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Doomsday Wars Design Document William Amadio Peter Blankenship Aaron Christian Carter Malave Miguel Reyes Kory Scholle <Game Design Document> for <Doomsday Wars>Page 1

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Doomsday Wars Design DocumentWilliam Amadio

Peter BlankenshipAaron ChristianCarter MalaveMiguel ReyesKory Scholle

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last edited 5/17/2015

Table of Contents

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Design History

In this section, we chronicle the changes made to the game. Some of the changes are small, some of the changes were much more significant. Each change was made for different reasons and had different effects. Some changes were made for scope, while others were made for practical reasons. Regardless, every change has been listed and described below.

Version 1.10

1. Changed Mechanics of combati. Made it easier to use Treasure in Combat.

ii. Combat Treasure will be applied for the whole turn as opposed to a single fight. 2. Added Mechanic

a. Plunderi. This allows players to steal treasure from opponents.

3. Warlord Abilitiesa. Special terrain effects

i. Warlords are given specific specials according to the terrain on the map4. Change the number of warlords

a. Warlords count from 6 to 5i. This was changed to match the number of zones on the game board, so each

Warlord had one zone.5. Alliance and Broken Alliance

a. Treasure piecesi. Alliance Cards and Broken Alliance Cards are obtained by collecting Treasure.

Version 2.00

1. Alliance and Broken Alliancea. No longer Treasure Cards

i. We wanted all members to have one of each when they start the game to make the mechanic more available.

2. Removed Fast travela. It was too difficult to make the mechanics work seamlessly with other mechanics in a

way that made sense.3. Removed Terrain

a. Terrain on game boardi. This was removed due to time.

ii. Terrain aesthetics and effects are something we would like to come back to4. Warlord Specials Changed

a. Remove of the terrain specialsi. We had to change terrain specials for Warlords since terrain was removed.

ii. Warlords were given a different special for combat.<Game Design Document> for <Doomsday Wars>Page 3

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5. Designated zones in which Warlords will starta. Did not have designated start zones before this addition

i. Warlord Cards show what zones each Warlord will start in.

Version 2.1

1. Treasure locationsa. Changed treasure turn

i. Treasure locations where players are able to move off and then back on again were added.

ii. Added waiting turn (5 Turn wait to re-activate).2. Treasures

a. Added three different types of Treasure due to terrain removali. Combat treasure

ii. Movement Treasureiii. Reinforce Treasure

3. Removed Clue inspired elementsa. Detective mechanics

i. Since we removed terrain and fast travel, we lost the ability to implement most of the detective possibilities we had in mind.

Version 2.2

1. Combat Treasurea. Utilization

i. We clarified that Combat Cards can always be used in Combat sequences so that the defending player(s) have the chance to use their Treasures.

2. Warlord Movementa. Combat

i. Warlords are able to be relocated back to their captured zones if defeated.b. Warlords move like any other piece.

3. Captured zonea. Changed instead of one area to capture now up to three areas to control to capture the

zone.

Version 2.31. Attack/ Defense Cards

a. Added different cardsi. Attack: Attack cards effect Combat roll

ii. Defense: Defense cards effect Combat roll2. Cover

a. Implemented cover mechanic to the map3. Removed Attack bonuses from Treasure

a. No need to have attack cards as treasure since we already have some4. Warlord's Army

a. Statsi. Each warlord is now given a specific number of units, each with their own stats.

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b. Gave each piece a line of sight5. Added Flanking and stealth

a. Giving players a line a sight allows players to attack from different directions.

Version 2.41. Mechanics

a. Changed combat rolls from both players using D8 to attackers using the D8 and the defenders using D10

2. Added another game componenta. Added a D10 die

i. D10 is to used for defense1. 0 on this die is a 0 not a 10

3. Changed Statsa. Stats for Army Cards were too high for attack and defense

i. Play test proved that attacking was too easy4. Attack vs. Attack

a. Added another flow chart and added the mechanici. This allows players to use attack vs. attack sequence in Broken Alliance

sequence and combat sequence5. Fast Travel

a. Added the ability to fast travel to travel zones using Treasure Cards.6. Game board was changed

a. Went from hex spaces to square spaces on the game boardb. Installed non-travel zones. These are areas where pieces cannot move through

7. Some of the Attack/Defense Cards are unit type specifica. Soldierb. Rangec. Rogue

Game Overview

Where does the game take place?

In the year 2032, the planet Earth is not what it once was. An earthquake has shattered all standing human structures and humanity itself is in shambles, yet nature still lives on strong. Vast forests, barren deserts, great plains, and beautiful archipelagos are just some of the terrains that remain intact. Each terrain remains unique, and each one offers many opportunities for humanity’s comeback. Our story begins in an unrecognizable part of the world.

What is the story?

