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TRIBAL TURMOIL

Game Design Document


Designed by Max Valk (140005) and Ivan Yanchev (140276) at NHTV Academy of Digital
Entertainment.

Table
of Contents
Game Design Document.......................................................................................................0
I.

Creative vision................................................................................................................3
1. Game Description..........................................................................................................3
a. Game concept............................................................................................................3
b.

Aesthetics concept (creative vision).......................................................................3

2. Target Audience.............................................................................................................3
3. Design Goals.................................................................................................................3

II.

a.

Declaration of Intent................................................................................................3

b.

Declaration Sheet Revisited...................................................................................4

Game Play Overview......................................................................................................4


1. Objectives of the game..................................................................................................4
2. Game Elements overview..............................................................................................5
a. The Board...................................................................................................................5
b.

Prey.........................................................................................................................5

c. Player units.................................................................................................................5
d.

Favor of the Gods and Hunting Tricks effect cards................................................6

e.

Turns, Seasons and Years......................................................................................7

3. Game Phases................................................................................................................8
a. Setting Up...................................................................................................................8
b.

Pre-hunting phase (Meltdown)..............................................................................10

c. Hunting phase (The Hunting Season)......................................................................11


d.

Post-hunting phase (Freeze-over)........................................................................17

e.

Winning and Failure conditions.............................................................................17

4. Game Flow overview...................................................................................................18


a. Flowcharts................................................................................................................18
........................................................................................................................................18
5. Player interaction and Emergent behavior..................................................................20
a. Cooperation and Rivalry...........................................................................................20

b.

The End-Game Conflict........................................................................................21

c. Meta-game...............................................................................................................22
d.

Strategy and Meta-strategy..................................................................................22

e.

Politics...................................................................................................................22

6. Whats in the box?.......................................................................................................23


III. Art design......................................................................................................................23
1. General direction.........................................................................................................23
2. Board design................................................................................................................23
3. Card design.................................................................................................................25
4. Unit chips design.........................................................................................................26
5. Other game objects.....................................................................................................26
Turn counter...................................................................................................................26
Rule sheet......................................................................................................................27
Game box.......................................................................................................................27
Materials.........................................................................................................................27
IV.

Detailed descriptions................................................................................................29

The Board in detail.............................................................................................................29


Shape of the field...........................................................................................................30
Movement on the field....................................................................................................32
Resources on the board.................................................................................................32
Player units........................................................................................................................33
Huntsmen.......................................................................................................................33
Warriors..........................................................................................................................33
Hunting and Combat..........................................................................................................34
Hunting...........................................................................................................................34
Combat...........................................................................................................................36
Food Division..................................................................................................................36
Favour of the Gods cards...............................................................................................37
Hunting Trick Cards........................................................................................................40
V.
VI.

Target audience and Market position.........................................................................43


References and Sources...........................................................................................44

NHTV Academy of Digital Entertainment


Group 8
Game Development - Year 1
140005
January 2015
Ivan Yanchev - 140276

Design and Production Max Valk -

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NHTV Academy of Digital Entertainment


Group 8
Game Development - Year 1
140005
January 2015
Ivan Yanchev - 140276

Design and Production Max Valk -

Page | 2

I.

Creative vision
1.

Game Description

a. Game concept

Tribal Turmoil is a 4-player board game, where participants take the roles of tribe chieftains
in an ongoing, stone-age, tribal conflict.
Set in an unforgiving ice-age landscape, Tribal Turmoil is fundamentally a game about
survival of the fittest. Players aim to survive periodic winter seasons, by hunting to collect
food and staying at safe shelters.
Hunting animals often require bigger hunting packs and in order to collect food, players will
often be inclined to cooperate.
When the catch is abundant, through diplomacy and strategy, players can indirectly
influence the course of the game.

b. Aesthetics concept (creative vision)


Hunting prey is scarce in the frozen lands and every bit of food is fiercely contested
between the fractured, tribal populations of humans. Through any means available, be it
cooperation, betrayal or divine favor, human tribes battle to survive the hardships of
stone-age life.
With populations on the verge of demise, there is no place for weakness in the unforgiving
reality of Tribal Turmoil. It is a time where adroit leadership dictates ones position in the
food chain. A time, where the politically adept and the ruthless prevail.

2.

Target Audience

3.

Design Goals

A game that requires strategic insight, betrayal and harsh competition we found to be best
suited for those of the age 13 and up. Furthermore, we aim at boys due to the willingness to
compete generally found in them. In section VI, these conclusions will be backed by
research and scientific papers.

a. Declaration of Intent

The original intent, with which the old declaration sheet was made with, was making the
concept design more interesting and fixing the issues it had. These 2 ideas remain the
same for our final version.
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Ivan Yanchev - 140276

Design and Production Max Valk -

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b. Declaration Sheet Revisited

The declaration sheet that was written in an earlier stage does not fit our current concept
anymore. The original analysis of the concept still stands, however our design goals have
changed over time. Instead of trying to patch a lot of flaws in the original concept, we tried
to find a way of still keeping the idea of the original game intact while starting from the very
core of the idea.
Goal and Winning condition: As we do not work with the theme of ticks anymore, the
statements mentioned about making the winning condition make sense in the life of a tick.
Since we changed theme this no longer applies.
Strategy Emphasis and Emergence: The goals set here remain the same for the final
product, that is to put more focus on player agency and allowing for emergent gameplay.
Player Interaction: This goal remains the same as it was in the Concept Design Document,
shifting the focus on player interaction.
Game Board Changes: The idea of reworking the board was there in an early stage and
also stays true for our final version.

