Final Portfolio Game 1 Demon School.

Posted in Uncategorized on May 13, 2009 by theusidides

The first game in my portfolio is the Demon School RPG, I changed the rules a bit so that people could create thier own characters as well as using the preset characters. I also made new character pieces^_^. They will appear at the end of the Demon School RPG Game Rules…

Game Rules

Game Contents:1 Game board

28 Character Pieces

24 Character Profiles

3 Terrain cards

144 Challenge Cards

60 Level up cards

2 Red 6-sided die

2 Yellow 6-sided die

2 Blue 6-sided die

2 Green 6-sided die

2 Clear 6-sided die

2 White 6-sided die

1 Copy of the Game RulesGame Story

Eclipse, the demonologist professor, was in the middle of teaching when several students jumped from their seats and ran to the worn window, the only window, at the left side of the class room. Eclipse stopped his lesson, annoyed that the students had interrupted him just as the previous classes had that day. He began to walk to the window when the intercom blasted loudly for all students to be escorted to the auditorium and all staff meet in the conference hall. There he discovered that a human had been found outside the window of his classroom dead. Months of investigation went by when Eclipse decided to do his own investigation, much to the disapproval of his comrades Sapphire, the Demonic Music professor and Eclipse’s Fiancé, and Ryu Hirameki, the Weapons and Strategy teacher. Eclipse goes to the human world first and finds out that the barrier separating Hell and the human world had been damaged and that the humans were waging a war with the nearby demons. When Eclipse went back to Hell he found out that the school had been destroyed and several students killed. Being the founder of the institution he became furious. Him and his friends plus another demon, one of Ryu’s friends, Blake joined to help defend Hell from the Human invaders. When this action was taken the Angel’s became involved. Gabriel and his group, Abel, Hester, and Angela, had been long time rivals of Eclipse and Ryu Hirameki. As the eight of them fought each other a group of humans were employed by the United Nations became involved in this years old struggle. This group of humans was lead by the high priest Alexander who chose a priestess, Makenzieland two generals, Christopherson and Lyra, to join him in his quest to end this war. Who will win this battle and claim victory for their race?Game SetupGame PlayWinning the game

The objective of the game is to work as a team to end the war, whether that means defeating both of the enemy teams or creating a treaty with both of the enemy teams.Quick Game Rules

Follow all previous rules but only set HP to 250.Casual Game Rules

DO NOT SET YOUR HP! HP is not used in the casual game rules. The objective is to get back to “Start” first. There may or may not be team play in this game.

Team play option: follow all previous rules for setting up teams. All team players must reach “Start” for your team to win!

Independent play option: Choose a character and follow all previous rules. When you reach “Start” you win!

Battle: follow all previous rules for engaging in battle except the person who rolls the highest number wins.

If you pass or land on another character and you roll the largest number keep going, if not go back to the space you came from.

Challenge cards: All cards that would have dealt HP damage now determine if you move forward or backwards! If you have the proper skill level listed for a particular skill on the challenge card you may move forward the amount of spaces according to your skill level in the skill mentioned, if not move back that amount of spaces.Character Development Rules

There are 12 preset characters and 12 blank profiles. You may either choose a preset character or create your own character.

To create your own character you must follow the quidelines below:

1. Decide name, gender, and species.

2. Set your advantages and disadvantages

3. (This applies to all characters including presets!) Draw ten level-up cards and write down the skills written on the card in the skill chart, including level. Once finished with setting your skills place the level-up cards at the bottom of the deck.

4. Choose a character representation piece and continue.Level up Cards

When a player lands on a “Level up” space they draw a level up card. If the player doesn’t have the skill mentioned on the card they will find the skill in the skill cards and place it in there character folder and add one bead to the string showing that they are now Lv.1 in that skill. If the player draw a level up card and they have already acquired that skill then they will simply place the next level of bead on their string to show what there current level is. (see “leveling up”).Challenge Cards

When a player lands on a “challenge” space they will draw a challenge card. Challenge cards have several different scenarios on them that involve the other skills a player can obtain other than “Attack” and “Healing” skills. When a player draws a challenge card they will follow the instructions printed on the card and carry out the action if capable, or incapable, of the task shown on the card.Battle Rules

When you pass an opponent you automatically engage in battle. When you land on the same space as an opponent you will also engage in battle.

-Both players roll two 6 sided die twice, once to attack and once to defend.

-If the attacker rolls the highest number the defender takes full damage

-if the defender rolls the highest number the defender only takes half damage

In one battle exchange each player gets to attack and defend against an attack.

Dealing Damage:

A player may only choose to use one attack card against their opponent. Each attack card deals damage differently based on the characters they are used against.Attack Cards

Demonology:

The demonology attack card can be used to attack or can be used to move closer to a demon target or ally to attack or protect them.

