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Number of players: 2 -6

Materials: Cards, Board, 2 Dice, Player Pieces

 

Each player starts by picking a piece and placing it at start. All the cards labeled A and B are shuffled separately and placed into their respective piles around the board. Each piece is pointed at one end to signify the direction is it currently traveling in. Players then take turns rolling a die to see who goes first. The player with the highest roll then rolls two dice for their turn. Plyers can move from start in either of the three directions. Players take turns rolling the dice and moving across the board and the first player to reach the finish tile is the winner.

 

Movement:

When a player moves onto a special tile, their turn is briefly interrupted to draw a card or interact with the board. When moving over a B tile, the player must draw a booze card. When moving over an A tile, the player must draw an action card and read it aloud. The players effected by the action then must carry out the action before continuing on with their turn (certain action cards take place after a player is done moving, see Action Cards below). When moving over an intersection tile, marked by a circle with three protruding lines, the player must roll a die to determine the direction they continue on in. If the player rolls a 1-3, they must take the straightest path. If the player rolls a 4-6, they must take the other remaining direction. When an intersection with no straight option appears, 1-3 is for the right most direction and 4-6 is for the left most direction. When moving over a D tile, the player must discard one booze card. When a player moves over an arrow tile, they must continue on in the direction of the arrow. There are four special tiles, a triangle, a star, a plus, and a square with an x. Landing on these tiles is no different from landing on a normal, unmarked tile. Some action cards will move your piece to one of those four specially marked tiles.

 

Booze Cards:

Number of cards: 100

Contents: Various different drinks and their recipes

 

Booze cards are signified by the letter B located on the board and on the back of each card. Each booze card has a drink name and recipe on it. When a player draws a booze card, they add it to their hand. Each players booze level is equal to the number of cards they have in their hand. Certain action cards will interact with your booze level, so it is important to know how many cards you have in your hand. The more booze cards you have the harder it will be to win, so the best strategy is to have as little as possible. When a booze card is discarded, it is placed in the discard pile face up, right next to the deck of unturned booze cards. When the booze card pile is empty, the discard pile is reshuffled and becomes the new booze card pile.

 

Action cards:

Number of cards: 88

Contents: Various party/club clichés and their effect on the player

 

Action cards are signified by the letter A located on the board and on the back of each card. When a player land on an action tile, they pause the rest of their turn to draw an action card and do the action listed. The action card is then placed in the discard pile, face up. Once there are no more action cards left to draw, the discard pile is shuffled and become the new action card pile. Action cards that tell a player to move ahead or back any number of spaces are delayed until the player is done moving from their initial roll. All other action cards take place when they are drawn (ex: a player may be forced to turn around or move across the board in the middle of their turn, and now must keep moving in the new direction). When an action card that tells a player to move ahead or back any number of spaces moves a player onto and past an intersection tile, the player gets to choose the direction they continue in. When an action card tells a player to move backwards, they move in the opposite direction as if that direction was forward. A player may not move in any direction that opposes a direction arrow tile.

 

  • Discard Cards – 15x

                - 4 x Discard half your booze cards, rounded down, at random.

                - 2 x Discard all your booze cards

                - 4 x Discard 2 booze cards.

                - 5 x Discard a booze card.

 

  • Draw Cards – 14x

                - 2 x Everyone draws a booze card.

                - 2 x Draw 3 booze cards.

                - 4 x Draw 2 booze cards.

                - 6 x Draw a booze card.

 

  • Jump to Space Cards – 11x

                - 2 x Jump to Triangle space.

                - 2 x Jump to Square with X space.

                - 2 x Jump to Plus space.

                - 1 x Jump to Triangle space.

                - 3 x Pick another player, Jump to their space.

                - 1 x Jump to start.

 

  • Reverse the direction of your piece – 6x

                - 2 x Reverse the direction of your piece.

                - 2 x Conditional: B level > 6, Reverse the direction of your piece.

                - 2 x Conditional: B level > 12, Reverse the direction of your piece.

