37
Super Chupacabra Squad Daneon Gangitano Jason Flaker John Edwards Ryan Crockett Steven-Felix Cho Mulu Caves DESIGN DOCUMENT November 16, 2014 DESIGN DOCUMENT for Mulu Caves Page 1

Mulu Caves

Embed Size (px)

Citation preview

Page 1: Mulu Caves

Super Chupacabra SquadDaneon Gangitano

Jason FlakerJohn EdwardsRyan Crockett

Steven-Felix Cho

Mulu Caves DESIGN DOCUMENT

November 16, 2014

DESIGN DOCUMENT for Mulu Caves Page 1

Page 2: Mulu Caves

Table of ContentsDesign History

Game Overview

Game Theory

Feature Set

Rules & Mechanics

Turn Sequence: Phases

General Rules

Detailed Rules for Specific Pieces

Assistant Piece

Assailant Piece

Card Terms/Affixes

Weapon/ Armor Material Triangle

1. Event Cards

2. Equipment Cards

1. Weapon Cards

2. Artifact Cards

Card Layout

Flowcharts

End Game Conditions

Rules Questions

DESIGN DOCUMENT for Mulu Caves Page 2

Page 3: Mulu Caves

Design HistoryVersion 1.10

Our team is trying to achieve a type of game that involves players to come up with different strategies and also to have fun. What originally was a capture the flag type of game ended up becoming a treasure hunt game where a player must get a treasure and make his way out of the cave alive, with the opponent trying to get it for himself (and at the same time trying to stop you). We felt that this gave the game more competitiveness and at the same time more choice for players during last week our team shared several different ideas that were all great. The game that we made could have taken several different paths and formed a completely different game. One of the ideas that our team came up with was the use of cards in our game. Originally our team didn’t really settle on using cards however the team concluded that including the game cards in the game would give a different type of game play.

1. Game changed from being a capture the flag game to a treasure hunt game. 2. The treasure moved to the center of the board.3. Treasure chest were added to incorporate the cards into the game.4. Treasure tiles were placed on the board to add strategy by allowing players to pick up

items.5. Concept of goblins (which served the same purpose as assailants) was expanded upon to

now include the assistant/ assailant divide.

Version 1.20

Another idea that was incorporated into the gameplay was the mirroring move that the players can choose to perform in order to switch one of their pieces to the parallel side of the board. This idea was incorporated into the game to give more strategies to the players. Random event tiles were lumped into the concept of the treasure tiles, which subsequently lumped what would have been two different decks into one larger deck. We tweaked the backstory of the game a bit into what it is now, where a spelunker is exploring the Mulu Caves about a rumored treasure and wishes to bring it to the attention of the public eye to earn fame. We decided to have units die to speed up gameplay and add higher stakes to the game. A decision to allow only avatar and assistants to pick up cards was made to not allow too many cards to accumulate, in addition to making assailants be there to hinder the opponent from getting cards, as well as the threat of attack.

1. Random event tiles /were added into treasure cards and taken off the board.2. The ability to mirror units was added into the game to build off of the concept of having

units possibly be either an assistant or assailant. 3. Changed backstory of the game to better fit a theme.4. The Battle Deck was added into the game in addition to the Treasure Deck to stimulate

the combat.5. Rewrote the Game Mechanics that is used during game play. One of the mechanics that

was tweaked was to determine if a piece loses a battle, if they would lose a turn or be removed from the board.

6. Decision was made that only avatar and assistants could pick up cards from treasure tiles.

DESIGN DOCUMENT for Mulu Caves Page 3

Page 4: Mulu Caves

Version 2.00As a team, we decided that before, only avatars and assistants were the only ones that could

pick up cards, since majority of the time these two kinds of pieces would be using cards. When thinking about it further, however, allowing assailants to pick up cards as well gave assailants more strategic levity, especially while in enemy territory; however, this now introduced a problem of the player having too many cards, so we implemented this limit. The decision of allowing cards to be used only by the ones picking it up to give players the choice of whether or not to ‘bring’ cards to the avatar for team use, rather than individual use. Quadrants were created to help add more tactics to the setup phase, while also reducing the potency of certain dominant strategies from the previous way that the game’s setup previously allowed. Brainstorming of cards was less of a change and more of a natural progression of the game. Elaboration of card affixes was for technical purposes to help reduce the amount of text in the card while also helping to refine on concepts within the GDD and give us shared meaning for much of the nomenclature that was used. The naming of turn phases was very similar to card affixes in that it helped with the technical documentation and team nomenclature.

1. Decision made that all pieces could pick up cards from the treasure deck, but there is now a three card equipment limit for the player.

2. Decision made that specific pieces could only use cards they held, unless the cards were held by the avatar.

3. Quadrants for starting locations were set for board set up.4. Cards were brainstormed and a more firm understanding of the combat system was attained. 5. Card affixes were expanded upon and refined.6. Turn phases now have a name attached to them.

Version 2.10The rules that were clarified at this stage to better help represent the game in the GDD. The

cards were updated significantly with each deck getting a new color scheme, revised card descriptions to reflect the changes that had been made as new affixes and terms were added in, as well as rebalancing cards to better fit into the game, such as the Phasers:On card. There were new cards added to fuel new ideas, such as the fire tiles. The board was updated to reflect the need for the zones to be detailed, as well as adding in places where event cards can be drawn from. The FAQ section was expanded upon to help cover any new questions that might arise from the new cards and mechanics.

1. Clarified rules.2. Updated cards.3. New Cards.4. Fire Tiles added.5. Added affixes to cards.6. Updated look of board.7. Added more to FAQ section.8. Battle Deck removed - added cards into the Treasure Deck.9. New deck and spaces created: Event tiles. Event cards from the Treasure Deck have been

removed.10. Updated map to include event spaces.

Game OverviewWhere does the game take place?

DESIGN DOCUMENT for Mulu Caves Page 4

Page 5: Mulu Caves

The game takes place in Mulu Caves during modern times. You are entering the caves with only the items necessary to traverse the depths of the cave system. Anything that you could use to help you along your journey will have to be found within these mysterious caves. These caves haven’t been explored in years and anything that you find will be of various historical eras.