II.
1.

Game Play Overview


Objectives of the game

The main goal of the game is as follows: Be the last one standing. To this, one must grow
their own tribe and combat other players.
This main goal fits in thematically, because in the times of the stone-age, resources such as
food were scarce and tribes would often fight wars over who owned what ground.
Mechanically we chose for this goal, as a race to a certain state made progress clear. It was
also needed to discourage forming permanent groups on the board, as only 1 player can
win, therefore forcing players to betray each other.

2.

Game Elements overview

a. The Board

The playing field of the game is represented on the board by a grid of hexagons, called for
clarity - tiles. Its dimensions are 9 by 9 tiles. Each tile has 4 positions, which players units
can occupy.
On the game board there are also:
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Design and Production Max Valk -

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Colored tiles in the four corners,


representing tribe their camp
territory. They are safe zones for the
respective tribe their units, during
freeze-over (winter) seasons.
Prey tiles, with pictures of three
species of animals on them Boar,
Deer and Mammoth.
Shrine tiles in-between player
camps, which award players effect
cards for a price.

For more information on the game


board, go to the Detailed Descriptions
section.

b. Prey

The prey tiles are representative of animal


species that stone-age hunters are known to have hunted. Players can perform a hunt
action when adjacent to a prey tile, which will reward them food.
Players may also co-operate while hunting.
When given prey tile is depleted, the hexagonal chip covering it is removed.
There are three species of prey in Tribal Turmoil and they differ in 3 aspects:
-

Hunters required to catch them


Food reward for catching them
Number available each season

Boar
Deer
Mammot
h

Requires huntsmen:
2
4
8

Rewards food(total):
2
6
16

Units on the board:


8
4
1

c. Player units

Player units are one of the means by which players influence what happens on the board
directly.
Players can move their respective units, each at a rate of 1 tile per turn. That is to say every
unit they commands can move once per turn, at a maximum distance of one tile.
There are two unit types in Tribal Turmoil hunters and warriors.
-

Hunters have the ability to hunt prey, rewarding players with food, which helps
them sustain through the winter. They also can place offerings at the four shrines on

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Ivan Yanchev - 140276

Design and Production Max Valk -

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the board to acquire Favor of the Gods effect card to the player.
Generally hunters cant fight other players units, unless under special circumstances
that are presented in the detailed description of the unit, here. (page)
-

Warriors have the ability to fight other players units.


If a warrior fights another players hunter, the hunter is removed from the board.
If a warrior fights another players warrior, there is 4/6 chance they will win the battle,
and remove the opponents warrior unit off the board.
Warriors cannot hunt animals, nor place offerings at shrines.
They can, however, disrupt hunts. This is further explained in the detailed
descriptions section, here. (page)
Warriors can also take shelter on shrine tiles (provided that they are obtained),
allowing them to survive the freeze-over outside of camp space, but they cost the
player twice as much to sustain (4 food per warrior unit)

Hunter and Warrior units differ in their function, but not in other aspects:

Hunter units
Movement per turn 1 tile
Food required for winter 2 food
season
Food required to spawn unit 4 food

Warrior units
1 tile
2 food

4 food
For more information on player units, go to the Detailed Descriptions section.

d. Favor of the Gods and Hunting Tricks effect cards

There are two types of cards in Tribal Turmoil Favor of the Gods cards and Hunting Tricks
cards.
These are acquired through different means, and abide by different usage rules.

Favor of the Gods cards:


-

Favor of the Gods cards have powerful effects, which can help the player using
them, in various ways.
There are one-time effects that benefit the player instantly, or buff effects that last
throughout the rest of the year.
Players receive one Favor of the Gods card at the beginning of each year, and are
also able to place offerings at the shrines located on the sides of the game board,
which will award them additional Favor of the Gods cards.
Favor of the Gods cards can be played at any point during the game year, as long as
the player plays the card on his own turn.

Favor of the Gods cards are further explained in the Detailed Descriptions section, here.

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Ivan Yanchev - 140276

Design and Production Max Valk -

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Hunting Tricks cards


-

Hunting tricks cards are lesser effects that players can activate when hunting alone
or with other players.
They may have effects that are beneficial for the participants in the hunt, or they can
be beneficial only for one of the participating parties.
Players receive 3 Hunting Tricks cards at the beginning of each year.
Hunting Tricks cards can only be activated by players participating in a given hunt,
and not by anyone that is not participating in that same hunt session. They can only
target the hunt the player is engaging in, units in that hunt, the reward that hunt
earns the player etc.

Hunting Tricks cards are further explained in the Detailed Descriptions section, here. (page)

Hunting Tricks cards


Can be played: Only during hunt, only by

Favor of the Gods cards

players participating in that


hunt session.
At the beginning of the Two Hunting Tricks cards.

each year, players get:

If multiple players hunted

Players can also acquire: successfully together, all

players that did get 1 card.


