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LIST OF IDEAS: Gryffindor The thief starts closer to castle but has to travel to the castle and back

tle and back to the starting point. There will be cards so that when you land on a space, you can be boosted ahead or lose a turn/skip a turn. The longer you stay in the castle the more loot you can receive The more money you receive, the more trap cards you can use to hinder the movement of the guards. There can be a long board that you have to race from one end to the other. Also, the guard needs to be a little faster than the robber since you cant catch something going the same speed. Cards can be power ups and traps. Both robbers and guards start at the bottom of a tall hill and gradually travel up the hill to get to the loot. Inside the castle at the top is where the loot is located Elevated board. 2D models of trees and rocks, etc. The end of the game wouldnt be the thief getting to the castle, (once the thief gets the loot he is allowed to purchase upgrades but only for three turns, once he is caught or escapes he counts his balance (then they switch sides) and whoever has more they win) he would have to get to the castle and THEN go all the way back to Start by taking a different route before the guards catch him. If the thief player loses, he gets no money and switches roles with whoever was playing as the guard. For the first 3 turns of the game the guard only rolls one die
Get more cards or maybe take cards from cops if you are the thief.

2.5 Rules and Procedures Starting Action- You roll to see who goes first yet if Guard goes first he only uses one die.
Progression in Action- You will roll 2 dice for the first turn so the robber gets the lead unless stopped by your opponent. draw a card on every space that says, Draw A Card Resolving Action- The Guard catches the thief ending the game or the thief escapes through the cornfield Special Action-Buy abilities and use them against the police Explicit Rule- rules on the instruction sheet such as one player moves at a time and you have to wait for the other player to finish before starting game order Thief Guard Thief Guard Implicit Rule- damage of game materials is prohibited

The Thief has three turns to buy abilities once he robs the Treasury
Players switch after each round

Rules

you can pick up any amount of cards each turn it just depends what you land on. If the Guard gets to the castle before the robber than the guard can cut off the robber You use tokens (coins or game pieces) to count your points

Objective: Our assigned objective was to create a chase The objective of the game is to get more money than your opponent

Player Interaction: Chase

Game Resources: the game resources are currency, cards, terrain yes we have utility the cards will be scarce

Game Mechanics: we move by taking turns the randomness is dice and cards the theif gets caught around the ends catch up is game board incorporates different paths per role the victory is how much money you have at the end

Order of play:

1. Players will decide their roles in the game Thief or Guard. 2. The Thief will roll two dices for their first move. 3. Both Players will now only roll one dice at a time starting with the Guard. 4. The guard 5. The Thief will make his way to the castle and enter. 6. The thief can occupy the bank and get 5,000 gold coins Per turn while in the bank 7. For three turns the thief can purchase upgrades (if wanted you may stay for longer but minimum of three) 8. Players add up Gold coins and whoever has more wins. Conflict: opponent, PVP obstacle, trap cards dilemma, thief castle/ guards need to catch thieves

Boundaries: the path its separate by the real world by Fantasy Realm

Outcome: The winner is determined by how much money you will have at the end after a preset number of rounds The game will be a Non-zero Sum Probability:
When you have finished think of a few ways you have included probability in your own game. Has it affected the way the game is played, does it make it more fun, why?

We will be using cards and dice to play the game with You will not know what path the other person will take Some of the ways we have included probability into our own game is the fact that we have dice to have different rolls every time. Another thing is how we will have cards that decide your fate so you will not know what card you will receive leading to a different fate every time you play. This makes the game a lot more fun in the end though because nobody knows who will win and you could have a great game or a bad one.

Materials: clay Cardboard

Playing Cards Golden pennies (tokens) (maybe) Game Top Box

Current To-Do list Finish the board design Finish top side and bottom views of characters Get cardboard from somebodys house. Bring playing cards to school Create playing card ideas (abilities of each card) Make a box design finish brainstorming and create the items needed.

Rewritten Ages: 9 and up SETUP put the 1 guard and 1 thief in the Start hexagon GAMEPLAY The thief gets 2 extra turns at the start of the game to give him an advantage over the guard. If you land on a circle space you may draw a card (Cards not made yet) If you land on a intersection represented by a larger hexagon you may switch paths (each path separated by color) READ VERY CLOSELY: once the guard reaches the castle he gets one extra number on every role. example: if you roll a 3 you move 4. If you roll a 6 your move 7. (Only on guard.) Every turn you are in the castle you get 1,000 If the guard catches the thief then the game ends and the players switch places allowing the guard become a thief and the thief becomes a guard.

GAME CARDS move 3 spaces back move 2 spaces forward

buried treasure +$300 lose a turn roll again make opponent lose a turn shield (blocks effect if you draw a bad card) lose $200 Troll card(does nothing)

SET UP :

Types of fun: Chase to the mountain then back to win the game. Player interaction: The guard will chase the thief as he runs from capture. Game objective: Guard- Catch the robber and don't let him win. Thief- get to the mountain and back without losing. Rules and procedures: You will have to follow the rules and procedures to play the game correctly. Game Resources and Mechanics: A 3d mountain and big game pieces allow it to seem more real instead of a normal game. Outcomes: The thief will get away or the cop will win to end the game. Boundaries: The edge of the board is the boundaries so you can stay on it. Conflict: When the players meet the guard catches the thief and wins switching sides. Randomness: You never know what the die will roll on or what the card will be.

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