What is the story?

A legendary treasure has been rumored to be located in the mysterious Mulu Caves. As a spelunker, the player ventures into the caves seeking the treasure; however, the player is not alone. There is another spelunker that is also trying to get a piece of the treasure. In order to attain the treasure, the player must work his way to the center of the caves to get his piece of the treasure and subsequently escape with it, while the other player will try to get their individual piece of the treasure for himself, all while both players send their assailants to stop one another. Be the first to exit the cave with the treasure in order to stake claim to the discovery.

What is the main focus?

The player wants to be the one to claim credit for the discovery of a mysterious treasure by being the first to not only claim the treasure but also bring it to the public eye.

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

Each player gets eight pieces when they are playing the game. One of the player’s eight pieces is the player's avatar piece and the other seven are the player’s unit pieces that can be placed anywhere on the board. For details on each specific piece and what it can do, please refer to the Rules and Mechanics section’s sub section for each piece under Detailed Rules for Specific Pieces.

Game TheorySymmetry – The game is overall asymmetric, with some symmetry present within the game. The placement of the player’s unit pieces and the setup of the game board itself make the game asymmetric. Players can place their unit pieces (excluding the avatar piece) almost anywhere on the board. For details on the specifics of game setup, please refer to the Rules and Mechanics section’s subsection for Game Setup. This makes the game asymmetric because they do not reflect the same setup. However, the game does have some symmetric elements within it. Both players’ avatar piece is placed in the same spot on opposite sides diagonally across from the each other of the board. The exit for both players is also located in the opposite corner (on the same half as the player’s avatar). The treasure is also located in the same position on the board every time, in the middle of the board.

Play Style – The game is non-cooperative, aka competitive. Players are pitted against each other to try and obtain the ultimate treasure in the middle of the cave and reach the exit with it to win the game. Not only are the players racing against one another, but one of the keys to being successful is doing your best to move forward on your side of the board while impeding the other player’s progress by slowing them down.

Summation – This game would be considered a non-zero-sum game. For instance, a card like “Lazarus Stone” when drawn would be a zero-sum action, but when played it would allow you to effectively

DESIGN DOCUMENT for Mulu Caves Page 5

Page 6: Mulu Caves

create a new unit. This action itself would not equal out to zero, because, despite the fact that this is a ‘revived’ unit, something that is effectively and functionally completely new is being put into the game.

Perfect/Imperfect Information – Due to the inclusion of cards in the game, the game is one of imperfect information. The cards create varying states of imperfect information. For instance, the deck consists of many cards that no one knows the order of, also neither player knows what card is on the top of the deck since the deck is placed face down. However, there is a state of partial knowledge since each player can draw cards that they conceal within their hand. Information that is known by all players at all times is where everyone’s pieces are at on the board.

Feature SetGeneral Features

1) Competitive Play: Mulu Caves competitive play is based off two players competing against each other to get the ultimate treasure in the middle of the board.

2) Conflict: Since the objective of Mulu Caves is getting to the ultimate treasure first. The two players will be fighting each other using various units to get the treasure first.

3) Race: It’s a race to be the first to discover the coveted treasure found deep within the caves of Mulu.

4) Strategy: There are multiple strategies players can utilize within Mulu Caves. Will you use your assailant units to attack your opponent’s avatar and hold them off while you are the first to get the treasure? Or will you use your assistant units to help defend your avatar as you make a blitz to the treasure? There are many different styles and strategies when playing Mulu Caves.

5) Army Management: Players will be in charge of a small army, which they can choose to change their units from assistants to assailants and vice versa. They can use this small army to attack and defend themselves from the opposing play’s army.

Game Components

This is a list of everything that will come in the box to play Mulu Caves.

Your Mulu Caves box should contain: ● 1 Game Board with squares (22 squares * 25 squares)● 1 Black erase marker to draw the walls onto the game board● A cloth to erase walls ( as certain cards require such as the Bomb card, see the card

descriptions section for details)● 1 Green Marker to mark off areas of Sanctuary Tiles or Sanctuary Zones.● 1 Sub-mat for each player; 2 overall.● A set of 16 treasure tiles● A set of 16 event tiles● A set of 4 “main treasure” tiles. ● 2 sets of 8 uniquely colored unit pieces numbered 1 through 7 and an Avatar piece for a total of

16 unit pieces. ● ~30 red counters to represent Fire Tiles (refer to tiles section) ● A deck of 40 ‘treasure cards’

○ Weapon Cards x22○ Equipment Cards x11○ Artifact Cards x7

DESIGN DOCUMENT for Mulu Caves Page 6

Page 7: Mulu Caves

● A deck of 30 ‘Event Cards’○ Event Cards x15○ Enchantment Cards x15

● 2 six-sided dice (Although, 3 D6 are better so that you can roll for battle and not forget what you rolled for movement.)

● 1 20-sided dice● Rule Book

Armor # Artifact # Weapon Triangle

# OtherWeapon

# Total #

Cloth Robes 2 Best of Three 2 Battle Ax 2 Boomerang 2

Chain Mail 2 Lazarus Stone 1 Scythe 2 Bow & Arrow 1

Wooden Tunic

2 Live After Death

1 Short Spear 1 Fire Ball Staff 1

Substitute Aura

1 Sacrificial Sword

1 Javelin 1 Ice Wave Staff 1

Ashen Armor 2 Relinquish 2 Dual Tridents 1 Pick Axe 1

Shield 2 King’s Trident 1 Rapier 1

Hackin’ Sword 2 Retarius’ Net 2

Wind Sword 2 Shears 1

11 7 12 10 40

Event Cards # of Enchantment Cards # of Total #

Bomb 2 Biotic Charge 3

Cave In 2 Hermes’ Boots 3

Hydrant 2 Phasers: On 3

Mirror-Mirror 3 TrailBlazer 3

Relocate 2 Transference 3

Rock Slide 2

Trap Pit 2

15 15 30

DESIGN DOCUMENT for Mulu Caves Page 7

Page 8: Mulu Caves

Rules & MechanicsGame Setup

Players will begin by placing their respective avatar pieces at the start tile. Since this is only a two player game to decide who will go first, turn order will be determined by closest birthday (i.e. if it is November 1st today, a person born on November 15th would go before a person born on October 30th). From here, each player will take turns placing one unit piece on the board, as either an assistant or as an assailant piece. Placement can be determined by looking at the diagram below.

