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    Machinations of FateGame Design Document

    Dice-bag Studios

    ABSTRACT

    The following game design document is for Machinations of Fate, astrategic combat and resource management collectible card gamecreated by Brendan Murphy, Matthew Selesky, Aaron Smith, and

    David Vieux.

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    Design History

    This section is created with the purpose of chronologically organizing the majordevelopments and changes that we encountered throughout our designprocess. In our early team meetings discussing the type of game and theme thatwed like to create together, we made leaps and bounds when it came to thebasics. We were all comfortable with making a themed card game of some kind,and we agreed upon a steampunk aesthetic. Those were the starting points. Asiterations transition to the next, that vision gets more and more specific.

    Version 1.0Version 1.0 was our very basic model. During this phase, at least half of

    our team was feeling the game out as a traditional themed card game along thelines of Wizards of the Coasts Magic the Gathering. We had agreed upon thetheme of steampunk, but had not created anything more specific other than thisin regards to the theme.

    Version 1.5Through team discussion we took the following steps to set our game

    apart from the rest:1. We incorporated a core mechanic that relies on resource consumption in amore innovative way than the aforementioned example game (MTG).2. We devised factions that would purposefully battle for those resources andmade sure they were believable within our backdrop story and world.3. We kicked around the idea of incorporating the use of a d10 to communicatevarious bits of game data to the player.

    Version 2.0Version 2.0 was the real definitive transition from what we all kind of

    thought would be our game into what we all knew would be our game.Includedin this update:

    1. Faction deck size and territory deck size were both decided upon.2. Flowcharts were organized to get everyone on the same page regarding playphases, gameplay transitions, and the overall flow of the game.3. Story details were added.4. World layout and design was further developed.5. Faction decks were split into smaller sub-factions, each with a purpose andunique style of gameplay/presentation. These were built into a spreadsheet, andthe total game card count was determined to be 135 cards. 6. Game materials were decided upon. The concept of using a d10 was dropped .

    Version 2.1

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    1. We amended the combat phase to include how players should handle anevent where nether the attacking party or the defending party wins thecombat phase. This change came about as the faction cards abilitiesstarted to take shape in a way that would allow such an event to occur.

    Version 2.5

    1. We amended the round limit to 12 due to the amount of time 25 roundstook during our testing. We felt that 12 rounds provided a betterexperience and the option still remains for players to change the roundlimits to their desired playtime.

    Game Overview

    The StoryWhen The Final Reckoning collapsed the Earths world society the result was aworld engulfed in total chaos. The once benevolent governments that ruled overthe world society began to tear each other apart to scrounge for resources andland. The wars were devastating and the land was torn asunder; changedforever.

    When the dust settled the remnants of humanity huddled tightly together but thedamage was too severe and they couldnt rebound; the high technology that theyhad foolishly clung to so desperately had failed them and been rendered entirely

    useless. In order to stave off complete annihilation a small group of wealthyindividuals named The Royales pooled their resources and formed The IllustriousImperium.

    With the Imperiums protection and guidance humanity was allowed to begin thelong road to rebuilding civilization. With the assistance of a guild of engineerswho call themselves The Steamlords, the Imperium was able to build a numberof massive steam and clockwork powered cities to house its population andserve as beacons of their decadence and power. For the first time since TheFinal Reckoning there was peace between the peoples of Earth.

    Then, without warning Lord Commander Jefferson Helion, Leader of TheImperiums militant arm known as The Phoenician Magistrate, made a grab forcontrol over a number of the super cities. After a short and bloodless conflict,Helion had seized control over the entirety of The Illustrious Imperium. Soon theparagon of the new human civilization had turned into a dark and sinister empire.

    The first rebellions sprung up after the executions began. A group ofmercenaries that called themselves the Skybay Vanguard began to raid the

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    resource depots and trading routes of the Imperium, striking back against theinjustice and tyranny that was spreading from the super cities. Mercenaries fromThe Freelancers Guild have allied themselves with anyone who can afford them.Yet in the darkness of the wasteland a new terror is rising to power. Outlyingtowns report being attacked by gruesome beasts that kill without bias. Ancient

    cult symbols painted unceremoniously on buildings and streets speak only onething: The Army of the Golden Zephyr has returned. At their side, The Keepersof Gnthora, a cult of the followers of the dark god Gnthora made up of sorcerersand conjurers; masters of the blackest of the illogical arts of magic.

