in order to be refined.

For a player individually, Agenda requirements must be met for them to win the game.

Administrator Lose Condition:The round counter or the conflict counter caps out. The conflict counter goes up after certain events and player actions.

Bleeding Heart (Traitor) Win Condition:The round counter or the conflict counter reaches maximum.

Bleeding Heart (Traitor) Lose Condition:Administrators successfully collect 4 Thorium Fuel Rod cards per player.

Rules Questions & Strategies

● The Bleeding Heart is considered a traitor, so players in this role should seek to keep their identity a secret.

● Arresting does not give the Round Leader the arrested player’s Thorium Fuel Rods, just their basic resource cards.

FAQ

● How do I make Thorium Rods?○ A single player must spend two of each resource while having at least one engineer in

the hub facility.● If we collect enough Thorium Rods, but I did not complete my agenda, do I still win?

○ No. Players only win when they complete their individual objective as well as the main objective.

● How many engineers can I have?○ Each player can have a maximum of 4 engineers at any given time.

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