Plyers can have a 4 Hunting Tricks cards at
maximum of: their disposal, at any given
time.

At any time of the year, as


long as its played on the
players own turn.
One Favor of the Gods
card.
A total of 4 Favor of the
Gods cards by placing food
offerings on shrine tiles.
3 Favor of the Gods cards
at their disposal, at any
given time.

e. Turns, Seasons and Years.

In Tribal Turmoil, time is divided in Years, Seasons and Turns.


The game is based on yearly cycle, consistent with the ice-age cycles of meltdowns and
freeze-overs.

One year consists of three seasons


-

Meltdown Players receive their Favor of the Gods and Hunting Tricks cards, and
choose the hunting tricks (up to 3) that they wish to use this year.
They also decide if they want to produce any units with the surplus of food they
eventually have left from last years hunt.
All animals that were hunted in the previous year are returned to the board.
Hunting season Consists of 15 turns, during which players can move their units
on the board, perform hunts, place offerings in the shrines, collaborate or attack
each other.
All effect cards are played only during the hunting season.

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Game Development - Year 1
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Design and Production Max Valk -

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Freeze-over When the last of the 15 turns of the hunting season is over, freezeover begins. Any unit left outside the safe zones is removed from the board.
Any card effect expires with the beginning of this phase.
Players sustain their units through the freeze-over season, by paying the food
rations. If the food a player have is unsufficient, players remove units of their
choosing from the board, until their food is sufficient to support their troops.

Here is a diagram showing how a single year-cycle is structured:


Players receive 1 Favor of the Gods and two Hunting Tricks cards.
Meltdown
With any surplus food, players can decide to spawn aditional units.
Players have to choose which hunting tricks they want to use during this
year (up to 3), and set them aside.
Players play 15 turns each, during which they are active on the gamefield.
They also interact with each other, play effect cards, cooperate or
backstab each other.
Any units outside of sheltered zones die and are removed from the
board.
Players "pay" for their units. If they haven't aquired enough food, they
must choose which units to remove from the board.

Hunting
season
Freezeover

3.

Game Phases

a. Setting Up

Setting up the game is quick and easy.


-

Tribal Turmoil is a four player game, so it requires all four players to attend and
participate in the game. It is possible to play with less, but the experience is suffering
from it.
Players gather around a table or any flat surface that is comfortable for them to play
on. They place the game board on the flat, leveled surface (parallel to the ground),
with the playfield facing upwards. They all choose their own colour, which is verbally
agreed on.
After that they place the prey chips on their respective positions on the board (8
boar, 4 deer and 1 mammoth chips), along with the Shrine chips (four identical
chips on the four sides of the board).
Players then place the effect cards at their designated positions, next to the playfield.

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Game Development - Year 1
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Ivan Yanchev - 140276

Design and Production Max Valk -

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Favor of the Gods cards are placed on the purple rectangle with Favor of the Gods
Hunting Tricks cards are placed on the brown rectangle with Hunting Tricks text on
it.
After that players place the 6-sided die close to the board, where it can be seen by
anyone and they set the Turn Counter position to Meltdown
Finally, the players place three hunter pawns on their respective colored fields
(Red pawns are placed on the red hexagon with P4 written on it)
(Yellow pawns are placed on the Yellow hexagon with P3 written on it)
(Blue pawns are placed on the Blue hexagon with P2 written on it)
(Green pawns are placed on the Green hexagon with P1 written on it)

Which of the 4 spots inside the hexagon does not matter.


-

Right after this, the starting player is picked.


The red & blue players play a game of rock-paper-scissors with each other, as do the
yellow & green players. After this, the players who won the rock-paper-scissors

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Ivan Yanchev - 140276

Design and Production Max Valk -

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game play it again, against each other. The winner of this match will choose who will
start first.
The game is initiated by Player 1 (or P1 on the board), as he takes the first turn.
After their turn ends, the turn will be given to Player 2 (P2) and for the rest of the
game the turns are set this way P1 to P2 to P3 to P4, or clockwise rotation.
After this setup has commenced, the game will go through 3 main phases. These 3
main phases are described below in sequence
Discard piles are zones next to the field, where cards that have been played go.
They will be put there face-up, meaning the side with text facing up. There are 2
discard zones: 1 For Hunting Tricks cards and 1 for Favour of the Gods cards.
As soon as a stack of cards (the pile that is face down from which you draw Hunting
Trick or Favour of the Gods cards from) is empty, the discard pile gets shuffled and
will be placed where the stack of cards that it is replacing used to be, face down.
Note that only the cards in the Favour of the Gods discard pile may be shuffled and
used to replace the Favour of the Gods stack, while only the cards in the Hunting
Trick discard pile may be shuffled and used to replace the Hunting Trick stack.

b. Pre-hunting phase (Meltdown)

The Meltdown season/phase symbolizes the period when the snows recede and huntergatherers of the stone-age could leave their shelters to renew the main hunting season.
This was the time when our ancestors used to prepare their tools and set out in the wilds to
find new hunting grounds, to trace herds of prey and gain information.
Likewise, in Tribal Turmoil this is a period of preparation, where players get to decide what
units they are going to place on the board using surplus food, as already mentioned above
(page). Surpluses of food are only possible after the first year of the game (the first set of
three phases), since players start the game with 0 food in the first Meltdown phase.
If a player decides to place units on the board, he can only do that on the designated tile
marked the text P1/2/3/4. That naturally limits them to spawn up to 4 units per year (or less
when the spots are already occupied by other units).
The Meltdown phase is simultaneous, which means that all players do it at once and this
phase ends as soon as all players agree that they are ready to move to the next phase.
Players will draw 3 cards from the Hunting Trick pile, and 1 from the Favour of the Gods
pile. They will be able to use the drawn cards at any point consistent with the rules,
explained here(page), unless they decide to discard any of them, or reach the limit of cards
which can be held by a player at any given time.