    Arrayed against them all are the remaining members of The Steamlords, goneinto hiding since their steam technology was used by The Imperium to squanderpower and subjugate the ragged remains of humanity. Their only viable coursean act of rebellion, to use their technology to raise an army of their own andmarch against The Imperium. However something went wrong. The intelligencethey gave to their steam and clockwork soldiers became too powerful until they

    could no longer keep it in control. The devastation was widespread and thecollective consciousness of The Geartick Empire marched forward from theashes.

    The board is set. The remains of humanity are set to face off against foes thelikes of which have never been seen. Will humanity be able to survive theonslaught of its own creations? Or will we fall into darkness, never to be heardfrom again?

    Faction History

    The Illustrious Imperium

    A civilization that began as a benevolent attempt to rebuild the peaceful worldsociety has become one of the most oppressive empires in all of recorded humanhistory.

    The Phoenician Magistrate

    Originally the military and police force that kept the peace in the

    Imperiums clockwork Super Cities, it is now the tyrannical force that bindsthe remnants of human civilization beneath a despotic fist. Their forcesare comprised almost entirely of militaristic units and weapons basedattacks.

    The RoyalesThe Royales are what remains of the exorbitantly wealthy aristocracy thatfunded the building of the Super Cities that form the heart of the

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    Imperium. Having been reduced to diplomats and bankers, The Royalesforces are based mostly in deceit and bureaucracy.

    The Cult of the Damned

    An unlikely pairing between the clockwork necromancers of the Golden Zephyrand the worshipers of the dark Prince of Treachery. The name Cult of theDamned refers to the prophecy that a great darkness will enslave our civilizationto the will of Gnthora.

    The Army of the Golden Zephyr

    The Army of the Golden Zephyr is an ancient myth that goes back to thefirst days after the Final Reckoning. It was said that a massive army of theundead would rise up and make war on the living. Their forces are

    comprised mostly of undead monstrosities augmented with clockworkweaponry and some of the more powerful units are capable of moremagical attacks.

    Keepers of Gnthora

    The Keepers of Gnthora are a radical religious sect that has been aroundsince long before the Final Reckoning. They were once the priests thatstood on street corners and shouted about the end of times but nowtheyve gained real power and begun to prepare for the coming of theirdark god Gnthora, Prince of deceit and treachery. Their units are based

    mostly in the magical but they also control more physical attack unit.

    Soldiers of Fortune

    There has been a massive build up in mercenary forces since the Imperium tookcontrol. They soon split into two groups, one opposed to the Imperium and theother opposed to turning down any one's money.

    The Skybay Vanguard

    The original group of mercenaries who began the Skybay Vanguard werekilled early on by the Magistrate. Fortunately, their deaths did not gowithout mourning and the Skybay Vanguard became stronger and fiercerin their opposition to the Imperium. Their forces are based on stealth andmilitary force.

    The Freelancers Guild

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    The Freelancers Guild is a simple operation. They register all of theworking mercenaries and distribute work to those that want it. Theyre alegal entity under the laws of the Imperium and support whoever can payfor their services. Just like The Skybay Vanguard, The Freelancers Guildis mostly comprised of stealth units however there are a number of other

    units available.

    The Clockwork Dominion

    The shadow of The Illustrious Imperium goes only so far as a deeper shadowthreatens to engulf the remnants of human civilization, the Clockwork Dominionwants nothing more than to replace all life with steam-powered gears.

    The Geartick Empire

    The Hivemind of the clockwork army calls itself The GeartickEmpire. They form the rank and file of the Dominion and when fullyprepared they will march over the Earth and indiscriminately eradicate allhuman life. Their units are military and combat based.

    The Steamlords

    The Steamlords were the original creators of the clockwork and steamtechnology that built the Super Cities of the Imperium and the originalclockwork soldiers. Their first mistake they made was to give theircreations self-awareness. They were soon overthrown and enslaved byThe Hivemind and forced to produce and upgrade the soldiers of TheClockwork Dominion. Their units are mostly support and long rangecombat based.

    Philosophy

    Social Commentary

    While this game is set in a futuristic Earth that is thousands of years into thefuture, it still holds many similarities with our present sociopolitical andsocioeconomic situations. Throughout all of recorded human history the onething that links all generations, countries, cultures and evolutionary steps is ourconstant search for more. More money, more land, more resources and moreweapons. Were a society of people who instinctively need more of everythingthat we have a little of and that is the major theme here.

    We dont come right out and say Hey, look at how this mirrors our worldssocieties! We put subtle hints in the story and the goals of the game in order to

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    allude to the social commentary that is inherent in the games actions.