In the year 2032, a catastrophic earthquake wrecks the entire world. With infrastructures and cities in ruins, the governments of the world lose the ability to maintain order, and civilization fails. First, there is rioting and looting, but that is just the beginning. What comes next can be described as nothing less than total anarchy. Nomadic bands of bandits pillage what few attempts of peaceful communities pop up. People are reminded of the sick incivility that comes from humanity when true

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desperation takes its grip. Just before all civilization is lost, and humanity consumes itself in mad carnage, warlords begin arising to establish control. Each warlord wants control for different reasons. Some want control for stability, some to rebuild civilization, and many more just want control for power. Regardless of their motives, each warlord will stop at nothing until the control everything.

WarlordsShinkai has been a loner for the most of his life. When he was only 8 years old he was

abandoned by his parents. After that he took care of himself. He came across a gentleman who offered to bring him into his home. Some time later, his new caretaker fell ill, died, and left all of his wealth to Shinkai. This is how he became head of the Alti Corp which he changed to the Shinkai Corporation. The company grew into an arms dealer involved in producing weapons and vehicles for military warfare for The United States. From this foundation, Shinkai established his place in the world after the earthquake that destroyed almost everything. It’s been roughly 6 years since the fall and he has managed to conquer a sizable territory with an army that he created and the weapons his business manufactured.

Tranois was one of the few pirates who still existed in the modern world. Tranois was a king of his own pirate fleet. He became known as the modern world's first real pirate by using Guerilla Warfare to take on the navies of multiple world nations. Tranois is one of the most significant instigators of the conflict that followed the massive earthquake. Tranois is a great tactician and he is able to command effectively without direct contact.

Sinclaire came over to North America from Britain in the years before world fell. He was a political leader. He managed to run several billion dollar corporation and even had the Mayor of Miami in his pocket. Many people followed Sinclaire before and after the earthquake happened. During the years following the earthquake, he managed to slaughter hundreds of people, many of which were his followers. Sinclaire not only leads his city with an iron fist, he has turned that very fist into a bloodied mallet.

Kry was born as a native to North America. His ancestors were of an unknown tribe that roamed the land before the Europeans had come over and colonized the Americas. Kry became a hunter like his father before him. Kry was always fighting for his people. Before long he grew to be a hero of many oppressed ethnicities. This reputation helped him create his army in the new world. Dedicated to restoring his land to their rightful caretakers, he leads an army of those who are willing to take back the world from the devastation of the viscous bands of survivors.

Princess Bloody-Face, also known as Christina, is the youngest warlord in control. She was captured by a pirate’s crew for ransom. She was beaten, drugged, and violated. During those weeks her spirit was broken. When her parents finally got the chance to gather the money they met up with the pirate king Tranois, but instead of just taking the money and go, he dismembered her mother and father over the spread of a few days. The days that followed were crippling to Christina, and the woman she once was, was no more. She grew fierce and violent as she matured. She plundered the eastern deserts, spilling the blood of her victims as she screamed and laughed but all she could think of was the pirate king who murdered her parents.

What is the main focus?

The main focus of Doomsday Wars is to conquer the game board. The foremost way to do this is by moving forces in a way that defeats enemy forces and captures zones. Ultimately, each player will attempt to eliminate the other players from the game by defeating their Warlord in combat. Players

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also are going to focus on collecting Treasure. Not only does collecting Treasure help with defeating enemy forces and even enemy Warlords, collecting treasure also leads to an end game condition. If a player collects 15 Treasure, then they win.

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

The players will be in control of 20 tokens that represent legions, one of which is a Warlord Token. These tokens can be moved throughout the map. These tokens can also be used to attack all other players’ tokens. The player will also collect and use Treasure Cards in different scenarios, there are 25 of these Treasure Cards. There are five Warlord Cards and players will take advantage of their warlord’s abilities to win. Players will also be in control of attack and defense cards. Each player will be given 5 cards at the beginning of the game.

Game Theory

Symmetry – Doomsday Wars is considered an asymmetric game. Because the board is not a perfect shape, each player will start in different sections. Each section is shaped differently, so creating strategies for attack and defense change in each zone. This may result in an advantage or disadvantage for an attacker or defender. Also, the stats for attack and defense for individual units and Warlords vary. This results in a lack of symmetry concerning combat.

Play Style – The playstyle for Doomsday Wars is a mixture of both cooperative and competitive. Whether or not the play style is competitive or cooperative is up to the player. If a player wants to play cooperatively, then they can use Alliance Cards to create partnerships with other players, and form strategies with the other players. A player may focus on trying to regain Alliance Cards by collecting Treasures so that they can maintain their cooperative strategy. Conversely, a player can avoid Alliances, use Broken Alliance cards to break alliances, and form aggressive strategies if they prefer a competitive play style. This mix create an interesting dynamic for every player to consider. Each player must consider the intentions of the other players concerning cooperation, because it will certainly affect any attempts made to create alliances.

Summation –In Doomsday Wars, battling another Warlord gives you the opportunity to obtain the opposing player’s treasure, allowing you to win something to give you an advantage and strip the losing player of their spoils. the game is non zero-sum due to the fact that once a player uses a card during a battle that card is placed back into the deck. Also tokens can be recovered with a card as well.