When a demon is attacked with the demonology card take away -10 from their HP along with the amount of damage they incurred from the attack.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

Demolition:

The demolition card can be used to set up or evade traps. If a level 1 Demolitionist sets a trap only a level 2 demolitionist can evade it. If a level 2 demolitionist crosses the path of a trap set by a level four demolitionist they cannot evade it, etc. (see “setting traps”)

The Demolitionist card can be used for close range attacks but functions better as a long distance weapon because if a player uses this card as a close up attack they get damaged the same as their opponent, so if you have a suicide wish feel free to use it as a normal attack card.

If a trap is activated calculate the damage dealt based on the rubric below.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

Exorcism:

The Exorcism Attack card can only be used as a close range combat card.

When attacking an angel take -10 from their HP on top of the damage dealt.

When attacking a demon take -10 from their HP on top of the damage dealt.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

Sorcery:

The Sorcery attack card can only be used as a close range attack card.

When attacking a Human take -20 from their HP on top of the damage dealt.

When attacking an Angel take -10 from their HP on top of the damage dealt.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12Treaty Rules

To form a “treaty” or “temporary truce” both player must roll one six sided die. If they roll the same number they will have formed a “treaty” or “temporary truce”, if not they will automatically engage in battle (see battle rules).

Treaty: The character accepting a treaty will join the offering characters team for the remainder of the game unless one of their original team members form another treaty with them to get them back.

Temporary Truce: The character accepting the temporary truce will allow the offering character to pass without engaging in battle.Healing

Lv.2: May choose to heal 1 team member and roll only one six sided die

Lv.3: May choose to heal 1 team member and roll both six sided die and lose their next turn.

Lv.4: May choose to heal 2 team members and not roll the dice

Lv.5: May choose to heal 2 team members and roll only one six sided die

Lv.6: May choose to heal 2 team members and roll both six sided die and lose their next turn.

Lv.7: May choose to heal 3 team members and not roll the dice

Lv.8: May choose to heal 3 team members and roll only one six sided die

Lv.9: May choose to heal 3 team members and roll both six sided die and lose their next

Lv.10: May choose to heal all 4 team members do not roll the die and lose your next turn

Lv.11: May choose to heal all 4 team members roll only one die and lose your next turn

Lv.12: May choose to heal all 4 team members roll both six sided die and lose your next turnLeveling Up

A player will have an acquired skills chart in their character profile. When a player gains a skill he/she only needs to write the skill down and keep track of their skill level by writing it down .Setting Traps

A character who has the demolition skill can set a trap on the space that they land on. A demolitionist can only set 5 bombs on a board at a time, when the terrain is changed all bombs are destroyed and must be removed from play. Each trap will be represented by a colored piece. Each character will have a piece representation color which will be chosen at the beginning of the game.A character can only hold 10 skills at a time.

A character can only level up by drawing “level up cards” or from certain “Challenge cards”Lv.1: May choose to heal 1 team member and not roll the diceThe game starts on the purple square marked “Start”.

The first Player rolls one or two 6-sided die and follows the arrows the number of spaces rolled.

Every player draws a challenge card when landing on a challenge space

Each player draws a level up card when landing on a level-up space

If a character passes another player of an enemy team they may engage in battle or make a temporary truce (see “battle rules” or “treaty rules”).

If a character lands on the same space as a player on an enemy team they may engage in battle or make a treaty (see “battle rules” or “treaty rules”).

If a character lands on a colored space with a labeled terrain change the terrain card in the pocket at the top of the game board to the designated terrain!Place Game board on a flat surface where it is easily accessible to all players.

Develop Characters (See “Character Development Rules”)

Place each deck in its designated spot on the card mat

Roll one 6-sided die the player with the highest number goes first.

Make sure each player has a pencil to record their HP.

All players set your HP to 500 and begin the game.

Socially Conscious Game Entreprenuership CEO game

Posted in Uncategorized on May 5, 2009 by theusidides

This game was a commentary on the CEO’s position and the board of directors power. Here are the rules:

Look at the people around you, say hello and introduce yourselves; you’re now an entrepreneurial team. You have all decided to create a gaming company together. You all have the skills required to create this company although, lets face it, you don’t need 6 people to do a job one person can do. It’s time to pass out titles and decide who does what in your company. There are 6 character cards labeled “cc,” the most outspoken person on the team shuffles the cards and deals one card to each team member. After each team member receives a card you may look at your cards. These cards hold the title of your position in the company. There are 6 possible positions that must be filled; CEO(Chief Executive Officer), CFO(Chief Financial Officer), HRM(Human Resource Manager), GD(Game Designer), CP(Computer Programmer), and GA(Graphic Artist). Each position is important to your company and all keep it functioning properly.  After a year your company has already started to turn a profit and another company offers to help you out by giving you a very large sum of money with the catch that you must let them hire a board of directors to manage your company for 5 years. All of you talk it over and agree that this would help the company and that you are all willing to take the risk. Your company announces your decision and, once your CEO has signed all the paper work sealing the deal, the other company begins to put restraints on all of you. Tension begins to grow when the Board of Directors decides that only one of you should remain in the company and the rest should go. You are all given your corresponding deck containing actions you will take in each turn. Some actions can be used in your favor others will cause problems and could potentially get you fired. After you have received a deck you shuffle your cards for 30 seconds. At the end of thirty seconds you must stop shuffling your deck and begin the game. The CEO goes first and play continues in a clockwise turn base. Each turn every player will draw a card and follow the action specified on the cards description; which is on the list that will now be passed out to each player corresponding to character. If a turn is skipped the skipped team member must still draw a card and place it directly in his/her discards pile without looking at it. When the CEO is the last member of the team left, the game is over.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CEO(Chief Executive Officer):