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Design and Production Max Valk -

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Once the player draw their Hunting Tricks and Favor of the Gods cards, they must put them
in front of themselves, facing down, so that other players can see what type of cards and
how many of them the given player has, but cant see or read their effects. The player may
pick up the card whenever they want though and reveal it only to themselves.
Once players have drawn their cards and each of them consent to begin the next phase,
Phase 2 The Hunting Season begins.
Heres a flowchart showing the actions that will be performed by each player during the
Meltdown phase:
If the player has a surplus of food, they may decide to purchase/spawn
units on the board.
They may choose to spawn any combination of Hunter and Warrior units.
After dealing with the units, players then draw the effect cards.
The player draws 3 Hunting Tricks cards and 1 Favor of the Gods card.
They then decide if they want to discard any of their drawn cards, or in
case they have more cards than allowed, they have to discard cards.
After each and every player indicates that they're ready to proceed, the
next phase - The Hunting Phase - commences.

Units
Cards
Proceed

For more information on the Meltdown phase, go to the Detailed Descriptions section, here.
For more information on effect cards and their usage, go to the Detailed Descriptions, here.

c. Hunting phase (The Hunting Season)

The Hunting Season (phase) takes place after the Meltdown season is over.
In the Hunting Season players take on the tasks of navigating their units on the board,
participating in solo or co-op hunts (with other players) to gather food, they place offerings
at the Shrines for Favor of the Gods cards, and they generally interact with the objects on
the board and with each other.
This is also the time when players can play their effect cards, as described in the Detailed
Descriptions section.

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For the purpose of clarity, the Hunting Phase is separated and explained in component
parts. The following are general explanations. The in-depth explanations can be found
in the Detailed Descriptions section.

Duration of the phase and turn order.

The Hunting Phase consists of 15 turn cycles.


Players change their turns in an ordered manner, as follows:
Player one (P1 green) stars first, then player two (P2 yellow), then player three (P3
red), then player four (P4 blue), then after that its P1s turn again.

P1

P2

P3

P4

P1

P2

P3

P4

where P1 > P2 > P3 > P4 is one turn cycle.


This order dictates a clockwise rotation in turn, which is easier for the players to track.
The player who has the turn will be referred to as the active player.
After all four players have played their 15 turns, the Freeze-over phase begins, upon any
unit that isnt on its respective shelter tiles is removed from the board.

One Hunting Phase Player turn


This section describes one players turn.
A player their turn is subdivided into separate steps:

Movement
The active player may (meaning they are not obliged to) move every pawn they control
once during their turn. The pawns move individually, and can move to any neighbouring
hexagon that isnt already occupied by 4 units, or an animal/shrine that is still on the board,
i.e. not acquired.

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Below are illustrated the movement limitations:

A unit that is hunting or fighting (described later) will have to skip their movement phase.
After the unit is on a tile adjacent to its target, it can initiate an event. That event may be:
-

Hunt the players hunters initiates a hunt event on a target animal.


Attack the players warrior initiates an attack event on target enemy unit. (further
explained in the Detailed Descriptions section.)
Place offering the players hunter initiate an offering event on a target shrine.

Shrine offerings
Units may sacrifice food in order to earn a Favour of the Gods card.
To do this, the active player must have a unit adjacent to a forest shrine that was not used
this year (meaning the Shrine chip is still present at the tile).
A unit cannot move and initiate an offering in the same turn, meaning that a unit can initiate
the offering only if it has been on the adjacent (to the shrine) tile in the previous turn.
In other words: if a unit moves next to a shrine in turn 3, it can initiate the offering in turn 4,
and will get the Favor of the Gods card in reward, at turn 5. Initiating the offering renders
the unit unmovable for the turn.
Shrine offerings work the same way hunting does.
If the offering is completed successfully (and it can be interrupted by others players warrior
attacking), the hunter pawn that initiated the offering is then moved on the shrine tile, and
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the chip that covers it is removed from the board. When the chip is removed, the tile
underneath is treated as a regular tile, until the year ends. (which is also valid for hunting)
The offering itself costs the player initiating it 4 food, and if interrupted, the player loses it.
If another player has also a unit adjacent to the temple, they may compete for the card. This
means that when the active player decides to offer food for a reward, another player may
also do so. That player then also has to pay 4 food. However, only 1 card can be gained per
shrine per year.
When players contest for the card, they roll a D6, and based on the results one of them
acquires the Favor of the Gods card, while the others lose their food offerings.(4 food each)
Here is a diagram displaying the process of offering:
A hunter unit
initiates an
offering

Uncontested ?