             

  • Skip your next turn – 4x

 

  • Move Cards – 21x

               - 4 x Move ahead 2 spaces.

               - 5 x Move ahead 1 space.

               - 1 x Everyone moves ahead one space.

               - 1 x Everyone move back one space.

               - 2 x Conditional: B level > 5, Move back 5 spaces.

               - 6 x Move back 1 space. Conditional: Drawn this card before, Move back 3 instead.

 

  • Other Cards – 17x

               - 2 x Conditional: B level <= 6, Draw a booze card. Else, Move back one space.

               - 2 x Conditional: B level <= 12, Draw a booze card. Else, Move back one space.

               - 2 x Conditional: B level > 10, Move back one space. Else, Move ahead two spaces.

               - 2 x Conditional: B level > 15, Move back one space. Else, Move ahead two spaces.

               - 1 x Pick a player, take an additional turn in lieu of theirs for one round.

               - 2 x Move back a space, draw a booze card.

               - 2 x Move ahead a space, draw a booze card.

               - 2 x Conditional: B level > 12, continue moving until you reach another action tile (do not draw again). Else,                           do nothing.

               - 2 x Conditional: B level > 15, continue moving until you reach another action tile (do not draw again). Else,                           do nothing.

 

 

 

BOARD Games

Where are my Friends
Where are my Friends?!

The board game about finding your friends at the club

Initial Design Process Notes:

Design Process Notes:

Game Log: Iteration 1

First playtest of the game

2 players

 

Questions to answer:

  • Is my prototype a functional game?

  • Are the gameplay mechanics I have in place entertaining or boring?

 

Changes:

  • None

 

Notes and Observations:

  • There are too many special tiles located on the board, needs to be less A tiles.

  • Booze levels are way too high for the action card conditionals

  • Need a better way to deal with intersections than just arrows

  • Ran out of booze cards

  • No one finished, too many action cards prevented moving towards the finish

  • Game takes too long

  • Not sure whether to draw action card before or after turn

 

Overall the game was successful but a lot of things have to change to make it more fun. At the moment, there isn’t a lot of exciting or interesting stuff that happens and it is impossible to beat the game. I will need to add more action cards and change the values of the ones that currently exist.

 

 

Game Log: Iteration 2

Second playtest of the game

2 players

 

Questions to answer:

  • Is the game play entertaining?

  • Is it possible to win?

  • What aspects of the game make it feel like being at a party?

 

Changes:

  • Removed some of the action and booze tiles (too frequent card draws)

  • Added the digest tile (too many booze cards in hand)

  • Add a way to move through intersections (intersections were confusing)

  • Created new action cards

  • Created new booze cards

  • Created the start in the middle and players roll to see which direction they begin in (made the board unique and more fun to play on)

  • Redesigned other paths on the board

 

Notes and Observations:

  • Still stuck in certain areas of the board

  • Plays a lot smoother

  • The game is still pretty slow moving

  • Not a lot of interesting areas on the board

  • Moving through intersections is confusing when you have to remember how many moves you have left and you have to roll again for the direction

  • The board isn't as connected as I would like it to be

  • The board has less traps than I would like

  • The game play does not get harder the higher your booze level is

 

I decided not to alter the values of the conditionals on the action cards to see if the updated tiles were enough keep booze levels lower. Booze levels were still high, but lower than before. It still feels like there are too many action tiles, but it might be that we need more than two players to play test it. The board still needs to be altered a bit because there is no variety in the paths. The game is starting to have less of a rigid board game feel and more of a Mario Party feel to it.

 

 

Game Log: Iteration 3

Third playtest of the game

4 players

 

Questions to answer:

  • What other cards can I add to make more of a party feel to the game?

  • How do I make the game feel more fluid and random as opposed to a structured, rigid board game?

  • How can I optimize the location of tiles to creates a difficult yet beatable game?