Perfect/Imperfect Information – Doomsday Wars would be considered a perfect information game. The players will clearly be able to see their opponents units on the game board, and no player will be unable to observe this. The players’ cards will also be available to be seen by every player. If one player wants to know what Treasure cards, attack cards, and defense cards another play has, then they can simply look over and see. This, in conjunction with the perfect information nature of the game pieces, create an overall availability for each player to access all information that is available to every other player. In conclusion, the only thing one player will know that the other players cannot know is a strategy.

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Feature Set

General Features

Doomsday Wars is a game of bloodthirsty conquering. This strategic game supports up to four players, and pits them against each other in an all-out war! Table talk, including alliances, threats, coercion, backstabbing, and other verbal tirades, are not only allowed, but encouraged. In Doomsday Wars, there are many things to do:

● Assume the identity of a warlord and move through the game world controlling vast forces.● Take advantage of powerful benefits by using Treasure. Using Treasure is strategic because

you lose a Treasure when you use it● Temporarily ally with other Warlords to become one unstoppable force. You can only ally with

other warlords by collecting Alliance cards.● Betray your allies and plunder their Treasure. You can only break an alliance by using a special

Broken Alliance Card. ● Strategize your assault on another Warlord’s territory by coordinating your forces in

movement and in combat.● Eliminate other Warlords, take control of their zones, and plunder their Treasure.● Win the game by annihilating each of the other Warlords or by collecting 15 Treasure.

Game Components

● One game board with denoted movement spaceso Area for players to play the game on. Area has five zones and four interconnecting

travel locations. Each zone has three connected capture spaces.

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● 20 white tokens o Players will use tokens to represent their forces. In each set of 20 tokens, one token will

have a “W” on it to signify that it is a warlord piece. (this can be taped on with a slit of paper)

● 20 blue tokens ● 20 green tokens ● 20 root beer tokens● Five Warlords Cards

o The Warlord Deck is a set of cards that the players will draw from at the start of the game. Each card will determine what zone on the game board each player will start in. Each card will represent a unique character whose identity the player will assume.

● Warlord's’ Army Cardso Each Warlord has its own Warlord Army Deck

▪ Shinkai 3 Cards▪ Tranois 3 Cards▪ Sinclaire 3 Cards▪ Kry 3 Cards▪ Princess Bloody Face 3 Cards

● 25 Treasure Cardso Each Treasure will represent a special ability or benefit. Treasure Cards will be stacked

into a Treasure Deck. Players will draw from the deck if they successfully complete a roll on a Treasure space on the game board.

● One eight sided dieo The eight sided die will be used when players combat each other.

● One twelve sided die

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o The twelve sided die is used to determine how many spaces the player will move in each turn.

● One 20 sided dieo The 20 sided die will be used in rolls that determine whether or not players receive a

Treasure Card when they land on a treasure space or when they attempt to Plunder each other.

● Four Alliance Cardso Alliance cards allow players to combine forces for five turns, allowing players to move

pieces within the same areas.● Four Broken Alliance Cards

o Broken Alliance cards allow players to end alliances between players. Also they give the opportunity for players to plunder the other player that they were in the alliance with.

● 15 Attack and 15 Defense Cardso These cards add a bonus to the a player’s attack during a battle or a bonus to a player's

defense during a battle. Players will be receive a card every two turns.

Rules & Mechanics

Game Setup

The game board needs to be laid out on a flat surface all pieces and cards taken out of the box and separated. The decks must be separated by each category designated on the front of the card. Example: If the front of the card says “Warlord” then it will go in the warlord deck.

Each deck will be shuffled individually and will be placed face down so players cannot see. There are a total of 25 Treasure cards, 5 Warlord cards, 30 attack and defense cards, 4 Alliance cards and 4 Broken-Alliance cards. The other pieces are a total of 20 green pieces, 20 blue pieces, 20 clear pieces and 20 root beer pieces. These pieces should be put in their individual grouping and will be chosen by the player at a later time. There is also four different dice: a 20-sided die (D20), a 12-sided die (D12), an 8-sided die (D8), and a 10 sided die (D10). These dice should be placed to the side for now until the players are ready to use each die for their respective uses. Once all of this is completed each player will roll a D20 dice. After all the players have rolled their primary roll, the lowest roll will go first. Starting with the player with the lowest roll, the game will rotate counter-clockwise to the next player. The players will also start with a mix of 5 attack and defense cards. The players will be receive either an attack card or a defense card every two turns.

There are five different Warlord cards in the warlord Deck. The highest roll will take the warlord cards and lay them out faced down to be chosen by the other players. The lowest roll will then choose their Warlord. Each player will only take one card. The player will assume the identity of their selected Warlord Card. If a card is accidentally dropped/revealed then it will be shuffled into the deck and the

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Highest roller will reshuffle and re-lay the cards back out again. After the Warlords are chosen, the players pick up the Army Cards. These cards are labeled with the warlords name on the cover. Players do not have to hide these cards, which can be laid out to be seen. These cards will be used for combat purposes.