Figure 1. The grey tile signifies tiles that unit pieces cannot be placed in at the beginning of the game. black

and brown tiles signify quadrants, where only one piece can occupy said quadrant at the beginning of the game. This means that if a piece is already placed there, another unit piece cannot be placed in that quadrant. Once all seven unit pieces have been placed by each player, the game will begin.

DESIGN DOCUMENT for Mulu Caves Page 8

Page 9: Mulu Caves

Figure 2.The figure above signifies what the board layout would look like, including the walls. The S in the

corner represents where the players will put their avatar piece. The F represents the finish tile that the player must reach after they have gotten the main treasure in the center of the board. The gray squares on top of the blue squares are the treasure tile and the red squares represent event tiles.

Turn Sequence: PhasesThere are four potential turn phases for a player to go through in a turn - not all phases will be

used each turn. These phases are: Main Phase, Draw Phase, Battle Phase, and End Phase.

Main PhaseThe beginning of a player’s turn marks the start of the Main Phase. During the Main Phase, a

player can choose to either roll the die or mirror a unit piece. If a player chooses to mirror a unit piece, the player will choose which unit piece (assistant or assailant) and move said unit piece to the opposite side of the board and turning the piece into the other type of unit. Mirroring cannot be done if there is already a unit or avatar piece occupying the tile. If a player chooses to mirror a piece, he will end his turn and will enter the End Phase, followed by the opponent’s Main Phase. Examples of when a player can mirror can be seen below in the two diagrams.

DESIGN DOCUMENT for Mulu Caves Page 9

Page 10: Mulu Caves

If a player chooses to roll the die, the player cannot choose to mirror a piece in the same turn. After rolling the die, the player is able to choose any number of pieces to move the number of tiles shown on the die. A player can choose to use all movement spaces on one piece, or delegate it across multiple pieces. Ex: if a player rolls a five, he can choose to move one piece five spaces, or five pieces one space each, etc. A few possible combinations are illustrated below in the next four diagrams. Movement can only be done in four directions (up, down, left, or right) meaning diagonal movement is not allowed. There can only be a maximum of one piece occupying a space at a given time, meaning that a piece cannot end its turn in the same space as another unit. Units cannot move through other units, and must walk around them, unless they are friendly pieces. Once movement is fully concluded and there have been no Draw Phases or Battle Phases, the player will end his turn and will enter the

DESIGN DOCUMENT for Mulu Caves Page 10

Page 11: Mulu Caves

End Phase, followed by the opponent’s Main Phase.

DESIGN DOCUMENT for Mulu Caves Page 11

Page 12: Mulu Caves

DESIGN DOCUMENT for Mulu Caves Page 12

Page 13: Mulu Caves

Draw PhaseIf a avatar or unit piece ends its turn on a treasure tile (as indicated on the board), the player

will enter the Draw Phase, where he will be able to draw one card from the Treasure Deck. If a avatar or unit piece ends its turn on an event tile (as indicated on the board), the player will enter the Draw Phase, where he will be able to draw one card from the Event Deck. For details on what kinds of treasure cards there are, please refer to the Rules and Mechanics section’s sub section for card descriptions under Detailed Rules for Specific Pieces. Once the card draw has been concluded, if there are no more additional Draw Phases, no more Battle Phases, or if movement is not possible any more, the player will end his turn and will enter the End Phase, followed by the opponent’s Main Phase.

Battle Phase

DESIGN DOCUMENT for Mulu Caves Page 13

Page 14: Mulu Caves

Players decide on whether they want to use equipment cards to augment their rolls, or choose to forgo equipment and roll. For details on equipment cards, please refer to the Rules and Mechanics section’s sub section for card descriptions under Detailed Rules for Specific Pieces. When decisions have been made, both players will take one die and roll simultaneously. Battle card effects are applied after the roll is concluded. Battle damage is calculated as such: # rolled on die + equipment bonus ± equipment strength/weakness = total roll. The highest total roll will win the battle and immobilize the opponent if the piece defeated is an avatar piece. If the piece defeated is a unit piece, the piece is destroyed and removed from the board. Once battle has been concluded, if there are no more Draw Phases, no more additional Battle Phases, or if movement is not possible any more, the player will end his turn and will enter the End Phase, followed by the opponent’s Main Phase.

End PhaseThe End Phase occurs when the player has concluded all actions of movement, drawing

card(s), and battles and is unable to do anything else that turn, thus ending his turn. The End Phase is also when any turn modifier effects get reduced by one turn.

General RulesFor details on each specific piece/card and what it can do, please refer to the Rules and

Mechanics section’s sub section for each piece/card under Detailed Rules for Specific Pieces. 1. A player can only have access to a maximum of three treasure cards at any given time. This

means that out of the eight pieces the player controls, there can only be a maximum of three treasure cards in possession. If the player draws another card from the Treasure Deck, the player must choose which card to discard. Once the card has been chosen, it will be placed into the treasure deck’s discard pile.

2. Once a card has been used, it will be placed into the respective deck’s discard pile.3. When a unit obtains a card from the treasure deck (or an enchantment card from the event

deck) the card is placed onto the sub-mat on the rectangle whose number corresponds with the number on the unit who picked up the card. If it is an avatar place it onto the center rectangle that has the word “Avatar” on it.

4. If the avatar piece is in possession of treasure cards, the player is able to choose any piece to utilize the card during battle.

5. If an assistant is in possession of an treasure card(s), the assistant piece that is possessing the card(s) is the only one who can use the card(s) unless it ‘brings’ the card(s) to the avatar piece by moving adjacent to it. Diagonal does not count as adjacent in this case.