    Difficulty Levels

    One of the big issues with a number of Collectible Card and Tabletop games is

    the lack of a specific way to increase the difficulty of the gameplay. Increasingthe difficulty allows for more advanced players to give themselves a greaterchallenge or just draw out the game length. While were not saying that ourgame is unique in thinking this, we believe that difficulty is an important part todrawing in players and forcing them to come back out of a sheer desire to play.

    While our beliefs do center around the idea that difficulty breeds competition andstrengthens the desire to play we also understand and accept that allowing agame to be made relatively easy is also important to facilitate the learning curvethat is inherent in all games.

    Immersion

    We believe that one of the most important aspects of any type of game isimmersion. If the player doesnt feel like they are a part of the game then thegame is doomed to fail. This is the reason why we spent extra time on theaesthetics and deeply detailed explanations of the game elements, so that theplayer would feel as much a part of the game as the cards themselves. Thehistories of the games territories are all laid out as well as a chronology of theevents that lead us to this point in time. At the same time, each character hasbeen meticulously detailed so that they feel as real as possible.

    Story and artwork can only take the game so far when it comes toimmersion. That is why when we designed our cards to work with the gamemechanics we made them realistic enough that the players could actually seehow characters would be able to take and deal damage as well as counter ordefend against attacks. These are all ways that we try to draw the player into ourworld.

    Common Questions

    What is this game?

    Machinations of Fate is a strategic combat and resource management game inthe style of a traditional Collectible Card Game.

    Why create this game?

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    Lets be honest here, the whole steampunk aesthetic has been done a hundredtimes over since it has finally become a popular subculture so the question ofwhy we would create this game in this way is a fair one with a very simpleanswer. We think our game is better. We believe that the combination of ourgame mechanics, our philosophies and our story make for a better game

    experience than any other steampunk card game on the market.

    So really, why did we create this game? We thought that it was a crime thatplayers had to put up with substandard games that dont keep them entertainedor drive them head first into a wall of their favorite sub-genre. That is the truereason that we created Machinations of Fate.

    Where does the game take place?

    Machinations of Fate takes place on a future, post apocalyptic version ofEarth. The time period is actually thousands of years in the future. The

    countries and factions that we see in todays society gave way to a corrupt worldsociety that spread an uneasy peace over the entire planet. Until an eventknown only as The Final Reckoning sent the world into a devastating war, theeffects of which changed the face of the Earth forever. The specific events of thegame take place in and around the area of what we call Europe and the gamecharacters call The Illustrious Imperium.

    What does the player control?

    The player will control a faction that will be represented by a pre-made deck ofcards. There will also be a number of territory cards that players will have controlover in the beginning of the game. Territories will generate a specified amount ofresources that the player will also have control over. Players will need tomanage their resources wisely in order to defend their territories and attack theiropponents.

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

    Players will have control over all of the cards contained in their chosen factionspre-made deck, about thirty cards in each deck. This deck will consist of tenbasic unit cards, four General unit cards, two Legendary unit cards, six item

    and four Special Effect cards. In addition to their pre-made decks, players willhave control over four Territory cards that will be chosen at random from ashuffled deck. Players will also have control over an unspecified number ofresource tokens. The number of tokens that the player will be able to control isbased on their controlled territories and any unit, special effect of item cards thatmay have an effect.

    What is the main focus?

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    Players must take charge as the leader of one of four factions locked in a deathmatch, fighting over territory. Throughout the game, territory cards generateresources that players will need to maintain their factions military might and playbigger and stronger cards. Players must manage their resources well in order to

    be able to attack and overcome their opponents advances. Players will be ableto deter their opponent from occupying territories by either using special effectcards or by placing a larger presence of their own force on the same territory.

    At the end of 25 rounds the player who controls the most territories wins thegame. If a players deck is completely depleted before the 25 rounds are up thatplayers discard pile is reshuffled to form their deck and gameplay resumes. Iftheir opponents occupy all of a players territories, and they have no cards withwhich to repel the attacks, the player loses and forfeits their resources back intothe resource pile.

    Whats different?

    The deference between Machinations of Fate and other CCGs is that we areallowing the player to control the length of the game based on their needs. If aplayer wants to play a short game, they can simply lower the round limit, if aplayer wants to play an extended game they can do away with the time limit alltogether and play until one player controls all of the territories. This really putsthe player in control based on what they find fun in respects to how long a gameshould last unlike other CCGs that require a final outcome that can take minutesor hours with no control in the players hands.

    Feature Set

    General Features

    Immersive world. Steampunk characters. Intense and variable gameplay.

    Multiplayer Features

    For 2 4 players. Easy learning curve. Variable difficulty set up. Multiple tactical methods.