 

Changes:

  • Improved interaction with players and intersections

  • Moved A, B, and D tiles to more strategic locations (moved tiles to better locations based on what areas of the board recieve the most action)

  • Added rules for drawing certain action cards in the middle of a turn (reverse direction, move back a space, move ahead a space)

  • Added 4 new tiles that have no effect until a player draws an action card that says move to one of the four specific tiles (gameplay can be restricting)

  • Changed the ruling on start, a player can choose the direction they continue in if they enter the start tile (too much random chance for moving)

  • Added a second die to the roll that determines the move for each player (game moved too slow)

 

Notes and Observations:

  • 4 players is a much better way to playtest than 2

  • Feels like a complete board game

  • Need more action and booze cards

  • The new 4 special tiles add a lot of random movement and allow for further board exploration

  • The circle trap at the bottom of the board forces you to draw too many booze and action cards

  • Currently, there are a lot of intersections and a lot of random chance to change direction, so something needs to be tweaked to reduce that

  • Turns where players have to do a lot of actions are still a bit confusing

 

The game is coming together pretty fast and at this point I don’t think I want to make any more major changes. All I need to do it keep tweaking the mechanics a little and it should only need one more playtest before I am finished. My only concern is that the game is still hard to win so I may have to add another path that leads to the finish.

 

Game Log: Iteration 4

Fourth playtest of the game

3 players

 

Questions to answer:

  • Any additional tweaks to improve the gameplay?

  • How will I fix the game to make turns less confusing?

  • Does the game feel complete?

 

Changes:

  • Altered quantities of action cards to balance out the game(too many of the same cards were being drawn).

  • Added more action cards that get rid of booze cards in hand(still too many booze cards in players hands).

 

Notes and Observations:

  • Possible solution for remembering the number of moves is to count down with a 20 sided die for your turn, and roll the 6 sided die again for the directional roll

  • Feels like a complete game

  • Still need to adjust numbers on cards and quantities of cards some more

  • Need to add more action cards with conditionals (not enough interaction with booze levels) 

 

The game is essentially complete, there was not a lot to change. All that is left is minor tweaking as the game continues to get tested. I could possibly create a new board that is a little easier to get through, but the current board promotes lengthier games than I would like.

Game Rules:

Game Setup and Play:

 

R O O T

 

 

A Strategy Board Game about Rehabilitating Nature

2 players

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

RULES:

The goal of this game is to rehabilitate a forest by planting trees and restoring plant life to a barren ecosystem. Each player starts by placing their piece on opposite ends of the board, at each respective P tile. The shaded in areas, where each player starts, are called safe zones. A player may not enter the safe zone of an opponent, but can move about freely in their own safe zone. In the back corner of each player’s safe zone, that player places a Tree Level 3 tile. This tile will be explainer later on. A die roll decides which player goes first. Each players turn consists of three moves for their player piece. A player piece can move to any non-diagonal, adjacent tile, costing them one move. During a players turn, there are additional actions that can be done. The game is over when all the trees on the board are owned by one player (excluding the trees in each safe zone), and that one player is the winner.

 

Starting Off:

Each player starts with some resources; obtaining resources is how you progress in the game. Players start with 9 acorn resources and 1 full bucket. A bucket initially contains 3 water resources. Through various combinations of acorns and/or water, each player will be able to:

 

                -Plant a new tree

                -Upgrade an existing tree

                -Trade in for items

 

Trees will yield the owner new acorns every turn. When a player has enough resources to plant a tree, they can consume 1 water and 2 acorns to place a seedling marker on any non-diagonal, adjacent tile. This seedling marker represents a tree growing on that tile. A player may not move on top of a tile with a tree on it. The seedling tree is considered a Tree Level 1. There are 5 levels of tree, each generating a different number of acorns per turn to its owner, and each requiring a different amount of resources to upgrade, as described below.