6. If an assailant is in possession of a treasure card(s), the assailant piece that is possessing the card(s) is the only one who can use the card(s) unless it ‘brings’ the card(s) to the avatar piece by moving adjacent to it. This means that it must first mirror over and become an assistant piece first if the player chooses to ‘bring’ the card(s) to the avatar piece.

7. If a player loses a battle with a unit piece that still is in possession of unused treasure cards at the conclusion of a battle, the opponent will earn these cards as spoils of war.

8. An avatar must end its turn in the ultimate treasure room in order to pick up the treasure. They will regain movement for the avatar on the player’s next Main Phase.

DESIGN DOCUMENT for Mulu Caves Page 14

Page 15: Mulu Caves

9. If a player chose to roll on his Main Phase: whatever the player rolls on the D6, he will then be able to choose any of their pieces to move based upon the number they rolled. Players can split up their movement roll between any of their pieces. Ex: if a player rolls a five, he can choose to move one piece five spaces, or five pieces one space each, etc.

10. There can only be a maximum of one piece occupying a space at a given time, meaning that a piece cannot end its turn in the same space as another unit. Units cannot move through other units, and must walk around them, unless they are friendly pieces.

11. The center divider wall is indestructible and cannot be destroyed by the Bomb card.

Detailed Rules for Specific PiecesAvatar Piece

The avatar piece is the piece that signifies the spelunker who is exploring the caves to obtain the treasure. This piece cannot be removed from the board by the effects of cards or by battle, but is instead immobilized for one turn instead. Certain cards will also affect the avatar differently from unit pieces, such as the Trap Pit card. For details on the Trap Pit card and what it can do, please refer to the Rules and Mechanics section’s sub section for Event Cards under Detailed Rules for Specific Pieces. Avatars can attack other units, but if it loses a battle, it will be immobilized for one turn. The avatar piece is also the only piece that can pick up the ultimate treasure to carry back to the exit.

Unit Piece

The unit piece is a piece that a player can control in addition to the avatar piece. These pieces signify either an assistant or an assailant, depending on which side of the board they are on. If a unit piece is on your own side of the board, it is considered an assistant piece. If a unit piece is on your opponent’s side of the board, it is considered an assailant piece. If a unit piece is defeated in battle, it is destroyed and removed from the board. These pieces can be brought back to the board by the effect of the Lazarus Stone card. For details on the Lazarus Stone card and what it can do, please refer to the Rules and Mechanics section’s sub section for Event Cards under Detailed Rules for Specific Pieces.

Assistant Piece

Assistant pieces cannot attack opponents, but they can use equipment cards to defend themselves. These pieces can be removed from the board by the effects of cards or by battle. This unit can has the potential to hold up to three equipment cards, but must still abide by the rule of “the player can only have access to a maximum of equipment cards at a given time”.

DESIGN DOCUMENT for Mulu Caves Page 15

Page 16: Mulu Caves

Assailant Piece

Assailant pieces can attack other unit pieces as well as the avatar. They can also use equipment cards to augment their attack. These pieces can be removed from the board by the effects of cards or by battle. This unit can has the potential to hold up to three equipment cards, but must still abide by the rule of “the player can only have access to a maximum of equipment cards at a given time”.

Special TilesThere are several types of tiles in this game that you must be aware of. The first type of tiles

are treasure tiles, the second type are event tiles, the third type are sanctuary tiles, the fourth type are ultimate treasure tiles, and the fifth type of tiles are fire tiles.

Treasure Tiles

Treasure tiles allow you to access the treasure deck. By having a unit end their movement for that turn on top of a treasure tile they get to draw from this deck. You can not then move this unit off of and back onto this tile on the next turn in an effort to draw more cards; however, if you move one unit off of the tile and different unit onto the tile then you are allowed to have this new unit draw from the treasure deck on the same turn that the other unit moved from the space.

Event Tiles

The Event tiles allow you access to the event deck similar to the treasure tiles’ relationship with the treasure deck. However, unlike treasure tiles, event tiles activate whenever you walk over them whether or not you end a units turn on it. This means you are forced to draw from the event deck. Some of the cards in this deck are good and some of them are bad. For more details on the categories of cards in this deck refer to the Deck Description Section below. There are some nuanced rules with this type of tile. Similar to a the treasure deck, if you do end your turn on this tile and then move off of it and back onto it within the same turn you are not forced, nor allowed, to draw from it again. Also, if you pass over the same treasure tile twice in the same turn with the same unit then you are not allowed to draw from it on the second time; however, if you have multiple units cross over the same event tile on the same turn then each of these different units must draw from the event deck.

Sanctuary Tiles

Sanctuary tiles are used in limited capacity at a few key areas. These areas are a 4 square by 4 square section at the entrance(start) and exit(finish) areas on both sides of the map and also a 4 square wide by 1 square tall area surrounding the ultimate treasure on both sides of the map. This is better demonstrated on the map earlier in the document. These areas can only be accessed by avatar units and cannot be accessed by the assistant/assailant units.

DESIGN DOCUMENT for Mulu Caves Page 16

Page 17: Mulu Caves

Ultimate Treasure Tiles

These tiles have the ultimate treasure on them. Since these tiles are within the sanctuary tiles only avatar units can access them. There are two of these tiles on each side of the board, but only one functional treasure to be picked up by the avatar.

Fire tiles

Unlike all of the other tiles, Fire tiles are not a natural tile that is ingrained into the board’s game setup and level design, but rather a more interactive tile. There are many cards that cause fire tiles to be spread, which can be seen below in the card terms/affixes section under the ignite term. To represent fire tiles you place a red gem counter on each tile that has been set on fire. The number of red gem counters in each tile represents the number of turns that tile will be on fire. On the ignitor's next turn you remove one red gem counter from each tile that has one. If you cross through a fire tile you will die. If one of your units begins their turn in a tile that was ignited on the other players’ turn then the unit must be moved into a tile that has not been ignited in order for them to survive, in other words if you leave that unit in the ignited tile then it will die.