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    Gameplay

    12 Rounds 5 Cards in a hand to start, up to 7 total Structured phase set up of each round

    Game Components

    4 Faction Decks 1 Territory Deck 60 Resource Tokens Game Mat

    The Faction Decks

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    Faction decks consist of playable cards including attackers and item cardsunique to each faction. At the start of the game, players will remove their factionsstarting territory from the faction deck and shuffle deck. Each player will draw

    seven cards as their starting hand and draw one additional card each turn withthe exception of the first players turn who will not draw an additionalcard. Players have a limit of no more than 7 cards in their hand buy the end oftheir turn with an initial draw of 5 cards at the start of the game. Players canspend resources to play cards only during their turn unless a card specificallystates otherwise. Players can only mobilize attacker cards during their turnunless a card or ability specifically states otherwise.

    Each faction deck will also have a starting territory card as part of their factiondeck that will be removed from the deck and placed on the game mat before thefaction deck is shuffled for gameplay. Each starting territory can produce 4

    resources per turn and has no special bonuses to them. A player cannot attackanother player's starting territory until all other active territory cards are under theattacking players control. As a result of this rule, starting territories do not requiredefenders to be allocated to them until a player meets the conditions to attack astarting territory.

    The Territory Deck

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    Territory decks consist of random territory cards that produce various amounts ofresources that they will generate each turn a player controls them at the start oftheir turn. Each territory card in this deck will also have a unique bonus attributeplayers can utilize when the territory is under their control. A player can attack

    any territory on the playing field during their turn unless another card statesotherwise. In order for a player to take control of a territory, they must have anattacker card contesting that territory at the start of their turn, before their drawphase.

    Territory cards will be added or removed from the game during gameplay throughvarious cards within the faction decks.

    The Resource Tokens

    In order for a player to play any cards they must have resources to spend on thecards resource cost. Resource tokens will represent the resources harvestedfrom controlled territories. When a player harvests a resource, they will collectthat amount of resources (as specified on the territory card) from the resourcepile located on the game mat. Once a resource is used, it is expended andplaced back into the resource pile.

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    The Game Mat

    The game mat will consist of designated areas for each element in play. Thisgame mat can be used to help new players become familiar with the differentcards in play by providing a suggested layout for setting up and playing thegame. Players are free to alter this layout based on their individual needs andplay area limitations.

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    Rules

    Abstract

    This game is about gathering and spending resources to fuel the growth andinfluence of your faction. To do so players will go head to head in a ruthless twoto four player war or align their faction with another for a fierce two on two teambattles. Build your armies, attack and defend territories to gain more resources,in the end, the winner will be the faction with the most influence within the land.

    Setup

    This game can be played with one to four players going head to head or with twoteams of two players fighting on the same side. The main difference between the

    two types of gameplay is that in a head to head game, each player relies solelyon their own resources where in the team game mode the players on each teamcan share all of their resources. The setup and gameplay beyond the sharedresources is the same in both gameplay modes.

    The resource tokens are placed in the center of the playing area so that eachplayer can add to or take from the tokens as needed during the game.

    Each player selects one of four available faction decks and removes the factionsstarting territory card from the deck then shuffles the deck. Once this is donethe decks and starting resource cards are placed in their designated area.

    The Territory Deck should next be shuffled and placed in its designated areaand then have four territories drawn from it at random and placed in theirdesignated area.

    Each player will then draw five cards from their faction deck that will be theirstarting hand.

    Once the setup is complete, players should choose a method to determine whothe first player will be, once this is complete, the turn sequence will continue fromthat person to the next person on their left. The first player will not draw a card on

    their first draw phase, all other players will.

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    The Phases of a Turn

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    Upkeep PhaseThis phase signifies the start of a players turn. During this phase players willcollect any resources produced by territory under their control. This phase willalso determine if a new territory has become controlled by a player, if a territorywas contested by a players forces and that players forces are present on the

    territory at the start of their upkeep phase, the territory becomes controlled bythat player and begins producing resources for the player at that time. The playerin control of a territory can also utilize any effects controlling the territory mightgive them as instructed by the territory card. A territory card that is controlled bya player is moved from the center of the playing area to the controlling playersarea. The controlling player must have at least one asset defending a territory(with the exception of the starting territories) at all times or it becomes anuncontrolled and is moved back to the center of the playing area.

    Once resources and any new territories are collected, the player will draw onecard (with the exception of the first players first turn who will not draw a card the

    first round). Once completed, the next phase will begin.