 

Tree Level 1: Seedling

  • Produces: nothing

  • Required to plant: 1 x Water, 2 x Acorn

  • Upgrade cost: 2 x Water, 4 x Acorn

 

Tree Level 2: Sapling

  • Produce: 1 x Acorn per turn

  • Upgrade cost: 3 x Water, 15 x Acorn

 

Tree Level 3: Mature Tree

  • Produce: 2 x Acorn per turn

  • Upgrade cost: 6 x Water, 30 x Acorn

 

Tree Level 4: Old Tree

  • Produce: 4 x Acorn per turn

  • Upgrade cost: 14 x Water, 160 x Acorn

 

Tree Level 5: Tree of Life

  • Produce: 8 x Acorn per turn

 

A seedling(level 1) may be upgraded into a sapling(level 2) the same turn it is planted, but all subsequent upgrades must be done once per turn per tree. When a tree is upgraded, it produces its acorns at the start of your next turn. Any number of trees can be planted/upgraded in a turn. A tree planted in your safe zone will produce 1 less acorn than listed above. A tree planted on a non-diagonal, adjacent tile to water will produce 1 additional acorn each turn (seedlings planted next to water will not produce any acorns still). A tree planted anywhere else will produce as described. The Tree Level 3 tile in the back corner of each safe zone will produce 1 acorn per turn to its owner because it is in the safe zone.

 

Water is collected by filling your bucket. A player must be on a tile adjacent to a water tile to refill their bucket. If a player decides to refill their bucket, their entire bucket is filled, but it ends their turn. A bucket initially holds three water resources. Bucket upgrades can be purchased with acorns that increase its capacity. A second bucket can be purchased, but a player can have at most, two buckets. The water tiles are located in the middle of the board, as well as the two corners not occupied by a safe zone (blue tiles).

 

A player inside their safe zone is able to purchase items and upgrades with acorns. The purchasing of items can only happen in your safe zone. Once they are purchased they are immediately equipped. There are four size extensions for a bucket, each adding one additional spot for a water resource. Each player starts with one bucket, but an additional one can be purchased and used alongside the current bucket. Upgrades from one bucket do not transfer over to the second bucket. The second bucket has upgrading options similar to the first bucket. The second bucket is empty upon purchase.

 

Bucket 1: (free)

  • Spot 1: Included

  • Spot 2: Included

  • Spot 3: Included

  • Spot 4: 25 Acorns

  • Spot 5: 50 Acorns

  • Spot 6: 125 Acorns

  • Spot 7: 250 Acorns

 

Bucket 2: 60 Acorns

  • Spot 1: Included

  • Spot 2: Included

  • Spot 3: Included

  • Spot 4: 125 Acorns

  • Spot 5: 250 Acorns

  • Spot 6: 325 Acorns

  • Spot 7: 500 Acorns

 

Additional items are also available for purchase from the safe zone. These items will equip once purchased, and will stay equipped throughout the duration of the game. Only one instance of each item may be purchased for each player.

 

  • Hiking Boots: 150 Acorns – 1 additional move per turn

  • Super Chopper 900: 1000 Acorns – Can cut any number of trees per turn, all trees(except for level 5) cost 1 move to cut down

 

Interaction with the enemy:

So far you have learned about how to collect resources and expand your forest. But what does any of this have to do with the player sitting across from you? Well, any tree you plant will cast a shadow. The higher the Tree Level, the stronger the shadow will be. A trees shadow is identified by the four tiles adjacent (non-diagonal) to its planting location. Any tree planted by an OPPONENT on a tile with a shadow cast on it by you, requires additional resources to plant/upgrade (see below). A tree’s shadow will not affect any adjacent tree of the same owner. To identifying which tree casts a shadow on who, just look at the Tree Level. The tree with the highest Tree Level will cast its shadow on all enemy trees of lesser value. If your opponent is able to upgrade their tree to be equal in level to an adjacent tree, then neither of their shadows affect each other. Basically, the taller tree wins. Here is the cost to plant/upgrade each tree in the shade of an opponent’s tree:

 

Tree Level 1: Seedling

  • Required to plant: 1 x Water, 4 x Acorn

  • Upgrade cost: 2 x Water, 8 x Acorn

 

Tree Level 2: Sapling

  • Upgrade cost: 3 x Water, 25 x Acorn

 

Tree Level 3: Mature Tree

  • Upgrade cost: 6 x Water, 50 x Acorn

 