Description for Cards

The decks are used for adding extra flavor to the game. There are two decks: an Event Deck and a Treasure Deck. Each deck has a primary purpose and its own subcategories therein, which are detailed below. The Event Deck is drawn from when a unit stops on an event tile on the map. Also if a player passes through an event tile, they will need to stop before they keep moving and draw from the Event Deck. If a player draws an event card from the Event Deck, they need to use the card immediately. If a player draws an Enchantment Card from the Event Deck they can resume with their movement, and play their Enchantment Card at a later turn.

The second deck, the Treasure Deck, is drawn from when a unit stops on a treasure tile on the map. There are two main types of cards in this deck: event cards and equipment cards. Event cards are special, random events that may occur, such as a rockslide, which affects the player’s unit or avatar in some way. As a general rule of thumb, equipment cards give an edge in combat, such as armor cards, or offer strategic ways to combat your enemy, such as the ‘Bow & Arrow’ card adding an element of range.

During setup, the decks are placed off to the side of the game board. The treasure deck consists of 40 cards, and the event deck consists of 30 cards for a total of 70 cards. With a variable occurrence rate, meaning that some cards are repeated more often than other cards. After a card has been used, it is placed into a discard pile of the respective deck. Once no cards can be drawn, the discard pile is shuffled and a new deck is created. For details on how the respective decks function, particularly how equipment cards work, please refer to the Rules and Mechanics section’s sub-section for each deck under Detailed Rules for Specific Pieces.

DESIGN DOCUMENT for Mulu Caves Page 17

Page 18: Mulu Caves

Card Terms/Affixes

These are terms used in the cards’ descriptions that imply a larger concept that is used throughout multiple cards. In Magic: The Gathering this would be something like First Strike.

1. Push: When push is part of a card, it means that the unit will be pushed backward until it hits a wall. For example, if you are hit from a tile from your south, you will be pushed toward the north, and vice versa. If a unit comes in contact with another unit, it will push all units until they all run into a wall.

a. Cards with push: Boomerang, Hydrant, Biotic Charge,2. Preempt : Preempt implies that a card has a bonus when it is being used by an aggressor as

opposed to being used by a defender. The bonus will be described after mention of the keyword.

a. Cards with preempt: Most weapon cards have preempt.b. Often Preempt and Stalwart will be seen in a pair indicating the bonus for being the

aggressor and defender respectively.3. Stalwart: Stalwart is a bonus given to a card when it is the card being attacked, or in other

words when it is a defender.a. Cards with stalwart: All armor cards have stalwart.b. Often Preempt and Stalwart will be seen in a pair indicating the bonus for being the

aggressor and defender respectively.4. Vulnerable : Vulnerable is a state in which a unit cannot defend itself, meaning it can be

destroyed without being able to retaliate. This means that if a unit engages in battle against another unit that is vulnerable, that unit cannot roll during the battle phase. However, the unit can still use an equipment card. If you use a card such as Bow & Arrow to attack a vulnerable unit you still must meet the requirement that is set forth on the card.

a. Cards with vulnerable: Bomb, Lazarus Stone, Retiarius’ Net, Trap Pit5. Line of Sight : Line of sight signifies any unit that has vision of another unit without any

obstruction from walls or other units. The range of line of sight does not have a limit.a. Cards with line of sight: Bow & Arrow, Boomerang

6. Immobilize : Immobilization is a status effect that makes it so that a unit cannot move, but the unit can attack adjacent units, as well as defend themselves. Unless otherwise stated immobilize only lasts one turn.

a. Cards with immobilize: Bomb, Ice Wave Staff, Sacrificial Sword, Retiarius’ Net, Live After Death,

7. Throw: Throw allows you to throw an object at an opponent. When you throw an item you roll 2D6 die. Whatever the sum of these are you are allowed to target anything within that range that is in line of sight. You are not allowed to throw over walls. If there are two targets in the same direction of your line of sight you must target the one that is closest to you unless otherwise stated.

a. Card(s) with Throw: Retarius’ Net

DESIGN DOCUMENT for Mulu Caves Page 18

Page 19: Mulu Caves

8. Ignite: This catches tiles on fire. When you ignite a tile(s) you should place a red gem counter on it. Refer to Fire Tiles to Fire Tiles to better understand how fire tiles work. Unless the card otherwise states something special about this form of ice/ ice tile then refer to that section.

a. Card(s) with Ignite: Trailblazer, Ashen Armor, Fire Ball Staff, Hermes’ Boots9. Quietus: When a unit dies using a card with this affix then a special thing happens, which is

listed after the invocation ‘Quietus’ occurs.a. Cards with Quietus: Scythe of Ice & Snow, Ashen Armor, King’s Trident

10. Firewalker: If a unit is equipped with a card that has firewalker then that unit can walk over fire tiles or be left sitting on fire tiles at the end of their turn. This is a passive ability and does not expend the card when utilized.

a. Cards with Firewalker: Ashen Armor, Trailblazer

Weapon/ Armor Material Triangle

Within the armor cards, there are three different types of armor: metal, cloth, and wood. These armor types are made out of different materials and have basic weaknesses. Within weapons, there are also three types of categories: swords, spears and axes; however, not all weapons fall into one of these categories.

Swords are strong against cloth, but weak against wood; Spears are strong against metal, but weak against cloth; and Axes are strong against wood, but weak against metal. There are some weapons that take advantage of multiple categories. Because of the intricacies it would add to the armor cards’ descriptions, these strengths are described on the weapon card, rather than on the armor card.

Treasure Deck

1. Armor Cards

a. Wooden Tunic : Preempt: +1 to dice roll; Stalwart or sword: +2 to dice roll; Stalwart & sword: +3 to dice roll

b. Metal Chain Mail : Preempt: +1 to dice roll; Stalwart or ax: +2 to dice roll; Stalwart & ax: +3 to dice roll

c. Cloth Robes : Preempt: +1 to dice roll; Stalwart or vs. spear: +2 to dice roll; Stalwart & vs. spear: +3 to dice roll

d. Substitute Aura : Stalwart: +1 to Dice Roll. Quietus: Select a different unit of yours to die in this one’s place.

e. Shield : This card is only played after dice have been rolled and you lost the roll. You re-roll; if the new roll is higher than their original roll then your unit stays alive. If your roll is the same as theirs, then counter-attack and kill the enemy. This can be used in conjunction with equipment card(s), but the re-roll will only affect the previous roll and not the equipment bonus. Damage calculation is done as normal.

i. Ex: Wooden Tunic used against an attacking sword. You roll a 1, and they roll a 4. Your total roll here would be 4, and their total roll would be 6. You can use the shield to re-roll your 1 to try getting a higher number. If you roll 3 or higher, you would win this battle.

