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In the Trenches

In the Trenches. Rules of the Game Preliminary Design Draft. TEAM. STUDIO. Game and Contact Info. Game Name : In the Trenches Members John Albright : Interface and Project Officer jjalbright@fullsail.edu Joshua Burdette : Gameplay Officer zero_mccloud@comcast.net

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In the Trenches

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  1. In the Trenches Rules of the Game Preliminary Design Draft

  2. TEAM

  3. STUDIO

  4. Game and Contact Info • Game Name : In the Trenches • Members • John Albright : Interface and Project Officer • jjalbright@fullsail.edu • Joshua Burdette : Gameplay Officer • zero_mccloud@comcast.net • Nathan Champion : Technology Officer • floralprint@fullsail.edu

  5. Game Synopsis • “In The Trenches” is a game themed on World War I trench warfare in which players dig their way to the enemy’s home trench while eliminating all enemies in your way. • Players must plan their moves carefully, place their resources wisely, and use special cards to gain strategic advantages over their enemies.

  6. Overview • Demographics : • This game is intended for 2-6 players age 12 and up. • Play Conditions : • The game is played on a 22” X 28” grid and requires a flat surface. • Typical gameplay will be 45 to 75 minutes a game varying on the amount of players.

  7. Comparable Products • Risk – a global war game involving careful strategy and army management

  8. Comparable Products • Over the Trenches – a Risk variant containing World War I themed units and focusing on trench warfare troop management.

  9. Game Core • Goal – to exhaust all of the opposing team’s troop reserves. • Obstacles – Between you and your enemy exists the hellish “No Man’s Land,” filled with barbed wire, mustard gas, and machine gun fire.

  10. Game Core • Strategy • Outmaneuver your opponents to dig the most effective trenches as a team! • Stock your troops with the best equipment and leave the opposition in the dust! • Use special weapons and cards to their most lethal effect!

  11. Gameplay Features: • Dynamic board • Appeals to people who like strategy • Inventory such as shotguns and grenades

  12. Gameplay • Game Objects: • Soldier • Resource Token • Barbed Wire Fence Soldier – the common grunt for both the Central and Allied forces. Resource Token – something buried in No Man’s Land. Is it something good, or is it a mine? Barbed Wire Fence – strategic placement of these will impede the enemy

  13. Gameplay • Game Objects • R Cards • Y Cards • 2 4-sided dice • 6-sided die Red Cards – digging up dirt, most will be blank, but a few will have special benefits! Yellow Cards – Draw one when you decide to open a buried resource token. Is it a mine? 4-sided dice – used for movement. 6-sided die - Used for resource rolling and over the top movement R Y

  14. Standard Gameplay and Setup • Players set up their home trenches, their initial troops, barricades, and resources. • The first team to vanquish the other side by any means is the victor.

  15. Sequence of Play

  16. Testing • Play testing • Interviews • At exit of each game • Observation • Thinking Aloud • Players were asked to make vocal comments in-game about rules/gameplay

  17. Testing Issues and Solutions • Slow Movement – 3 moving types • Old Card-drawing vs. New Card-drawing • Card Variety – Lots of special cards • Automatic Death vs. Saves • Going Over the Top – You can move faster

  18. Our Proudest Moments • Players enjoying the newer cards • Seeing the players enjoy the competition • “It’s a dud!” • Seeing more strategy emerge from the faster game

  19. Hindsight is 20/20 • Movement Pool would have made movement easier • Lateral digging should have been rewarded • Higher mine to resource ratio • Dynamic reserves

  20. Q & A Does anyone in the audience have a question to ask? Many thanks, Thrice the Quarter

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