Tree Level 4: Old Tree

  • Upgrade cost: 14 x Water, 230 x Acorn

 

Tree Level 5: Tree of Life

  • Upgrade cost: None

 

Rehabilitating this land just isn’t enough for you, you need to be the BEST. Which is why you aren’t afraid to play a little dirty sometimes. Each player has the ability to chop down trees, opening up the tile for new plant life. The requirements for chopping down a tree differ for each Tree Level, as explained below:

 

(Remember: each player can initially move their piece three times per turn)

Tree Level 1: Seedling – Dig Up: Costs 1 Move

Tree Level 2: Sapling – Pull Out: Costs 2 Move

Tree Level 3: Mature Tree – Chop Down: Costs 4 Move

Tree Level 4: Old Tree – Cut Down: Costs 6 Move

Tree Level 5: Tree of Life – Indestructible

 

Cutting down a tree reduces the number of moves you can make that turn by a given amount. If the cost for cutting down a tree calls for more moves than you have available, the tree chopping will carry over into your next turn. On that next turn you will gather resources from all your current trees as usual, but after that, your moves will be used to continue chopping the tree down. If you are successful at chopping the tree down and you have remaining moves, you may continue moving about the board.

Players may be on the same tile as their opponent, but cannot plant a tree on a tile their opponent is on. Players may not plant a tree on a tile that already has a tree. A player can cut down only 1 tree per turn. If a tree is successfully cut down and you still have moves left, you may not start to cut down another (exception being for the Super Chopper 900).

 

The Board:

Conveniently located on each side of the board is each player’s inventory. The inventory board has a space to tally the number of acorns you get each turn, an area to keep track of your total number of resources, a diagram of how a tree can be upgraded, a diagram of shade, and the shop, where players can purchase an item by checking the box. All records kept on the inventory boards should be done with pencil, so it can be erased after the game ends.

 

Board Dimensions: 14 tiles x 14 tiles

24 water tiles

30 safe zone tiles (15 each player)

142 open tiles

DESIGN LOG:

Iteration 1 – 3 : Blind iteration (I was not present)

Iteration 4 – 5: Regular iteration (I was involved in play)

Iteration 1:

                Changes from last time:

                                None

 

                Notes/Observations:

                                It takes a lot of movement to plant a tree

 

                                Going to gather soil and water takes too long

 

                                Game takes a very long time to scale up

 

                                No end condition

 

                                Instructions unclear at times

 

                                Can foresee running out of space to plant trees

 

                Things to add:

                                Remove river from middle, change into another source of water (opens up map to player v         

                                player interactions)

 

                                Make trees solid objects, players cannot move over them, only around (adds strategy to tree                                         placement)

 

                                Tweak conversion values from one tree to the next (tree level costs need to scale better)

 

Overall, the game just takes too long to play. The resources come in slowly. Has potential to become a well-designed strategy game, still needs tweaking. It needs to be more than a one player game, played at the same time as the opponent.

 

Iteration 2:

                Changes from last time:

                                Remove the soil resource

 

                                Add lake tiles as the water source in the middle instead of a river going all the way across                                           (opens up entire map to both players)

 

                                Each player starts with a Tree Level 3 (need a constant source of incoming acorns to be able to                                   start)

 

                Notes/Observations:

                                Not enough access to water tiles

 

                                Lake can be completely surrounded by trees and then no one gets water

 

                                The player can be trapped, or blocked in by trees

 

                                Would like to be able to move diagonally

 

                Things to add:

                                Ability to cut down opponents trees (need a way to manipulate the board state)

 

                                Add other things that can be acquired with the acorn resource (the acorn resource has  little                                         value as it stands)

 

This game functions well, but it still needs some major fixing. The acorn resource is basically useless, you get a lot of them but can only use them to plant trees. There needs to be more incentive to produce a lot of acorns. Need to be able to carry more water, walking across the map is tedious for only three water resources. There still needs to be more interactive capabilities with either the map or the enemy player.