DESIGN DOCUMENT for Mulu Caves Page 19

Page 20: Mulu Caves

f. Ashen Armor: Preempt: +1 to Dice Roll; Stalwart: +2 to Dice Roll ; Quietus: Ignite the 8 tiles around where the unit died. ;Firewalker

2. Weapon Cards

a. Battle Axe : Preempt: +2 to Dice Roll; Stalwart:+1 to Dice Roll; Negate ‘wooden’ armorb. Short Spear : Preempt:+2 to Dice Roll; Stalwart: +1 to Dice Roll; Negate ‘metal’ armorc. Hackin’ Sword : Preempt:+2 to Dice Roll; Stalwart:+1 to Dice Roll; Nullify ‘cloth’ armor.d. Rapier : Stalwart: +1 to Dice Roll; Preempt: +2 to Dice Roll; If vs. either ‘metal’ or

‘cloth’ armor, then +3 to dice roll. -1 to Dice Roll vs. ‘wooden’.e. Pickaxe : Stalwart: +1 to dice roll. If vs. wooden or metal armor, then +3 to dice roll. If

cloth, then -1 to dice roll.f. Shears : Stalwart: +1 to Dice Roll; Preempt: +2 to dice roll; If vs. either ‘wooden’ or

‘cloth’ armor, then +3 to dice roll. -1 to dice roll vs. ‘metal’ armour.g. Boomerang : You can use this on any enemy in line of sight. If you roll 3 or higher, then

you hit the enemy and push them. The boomerang is consumed in the process. If you roll 4 or under then the boomerang returns to you. Any “+x to dice roll” does not apply to increasing the odds of this card hitting.

h. Bow & Arrow : Attack an enemy in line of sight. They do not get to roll against you. You must roll a 5 or 6 to hit. Any “+x to dice roll” does not apply to increasing the odds of this card hitting.

i. Javelin : Preempt: Attack two spaces away in the cardinal directions, or in the spots diagonal to you. If used to attack over walls, then you must roll a 5 or 6 to hit. Any “+x to dice roll” does not apply to increasing the odds of this card hitting.+1 to dice roll. Stalwart from 2 squares away or diagonally: then +2 to dice roll.+2 vs. ‘metal’ armor.

j. Ice Wave Staff : Hit all enemy units on the eight adjacent tiles around your unit. Each hit is a separate set of dice rolls. If you win the roll, you freeze the unit for one turn rendering them immobilized. If you lose a roll, you fail to freeze the unit, but your unit is not destroyed and can continue to attempt to freeze remaining units. Order is at caster’s discretion.

k. Fire Ball Staff : Hit all enemy units on the eight adjacent tiles around your unit. Each hit is a separate set of dice rolls. If you lose one dice roll, your unit dies and you do not roll for the other targets. Order is at caster’s discretion. Each dead body ignites the square that it was on.

l. Dual-Tridents: Either 2 uses of: +1 to Dice Roll;+2 vs. metal armor/ Or, 1 use of:+2 to Dice Roll;+3 vs. metal armor. If you die with one use of two left the other unit will inherit that last use.

m. King’s Trident: Preempt:+3 to Dice Roll; Stalwart:+2 to Dice Roll; +3 to Dice Roll vs. metal armor. Quietus: Pin (Immobilize) the opponent.

n. Retiarius’ Net: You can place it on the map as a trap. If an opponent steps on it then it will make them vulnerable. An ally unit can free the trapped unit from the net. Or, you can throw this at an opponent in line of sight to immobilize them. If your throw is short then it will fall as a trap.

o. Scythe of Ice and Snow: Preempt/Stalwart: hit 2 forward and both diagonal tiles in the direction of your opponent. Quietus: Freeze (Immobilize) the opponent for a turn. +1 to dice roll; +2 vs. wood armor

p. Wind Sword: Preempt: +2 to Dice Roll; Stalwart: +1 to Dice Roll +3 vs. ‘cloth’ armor; Quietus: push all units in a line to the direction of your opponent.

DESIGN DOCUMENT for Mulu Caves Page 20

Page 21: Mulu Caves

3. Artifact Cards

a. Best of Three : Instead of battling once, the two units in question battle three times and whoever wins two battles first destroys the other unit.

b. Sacrificial Sword : Whichever of the two factions loses must instead sacrifice one of their other units in place of this unit; the unit that was saved is then immobilized. Avatars can’t use this card.

c. Lazarus Stone : Bring back a destroyed unit that has been removed from the board. Roll a D20 to determine its x-coordinate and then its y-coordinate. If the player rolls a 20 for the first roll for either coordinate, then the player can roll a D6 to determine their coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the highest coordinate (22 and 25 respectively), then the coordinate will automatically go into the maximum coordinate. If either coordinates would leave the unit on top of another unit or a wall, and then re-roll that coordinate. If either coordinates would leave the unit on top of another unit, and then re-roll that coordinate. The unit is vulnerable for two turns. This means that the card cannot perform any action until these two turns pass. If a player does not have any deceased units, this card can be kept for later use.

i. Ex: If a player rolls 23 or higher for the x-coordinate, then the x-coordinate will be 22.

d. Relinquish : If avatar: A player will choose randomly from the opponent’s card(s) at anytime and take the card for himself. If the player already has the max number of cards in hand, then the card is placed at the bottom of the Treasure Deck. If unit: Steal the card from an aggressor for your own use. The aggressor can then choose a different equipment piece.

e. Live After Death: If unit: Revive the unit when it dies in a state of immobilization. If avatar: Use it to revive any unit after they have died into an immobilized state.