Following Warlord Card distribution, players will choose their pieces. Each piece represents one legion. Piece color selection is going to be determined based on the primary roll. The lowest roll will choose their tokens first, followed by the other player based on seat placement in counterclockwise order. At this time Players will also pick up one Alliance card and one Broken-Alliance card to be used at their convenience. After receiving their tokens, players will have an opportunity to draw out their forces. There are a few dry-erase markers in the box and players will draw on their Legion tokens with the design specified on the Army Cards. The Warlord cards will determine how many of each unit type the player will draw on their tokens. Ex. Tranois has 4 soldiers, 8 range, and 7 rogue. Players will draw only the amount given for their army, with the army card requirements.

Players will now place their pieces on the board. Players are only allowed to set the legion tokens in the designated area specified on the Warlord Card. Players must place at least one legion token in the Capture Zone Area. Players may not place their pieces in travel zones, Treasure locations, or blackout areas. After all players have placed their legionnaires in a location they will now be able to begin the game.

Turn Sequence

Players Roll:● Players use a 12 sided die to move.● When the player is in a space, that space is controlled by the player.● When the player moves into a zone that an enemy player occupies, the combat sequence

begins.● The player can move to cover. Cover only covers one side of the space.● When the player needs to look or change his/her line of the sight. It would be considered a

move.● When a player enters a treasure space, the treasure sequence starts.

The player uses a D12 to determine the amount of moves the player can make throughout the board. Any zones that the player moves over without conflict will be under the player's control. If the player moves into a zone occupied by an enemy player, then both players must enter the combat sequence. If the player moves into a treasure zone then the player must enter the treasure sequence. if the player moves to a zone that has cover, then the token that is placed there will gain a defensive bonus. If the player wants to change the direction that a token is facing, then it will the number of move the player has will be reduced by the amount of changes the player makes to the direction of the token. Before a movement roll, the player may choose to play an Alliance type card or a Treasure card. This is not mandatory, however cards must be played before the player rolls. The only time a player can use a treasure card after the movement roll is in a combat roll, and even in this case, only a Combat type Treasure Card can be used. The player will then roll a D12 die and move their pieces within the confinements of the roll. The player may move a single piece or multiple pieces within the confinement of your roll.

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Example: If you roll a five you may choose to move one piece five spaces or choose to separate and move five pieces one space. Moving a piece can be done in any direction. It is the player's choice to move where they want and how they want. Once all movement is completed, the player will then go through combat if they came in contact with other players. They will continue to fight for that spot until one player defeats and removes the other player’s forces from the area.

Example: Player X moves a piece into Players Y occupied area. Players X and Y will go through a combat sequence until there is no more player Y or no more player X.

Players may also find themselves in a zone capture situation. Zones are captured by taking out the other player that occupied the zone. This is where players will fight for specific spots in the map. The zone capture areas are used to reinforce a warlord’s forces, and is usually where players keep their warlords.

Example: Player Y has two locations and chooses to use a Treasure card that reinforces his units. Player Y may choose which of his two locations to deploy his troops.

If players occupy a Treasure area, then they will have a chance to win Treasure. Players will roll for their treasure and will follow the rules in Treasure Roll. After all combat and treasure rolls have taken place, players will then check their final states. Players may choose to use the Warlord piece like any other piece. However if the warlord is defeated but not eliminated, the Warlord will go back to its closest captured zone. The only way for a warlord to be eliminated is by taking over all of the warlords zones and then by defeating the warlord in combat.

General Rules

Combat Rolls:● Attacking players will roll a D8 to determine if the player wins of the fight.● If one player rolls higher than the other then the player with the highest roll wins.● Defending players will roll a D10 to defend him/herself. The zero on the die is a zero not a ten.● The player with the lowest roll will lose the fight.● Warlords have abilities and benefits that the player can use.● Players can use warlord abilities after 5 victories.● If the player uses the warlord's ability, then it resets to zero and the player would need to get 5

more victories if player wants to use the warlord's ability again.● Players will track their own victories. ● If a player uses an Attack Card during the fight, then the roll would be increased depending on

the card used.● If a player is attacked, then they can use a Defense Card that will increase the roll depending on

the card used.● When a player is flanking another player’s piece (attacking from a position that is

perpendicular to the direction the opponent's token is facing) the attacking player gets +1.● If a player is in cover, they will receive a defense bonus of +2 if they are attacked from the side

on which they have cover.● If a player is attacking from cover, they will receive a +1 bonus to attack.● Line of sight is determined by which direction the token is facing.● If the attacking player loses to the defending player, then the attacking stays in the space they

attacked from. That piece just can’t attack that same space (when attacking from the space they lost in) ever again.

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● If the defending player has two tokens on one space and the attacking player fails to defeat one of the two tokens, then the defending player can attack the attacking player immediately with the other token.

● If a player is in an attack-attack sequence. Who ever loses the player's token is eliminated. ● If a player is using an archer to attack. The archer can shoot over the spaces that cannot be

traveled over.