 

Iteration 3:

                Changes from last time:

                                Cutting down trees can now be applied to your own as well as an opponent’s tree

 

                                Added bonus production for trees near water

 

                                Replaced old soil tile location with water tiles (4 additional water tiles at each corner)

 

                                Shade – your tress cannot grow in enemy shade (needed interaction between frontlines of                                             expanding forests)

 

                                Added another bucket for purchase in the shop (7 water options is not enough in the late game)

 

                                Hard to keep track of resources

 

                                Tweaked resource requirement values

 

                Notes/Observations:

                                Tree cutting needs to be balanced more, currently more incentive to cut the opponents trees                                         down than grow your own

 

                                The acorn scaling still needs adjustment, games are ending too quickly

 

                Things to add:

                                Change rules of tree cutting to make each tree a little harder to cut down than it is to plant one

 

                                More tweaking of resource values

 

The game is fun, but it ends too quickly. The opponent also has the ability to come chop your only starting tree down. Players should be able to protect certain trees from being cut down or maybe add an element of randomness to when trees get cut down. The shade mechanic needs to be tweaked because we ran out spaces to plant trees after a while.

 

Iteration 4:

                Changes from last time:

                                Added safe zone (needed a place where the enemy couldn’t cut down all of your trees

 

                                Trees produce 1 less acorn in the safe zone (deters players from only planting in their safe zone)

 

                                Shade – your trees are unaffected by your own shade (not enough trees being planted)

 

                                Shade – your trees require more resources to be upgraded in the shade (replace the old rule, trees

                                cannot grow in enemy shade)

 

                                Completely reworked pricing of items and resource requirements (game was too easy to scale up                                 in)

 

                                Tweaked resource values

 

                Notes/Observations:

                                The resource values have finally been tweaked enough were they scale how I want them too

 

                                Individual game duration is still kind of short

 

                                All the current game mechanics seem to blend nicely, no one player action is stronger than                                           another    

 

                Things to add:

                                A legend or key for players to quickly look up specific rules without going back into the rules                                     document

 

At this point during the iteration process, my game is almost complete. The more I watch it get played, the more I am beginning to understand about different playing strategies. This game require a lot of thought in order to maximize the forest area you control.

 

Iterations 5:

                Changes from last time:

                                Added two new items to the shop. One allows you to chop the opponent’s trees faster,  and the                                   other gives you increased movements per turn

 

                                Added player inventory for each player

 

                                Changed board from 12 x 12 to 14 x 14 (needs more space to grow and expand)

 

                                One final tweak to resource values

 

                Notes/Observations:

                                Feels like a full game

 

                                Creation of the inventory adds a lot to the game

 

                                Need to tweak the prices on the two new items

 

At this point, the things I add are to make the game simpler or more visually appealing. I have added all I can to the game mechanics without overdoing it. I am excited about how the game has turned out. There is a lot more strategy that can be applied to this game than I originally anticipated.

 

                Future changes:

                                Change/add items in the shop to be more helpful during the game

 

                                Make an item that allows for a better end condition than cutting down all your opponents’ trees

 

 

 

MILESTONE RECAP:

                Initially my game was something completely different. I had taken the verb rehabilitate and used it in the sense of drug rehabilitation. For my first mood board, I found images that represent the struggle of dealing with a drug addiction, in hopes of making a game about rehabilitating someone with an addiction. I stuck with this idea for my mood board revision as well. I was certain this idea would work and make a fun, educational game. After starting my first prototype of this game, I realized that not only was it not fun to play, but it did not deliver the message I had originally intended it to. The time put into the game was not worth the sub-par product it produced, so I decided to completely scrap the idea and start fresh. I still used the same verb, rehabilitate, and I still wanted to use it literally in the game play. I changed topics from rehabilitating a person, to rehabilitating nature. More specifically, rehabilitating a forest ecosystem. I knew this would be the right game for me, I enjoyed making it and playing it so much more than the drug game. I was able to whip up a prototype as a replacement milestone, then iterated on it for the following weeks.

IMAGES:

ROOT
SPACING

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