Contested ?

The player
receives a card
on the next turn.

Another player
competing for
the card ?

Warrior
attacking ?

Both players
give 4 food.

The hunter is
removed from
the board.
The player loses
the food offered

They roll a die

The winner gets


the card.

Playing Favour of the Gods cards


The active player may play one Favour of the Gods cards per turn. When a card is played,
it is revealed to all other players.
If its effect is persistent, the card must remain in front of the player, face up, until the end of
the current year cycle. That ensures other players can view and read the cards effects at
any time.
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A player that has a card placed before him, face up, near the playfield is in essence stating
that this card effect is currently active.
If the effect only occurs once, it is moved to the Favour of the Gods discard pile after the
effect is carried out.
If the target of a card is invalid (for example, a card that can only target a player with 3 or
more units targets a player with 2 or less units, basically invalid means not meeting the
conditions on the card), the card gets moved to the Favour of the Gods discard pile
instead.
When the year-cycle is over all Favour of the Gods cards that are in the discard pile are
returned to the Favour of the Gods deck pile, and the deck is shuffeled.

Hunting
When one of the active players hunting units is next to an animal tile (A boar, deer or
mammoth tile), that unit can initiate a hunt. To do so, some conditions must be met:
Every unit that will participate in the hunt, under the active players control, should not have
moved in the current turn. If any unit did move in the current turn, then the hunt cant be
initiated.
The active player needs to send the correct amount of hunters into the hunt: For a boar,
they need to send 2 huntsmen to hunt, for a deer 4 and for a mammoth 8.
Every unit that the active player will send in the hunt this way needs to be adjacent to the
animal that is being hunted, and will be rendered unmovable for 1 turn.
A unit cannot move and initiate a hunt in the same turn, meaning that a unit can initiate the
hunt only if it has been on the adjacent (to the prey) tile in the previous turn.
In other words: if a unit moves next to an animal in turn 3, it can initiate the hunt in turn 4,
and will get a set amount of food in reward, at turn 5. Initiating a hunt renders the unit
unmovable for the turn.

The active player may also choose to work together with other tribes to reach the needed
amount of hunters to take down certain animals. If so, they may invite other players to
participate in the hunt. Other players may give their verbal consent, but are not obliged by it
and can act as they please.
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For these units that are not under the players control the following rules apply:
- These units must be adjacent to what the active player wants to hunt. (In the same
way the players own units must be present on an adjacent tile before starting the hunt)
- The player controlling them must accept an invitation the hunt. If (s)he refuses to hunt
together, pawns of that player cannot hunt with the active players pawns.
All the pawns which are participating in the hunt may not move for the duration of the
hunt, regardless of their owner.
To indicate that they are participating, place these pawns on the edge between the hexagon
that they are standing on and the hexagon that the animal is on. The units that are placed
like this are still considered to be in their old positions. When the hunt ends one unit of
every player (of their choosing) that participated will be moved on the (now empty) animal
tile while the other units remain on their hexagons, after the prey chip has been removed
from the board.
The hunt is completed when:
-

The player that initiated on the previous turn, starts his next turn. In other words, if
the yellow player (P2) initiated a hunt in turn 4, the hunt is completed on the yellow
players turn in turn 5.

The hunt is not completed when:


- Certain cards that are played. These cards will specify that the hunt failed.
When a hunt fails, no player will gain a reward for this hunt and the animal flees. This
means that the hexagon with the animal on it still will be removed.
- If one of the hunters participating in the hunt is killed by another players warrior, the
hunt fails, the prey escapes and the players participating in the hunt do not get rewarded.
Reward:
If a hunt is considered to be successful, the player that hunted will be awarded with X
amount of food tokens, where X is tied to the type of animal hunted: 2 for a boar, 6 for a
deer and 16 for the mammoth.
If multiple players participated in a hunt, the amount of food will be divided over everyone
who participated in the hunt. With 2 players working together, the reward becomes 1 per
player for the boar, 3 per player for the deer and 8 per player for the mammoth.
If three players are cooperating in a hunt, the division of food is as follows: First, divide the
total food reward number through the amount of participants. Then, every player gets the
whole number in food tokens. The leftovers will be distributed afterwards via die-rolls.
If four players are cooperating, use the same method as described above.
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The food reward and division is discussed in-depth in the Detailed Descriptions section.
If a hunt on a deer or mammoth ends successfully, each participating player draws a
Hunting Trick card. They may add this to their set aside cards, but only if the number of set
aside cards is less than 3. They also may add it to their hand, provided that their hand is
less than 6 cards big. If both the hand is full and the set aside cards, that player does not
draw a card instead.
During hunt, players that are participating can decide to play Hunting tricks cards. This is
further explained below, and looked at in-depth in the Detailed Descriptions section, here
(page).

