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Sunday, October 18, 2015

Print and Play for Espionage


After many rounds of play testing the print and play version of my game espionage is available for download. It's still a Work in progress as far was final art and final rules for the constructed version. But i'd say this is roughly 90% final. Any tweaks made from here on out will be very minor.
Here's the link to download all the necessary files. The only extra supplies you'll need is a D4 sided die. Click here to download my game!

Saturday, October 10, 2015

Play Test Round 3

For this third round of play testing I made significant changes. I made the map slightly larger and changed to a square format. The square tiles helped players move around, and the newer narrow map helped keep players together. For next play test i need to adjust the damage and healing balance. currently there's too much damage however the new health system works really well. I'm also going to adjust the goals so there's only two either medic or assassin but you can have multiple of each role in a game. I want to encourage players to communicate with each other in a way of trying to mislead each other.

Tuesday, October 6, 2015

Play Test Round 2

In class we did another play test round. It went well and damage was being taken more often however players were getting healed so often by the treasure so that's something to  fix as well. The map still needs adjustments. One of my teachers suggested re theming them game to a political / spy kind of theme. This is an excellent suggestion because it opens up more opportunities and fits the hidden goal a bit more.

Board Game Play Test Round 1

Last Saturday our class was required to go to a play test session and have upperclassmen play test our games. Overall it went pretty solidly, i got lots of good feedback and my game was playable from start to finish. Some of the pieces of feedback i got were make damage more impactful and reduce the overall healing of the game. To fix this i reduced the amount of healing tiles and lowered the amount they heal for while increasing the amount of damage the damage tiles do. Another piece of feed back i got was to make more ways for players to trap each other. To do this i re arranged the map a bit and added more closed passage ways.

Sunday, October 4, 2015

Game Design Work Shop


For class we were tasked with taking multiple games and creating an entirely new game out of them. The three games we had were Risk, SmallWorld and Swish.  We managed to create something really interesting out of it and i plan on possibly fleshing it out a lot more into something that could be print and played.


 Here's a summation of the rules for the game.


Players draw cards and take turns laying them down in a grid. These cards act as territory and the play field for the players. Each player starts with a fortress on opposite sides of the map. At the beginning of every turn a level 1 unit is spawned on the fortress. Units can move two spaces in your territory and one space in enemy territory. The goal of the game is to conquer the enemy's fortress.


If you have 3 units on adjacent territory of your control then you can sacrifice them for one level 2 fortress. When enemy units are on bordering territory they can fight to claim it. During combat the attacker must roll a 3 or higher to kill a level 1 unit and a 4 or higher to kill a level 2 unit. Another way to take territory is to walk onto a grid space unoccupied by the enemy. In order to take the enemy’s fortress you must defeat any units in the fortress and then roll a 5.