Download - Presentation
Na Celtigh(The Celts)
Ludology & Gameplay - Board GameTeam 2- Bernhard RamlFabrizio Velero CovoneMarc O Donoghue
Contents
• Initial Brainstorming
• Theme & Design
• Game Mechanics
• Initial Playtests & Findings
Initial Brainstorming• God / Gods theme / functionality
• Epic scale (God of War, etc.)
• Folklore
• Economy/ Resource management
• Influences:– Age of Empires – From Dust– Celtic Village (mini-game) – Risk– Celtic folklore & art (Tuatha de Danann, knot-work, etc.)– Anno Games
Theme & Design• Celtic Society,
History & Mythology• Art (metalwork,
sculpture, Illumination)
• Buildings• Resources• Societal roles• Events• Warfare• Technology &
advancement
Game Mechanics• 2-6 players
• 5 turns per era, 2 eras
• Players choose a civilization / identity & starting region
– Druid, Sage, Bard
• Each player throws a dice to decide the starting player: highest roll wins. Turn rotation is clock-wise
• Main Goal
– Every 5 rounds, each player has to gather enough resources to progress to the new Era
– At the beginning of each new era all the players have to pay the era’s progression target
– A new era allows placement of more buildings & a refresh of building cards’ hand
– If a player cannot afford to progress, they are out of the game
.
Game MechanicsEach turn is divided into five phases:
• Draw Building Card: The player can draw a card from the Building Deck only by paying 3 Knowledge resources
• Pay Maintenance on Buildings: The player will have to pay the maintenance for all the buildings he/she placed into his/her region.
• Gathering Resources: The player will gather the resources he/she planned to produce by placing buildings into his/her counties.
• Draw Event Card: The player has to draw a card from Event’s Deck and follow the instructions described on it.
• Production Plan: During this phase the player has to plan his/her income by placing and/or changing a building into the available counties. Placing strategy will be based on his/her needs.
Game Mechanics
Buildings
- Farm, - Distillery, - Secluded Monastery,- Offering Altar, - School, - Mystic Circle
Event Cards
- Vintage Year
- Mysticism
- Robbery - Discover
y- Famine - Explosion
- Cataclysm
- Fanaticism
- Great Feast
- Advanced Research
- Peace - War
Game Mechanics
• Civilizations have certain inherent bonuses
– Bard (Distillery and Farm maintenance is free)
– Druid (Offering Altar and Secluded Monastery maintenance is free)
– Sage (School and Mystic Circle maintenance is free)
– Players draw building cards
• Resources (Wealth, Knowledge & Faith)
– Must be spent to maintain buildings and progress to next era
– Each player will start with 5 units of each resource type (i.e.: 5 Wealth, 5 Knowledge and 5 Faith)
– Knowledge: pay 3 to draw another building card
– Wealth: pay 5 to place a building into a county
– Faith: pay 5 to draw another event card
– Resources are useful trading goods, they can be spent to maintain buildings and they will let the player to go forward into the game
Initial Playtests & Findings
• Balancing resource production & cost of era progression
• Finding a meaningful way to integrate the 3 resources
• Finding ways of forcing the player to spend their resources (creating a challenge)
• Designing a challenging but achievable goal within each era
• Weighing up the effects of the event cards on the players’ chances of survival
• Massively cutting the game length (8 eras - 2 eras)
• Reducing number of civilizations/ identities (6 - 3)
• Imagining different board layouts & functions
• Eventually removing the idea of a ‘board’ completely
• Discussing design direction, art style & possible stories