Playing Hunting Tricks cars


After a hunt is initiated, players may decide to play Hunting Trick cards. These cards can
only be played by a player who has at least 1 unit participating in the hunt that the card
targets.
The active player may play as many of these cards as (s)he has during this phase. Others
may also play as many hunting tricks as they prefer in this phase, provided that they meet
the same conditions as described for the active player above. Card effects will be carried
out in the reverse order of play, meaning that the card that gets played last will also be
carried out first.
When a card gets played, it is revealed to all players. The effect then is carried out and
finally, after that has been done the card moves to the Hunting Trick discard pile.
If one of these card effects make a target invalid, the card with the invalid effect is moved to
the Hunting Trick discard pile. An invalid target means that something the card was
referring to no longer applies. An example of this would be stealing food from a player who
just was knocked out of the game.
When the effect of a hunting trick card has been carried out, it moves to the Hunting Trick
discard pile.

Combat
Players can choose to engage in combat with other units on the board. To engage in
combat, players need a warrior unit that is adjacent to a unit from another player.
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If a warrior pawn engages in combat with a hunter pawn from another player, remove the
hunter pawn from the board.
If a hunter pawn is engaged in a hunt, and a warrior pawn attack it, the hunt is interrupted,
thus regarded as unsuccessful. This means that the attacked unit is removed from the
board and the hunt will not reward any of the participating players with food. Additionally,
the animal that was being hunted is removed from the board as well.
If a warrior pawn engages in combat with another warrior pawn, roll a six-sided die. If the
result is 1, 2, 3 or 4, remove the attacked pawn. If the result is 5 or 6, the attacking pawn
gets removed instead.

d. Post-hunting phase (Freeze-over)

When all 15 turn cycles have passed, the Freeze-over begins. In in this phase, all the units
not on their respective Safe shelters or camp space will be removed from the board (die).
This is effectively the winter season in Tribal Turmoil. Prey is very scarce and the
temperatures drop. A good tribe chieftain knows that preparation for the winter is essential
and will store their food supplies, so his people can survive and see another Meltdown.
For every unit in their shelters, players have to pay 2 food tokens. When a player cant pay
for all their units, that player has to remove enough of their units from the board, so they
have a sufficient amount of food left for the remaining pawns. The players themselves
decide which units to remove from the board.
The Freeze-over phase is simultaneous, which means that all players do it at once and this
phase ends as soon as all players agree.
After the Freeze-over is over, the year has passed!
The next year starts with a Meltdown phase and the cycle is repeated.

e. Winning and Failure conditions

A player wins once all the other players have been eliminated (reached the fail state) from
play.
A player with no units, at any point in the game, loses. Please do mind that the reverse
stack rule applies here for card effects. Say that 1 player played a card which killed the last
unit of Player A. However, player A. plays a card in response that grants him 2 units.
Because of the rule that the last card resolves first, that player will gain 2 units first, then
lose 1, keeping that player in the game.
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Whenever a player reaches the failure state, all his food chips are but aside along with the
other chips that are not in play, and all his/her cards will be moved to their respective
discard piles.
If for some reason simultaneous reaching of the failure condition is reached by the last
players, the game becomes a draw.

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4.

Game Flow overview

a. Flowcharts

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5.

Player interaction and Emergent behavior

a. Cooperation and Rivalry

Cooperation and Rivalry are what Tribal Turmoil is all about.


Due to its nature as a multi-player board game, where players strategize and play against
each other, Tribal Turmoil is a naturally competitive environment.
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Rivalry is a main element of gameplay in Tribal Turmoil, as in the end only one player can
win the game. Given that, even the strongest cooperation must, at some point, turn into a
rivalry.
In play sessions (play tested), the observed player behavior indicates that even first-time
players are quickly adapting to the end-game conflict. This means that they are more willing
to swap alliances over the course of the game, and would prefer to work either alone, or
with someone they dont recognize as a direct threat to them.
The four-player structure and the possibility of cooperation creates a multi-faceted model of
rivalry.
This creates a fairly complex system of rivalries between the players, where they have to
carefully tailor their strategy and behavior, in order to gain maximum benefit.
Players have to pick and choose who they cooperate, and there are a lot of factors that
influence that decision. Some of them are:
-

Board positioning the other players, the prey, the shrines etc.
The other players current situation who is ahead, who is behind.
Who has effect cards that might be negative
What is the political landscape which players are clearly in conflict, which players
are prone to backstab you, because of their position etc.
Personality of players can you predict how a player will behave?
Other factors that vary depending on the players

Play sessions also show (play tested), that players are very prone to weaving complex
machinations in order to indirectly influence the board and undermine their prime rivals.
With all players trying to manipulate each other, a peculiar system of underwater currents
(meaning schemes and manipulations) emerges. This creates an engaging experience on
multiple levels:
-

It is strategically challenging, thus rewards people searching for this sort of


challenge. The play sessions (testing) show, that executing strategies and
completing plans is very rewarding for players, especially when playing with other
people.
Its a social experience, thus rewards people who enjoy social experiences. The
game itself can be viewed as a social experiment.
During play-testing sessions, players expressed the opinion that the game is very
political. They found that aspect of the game to be very enjoyable, so we
emphasized on that aspect of the game.
Its a political game, because it has the basic ingredients that facilitate this sort of
human behavior: limited resources that everybody wants; social medium, being a
board game; facilitates strategic thinking and measured behavior.

