Sunday, August 26, 2012

Week 3 - Testing Zombie Game


Concept and Storyline
A territorial acquisition game based on Zombies versus Humans.

Rules (Copied from Joseph Chan's blog)
  1. Requires 4 players in a 2 vs 2 team game.
  2. Each time starts at opposite ends of the board.
  3. Initial roll to determine which team/player starts first and then alternating turns by team.
  4. If players land on a blue space they can pick up a card. These cards provide a roll bonus to be used when rolling against the other team.
  5. If a player stops on a territory they capture it for their team.(if players roll higher than the moves required to land on territory player may choose to continue without capturing).
  6. Each territory controlled provides an accumulative move roll bonus for that team.
  7. Attacking a territory - If the opposing team currently owns that territory then the attacking player must roll against a player from the defending team to see who claims the territory, with the highest roll winning(Bonus roll cards may be used here. Defending team gets a bonus to their roll as given by the territory. If attacking player loses that player must go back to the closest territory controlled by their team.
  8. Attacking a player - If two players clash paths those two players must roll against each other to see who claims the defending position. Highest roll wins(Bonus roll cards may be used). Losing player must move back to closest territory that their team controls.
  9. Game ends when one team controls all spaces.
Goal
Team must gain control of all territories.

Core Game Mechanic
Roll dice and move to unoccupied territory or territory occupied by your enemies.
 
Challenge
Based on dice roll use strategy to move to unoccupied territory or challenge enemies for occupied territory or collect bonus cards to help when battling for territory.
 
Overall Impression
Game seemed complex at first due to number of rules but once a couple of rounds were played became easier to understand. Due to time constraints did not really have time to evaluate but found game moderately interesting although human/zombie team format seemed to limit player dynamics.
 
My Rating
4 out of 10 stars.

Sunday, August 19, 2012

Week 3 - Gold Digger


Concept and Storyline
This is a territorial acquisition game with a marriage breakup and obtain all the possessions theme. You must attempt to collect as many possessions as possible. Take other players to court for their possessions but avoid going bankrupt.

Rules
  1. One dice is used.
  2. The player who rolls the highest number starts the game.
  3. Players start from any part on the board.
  4. Turns are always taken in a clockwise direction.
  5. When a player throws the dice they move the corresponding number of board positions in which ever direction they want except they cannot move over the same square twice.
  6. Tokens represent possessions. Purple tokens are worth 30, yellow tokens are worth 20, orange tokens are worth 15, dark green tokens are worth 10 and light green tokens are worth 5.
  7. When a player lands on a board position they collect the possession if it is there.
  8. If the player decides to move to a board position that is occupied by another player then they must contest a case in court with the other player(s). The outcome of the court case is decided by the roll of the dice.
  9. The player that rolls the higher number wins the court case and takes possessions from the losing player to the value of the dice roll times 10. If the losing player is bankrupted they lose two turns. The losing player however can appeal the court decision and go to court again if they are not bankrupt.
  10. The game ends when the last token is taken from the board.
  11. The player with the highest possession value wins the game.
Goal
Collect the highest possession value before the game ends.

Core Game Mechanic
Roll dice and move around the board the corresponding number of squares in order to land on a board position that contain valuable and unclaimed possessions. Alternatively land on board positions occupied by other players and challenge them for their possessions.

Challenge
Use strategy to move around the board and collect valuable possessions. Alternatively chase other players in order to take them to court for their possessions.

Overall Impression
Well thought out theme. Game not very complex and easy to play. Perhaps some mystery board positions which enable the use of bonus cards or some obstacles on the board in order to reduce the player's mobility would have added another dimension to the game strategy possible.

My Rating
6 out of 10 stars.

Friday, August 17, 2012

Week 2 - Testing Game of Pleasure


Concept and Storyline
Game based on race to a strip club with players taking various paths and moving board positions based on the rolling of two dice. Certain board positions enable the use of cards which good have good and bad consequences.

Rules
  1. Two or more people can play at a time.
  2. Two dice used.
  3. Roll dice and move forward corresponding number of board positions.
  4. If double rolled pickup a mystery card.
  5. If land on a "B" orange position pickup up a bad card.
  6. If land on a "G" orange position pickup up a good card.
  7. If land on spot with another player then duel with throw of dice and player with lowest roll moves back to closest orange spot.
Goal
Get to the strip club first.

Core Game Mechanic
Roll two dice and move forward towards the strip club. Avoid bad board positions and land on good positions.

Challenge
Use strategy to take different paths to strip club. Paths varied in length but also potential rewards and penalties. Hold onto good cards until needed.

Overall Impression
Well thought out theme. Game seemed complex at first but quickly became easy to play. Reminded me of the card game called "Grass". More paths to destination would have made more interesting perhaps.

My Rating
5 out of 10 stars.

Week 2 - Capture the Flag


Concept and Storyline
A race to the end game with a capture the flag twist. Players start from their own base and race to the other player's bases in order to capture their flags. They must be the first to return to their base with another player's flag and with their own flag at their base in order to win the game.

Rules
  1. Two to four people can play at a time.
  2. One dice is used.
  3. The player who rolls the highest number starts the game.
  4. Players start on their own base.
  5. Turns are always taken in a clockwise direction.
  6. When a player throws the dice they move the corresponding number of board positions in which ever direction want.
  7. If you land on another player's base you get their flag if it is there.
  8. If you decide to move to a board position that is occupied by another player you must enter a duel. The outcome of a duel is determined by the roll of the dice.
  9. If you win a duel you get all the flags.
  10. If you lose a duel you go back to your base(unless you are already there) and if anyone is on your base you take any flag they have and then they are sent back to their base etc.
Core Game Mechanic
Roll dice and get someones flag and get back home. If someone has your flag chase them around or get their flag before they get home.

Overall Impression and Observations
Game is fun but can be very quick if dice rolls are favourable. Four player can create some nice chain reactions in terms of players being sent back to their bases. Being able to move in any direction around the board allows for a little user strategy. Chasing other player's or taking their flag thereby forcing them to also chase you also adds another dimension. The number of board positions was specifically chosen to increase conflict and flag taking events and this seemed to work well with 4 players. These additional game mechanics plus the unpredictability due to the dice rolls makes this game mildly engaging.

Digital Conversion
This game uses an old capture the flag formula. A 2D digital version could be created complete with electronic dice without too much change. Could be converted to a digital FPS game but that would detract form this game's "twist".

My Rating
3 out of 10 stars (yep pretty bad)