    Main PhaseDuring this phase players will utilize their resources by spending them to playcards from their hand. Unless stated on the card, players can only play cardsduring a main phase. When a resource is used to play a card, it is expended andplaced back into the resource pile in the cent of the playing area. When a playeris done playing their cards, the mobilization phase will begin.

    Mobilization PhaseDuring the mobilization phase players will mobilize their forces in order tocontest, attack, or defend territories in play. Uncontested territory in play (with theexception of the starting territory) can be contested only during this phase. Tocontest a territory a player must mobilize at least one attacker by placing it nearthe territory (as shown on the game mat).

    Attacking a controlled territory is done in much the same way but if attacking acontested or controlled territory, a combat phase will result immediately. Duringthe mobilization phase, players can move their assets around to better defendterritories under their control, this is done by simply moving the desired units tothe territory they wish to send the units to.

    The only territory in play that cannot be targeted during the mobilization phase isthe faction starting territories. In order to attack a starting territory, an attackermust control all other territories that are active in the game. If a player loses theirstarting territory, they lose the game.

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    Combat Phase

    The combat phase only occurs when a player attacks a controlled or contestedterritory. When combat takes place, the total attack value is added from allattacking units mobilized to the attacked territory and weighed against the total

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    defensive value of all contesting or defending units on the territory. If at the endof the combat phase the total attack value is greater than the total defensivevalue, the attack is successful and the contesting or defending units are placed intheir controllers discard pile. If the defensive value proves to be great at the endof the combat phase, the attackers are fail and are moved to the controllers

    discard pile.

    If the combat phase results in nether parties going to their discard pile, the unitsthat initiated the combat phase are moved back to their controllers staging area.The defending units remain active on the territory they where contesting.

    Second Main PhaseThe second main phase is just like the first main phase. This phase gives theplayer one more chance to play any cards but is not followed by a mobilizationphase.

    End of TurnAt the end of a players turn, a player cannot have more than seven cards in theirhand. If a player has more then seven cards in their hand, they must discarddown to seven by placing the excess cards in their discard pile.

    At the end of the 12th round of gameplay, the player who controls the mostamount of territory wins the game. The players can adjust the 12 round limitationof gameplay if they wish to extend or shorten gameplay.

    Two-Player Gameplay Example

    Turn One Player APlayer A: Collects 4 resource tokens from the resource stack (harvested fromtheir starting territory)Player A: Spends 3 resources to play an attacker card (steam demon) andplaces the 3 spent resources back into the resource pilePlayer A: Mobilizes Steam Demon placing it below the Strip Mine territory cardin order to contest the territoryPlayer A: Ends Turn with no further action

    Turn One Player BPlayer B: Collects 4 resource tokens from the resource stack (harvested fromtheir starting territory)Player B: Draws one card from their faction deckPlayer B: Spends 2 resources to play an attacker card (steam glider) and placesthe 2 spent resources back into the resource pilePlayer B: Mobilizes Steam Glider placing it above the Predictable Geyser

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    territory card in order to contest the territoryPlayer B: Ends Turn with no further action

    Turn Two Player APlayer A: Collects 6 resource tokens (4 from their starting territory and 2 from

    Strip Mine which is now under their control) bringing their total resource pool upto 7 (counting the 1 remaining from the last turn)Player A: Draws one card from their faction deckPlayer A: Spends 5 resources to play an attacker card (clockwork abomination)and places the 5 spent resources back into the resource pilePlayer A: Mobilizes Clockwork Abomination placing it below the PredictableGeyser territory card in order to contest the territory **because two players havecontested the same territory, combat will take place**

    Combat:Player Bs Steam Glider has an attack power of 3 and a defense power of 5

    Player As Clockwork Abomination has an attack power of 6 and a defensepower of 4In this case, Player As Clockwork Abomination would destroy Player BsSteam Glider removing it from play.

    However:Player B: Spends 2 resources to play an item card (coiled spring fan) on SteamGlider and places the spent resources back into the resource pile

    Effect:Coiled Spring Fan allows Steam Glider to jump to any other territory

    (excluding a players starting territory) in play, Coiled Spring Fan is discardedonce used

    Player B: Uses Coiled Spring Fan to move Steam Glider to the Steam Millterritory card placing it above the territoryCombat is resolved

    Player A: Ends their turn with no other action

    Turn 2 Player BPlayer B: Collects 7 resource tokens (4 from their starting territory and 3 from

    Steam Mill that is now under their control)Player B: Draws one card from their faction deck.

    Gameplay continues in this manner until for 12 turns or until a playercontrols all territories.