  1. The board members want you to fire one of your team members, choose which one goes, or loose your job:
    • You must fire a team member or forfeit your position as CEO and lose the game.
    • Use the “Secrets” you gathered from your colleagues to determine who should be fired!

 

  1. Raise:
    • Give a card of your choice back to the player of your choice.

 

  1. Trade Position:
    • You must give another team member your position as CEO and take over their position from where they left off.

 

  1. Take a vacation:
    • Lose a turn.

 

  1. Lose paper work:
    • Give a card of your choice back to the player of your choice for them to discard.

 

  1. Monitor employee:
    • Take a card from the “secrets” pile of an employee of your choice.

 

 

CFO(Chief Financial Officer):

  1. Job Safety:
  1.  
    • Show this card to the CEO if he/she is trying to fire you, keep your job, and discard this card immediately after use.

 

  1. Balance Account:
  1.  
    • You did a good job, put this card directly in the discard pile, it doesn’t count against you!

 

  1. Harass Co-worker:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.

 

  1. Corporate Cover Up:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.

 

  1. Tell about Corporate Cover up:
  1.  
    • Give one of the cards from your “secrets” pile to the CEO or another colleague; or give one of the secrets you’ve collected from another colleague to the CEO.

 

  1. Change Position:
  1.  
    • You must give another team member your position as CFO and take over their position from where they left off.

 

  1. Make a deal with the Devil:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.

 

 

GD(Game Designer):

  1. Sale game ideas to opposing company:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  1. Change Position:
  1.  
    • You must give another team member your position as GD and take over their position from where they left off.
  1. Come to work in pajamas:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  1. Create innovative game idea:
    • You did a good job, put this card directly in the discard pile, it doesn’t count against you!
  2. Job Safety:
    • Show this card to the CEO if he/she is trying to fire you, keep your job, and discard this card immediately after use.
  1. Corporate Cover Up:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  2. Tell about Corporate Cover up:
    • Give one of the cards from your “secrets” pile to the CEO or another colleague; or give one of the secrets you’ve collected from another colleague to the CEO.

 

HRM(Human Resource Manager):

  1. Make a deal w/ an enemy company:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  1. Change Position:
  1.  
    • You must give another team member your position as GD and take over their position from where they left off.
  1. Harassed a customer:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  1. Made a big Sale:
  1.  
    • You did a good job, put this card directly in the discard pile, it doesn’t count against you!
  1. Job Safety:
  1.  
    • Show this card to the CEO if he/she is trying to fire you, keep your job, and discard this card immediately after use.
  1. Corporate Cover Up:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  2. Tell about Corporate Cover up:
    • Give one of the cards from your “secrets” pile to the CEO or another colleague; or give one of the secrets you’ve collected from another colleague to the CEO.

 

 

 

 

 

GA(Graphic Artist):

  1. Sell art to Disney:
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  2. Change Position:
    • You must give another team member your position as GD and take over their position from where they left off.
  3. Sends mass porn email:
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  4. Good Character Designs:
    • You did a good job, put this card directly in the discard pile, it doesn’t count against you!
  5. Job Safety:
    • Show this card to the CEO if he/she is trying to fire you, keep your job, and discard this card immediately after use.
  6. Corporate Cover Up:
  • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.

 

  1. Tell about Corporate Cover up:
  • Give one of the cards from your “secrets” pile to the CEO or another colleague; or give one of the secrets you’ve collected from another colleague to the CEO.

 

 

CP(Computer Programmer):

  1. Write code for another Company:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  1. Change Position:
  1.  
    • You must give another team member your position as GD and take over their position from where they left off.
  1. Hide porn in code:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  1. Made programming deadline:
  1.  
    • You did a good job, put this card directly in the discard pile, it doesn’t count against you!
  1. Job Safety:
  1.  
    • Show this card to the CEO if he/she is trying to fire you, keep your job, and discard this card immediately after use.
  1. Corporate Cover Up:
  1.  
    • You can choose to give this card Directly to the CEO or keep it as a secret in a separate pile from the deck and discards called the “secrets” pile.
  2. Tell about Corporate Cover up:
    • Give one of the cards from your “secrets” pile to the CEO or another colleague; or give one of the secrets you’ve collected from another colleague to the CEO.

