Project 1: Tabletop game proposal
GAME STUDIES / TABLETOP GAME PROPOSAL
Week 1 - Week 14 / Group Project
Introduction
Group Member
1.Wong Kai Xin / 0353027
2. Low J- Yin / 0352888
3. Moo Renee / 0359595
4. Lim Shu Sean / 0350581
5. Zeng Yu / 0355388
6. Riona Lau Yi Xin / 0357705
Introduction
Idea 3
main component: challenge-based
concept: farm
idea: combination of werewolf and splendor
characters: Polis, Doctor, Villager number of players: 5-10 players
Idea 2
main component: challenge-based
concept: farm
idea: countries building their empire using resources that only can be collected from other countries, so they have to “fight” to get these resources characters:
number of players:
feedback:
Idea 3
game name: Antartica Acquisition
main component: challenge-based concept: monopoly+ war
idea: Generals from different countries compete to conquer territories. Players earn money by circling the board and owning stations, which can be upgraded. Money is allocated to export, military, and upgrades. Players attack and defend territories using military budgets. Victory is achieved by capturing key military bases or defeating other players.
characters: board game, has currency
number of players: 3+
Game process (ver 1.0)
Theme: The game is based on the natural elements of Earth, Water, Fire, Air, and Spirit.
Title: Elemental Conquest
Objective:
Gather enough resources to fulfill your civilization's needs, while strategically managing your army of elemental soldiers.
Setup:
Each player represents a civilization aligned with one of the five elements: Earth, Water, Fire, Air, and Spirit. The game is designed for 3-5 players. Shuffle the resource deck and place it in the center. Each player starts with a set number of elemental soldiers.
Gameplay:
1. Resource Gathering Phase:At the beginning of each round, players reveal the top card of the resource deck to determine available resources.
2. Challenge Phase:Players challenge each other to obtain the resources. The attacker and defender secretly select and reveal the number of soldiers to send into battle. The player with the highest number wins the challenge and gains the resources. Lost soldiers are not recovered.
3. Resource Allocation Phase: Players allocate collected resources to meet their civilization's needs.
4. Elemental Power Phase:Use resources to enhance soldiers or unlock special abilities, providing strategic advantages.
5. End of Round: Repeat the above steps until a player fulfills their civilization's resource requirements.
Winning the Game:
The first player to gather all the necessary resources for their civilization wins.
Strategic Considerations:
- Players must balance resource allocation, attack timing, and soldier management.
- Alliances, trade, and special event cards can add unpredictability and depth to the game.
Prototype
Test Play Reviews
1st Test Play: During the first test play, we encountered issues with the cards being too sticky, making them very hard to play and handle effectively.
2nd Test Play:In the second test play, the lucky draw feature did not appeal to us. We found that taking two resource cards was preferable to opting for the lucky draw. Additionally, we noted that there were not enough tokens available for smooth gameplay.
3rd Test Play: The third test play revealed a shortage of elements cards, which made it difficult for players to gather enough resources to purchase towers. Furthermore, battles used up elements cards rapidly, leading to a higher consumption rate of resource cards than the supply could support.
4th Test Play: By the fourth test play, we found that there were too many resource cards and an excess of elements, which made battles somewhat cumbersome and less engaging.
Improvements Made
To address the issues identified in our test plays, we implemented several improvements:
- Increased the number of tokens from 10 to 15 per player to ensure sufficient resources for gameplay.
- Added one more resource card for each player at the start of the game to facilitate initial resource gathering.
- Modified the lucky draw content to be more related to elements, making it more attractive to players.
- Introduced a new rule: during battles, attackers get a chance to replenish one resource card, balancing resource consumption.
- Changed the starting number of cards back to three per player to streamline gameplay.
Conclusion
Most games concluded with the winner achieving victory by connecting six tokens in a straight line, demonstrating a clear path to winning. Players found the game enjoyable after a few rounds, but it became tiring to constantly monitor and count the elements. Additionally, if the game extended for too long, it tended to become boring. Overall, the game has a solid foundation but could benefit from further refinements to maintain engagement and reduce complexity.
FINAL TABLETOP GAME PROPOSAL:
https://youtu.be/iISzeRAj1L0?si=UAqoCA4o1t259yTt
Feedback
Week 1:
Sir had brief us MIB and assignment.
Week 2:
By this week, we have start to discuss which type of game we want to do, we decided to use board game instead of online game.
Week 3:
By this week we have start came out some of the idea and done our presentation slide until ideation stage. sir had mentioned the game are too similar to initial game, need something fresh, not a modified version. Idea 2 is good, but there has to be some form of interaction between the countries and have underlined message in your game such as what are we solving, what is the meaning of our game and what we want to teach with our game.
Week 4:
We have done our game testing and prototype by this week. Sir had mentioned the game idea is good, special card could be added more.
Week 5:
Submit Proposal and eportfolio link.
Reflection







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