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b. The End-Game Conflict

Only one player can win is what we refer to as End-game conflict. Its a simple rule but
essential for Tribal Turmoil.
This rule allows the game to function the wait it does, because it defines the goal of the
player namely, to defeat all other players.
The end-game conflict dictates the quick-changing nature of the game, and provides a
strong negative feedback loop, where players naturally try to slow down the player that is
furthest ahead, by cooperating with each other or simply by focusing their efforts on
him/her.
The end-game conflict also allows for greater variety in the viable strategies.
For example, a player can decide to save food in the early phases of the game, in order to
avoid negative focus on him/herself, while planning on how to expand in the later stages of
the game. This approach will save him/her the food that would otherwise be used to sustain
their units, already spawned on the board.

c. Meta-game

Beyond the play-field, there is another level of play that Tribal Turmoil aims to reach. The
meta-game is the player strategies, actions or methods which transcend the prescribed
ruleset of the game.
Players may use external factors to affect the game. They may:
-

Lie and manipulate each other.


Bond with each other, form strong allegiances.
Irritate or Intimidate each other.
Apply all sorts of psychological approaches to sway each others actions in a wanted
direction, etc.

d. Strategy and Meta-strategy

Tribal Turmoil is heavily based on strategy.


While there are random elements, success in the game is mainly dependent on ones ability
to analyze patterns, plan ahead and make correct decisions.
The game board is symmetrical, along with all the elements in the game. This places
players at even footings at the beginning of a play session.
The game-play itself is increasingly complex and adroit players will further differentiate
themselves as the game goes into later stages.
There are limits to the complexity and depth of gameplay, however. The range of
possibilities on the play-field, while big, isnt infinite. Its arguable that there is an optimum
strategy that turn out dominant in some fashion, when were looking just at the playfield and
the board.

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Tribal Turmoil, however, includes another group of aspects that are hinted at in the previous
section.
The socio-political aspect of the game increases the gameplay depth immensely. Players
do have to juggle between managing their playfield strategies with their political schemes.
The importance of the two isnt easily weighted and between them, they allow the cunning
players to use a multitude of tools in their favor.

e. Politics

Politics is central to human behavior.


Politics is the practice and theory of influencing other people on a global, civic or individual
level Wiki
This behavior has likely been around before humans first began to verbally communicate,
and is highly engaging for most individuals. It is in fact something that each and every
person begins to practice even at an early age, so intrinsically connected with our life.
This seems to be the main reason why the play-testers seemed to enjoy the political aspect
of the game, and its the reason why people cant get enough of political talks and drama.
All the game elements are directed towards interaction between the players, and most of
them have strategic facets.
To ensure player start interacting as soon as possible, weve set the starting units to be
mandatory 3 hunter units.
Boars require 2 hunters, but more importantly deer require 4 hunters, which means that in
the first year cycle players can hunt deer or the mammoth only through cooperation. Even
at first play-through (tested) players were able to recognize the opportunities they are
provided with, through the combination of positioning, cooperation and effect cards. Since
its so natural for humans to put effort into controlling their surroundings, political metagame emerges naturally.

6.

Whats in the box?

Tribal Turmoil comes with a game board, a D6, 8 boar hexagons, 4 deer hexagons, 1
mammoth hexagons 15 blue hunters, 15 blue warriors, 15 red hunters, 15 red warriors, 15
yellow hunters, 15 yellow warriors, 15 green warriors, 15 green hunters, 100 food tokens, 1
Season turn slider, 46 Favour of the Gods cards and 58 Hunting Trick cards.

III.
1.

Art design
General direction

The artistic design of the game will be consistent with the theme of the game.
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It should be indicative of:


-

The time period of the game, namely the last ice-age 10 000 - 12 000 BCE.
The characteristic landscape and climate of the period.
The fauna, or more specifically, the prey that used to be available for stone-age (iceage) hunter-gatherers.

It should be semi-realistic. In other words, the elements of the game board should be drawn
in a semi-realistic manner, rather than cartoony or in any way unrealistic.

2.

Board design

The board design, will follow the general art direction of being semi-realistic.
On the board (playfield) there will be:
-

(conceptual representation below)

Background displaying the landscape. A mixture of green, brown, and white. It will
display the earths surface at the point of meltdown, so there will be leftover of snow,
as well as bare soil and grass. More characteristic elements, such as trees, shrubs
and others will be displayed as well to give it a more complete look.
In the four corners of the board, there must be an area that is surrounded by clearly
visible fence or border, and there must be a color indication for each player (P1
green, P2 yellow, P3 red and P4 blue). The overall design is shown below.
A hexagon grid, with dimensions 9 by 9, drawn with black line (1 mm thick). The grid
will be positioned centrally to the board, and the background landscape will be drawn
within the boundaries
Eight Boar tiles, with boar drawings (semi-realistic), with lowered opacity and a
capital letter B in the middle of the hexagonal tile. It is to clearly be different from the
boar prey chips, so they are easily differentiated.
Four Deer tiles, with deer drawings (semi-realistic), with lowered opacity and a
capital letter D in the middle of the hexagonal tile. It is to clearly be different from the
deer prey chips, so they are easily differentiated.
One Mammoth tile, with a mammoth drawing (semi-realistic), with lowered opacity
and a capital letter M in the middle of the hexagonal tile. It is to clearly be different
from the mammoth prey chips, so they are easily differentiated.
Four Shrine tiles, with a symbol drawn on it, with lowered opacity in the middle of a
hexagonal tile. It is to be clearly different from shrine chips, so they are easily
differentiated.
Each and every hexagonal tile will have four circles, indicating the positions that
player pawns can occupy. They are to be slightly darker than the background, so
they can be seen, but are not too intrusive.