When a player moves into a zone where the enemy is currently occupying, the can player must attack an enemy token. The attacking players will use a D8 to determine the attack. The defending player will use a D10 to see if the defending player successfully defends the zone. The player with the highest roll wins that fight. This will continue until one of three things happens: the enemy tokens are eliminated from the zone, the player decides to retreat, or the player's token are eliminated from that zone. If there are more than one token then the roll process will repeat itself until either the attacking player or the defending player is defeated. In case of a draw, players must re-roll. When a player is attacking, the player will be able to use Attack cards that can only be used if the player is attacking. When a player is being attacked then the player can use Defense cards which help the defending player increase their roll. The player can flank the enemy by moving around the enemy token and attack the enemy tokens from behind. By flanking, the attacking player will gain +1 to their roll. If the player is attacking from the side, then the attacking player will get a +1 to their attack roll. In order to do these kinds of attacks the player must be out of the line of sight of the defending player’s token and the attacking player’s token(s) have to be looking at the enemy token. If the attacking player is attacking from cover, then the attacking player gets a +1 to the attack. If the defending player is defending from behind, then they cover gain +1 to defense. The use of cover is determined by which player is adjacent to it first. For example, if the a defending player has had its piece next to cover and the the attacking player moves to the other side of the cover and attacks, then the attacking player will not receive the bonus, the defending player will. Conversely, if a player has a piece next to cover and an opponent moves forces onto the other side of the cover but does not attack, then the player may attack that opponent for a bonus. If a player is in an Attack-Attack sequence then who ever loses the battle that player’ token is eliminated.

Example: Player A chooses to move toward an enemy occupied zone that is controlled by Player C. Players A and C must fight each other. Players A and C have to roll an eight sided die. Player A rolls a six and Player C rolls a three. Player A would succeed in capturing that zone.

Example: Player C enters a zone that Player B controls. Player C rolls an eight on the eight sided die, while Player B rolls a three on the eight sided die. Player C is the victor of the fight gains control of the zone.

Example: If Player D is attacking with his/her Warlord against Player A, Certain Buffs will be applied to the attacking player’s token.

Treasure Rolls:● If the player rolls a <12, then that results in receiving no treasure cards and the zone will be

unable to be used until after five turns of the play landing on the spot. This will be tracked by the players.

● If the player rolls a >11, then that results in receiving one treasure card but the zone will be unable to be used for five turns

● If the player rolls a = 20, then that results in receiving two treasure cards but the zone will be unable to used for five turns.

If a player moves to a treasure area, then the player must roll a D20 to determine the amount of treasure that the player with receive from the zone. If the player rolls a one through eleven then the

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player will not receive a treasure card and the zone will be unable to be used for five turns. If the player rolls a 20 then the player will receive two treasure cards and the zone being unable to be used for 5 turns. If the player rolls a twelve through nineteen, then the player will receive one treasure card and the zone will unable to be used for five turns. There are multiple kinds of treasure cards, but a few will have the same abilities like gaining reinforcements. Even within a similar ability, there will be cards with different effects, like gaining different amounts of reinforcements. The player must follow the ability of the treasure card when using the card. There are combat treasure cards that can only be used in combat. These combat cards allow for a better chance of winning the fight. There are also movement bonus cards which only apply to when the player is moving. This allows the player to add more movement to their movement roll. There are alliance/ broken alliance regeneration cards which allow the player to regain an alliance card or a broken alliance card. All cards that are used have to be placed back into the treasure deck except the alliance/broken alliance which are discarded.

Example: It’s Player A turn and Player A moves to a treasure zone. Player A rolls a nine on the 20 sided die. Player A will not receive a treasure card. For using the treasure zone, that specific zone will be unable to be used for five turns.

Example: During Player D’s turn, he/she moves to a treasure zone and rolls a 20 on the D20. Then Player D would get two treasure cards from the Treasure deck, but the Treasure zone will be unable to be used for five of turns.

Treasure Cards:● There are 25 treasure cards in the deck that the player can draw from (when applicable).● Treasure cards can be received if the player is on a treasure zone and rolls the correct number

range on the 20 sided die.● If the player uses a Treasure Card, then the player will be able to gain movement or gain more

units or regain alliance cards.● Each card is different in the amount that the player regain and what can be regained (only

troops, movement, and alliance cards).

When the player enters a treasure zone, they will roll for a treasure card. If the player rolls the proper number range, then they will receive a treasure card. If the player uses a treasure card, then the player can gain more movement for their forces, regain lost troops, or regain alliance cards.

Example: Player A moves to a treasure zone and rolls within the range that lets the player recieve a treasure card. It is Player A’s next turn and he/she decides to use the treasure that he/she received. That card's ability is to have +10 moves for the player's troops. Then the player will move his/her troop accordingly.

Plunder Rolls:● If a player chooses to break an alliance, which happens when one of the allied players breaks

the alliance using their broken alliance card, then the tokens that both players have on each space that both players are on must fight in those zones.

● If a player is eliminated, then the victor will have to roll a 15-19. The victor will be able to take a treasure card from the eliminated player.

