Super Chupacabra SquadDaneon GangitanoJason FlakerJohn EdwardsRyan CrockettSteven-Felix ChoMulu Caves DESIGN DOCUMENTNovember 16, 2014
Table of ContentsDesign HistoryGame OverviewGame TheoryFeature SetRules & MechanicsTurn Sequence: PhasesGeneral RulesDetailed Rules for Specific PiecesAssistant PieceAssailant PieceCard Terms/AffixesWeapon/ Armor Material Triangle1.Event Cards2.Equipment Cards1.Weapon Cards2.Artifact CardsCard LayoutFlowchartsEnd Game ConditionsRules Questions
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 didnt 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.
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.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 games 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?
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 havent 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 players eight pieces is the player's avatar piece and the other seven are the players 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 sections 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 players 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 sections 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 players 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 players 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 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