 

Play testing reactions:

when we played this game the playtesters told me they liked it, but also said I needed to add the descriptions of what the cards did to the cards themselves. Other than that they like it, yet I think they got distracted at the end of the game.

April Fool’s/Revision Demonschool RPG

Posted in Uncategorized on May 5, 2009 by theusidides

For this I revised my Demon School RPG. Here are the rules:

 

Game Rules

Game Contents:

1          Game board

12        Player pieces

12        Character cards

3          Terrain cards

144      Challenge Cards

60         Level up cards

2           Red 6-sided die

2          Yellow 6-sided die

2          Blue 6-sided die

2          Green 6-sided die

2          Clear 6-sided die

2          White 6-sided die

12         Character Profiles

1          Copy of the Game Rules

 

Game Story

            Eclipse, the demonologist professor, was in the middle of teaching when several students jumped from their seats and ran to the worn window, the only window, at the left side of the class room. Eclipse stopped his lesson, annoyed that the students had interrupted him just as the previous classes had that day. He began to walk to the window when the intercom blasted loudly for all students to be escorted to the auditorium and all staff meet in the conference hall. There he discovered that a human had been found outside the window of his classroom dead. Months of investigation went by when Eclipse decided to do his own investigation, much to the disapproval of his comrades Sapphire, the Demonic Music professor and Eclipse’s Fiancé,  and Ryu Hirameki, the Weapons and Strategy teacher. Eclipse goes to the human world first and finds out that the barrier separating Hell and the human world had been damaged and that the humans were waging a war with the nearby demons. When Eclipse went back to Hell he found out that the school had been destroyed and several students killed. Being the founder of the institution he became furious. Him and his friends plus another demon, one of Ryu’s friends, Blake joined to help defend Hell from the Human invaders. When this action was taken the Angel’s became involved. Gabriel and his group, Abel, Hester, and Angela, had been long time rivals of Eclipse and Ryu Hirameki. As the eight of them fought each other a group of humans were employed by the United Nations became involved in this years old struggle. This group of humans was lead by the high priest Alexander who chose a priestess, Makenzieland two generals, Christopherson and Lyra, to join him in his quest to end this war. Who will win this battle and claim victory for their race?

 

Game Setup

  • Place Game board on a flat surface where it is easily accessible to all players.
  • Place each deck in its designated spot on the card mat
  • Roll one 6-sided die the player with the highest number goes first.
  • Shuffle the character cards for each team separately then have another player choose which deck to deal from first. Deal out the amount of characters required for that team according to the amount of players you have starting with the first player and going counter clockwise from where they are  sitting (deal the cards to the first players left!).
  • When each player has a character card hand them their corresponding character folder and dice.
  • Each player may then choose what skill they would like to maximize and what skill they would like to be Lv.1 and follow the guide to leveling up!
  • Make sure each player has a pencil to record their HP.
  • All players set your HP to 500 and begin the game.

 

Game Play

  • The game starts on the purple square marked “Start”.
  • The first Player rolls one or two 6-sided die and follows the arrows the number of spaces rolled.
  • Every player draws a challenge card each turn
  • Each player draws ten level up cards at the beginning of the game and may choose to use them or discard them to negate the effect of a challenge card.
  • If a character passes another player of an enemy team they may engage in battle or make a temporary truce (see “battle rules” or “treaty rules”).
  • If a character lands on the same space as a player on an enemy team they may engage in battle or make a treaty (see “battle rules” or “treaty rules”).
  • If a character lands on a colored space with a labeled terrain change the terrain card in the pocket at the top of the game board to the designated terrain!

 

 Winning the game

The objective of the game is to work as a team to end the war, whether that means defeating both of the enemy teams or creating a treaty with both of the enemy teams.

 

Quick Game Rules

Follow all previous rules but only set HP to 250.

 

Casual Game Rules

DO NOT SET YOUR HP! HP is not used in the casual game rules. The objective is to get back to “Start” first. There may or may not be team play in this game. 

  • Team play option: follow all previous rules for setting up teams. All team players must reach “Start” for your team to win!
  • Independent play option: Choose a character and follow all previous rules. When you reach “Start” you win!

Battle: follow all previous rules for engaging in battle except the person who rolls the highest number wins.

  • If you pass or land on another character and you roll the largest number keep going, if not go back to the space you came from.

Challenge cards: All cards that would have dealt HP damage now determine if you move forward or backwards! If you have the proper skill level listed for a particular skill on the challenge card you may move forward the amount of spaces according to your skill level in the skill mentioned, if not move back that amount of spaces.

 

Level up Cards

When a player lands on a “Level up” space they draw a level up card. If the player doesn’t have the skill mentioned on the card they will find the skill in the skill cards and place it in there character folder and add one bead to the string showing that they are now Lv.1 in that skill. If the player draw a level up card and they have already acquired that skill then they will simply place the next level of bead on their string to show what there current level is. (see “leveling up”).