● If the victor rolls a 20 then the victor will be allowed to take two treasure cards from the eliminated player.

● The rest of the eliminated player’s treasure cards will be placed back into the treasure deck.● Both players are attacking so their defense stats are not in use. So both players have to use a

D8 to attack and use their army attack stats.

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In order for a player to use a plunder roll, the defeated player must be completely removed from the game, which means that the player’s Warlord must be eliminated. When a player is eliminated, the victor will be allowed a plunder roll. The plunder roll allows the victor to claim one treasure card from the eliminated player that the player defeated with a 15-20 roll on the 20 sided die. If the player rolls a 20 then the player can receive two treasure cards from the defeated player as opposed to just one from a 15-19 roll.

Example: Player A eliminates Player B’s Warlord. Player A will be able to roll a plunder roll. Player A rolls a 10 on the 20 sided die. Player A will not get any treasure cards from defeating Player B. Example: If Player C eliminates Player A, and Player C rolls an 18 on the 20 sided die, then Player C would receive a treasure card from Player A.

Zone Capture:● If a player enters an empty zone, then that zone becomes that player’s zone.● If a player attacks a zone that has an enemy token in it and defeats that enemy player, then the

player would have captured that zone.● If a player breaks an alliance, then they must fight for control of the zones that both players are

on.● If a player has taken out a warlord, then the zones that were under that warlord’s control

become the player’s that defeated that warlord.

Zones are identified on the game board by their title. A zone is what a player is trying to capture throughout the game to become ruler of all the zones. There are three locations in the zone that need to be captured before a player can take over a zone. These three locations are called the Capture Zone Areas and are identified on the map by a blue square. A player must have at least one legion on one of their Captured Zone Areas to signify their zone control. However invading players can capture the zone by defeating defending legions on the Zone Capture Areas and simultaneously controlling all three areas.

Example: Player A moves to an empty zone. The zone now has become Player A’s zone. Example: Player C enters the Player A’s newly captured zone. Both players have one token each on the zone. Both Players A and Player C have to fight for this zone. Player A rolls a five on the eight sided die and Player C rolls a seven on the eight sided die. Player A loses the zone that he/she had captured.

Alliance/Broken Alliance:● The player may make or break an alliance at the beginning of his/her turn.● Allies can occupy the same zone.● The allied players can cooperatively attack other players during the duration of the alliance.● The allied players cannot attack each other.● If the player is breaking an alliance, then both players must fight if both players have tokens in

the same zone. Both players will be using D8 to attack each other.

Each player gets one alliance card and one broken alliance card at the start of the game. When a player choses to use their alliance card, they get to choose another player to be in an alliance with. This allies players together, which allows them to move through each others spaces. This also allows the allied players to work together. The allied players cannot attack each other while they are allies. If a player in

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an alliance decides to leave an alliance, then they must play his/her broken alliance card in order to break the alliance.

Example: Player A decides to break his/her alliance with Player D. The players must fight for the zones that both players are in. Player D wins one zone that was originally Player A’s. Then Player D would roll to see if they get treasure cards from Player A. Player D rolls a 14. He/she would not get a treasure card. This process is repeated until one of the two players is no longer in the zone.

Detailed Rules for Specific Pieces

The Alliance Cards and Broken Alliance Cards can be used to make alliances with other players or to break their alliance with another player. On these cards, there are very specific set of guidelines to follow.

Alliance Card:● Players may choose who they want to be in their alliance.● Players may not choose anyone that is already in an alliance.● Players will give their Alliance Card to their chosen ally. After the alliance has passed

more than five turns, or an alliance is broken, the card will then be given back to the player to be discarded.

● Players must stay in an alliance for 5 turns, unless Broken Alliance Card is played. If a Broken Alliance Card is played, then the alliance is immediately terminated.

● Players may not combat alliance players or take over their captured zones.● Alliance Players may move in-between alliance occupied areas without starting combat

until the alliance is broken or five turns have passed.

Broken Alliance Cards:● Players may only break an alliance that they are a part of.● If players have any former alliance members occupying an area with your pieces on it,

then combat must take place to resolve area control. ● After combat is completed in an area, the winner of that combat can roll for plunder

against the other player. ● Players must discard all alliance and broken alliance cards after use.

The Warlord card has not only the warlords specialty but also the zone that the player will start in. At the beginning of the game players may place their pieces anywhere in the zone that is given to them and must leave at least one piece on their captured zone area. Warlords cards also contain their army’s numbers. These numbers are to help the player set up their legion. Each Warlord is also given their Warlord Army Deck. This Army Deck is to instruct the players on how to draw their legion pieces and gives them stats for each unit type. This will help players determine the winner not by just a roll of the dice but also what each unit’s weakness and strengths are.

Defense Cards● Only increases the defending player’s roll● Can only be used if the player is defending him/herself.

Attack Cards● Only increases the attacking player’s roll● Can only be used if the player is attacking another player

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Warlord CardsShinkai:

● Skill: After every five combat wins, the player is able to add +2 to any combat roll (to the sixth combat sequence). This will only be good for one combat sequence and then the player will restart their combat counter (the five win cooldown). This cooldown is tracked by the player.