Event Deck

1. Event Cards

a. Rock Slide : Move the unit that drew this card back the number of tiles it moved to get to this tile. The unit cannot access this treasure tile for two turns.

b. Cave-In : The opponent moves your piece five tiles. The unit cannot access this treasure tile for two turns.

c. Mirror-Mirror : Mirror one of your own units without it costing a turn; or, mirror one of your opponent’s units without it costing a turn. This can activate mirror enchantments, such as biotic charge.

d. Trap Pit : If unit: the unit is left vulnerable holding onto the ledge of the pit for a turn. If no one saves it then it dies. If avatar: the avatar is left vulnerable indefinitely until a fellow unit comes to pull it out of the pit.

DESIGN DOCUMENT for Mulu Caves Page 21

Page 22: Mulu Caves

e. Bomb : Blow up any walls in the surrounding 8 adjacent tiles. Destroyed walls are marked with black counters on the board, or erased. The unit that picks up this card is made vulnerable until their next turn. Any units in adjacent spots are immobilized until the end of that unit’s next turn.

f. Relocate : Move the unit that drew this card to a random place on the board by rolling a D20 to determine its x-coordinate and then its y-coordinate. If the player rolls a 20 for the first roll for either coordinate, then the player can roll a D6 to determine their coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the highest coordinate (22 and 25 respectively), then the coordinate will automatically go into the maximum coordinate. If either coordinates would leave the unit on top of another unit or a wall, and then re-roll that coordinate.

i. Ex: If a player rolls 23 or higher for the x-coordinate, then the x-coordinate will be 22.

g. Hydrant : When a unit/avatar draws this card, push them in the direction from which the unit/avatar entered this tile.

2.Enchantment Cards

a. “Phasers: On” : If unit: You can move through walls and opponents with this unit the next time you move it. If avatar: You can move through a single wall or opponent with this unit the next time you move it. In neither case can you leave your piece on top of another unit.

b. Hermes’ Boots: The next time you mirror this unit ignite all tiles from point A to point B.

c. Biotic Charge : The next time you mirror this unit attack any enemies that are directly adjacent to you and push any units that are within two spaces of you.

d. Transference : Give a treasure card that one of your units is currently holding to your avatar. If none of your units have a card then this acts as an enchantment and is held onto until a unit draws a card, at which point you must use it.

e. TrailBlazer: Firewalker; On the next turn that you move this unit it will ignite the tiles it has visited. The tile is not ignited until it leaves that space, thus the tile you end your turn on will not be ignited.

DESIGN DOCUMENT for Mulu Caves Page 22

Page 23: Mulu Caves

Card Layout

Figure 1. Figure 2.

This is the base template that all cards will use. At the top is the name of the card. Below that is a window that has the picture for the card, and finally, below that is the card’s description. The color scheme of different cards hints at what type of card it is.

Figure 1 on the left is an event card from the Event Deck.

Figure 2 on the right is a weapon card from the treasure deck, which has a different color scheme.

References1. Card: Mirror-Mirror

a. Symphony X (2000). “V: The New Mythology Suite” cover art; http://www.progarchives.com/progressive_rock_discography_covers/325/cover_41471130112008.jpg

2. Card: Rapiera. Olympus Mons (2004). “Conquistador” cover art;

http://www.metal-archives.com/images/6/0/0/2/60020.jpg

DESIGN DOCUMENT for Mulu Caves Page 23

Page 24: Mulu Caves

Flowcharts

Board Setup Flowchart

Main Phase Flowchart

DESIGN DOCUMENT for Mulu Caves Page 24

Page 25: Mulu Caves

Draw Phase Flowchart

Battle Phase Flowchart

DESIGN DOCUMENT for Mulu Caves Page 25

Page 26: Mulu Caves

End Phase Flowchart

Full Turn Sequence Flowchart

DESIGN DOCUMENT for Mulu Caves Page 26

Page 27: Mulu Caves

End Game ConditionsThe end game condition is when the player’s avatar piece is the first one to obtain the ultimate

treasure by entering the treasure room, and then escaping through the exit, which is on the other side of the starting position on the board. The player will lose if they are not the one to escape the cave with the treasure. If one of the players grabs the treasure before the other, the player without the treasure does not lose - both players can have a piece of the treasure; however, the first one to escape the cave with the treasure is the winner. Players have to watch out for the other player’s assailants from stopping their avatar. A player will not lose if his pieces are all eliminated (minus the avatar, since it can’t be destroyed only stunned for a turn). A player will not lose if they eliminate all of the opponent’s pieces either.

Rules QuestionsQ: How is turn order determined?

A: The closest birthday from the current day will be the first to go. Ex: If it is November 1st, a person born on November 15th would go before someone born on October 30th.Q: Is there a limit to the number of units a player could have at any given time?

A: The maximum number of unit pieces that a player can control is seven.Q: Is there a limit on how many assistants or assailants a player can have?

A: No. It is possible to have up to seven assistants or assailants. Ex: Zero assistants, seven assailants; one assistant, six assailants, two assistants, five assailants, etc. up to seven assistants, zero assailants.Q: What is the Main Phase?

A: The Main Phase is where a player has the decision to either roll a die for movement or to mirror a piece.Q: What is the Draw Phase?

A: The Draw Phase is where a player is allowed to draw from either the Treasure Deck or the Event Deck, depending on prior circumstances.Q: What is the Battle Phase?

A: The Battle Phase is where a player declares an attack on another player.Q: How is battle damage calculated?

A: # rolled on die + equipment bonus ± equipment strength/weakness = total roll. Highest total roll wins.Q: Is the avatar piece able to attack?

A: Avatars can attack other units, but if it loses a battle, it will be immobilized for one turn.Q: Can I attack diagonally?

A: Players cannot attack diagonally - only adjacent, unless the unit is in possession of the Javelin card.Q: What is the End Phase?

A: The End Phase is where the player has concluded all actions of movement, drawing, and battles and is unable to do anything else this turn, thus ending his turn. The End Phase is also when any turn modifier effects get reduced by one turn.Q: What does the sanctuary tile do?