 

Challenge Cards

 When a player lands on a “challenge” space they will draw a challenge card. Challenge cards have several different scenarios on them that involve the other skills a player can obtain other than “Attack” and “Healing” skills. When a player draws a challenge card they will follow the instructions printed on the card and carry out the action if capable, or incapable, of the task shown on the card.

 

Battle Rules

 

When you pass an opponent you automatically engage in battle. When you land on the same space as an opponent you will also engage in battle.

 

-Both players roll two 6 sided die twice, once to attack and once to defend.

-If the attacker rolls the highest number the defender takes full damage

-if the defender rolls the highest number the defender only takes half damage

 

  • In one battle exchange each player gets to attack and defend against an attack.

 

 

Dealing Damage:

A player may only choose to use one attack card against their opponent. Each attack card deals damage differently based on the characters they are used against. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Attack Cards

Demonology:

The demonology attack card can be used to attack or can be used to move closer to a demon target or ally to attack or protect them.

When a demon is attacked with the demonology card take away -10 from their HP along with the amount of damage they incurred from the attack.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

Demolition:

The demolition card can be used to set up or evade traps. If a level 1 Demolitionist sets a trap only a level 2 demolitionist can evade it. If a level 2 demolitionist crosses the path of a trap set by a level four demolitionist they cannot evade it, etc.  (see “setting traps”)

The Demolitionist card can be used for close range attacks but functions better as a long distance weapon because if a player uses this card as a close up attack they get damaged the same as their opponent, so if you have a suicide wish feel free to use it as a normal attack card.

If a trap is activated calculate the damage dealt based on the rubric below.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

 

 

 

 

 

 

Exorcism:

The Exorcism Attack card can only be used as a close range combat card.

When attacking an angel take -10 from their HP on top of the damage dealt.

When attacking a demon take -10 from their HP on top of the damage dealt.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

 

 

Sorcery:

The Sorcery attack card can only be used as a close range attack card.

When attacking a Human take -20 from their HP on top of the damage dealt.

When attacking an Angel take -10 from their HP on top of the damage dealt.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

Treaty Rules

To form a “treaty” or “temporary truce” both player must roll one six sided die. If they roll the same number they will have formed a “treaty” or “temporary truce”, if not they will automatically engage in battle (see battle rules).

  • Treaty: The character accepting a treaty will join the offering characters team for the remainder of the game unless one of their original team members form another treaty with them to get them back.
  • Temporary Truce: The character accepting the temporary truce will allow the offering character to pass without engaging in battle.

 

Healing

  1. Lv.1: May choose to heal 1 team member and not roll the dice  

Lv.2: May choose to heal 1 team member and roll only one six sided die

Lv.3: May choose to heal 1 team member and roll both six sided die and lose their next turn.

Lv.4: May choose to heal 2 team members and not roll the dice

Lv.5: May choose to heal 2 team members and roll only one six sided die

Lv.6: May choose to heal 2 team members and roll both six sided die and lose their next turn.

Lv.7: May choose to heal 3 team members and not roll the dice

Lv.8: May choose to heal 3 team members and roll only one six sided die

Lv.9: May choose to heal 3 team members and roll both six sided die and lose their next

Lv.10: May choose to heal all 4 team members do not roll the die and lose your next turn

Lv.11: May choose to heal all 4 team members roll only one die and lose your next turn

Lv.12: May choose to heal all 4 team members roll both six sided die and lose your next turn

 

 

Leveling Up

  • A character can only hold 10 skills at a time.
  • A character can only level up by drawing “level up cards” or from certain “Challenge cards”
  • A player will have an acquired skills sheet in their character profile. When a player gains a skill he/she only needs to write the skill down and keep track of their skill level by writing down their new skill level.

Setting Traps

A character who has the demolition skill can set a trap on the space that they land on. A demolitionist can only set 10 bombs on a board at a time, when the terrain is changed all bombs are destroyed and must be removed from play. Each trap will be represented by a colored bead. Each character will have a bead representation color which will be found in their character folders.

 

Play testing response:

We played the casual rules for this revision. It started out okay but then I realized that the humans had too much of an adavantage over the angels and the demons  and lapped them twice. I haven’t decided what Im going to do to counter act this problem. I will take suggstions!

The problem was that they got to roll two die normally, 3 die when they were in there terrian advantage, and only 1 die when they were in a terrian disadvantage, and humans never get terrian disadvantages, not to mention I made a new board which wasn’t intended for the race advantages.

Modifiable playing Feild: The World’s a Stage

Posted in Uncategorized on March 9, 2009 by theusidides

I had a hard time coming up with the ideas for this game but when I finally had a concrete idea I stuck with it. I am very proud of this game and can’t wait to playtest it!!!

