GAME DESIGN Josh Cappel Sen-Foong Lim Jay Cormier · 2019. 6. 27. · Jahns, Marcel Perro, Jon...

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GAME DESIGN Josh Cappel Sen-Foong Lim Jay Cormier GRAPHIC DESIGN & COMPONENT ILLUSTRATION Josh Cappel ILLUSTRATION Ryan Barger, Eric Belisle, Mike Burns, Calader, Conceptopolis, Wayne England, Randy Gallegos, Tyler Jacobson, Brynn Metheney, John Stanko, Raymond Swanland, Cory Trego-Erdner, Kieran Yanner WIZKIDS/NECA, LLC 603 Sweetland Ave. Hillside, NJ 07205 USA www.wizkids.com © 2018 WizKids/NECA LLC. WizKids, Rock Paper Wizard, and related marks and logos are trademarks of WizKids. All rights reserved. © 2018 Wizards of the Coast LLC. All rights reserved. Dungeons & Dragons, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast LLC in the USA and other countries. Used with permission. THANKS TO: Wizards of the Coast, Gary Gygax, Zev Shlasinger, The Game Artisans of Canada, The Cappel Family, The Cormier Family, The Lim Family, The Cardboard Cafe THANKS TO OUR PLAYTESTERS: Josh Rivers, Jessey Wright, Helaina Hope, Jan Kraft, Nathan Dawe, Stewart McGowan, Scott Veenvliet, Melissa Veenvliet, Hossam Mohyeldin, Sean Ross, Sean Rumble, Gordon Oscar, Chase Disher, Stephanie Kwok, Eric Raue, Page West, Harry Davies, Mandi, Caryl Tan, Michael Chang, Daniel Rocchi, Erica Hayes-Bouyaris, David Sears, Marcus Medeiros, Robert Medeiros, Rui Jie, Xavier Cousin, Grayson Scantlebury, Kevin and Jen WIlson, DM Jones, Zack Bearinger, Jeremy Rozenhart, Liam Smith, Graeme Jahns, Marcel Perro, Jon Benjamin, Craig Bednar, Sean Connolly

Transcript of GAME DESIGN Josh Cappel Sen-Foong Lim Jay Cormier · 2019. 6. 27. · Jahns, Marcel Perro, Jon...

Page 1: GAME DESIGN Josh Cappel Sen-Foong Lim Jay Cormier · 2019. 6. 27. · Jahns, Marcel Perro, Jon Benjamin, Craig Bednar, Sean Connolly. 1 2 THE STORY The Dragon may be dead, but that

GAME DESIGN

Josh CappelSen-Foong Lim

Jay Cormier

GRAPHIC DESIGN & COMPONENT ILLUSTRATIONJosh Cappel

ILLUSTRATIONRyan Barger, Eric Belisle, Mike Burns, Calader, Conceptopolis,

Wayne England, Randy Gallegos, Tyler Jacobson, Brynn Metheney, John Stanko, Raymond Swanland, Cory Trego-Erdner, Kieran Yanner

WIZKIDS/NECA, LLC603 Sweetland Ave.Hillside, NJ 07205 USAwww.wizkids.com

WIZKIDS/NECA, LLC603 Sweetland Ave.Hillside, NJ 07205 USAwww.wizkids.com

© 2018 WizKids/NECA LLC. WizKids, Rock Paper Wizard, and related marks and logos are trademarks of WizKids. All rights reserved.

© 2018 Wizards of the Coast LLC. All rights reserved. Dungeons & Dragons, Wizards of the Coast, and their respective logos are trademarks of Wizards of

the Coast LLC in the USA and other countries. Used with permission.

THANKS TO: Wizards of the Coast, Gary Gygax, Zev Shlasinger, The Game Artisans of Canada, The Cappel Family, The Cormier Family, The Lim Family, The Cardboard Cafe

THANKS TO OUR PLAYTESTERS: Josh Rivers, Jessey Wright, Helaina Hope, Jan Kraft, Nathan Dawe, Stewart McGowan, Scott Veenvliet, Melissa Veenvliet, Hossam Mohyeldin, Sean Ross, Sean Rumble, Gordon Oscar, Chase Disher, Stephanie Kwok, Eric Raue, Page West, Harry Davies, Mandi, Caryl Tan, Michael Chang, Daniel Rocchi, Erica Hayes-Bouyaris, David Sears, Marcus Medeiros, Robert Medeiros, Rui Jie, Xavier Cousin, Grayson Scantlebury, Kevin and Jen WIlson, DM Jones, Zack Bearinger, Jeremy Rozenhart, Liam Smith, Graeme Jahns, Marcel Perro, Jon Benjamin, Craig Bednar, Sean Connolly

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THE STORY

The Dragon may be dead, but that shufflingsound you hear as you begin to cast a new Spell can’t bode well! Is it a monstrous Umber Hulkor a savage Owlbear? Maybe it’s a maliciousMimic! Use the arsenal of Magic Itemsat your disposal to protect yourself while yougrab all of the gold you can get, because dangeris in the eye of the Beholder!