● Zone Name: Toko.● Soldier: 7● Bowmen: 6● Rogue: 6

Front Rear

Shinkai Army DeckShinkai: (well-rounded)

● Samurai (Soldier)○ Frontal +4/+4○ Side +3/+3○ Rear +5/+2

Front Rear

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● Marksman (Range)○ Frontal +2/+2○ Side +3/+3○ Rear +4/+2

Front Rear

● Shinobi (Rogue)○ Frontal +2/+2○ Side +3/+2○ Rear +3/+2

Front Rear

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Tranois:● Skill: Critical Hit Rolls - When attacking, players will roll a D8. If player rolls a seven or

an eight, then it will be counted as a critical hit for that combat sequence. This is a sudden death strike and can only be used once after every five combat wins. If the player does not roll a critical, then the ability will be saved for one more combat sequence. After that, the player’s combat counter will start over again, which will require the player to win another five combat wins to be able to use this specialty. (After 5 combat wins)

● Zone name: Narifo.● Soldier: 4● Bowmen: 8● Rogue: 7

Front Rear

Tranois Army DeckTranois: (flanking)

● Powdered Monkey (Soldier)○ Frontal +2/+1

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○ Side +4/+2○ Rear +5/-1

Front Rear

● Gunner (Range)○ Frontal +1/+2○ Side +5/+2○ Rear +3/+2

Front Rear

● FirstMate (Rogue)○ Frontal +0/+2○ Side +4/-1

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○ Rear +4/+0Front Rear

Sinclaire:● Skill: After every five combat wins, players are given the opportunity to revive two

fallen tokens of their choosing . In order to do so, the player must roll a six or higher with the combat die during the combat sequence following their fifth win. If the player does not roll a six or higher on the sixth combat sequence (the one following their fifth win) he will not be given the ability to recover two of their fallen token. At this point, the player will restart their combat counter (After 5 combat wins).

● Zone Name: Byrgs Werth.● Soldier 8● Bowmen: 7● Rogue: 4

Front Rear

Sinclaire’s Army DeckSinclaire: (defensive)

● Brawler (Soldier)○ Frontal +2/+5

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○ Side +2/+4○ Rear +2/+6

Front Rear

● Sniper (Range)○ Frontal +1/+2○ Side +2/+3○ Rear +3/+4

Front Rear

● Hitman (Rogue)○ Frontal +1/+3

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○ Side +2/+3○ Rear +3/+3

Front Rear

Kry:● Skill: After every fifth combat win, the player is able to add a +2 to the Rogues’ rear

attack. This can only be used for a single combat sequence. If the player did not use the warlord’s special or does not have any more rouges, then the player will wipe his combat count and start the cooldown again. (After 5 combat wins)

● Zone Name: Dryad.● Soldier: 5● Bowmen:6● Rogue: 8

Front Rear

Kry’s Army DeckKry: (stealth)

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● Warrior (Soldier)○ Frontal +2/+2○ Side +3/+3○ Rear +4/+5

Front Rear

● Bowman (Range)○ Frontal +1/-1○ Side +2/+2○ Rear +4/+3

Front Rear

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● Hunter (Rogue)○ Frontal +2/+1○ Side +5/+2○ Rear +6/-1

Front Rear

Princess Bloody-Face:● Skill: After every five combat wins, the player is able to use the Warlord’s specialty.

Princess Bloody-Face specialty allows a player to add extra frontal attack points based on how many captured areas the player has. For each captured zone, players will receive a +1 to all frontal attacks. This bonus lasts for only one combat sequence (the one that follows the fifth win).

● Zone Name: Bloody-Sands.● Soldier: 10● Bowmen: 5● Rogue: 4

Front Rear

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Princess Bloody-Face Army DeckPrincess Bloody-Face: (attack)

● Bloodied-Hammer (Soldier)○ Frontal +6/+3○ Side +4/+2○ Rear +5/+3

Front Rear

● Bloodied-Bullet (Rifleman/Range)○ Frontal +6/-1○ Side +2/+1○ Rear +4/+1

Front Rear

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● Bloodied-Knife (Rogue)○ Frontal -1/2○ Side +3/+1○ Rear +5/+0

Front Rear

Eliminating a warlord is not an easy task. If the warlord is defeated in combat and still has a captured zone, then the warlord is allowed to return to their captured zone. The only way to officially eliminate a warlords is to take out all of their captured zones and then eliminating the warlord.

Players have the opportunity to collect and plunder for treasure. There are many different types of treasures in the treasure deck such as combat, player movement, reinforcements and Alliance Renewal card.

Alliance Treasure cards● There are a total of 3 Alliance Renewal cards

○ Allows you to renewal your alliance or broken alliance card○ Players may choose only one.