Here are the rules:

The World’s a Stage

All the world’s a stage, and all the men and women merely players: they have their exits and their entrances; and one man in his time plays many parts, his acts being seven ages.

         William Shakespeare

Rules

Setup

Place the board on a flat surface.

– Each player chooses a character card.

– Each player, using a sheet of paper and pencil, records 100 points.

– The player wearing the most color goes first.

Game Play

Draw a ‘Back Drop’ card and place the back drop where indicated on the board.

– Then each player will draw a prop card and place their prop card where they wish as indicated by the circle shaped spaces labeled: upper right, upper center, upper left, center right, center, center left, right, left, lower right, lower center, and lower left, respectively.

-After each player has placed his/her prop card each player will proceed to draw 1 ‘Script Card’, 1 ‘Emotion Card’, and 1 ‘Stage Direction Card’.

-Starting with the first player each player will act out their scene as directed by the cards they drew. Players do not have to actually act out their scene physically, but they must act out their scene when reciting the line using their voice, if you do not the other actors can vote to dock you 5 points for ruining the performance.

-If one of the props get in the way of a player they can lose 10 points if the prop cannot be used in the context of that player’s scene, exe. A rock in the house cannot be used as a chair.

-Players will follow these rules through out game play.

Objective

The objective of this game is to be the player with the most points at the end of the game! (The game is over when you run out of script cards).

  

 

 

 

 

 

 

 

 

 

Cast Cards:

Each player will choose a cast card to represent them on the board.

 Prop Cards:

  • Prop cards each have a picture of a prop that can be placed on stage, while some of them can be used, others become obstacles for the cast to trip on, so be careful where you decide to put your Props!
  • Prop cards are light blue

Script Cards:

  • Script cards have one line on them and none of them are the same, it depends on how well you say your lines if you can keep your points, impress your fellow cast members!
  • Script cards are red

Emotion Cards:

  • Emotion cards contain an emotion, accent, or idea which you have to attempt to use while reciting your line from the script card, hopefully your fellow cast members will be impressed enough not to dock points.
  • If a fellow cast member is trying to use the emotion card even a little bit other players may not dock points!!!
  • Emotion cards are purple

Stage Direction cards:

  • Stage direction cards contain the choreography which you have to use on stage. This is where it gets tricky, hopefully there will be no props in your path that you might trip over!
  • Stage direction cards are green

 

Order of events:

Entire Cast-

1. Each player draws 1 prop card

2. Each plays their prop card

 Individual player scenes-

3. Draw 1 script card

4. Draw 1 emotion card

5. Draw 1 stage direction card

6. Act out your lines

7. Move your player token to the spaces mentioned on the stage direction card.

8. Subtract the correct amount of points

9. The next player begins his/her scene.

I did most of the images on a computer with no internetaction so I’ll try to get them uploaded sometime this week! I will bring my camera to class to get some phtographs of people playing my game, I hope you don’t mind, I really want to see peoples reactions and be able to post them in my blog so if someone in my group doesn’t want me posting pictures of them please let me know!

 

 

 

 

 

Narrative game challenge: Demon School

Posted in Uncategorized on March 9, 2009 by theusidides

I edited quite a bit with the game for this challenge! First the game board is flat, no longer that wobbly box… Also the game now has a plot to follow a few new game twists which are outlined in the rules!!!

Here are the rules:

Game Rules

Game Contents:

1         8.5”X8.5”X10” Game board w/ 6 terrains, 2 of each Labeled: Heaven, Earth, Hell

12        Player pieces

12        Character cards

120      Skill cards

144      Challenge Cards

60         Level up cards

2           Red 6-sided die

2          Yellow 6-sided die

2          Blue 6-sided die

2          Green 6-sided die

2          Clear 6-sided die

2          White 6-sided die

12         Character folders

12         HP Calculating Booklets for Each Character

2300      Multicolored Beads

1           Card mat

1          Copy of the Game Rules

 

Game Story

            Eclipse, the demonologist professor, was in the middle of teaching when several students jumped from their seats and ran to the worn window, the only window, at the left side of the class room. Eclipse stopped his lesson, annoyed that the students had interrupted him just as the previous classes had that day. He began to walk to the window when the intercom blasted loudly for all students to be escorted to the auditorium and all staff meet in the conference hall. There he discovered that a human had been found outside the window of his classroom dead. Months of investigation went by when Eclipse decided to do his own investigation, much to the disapproval of his comrades Sapphire, the Demonic Music professor and Eclipse’s Fiancé,  and Ryu Hirameki, the Weapons and Strategy teacher. Eclipse goes to the human world first and finds out that the barrier separating Hell and the human world had been damaged and that the humans were waging a war with the nearby demons. When Eclipse went back to Hell he found out that the school had been destroyed and several students killed. Being the founder of the institution he became furious. Him and his friends plus another demon, one of Ryu’s friends, Blake joined to help defend Hell from the Human invaders. When this action was taken the Angel’s became involved. Gabriel and his group, Abel, Hester, and Angela, had been long time rivals of Eclipse and Ryu Hirameki. As the eight of them fought each other a group of humans were employed by the United Nations became involved in this years old struggle. This group of humans was lead by the high priest Alexander who chose a priestess, Makenzieland two generals, Christopherson and Lyra, to join him in his quest to end this war. Who will win this battle and claim victory for their race?