A: Sanctuary tiles are used in limited capacity at a few key areas. These areas are a 4 square by 4 square section at the entrance(start) and exit(finish) areas on both sides of the map and also a 4 square wide by 1 square tall area surrounding the ultimate treasure on both sides of the map. This is

DESIGN DOCUMENT for Mulu Caves Page 27

Page 28: Mulu Caves

better demonstrated on the map earlier in the document. These areas can only be accessed by avatar units and cannot be accessed by the assistant/assailant units. Q: What does the treasure tile do?

A: Treasure tiles allow you to access the treasure deck. By having a unit end their movement for that turn on top of a treasure tile they get to draw from this deck. You can not then move this unit off of and back onto this tile on the next turn in an effort to draw more cards; however, if you move one unit off of the tile and different unit onto the tile then you are allowed to have this new unit draw from the treasure deck on the same turn that the other unit moved from the space.Q: What does the event tile do?

A: The Event tiles allow you access to the event deck similar to the treasure tiles’ relationship with the treasure deck. However, unlike treasure tiles, event tiles activate whenever you walk over them whether or not you end a units turn on it. This means you are forced to draw from the event deck. Some of the cards in this deck are good and some of them are bad. For more details on the categories of cards in this deck refer to the Deck Description Section below. There are some nuanced rules with this type of tile. Similar to a the treasure deck, if you do end your turn on this tile and then move off of it and back onto it within the same turn you are not forced, nor allowed, to draw from it again. Also, if you pass over the same treasure tile twice in the same turn with the same unit then you are not allowed to draw from it on the second time; however, if you have multiple units cross over the same event tile on the same turn then each of these different units must draw from the event deck.Q: What does the ultimate treasure tile do?

A: These tiles have the ultimate treasure on them. Since these tiles are within the sanctuary tiles only avatar units can access them. There are two of these tiles on each side of the board, but only one functional treasure to be picked up by the avatar. Q: What does the fire tile do?

A: Unlike all of the other tiles, Fire tiles are not a natural tile that is ingrained into the board’s game setup and level design, but rather a more interactive tile. There are many cards that cause fire tiles to be spread, which can be seen below in the card terms/affixes section under the ignite term. To represent fire tiles you place a red gem counter on each tile that has been set on fire. The number of red gem counters in each tile represents the number of turns that tile will be on fire. On the ignitor's next turn you remove one red gem counter from each tile that has one. If you cross through a fire tile you will die. If one of your units begins their turn in a tile that was ignited on the other players’ turn then the unit must be moved into a tile that has not been ignited in order for them to survive, in other words if you leave that unit in the ignited tile then it will die. Q: What is the Treasure Deck?

A: The Treasure Deck is a deck that a player can draw from when a player’s avatar or unit piece moves onto a treasure tile.Q: What are equipment cards? Is there a limit to them?

A: Equipment cards are treasure cards used to augment battle for avatar and unit pieces. A player can only have access to a maximum of three treasure cards at any given time. This means that out of the eight pieces the player controls, there can only be a maximum of three treasure cards in possession. If the player draws another card from the Treasure Deck, the player must choose which card to discard. Once the card has been chosen, it will be placed into the treasure deck’s discard pile.

Q: What are battle cards? When are they used?

DESIGN DOCUMENT for Mulu Caves Page 28

Page 29: Mulu Caves

A: Battle cards are cards drawn when a player declares an attack on the opponent. These cards are used during the battle and cannot be saved for later use.Q: How does the equipment triangle work?

A: Swords are strong against cloth, but weak against wood. Spears are strong against metal, but weak against cloth. Axes are strong against wood, but weak against metal. There are some weapons that take advantage of multiple categories, and as such in their own description, their weakness to a certain armor type is mentioned rather than making certain armor also strong against hybrid weapons within their own description. Q: How does the Shield card function?

A: This card is only played after dice have been rolled and you lost the roll. You re-roll; if the new roll is higher than their original roll then your unit stays alive. This can be used in conjunction with equipment card(s), but the re-roll will only affect the previous roll and not the equipment bonus. Damage calculation is done as normal. Ex: Wooden Tunic used against an attacking sword. You roll a 1, and they roll a 4. Your total roll here would be 4, and their total roll would be 6. You can use the shield to re-roll your 1 to try getting a higher number. If you roll a 3 or higher, you would win this battle.Q: If a Hydrant card causes a piece to ‘run into’ another piece, how does it affect the piece(s)?

A: It will push both pieces until one hits a wall. It does not matter whether it is your piece or an opponent’s piece.Q: What happens if a unit raised by Lazarus Stone gets attacked before the two turns are up?

A: The defending player is not able to roll and the unit is destroyed after damage calculations.Q: What happens to a Lazarus Stone card if a player does not have any deceased units?

A: If a player does not have any deceased units, the player can keep this card for later use.Q: How are walls destroyed by a Bomb displayed as on the map?

A: Destroyed walls will have black glass counter placed on them to signify destroyed walls.Q: When is the D20 used?

A: The D20 is used to determine coordinates for when units from the Lazarus stone card are resurrected or when a Relocate card is drawn.Q: How do I roll new coordinates on the x and y axis to place my new unit on the board, using the Lazarus Stone and Relocation cards.

A: Players will roll a D20 to determine its x-coordinate and then its y-coordinate. If the player rolls a 20 for the first roll for either coordinate, then the player can roll a D6 to determine their coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the highest coordinate (22 and 25 respectively), then the coordinate will automatically go into the maximum coordinate. If either coordinates would leave the unit on top of another unit or a wall, and then re-roll that coordinate. Q: How does the boomerang card work?

A: You can use this on any enemy in line of sight. If you roll >3 then you hit the enemy and push them. The boomerang is consumed in the process. If your roll <4 then the boomerang returns to you. Any “+x to dice roll” does not apply to increasing the odds of this card hitting. Q: How does a player win? How does a player lose?

A: A player wins when his avatar piece is the first one to obtain the ultimate treasure and escape through the exit with it in tow. The player will lose if he is not the one to escape the caves with the treasure. A player will not lose if he eliminates/loses all pieces.

DESIGN DOCUMENT for Mulu Caves Page 29