OVERVIEW & OBJECTIVE

COMPONENTS6 NEW SPELL CARDS

25 MAGIC ITEM CARDS

21 1× INJURY TOKENS 6 5× INJURY TOKENS

Over the course of several rounds, players will simultaneously be casting Dungeons & Dragons® spells from the shared spellbook at each other by making specific hand gestures; spells have all sorts of effects but often involve pushing the target away from the hoard, moving the caster closer to the hoard, or affecting the target’s gold piece (gp) stash. At the end of each round, the wizards closest to the hoard grab some gold pieces. If at the end of a round at least one player holds at least 25gp, the game ends and the richest player wins!

12 WANDERING MONSTER CARDS

3-6 Players • Ages 14+ • 20-30 minutes

25 MAGIC ITEM CARDS

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SETUPShuffle the new spell cards into the original deck.1.

Read the Movement and Effects for the current Wandering Monster aloud, ensuring all players understand how it will act.

3.

Shuffle the Magic Item deck and deal 1 Magic Item card to each player face down; players may look at these cards. Place the Magic Item deck near the Exit.

4.

Set up the remainder of the game as the original rules.5.

Shuffle the Wandering Monster cards and flip one face up, placing the remainder face down beside the board. Each Wandering Monsters’ spawn point is indicated on its card. Place the Wandering Monster card along the side of theboard, lining up the small image of the monster with itsspawn location. The Wandering Monster is considered tobe "in" the cave space directly above its small image.

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• Wandering Monsters that spawn at the Exit line are placed inthe space where players rebound to at the end of the round ifthey are in the Exit zone.

• Wandering Monsters that spawn at the Hoard line are placedin the space where players rebound to at the end of the roundif they are in the Hoard zone.

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MovementHit Points Monster Name

SpawningLocation

Effects•Top bar lines up with board spaces

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GAMEPLAY ADDITIONS

1. STUDYPlayers should study the Wandering Monster as well asthe Spellbook during this phase.

2. CASTAs per the regular rules, all players will cast a spell atanother player.

3. RESOLVEEach player, beginning with the Start Player and proceeding clockwise, will resolve their spell in player order with thisnew option:

a. Before or after resolving their spell, a player may play anyMagic Item cards from their hand. There is no limit to the number of cards they may play.

b. Once a Magic Item is played, it is placed facedown inthe discard pile next to the Magic Item deck unlessotherwise stated.

Only additions to the regular rules are noted here.

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4. SCORINGOnce all players have resolved their spells and elected to play any Magic Items, the Scoring phase progresses in this order:

a. The Wandering Monster acts. First it moves as described onits card, then it executes its described effect (often forcing players to gain Injury tokens).

b. Scoring occurs as it did in the original game - the Wizard(s)closest to the Hoard gains 5 gp and the second closest Wizard(s) gains 3 gp - unless otherwise stated.

c. Add one Injury token to the Wandering Monster. This representsthat the Wizards are constantly battling the Wandering Monster throughout the game without players having to directlytarget it.

d. Check if the Wandering Monster is dead: If the number of Injurytokens on the Wandering Monster card is equal to or greater than the Hit Points (HP) listed on the card, then remove the card from play - the Wandering Monster has been slain and it will drop its loot! Deal each player a face down Magic Item card from the deck, reshuffling any discarded Magic Item cards any time the deck runs out.

e. Stragglers get a Magic Item: Before refreshing, the Wizard(s)closest to the Exit draws 1 face down Magic Item card from the deck, reshuffling any discarded Magic Item cards anytime the deck runs out.

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5. REFRESHLike Wizards, any Wandering Monster in the blue Exit zone on the Cave track moves up to the space just to the right of the Exit zone, and any Wandering Monster in the orange Hoard zone moves down to the space just to the left of the Hoard zone.

a. After refreshing, if a Wizard is alone (i.e. no other beings in samespace as them) on a space with gp and/or Injury tokens on it,they gain all the gp and/or Injury tokens on that space.

b. If the Wandering Monster died this round, flip a new Wandering Monster card face up and spawn it as described above.

GAME END

NOTES

The game ends, as before, when any player has collected 25 or more gp at the end of a round. Each player must now pay for healing and discard 1 gp for each Injury token they have gained. The playerwith the most gp tokens remaining after all of their Injurieshave been healed wins!

Unlike the original game, this game ends if there is a tie. In the case of a tie, the player who had to heal the fewest number of Injuries amongst the tied players wins. If there is still a tie, the player withthe most remaining Magic Items amongst the tied players wins.If there is still a tie, all tied players share the victory, but theymay not like it!

(This player is the winner even if they have fewer than the 25 gp needed to trigger the end of the game.)

1. Any time a Wandering Monster could spawn or move in multiple locations (e.g. if there are two equally wealthy Wizards to move towards), the Wandering Monster will always move towardsthe Hoard.

2. A space is “empty” if there is no Wizard, no Wandering Monster (when its small image is not aligned with the space) and no gpor Injury tokens on it.

3. A “being” refers to a Wizard or Wandering Monster.

4. If the supply of gp or Injury tokens ever runs out, you can useany other tokens to represent them; there is no limit to the number of these tokens in the game.

5. If there are ever not enough Magic Item cards to equallydistribute them to all players who would gain one aftera Wandering Monster dies or at the end of a round even afteryou have shuffled the discard pile, then no one is given one.

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