 

Game Setup

  • Place Game board on a flat surface where it is easily accessible to all players.
  • Place each deck in its designated spot on the card mat
  • Roll one 6-sided die the player with the highest number goes first.
  • Shuffle the character cards for each team separately then have another player choose which deck to deal from first. Deal out the amount of characters required for that team according to the amount of players you have starting with the first player and going counter clockwise from where they are  sitting (deal the cards to the first players left!). Only 3 players? Give each player 1 card from each team. Have 6 players? Deal two cards from each team to all the players. Have 12 players? Deal all character cards out. Have 5 players? Deal 2 character cards from each team except the last one deal only one card.
  • When each player has a character card hand them their corresponding character folder and dice.
  • Make sure each player has a pencil to record their HP.
  • All players set your HP to 500 and begin the game.

Game Play

  • The game starts on the Africa Earth board in the top right corner. Where the Paw print indicates.
  • The first Player rolls one or two 6-sided die and follows the arrows the number of spaces rolled.
  • If the character lands on a Challenge space draw a challenge card (see “challenge card”)
  • If a player lands on a level up space draw a level up card (see “level up card”)
  • If a character passes another player of an enemy team they must engage in battle (see “battle rules”).
  • If a character lands on the same space as a player on an enemy team they must engage in battle (see “battle rules”).
  • If a character lands on a colored space flip the board to the designated terrain (see “change board terrain”).

 

Winning the game

The objective of the game is to work as a team to defeat all players of both enemy teams. Once both enemy teams have been defeated the last team standing has won the game.

 

Quick Game Rules

Follow all previous rules but only set HP to 250.

 

Changing the Board terrain

When a player lands on a colored space the terrain is changed to one of the six other sides of the board. All the characters start on earth where humans get a terrain boost. Each terrain gives a team a power boost, but some terrains cause some teams to get a decrease of power. (The character folders will explain what terrain boosts what charceter).

  • If a character lands on the bright red space the terrain is changed to the smaller hell board.
  • If a player lands on the dark red space the terrain is changed to the Larger hell board.
  • If a player lands on the bright green space the terrain is changed to the America’s board
  • If a player lands on the dark green space the terrain is changed to the Eastern Hemisphere Earth board (Africa Board).
  • If a player lands on the light blue space the terrain is changed to the smaller heaven board.
  • If a player lands on the dark blue space the terrain is changed to the larger heaven board.

When the terrain is changed each player has o move his/her character to the same spot he/she was on in the other terrain. If a character happens to be placed on a terrain change space after the terrain changes that space does not activate.

 

Level up Cards

When a player lands on a “Level up” space they draw a level up card. If the player doesn’t have the skill mentioned on the card they will find the skill in the skill cards and place it in there character folder and add one bead to the string showing that they are now Lv.1 in that skill. If the player draw a level up card and they have already acquired that skill then they will simply place the next level of bead on their string to show what there current level is. (see “leveling up”).

 

Challenge Cards

 When a player lands on a “challenge” space they will draw a challenge card. Challenge cards have several different scenarios on them that involve the other skills a player can obtain other than “Attack” and “Healing” skills. When a player draws a challenge card they will follow the instructions printed on the card and carry out the action if capable, or incapable, of the task shown on the card.

 

Battle Rules

 

When you pass an opponent you automatically engage in battle. When you land on the same space as an opponent you will also engage in battle.

 

-Both players roll two 6 sided die twice, once to attack and once to defend.

-If the attacker rolls the highest number the defender takes full damage

-if the defender rolls the highest number the defender only takes half damage

 

  • In one battle exchange each player gets to attack and defend against an attack.

 

 

Dealing Damage:

A player may only choose to use one attack card against their opponent. Each attack card deals damage differently based on the characters they are used against. 

 

Attack Cards

Demonology:

The demonology attack card can be used to attack or can be used to move closer to a demon target or ally to attack or protect them.

When a demon is attacked with the demonology card take away -10 from their HP along with the amount of damage they incurred from the attack.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

Demolition:

The demolition card can be used to set up or evade traps. If a level 1 Demolitionist sets a trap only a level 2 demolitionist can evade it. If a level 2 demolitionist crosses the path of a trap set by a level four demolitionist they cannot evade it, etc.  (see “setting traps”)

The Demolitionist card can be used for close range attacks but functions better as a long distance weapon because if a player uses this card as a close up attack they get damaged the same as their opponent, so if you have a suicide wish feel free to use it as a normal attack card.