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● There are a total of 15 attack cards.○ 2 Bloody Dagger cards (+1 to your attack rolls)○ 2 Monkey Wrench cards (+2 to your attack rolls)○ 2 Swords of the Maniac cards (this is a Soldier only card) (+3 to your attack

rolls)○ 2 Axe of the Dead cards (this is a Soldier only card) (+4 to your attack rolls)○ 2 Double-Barreled Shotgun cards (+5 to your attack rolls)○ 2 Molotov Cocktails cards (this is a Rogue only card) (this nullifies the defense

bonuses for cover on your attack rolls)○ 2 Barrett M99 cards(this is a Rifleman/Range only card) (it lets you attack one

additional square away with a +2 to the attack roll)○ 1 Total Onslaught card (this is a Soldier or Rogue only card) (this card makes

one attack an auto hit, but if played at the same time as Total Defense the two will cancel each other out)

Defense Cards

● There are a total of 15 defense cards.○ 2 Gas Mask cards (+1 to your defense rolls)○ 2 Riot Shield cards (+2 to your defense rolls)○ 2 Guard Dog cards (this is a Soldier only card) (+3 to your defense rolls)○ 2 Osprey Body Armor cards (this is a Soldier only card) (+4 to your defense

rolls)○ 2 Full Body Arm cards (+5 to your defense rolls)○ 2 Basic Camouflage cards (this is a Rifleman/Range only card) (gives a +2 to

your defense rolls when you're in cover)○ 2 Stealth-Suit cards (this is a Rogue only card) (gives you a +3 to your defense

roll from a ranged attack)○ 1 Total Defense card (this is a Rifleman/Range or Rogue only card) (this card

makes 1 attack an auto miss, but if played at the same time as total onslaught the two will cancel each other out)

Front Rear Rear

Rear Rear Rear

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Rear Rear Rear

Rear Rear Rear

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Rear Rear

Treasure Cards● There are a total of 25 treasure cards.● These affect only movement and troop regeneration.

○ The Holy Grail■ If used, the player is able to revive 12 of their fallen token.

○ 3 x Unknown Documents■ If used, the player regains an alliance card

○ 2 x Broken Bike■ If used, the player adds a +2 to their movement roll.

○ 2 x Teleporter■ If used, the player is able to move up to 4 tokens to any travel zone

○ 3 x Field Medic■ If used, the player gains 5 of their fallen tokens.

○ Tamed Tiger■ If used, the player can add +5 to his movement roll.

○ Jet Plane■ If used, the player can add +8 to his movement roll.

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■ If used, the player can add +7 to his movement roll.○ 2 x Robot Horse

■ If used, the player can add +4 to his movement roll.○ Nuclear Powered Bear

■ If used, the player can add +10 to his movement roll.○ The Last Tub of Ice Cream in the World

■ If used, the player is able to revive 9 of their fallen tokens○ 2 x Wormhole

■ If used, the player can move up to 3 tokens to any travel zone.○ The Last Known Tea Party.

■ If used, the player is able to revive 4 of their fallen tokens○ Recovery Squad

■ If used, the player is able to revive 7 of their fallen tokens○ 2 x Angry Juice

■ If used, the player is able to revive 2 of their fallen tokensTreasure CardsFront Rear Rear

Rear Rear Rear

Rear Rear Rear

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Rear Rear Rear

Rear Rear Rear

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Flowcharts

Game Setup

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Players Roll

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Combat Sequence

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Attack/Attack Sequence

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Zone Capture

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Plunder Sequence

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Treasure Card Sequence

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Treasure Space Sequence

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Alliance/Broken Alliance

End Game Conditions

There are multiple ways you can win the game. The first is by capturing all of the zones on the board. The second is by eliminating all of the enemy forces. The third is by collecting up to 15 different treasure pieces (each treasure must be different, no double set of cards). To lose the player must either be eliminated from the game by losing their warlord or not have enough cards to win.

Rules Questions

What are the Warlords?- The Warlords are special characters that lead the different armies in Doomsday Wars. Each

Warlord has their own backstory, fighting style, and theme. Warlords are the kingpin units that players will take control of.

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What is Treasure in Doomsday Wars?- Treasure are powerful artifacts left over from civilization before the catastrophic earthquake.

These Treasures are varied and offer useful benefits. You can also win the game by collecting 15 Treasures.

How many dice will we play with?- There are three different types of die for this game. There is a D20 (a 20 sided die). There are

also a D12 (a 12 sided die), and a D8 (a 8 sided die). The D20 is used for treasure hunting and plundering other players. The D12 is used for the movement of legion pieces. The D8 is used for combat rolling.

Is there co-op to this game?- Doomsday Wars allows you to choose whether or not you want to ally yourself with other

players. We also have made it where you can disband your alliance so you can take out your friends.

Can we have two alliances at the same time?- Unfortunately you are not allowed to have two alliances at the same time. You may be able to

create an alliance with another person as soon as your first alliance ends as long as you have an alliance card.

Can I use my warlord as a combat piece or is it like a king in chess?- Yes, you can move your warlord as much as you want. Look at your warlord as an immortal, he

can be injured and sent back to their capture zone. However be warned if you have no more captured zones and your warlord loses a battle for him, then you lose.

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