If a trap is activated calculate the damage dealt based on the rubric below.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

Exorcism:

The Exorcism Attack card can only be used as a close range combat card.

When attacking an angel take -10 from their HP on top of the damage dealt.

When attacking a demon take -10 from their HP on top of the damage dealt.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

Sorcery:

The Sorcery attack card can only be used as a close range attack card.

When attacking a Human take -20 from their HP on top of the damage dealt.

When attacking an Angel take -10 from their HP on top of the damage dealt.

Lv.1 X1 the roll on the dice

Lv.2 X2

Lv.3 X3

Lv.4 X4

Lv.5 X5

Lv.6 X6

Lv.7 X7

Lv.8 X8

Lv.9 X9

Lv.10 X10

Lv.11 X11

Lv.12 X12

 

Healing

Lv.1: May choose to heal 1 team member and not roll the dice   

Lv.2: May choose to heal 1 team member and roll only one six sided die

Lv.3: May choose to heal 1 team member and roll both six sided die and lose their next turn.

Lv.4: May choose to heal 2 team members and not roll the dice

Lv.5: May choose to heal 2 team members and roll only one six sided die

Lv.6: May choose to heal 2 team members and roll both six sided die and lose their next turn.

Lv.7: May choose to heal 3 team members and not roll the dice

Lv.8: May choose to heal 3 team members and roll only one six sided die

Lv.9: May choose to heal 3 team members and roll both six sided die and lose their next

Lv.10: May choose to heal all 4 team members do not roll the die and lose your next turn

Lv.11: May choose to heal all 4 team members roll only one die and lose your next turn

Lv.12: May choose to heal all 4 team members roll both six sided die and lose your next turn

 

 

Leveling Up

  • A character can only hold 10 skills at a time.
  • A character can only level up by drawing “level up cards” or from certain “Challenge cards”
  • A player will have 10 strings where they will string beads that represent a different level depending on their color.

Lv.1 = light purple bead

Lv.2 = medium purple

Lv.3 = dark purple

Lv.4 = light blue

Lv.5 =medium blue

Lv.6 =dark blue

Lv.7 =light green

Lv.8 =medium green

Lv.9 =dark green

Lv.10 =light yellow

Lv.11 =medium yellow

Lv.12 =gold (dark yellow)

 

Setting Traps

A character who has the demolition skill can set a trap on the space that they land on. A demolitionist can only set 10 bombs on a board at a time, when the terrain is changed all bombs are destroyed and must be removed from play. Each trap will be represented by a colored bead. Each character will have a bead representation color which will be found in their character folders.

 

More Rules…

  • When playing the game feel free to get into character, even if you’re a guy and your character is female
  • Remember to have fun
  • Its just a game!!!!

I have been having so much fun with this game!!! I think people are getting tired of it though T_T.

Play testing was great!! The new board didn’t seem to be that great because people couldn’t see from one side to the next. Also the math was a big problem again. I am still thinking of ways to eliminate the math but I can’t think of anything if anyone has a suggestion please send it my way^_^ Also I changed the folders to sheets of paper as an in class modification, I believe this made it easier, I was able to eliminate the need for the bulky folders and the tedious stringing of the beads…

 

Overall I think my game is more geared to the hard core gamers rather than the casual gamers. I’m sorry you casual gamers lost interest, I think it had a lot to do with the math and the fact that I didn’t have concept sketches of the characters to show them what they looked like.

Demon School Edited^_^

Posted in Uncategorized on March 9, 2009 by theusidides

I only changed the rules a little bit, the main thing I did was finish it up so everyone had character cards^_^. Look on my original demon school post, I stuck to technicalitlies for this game… I also changed the demolition rules. I would post the new rules here but I used this game for the narrative game challenge as well so I will post the rules there instead!

I Have a Dream: Game challenge

Posted in Uncategorized on March 9, 2009 by theusidides

This game was very difficult for me to think of, but I think I did okay…

This game was about having or not having a dream career. If you rolled a 4-6 on a six sided die you would remain in your dream career and move forward, if you rolled a 1-3 you had a midlife crisis and had to move backward instead.

 

Here are the rules:

I Have a Dream:

 

Contents:

Career cards

2 6-sided die

1 game board

 

Set up:

Each player will choose a token and roll one die.

The person who rolls the highest number goes first.

Put the game board on a flat surface, placing the cards in their corresponding spots.

Each player will put his game piece on Go and start the game.

 

Career cards:

Each card will contain a career title.

After drawing a career card the player will roll one six-sided die to determine if the card is a dream career or a nightmare career.

Roll:

1-3 = nightmare career

4-6 = dream career

 

Then the player will roll both die to determine the amount of spaces they get to move.

If they have a dream career they move forward the amount of spaces shown on the die.

If they have a nightmare career they move backward the amount of spaces shown on the die.

 

Winning the game:

The player who reaches the top of the corporate ladder first wins.