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3.

Card design

The cards design is to be consistent with the overall art design, meaning semi-realistic and
clean. There are two types of effect cards in Tribal Turmoil Hunting Tricks and Favor of
the Gods cars.
They are to be easily differentiated from each other, both from the front and the back.
The front-sides of the two types of cards will differ color-wise, as well as contents.
-

The front-side of Favor of the Gods cards are going to be colored in the purple color
palette.
The front-side of Hunting Tricks cards are going to be colored in the brown (or siena)
color palette.

The back-sides of the two must also have different colors, which also differentiate from the
colours of the 4 players.
Favor of the Gods card have a back-side that is colored in a purple color palette.
Hunting Trucks cards have a back-side that is colored in a purple color palette.
There should also be a clear indication on the front of the type of the card, this is achieved
with colour (the same colour as on the back of the card).
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To make the cards more appealing they can have a small-sized icon for each different
effect.
Heres a design outline for the cards:

Front side of the cards

4.

Back side of the Hunting Tricks cards

Unit chips design

The unit chips are hexagonal chips, which the players can remove when they exhaust a
resource in the game prey and shrines.
They are to have a picture representing what is on the tile beneath them:
-

Boar hex chips for boars, deer for deer, etc.


Shrine hex chips for the four shrines on the sides of the playfield.

The drawings on the chips are the same as the ones on the board tiles corresponding to
them. The chips themselves dont have the circles indicating pawn positions, because
players cant move their pawns over prey or shrines, unless they are acquired, and the
chips removed.

5.

Other game objects

Turn
counter
The turn counter is a tool that helps the players keep track of the turn system in the game.
Since there are 15 turns in each hunting phase, it can be difficult to count them, and thus
irritating for the players.
The turn counter is very simple. It consists of a 5cm by 20cm board and a chip.
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The board is separated in (from bottom to top): Meltdown; Turn 1,2,3; Freezeover. The
chip is placed on the current phase/turn of the game by player 1 (P1), each time he begins
his turn.
This is a conceptual representation of the Turn counter:

Rule
sheet
In the game box, there will be a rule sheet that encompasses all the rules of the game.
It is to be well illustrated with diagrams and graphic examples of the game, which will allow
players to easily understand the rules of the game.

Game
box
The game box (cover) will be illustrated according to the general artistic direction, with
semi-realistic paintings describing the life of an ice-age hunter gatherer.
It is to be a box with dimensions 22x42x6 (cm) where the game board will be folded once
through the middle (from 40x40 to 20x40), so the square becomes a rectangle.
On the top panel (front) of the box, there will be an illustration. In the middle of it, the name
of the game will be written with big letters TRIBAL TURMOIL.
The age recommendation will be placed in the bottom-right corner.
On the bottom panel (back) there will be a description of the game, along with photos that
show whats in the box.

Materials
The elements of the board game will be manufactured from the following materials:
Game-board:
- Front side made of 0.3mm thick paper with a polymer coating against water.
- Back side made of 2.0mm chip-board, providing enough robustness.
Dice one, plastic, six-sided.
Hexagonal chip-tiles:
-

Prey and shrine hex-tiles will be made of chip-board with front side mate of polymer
paper with the respective markings of animals on them.

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Player unit figurines:


-

Warrior figurines made of plastic


Hunter figurines made of plastic

Food tokens:
-

Carton tokens for food, easily reproducible if lost.

Effect cards:
-

Effect cards have a body of carton or thick paper that provides robust structure.
Effect cards are also covered in a polymer layer to protect them from water.

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IV.

Detailed descriptions

The detailed descriptions section consists of the thorough information on features of


the game. It is intended to provide information with the highest level of detail, when
such sort of information is needed.
Each topic addressed in this section is previously addressed somewhere in this
document, which a lesser degree of detail for the sake of time-saving.
It is best to use this section to extend ones knowledge on certain topic they wish to
further investigate. This section is not structured in a way to facilitate easy readthrough. *Quotes are from other sections are presented in tilted (italic) text style, and
with green font color.

The Board in detail.


The playing field of the game is represented on the board by a grid of hexagons, called for
clarity - tiles. Its dimensions are 9 by 9 tiles. Each tile have 4 positions, which players
units can occupy.
Although the field appears to be somewhat rectangle-shaped, it is symmetric in every
direction. This means, that it takes equal amount of turns for each player to get to other
players (they are equally spaced from each other) as well as all the game objectives.

Shape
of the field
Players that are sitting opposite to each other, that is to say on two opposite corners of the
board (example: P1 and P3), are further apart from each other, than from other players.
This is a property of the square, where D = 1,41 x A, where A is the length of the side of
the square and D is the length of the diagonal.
This is apparent on the board as well. For example:
P1 and P2 are 9 hexagons away from each other (the side), as well as P1 and P4.
P1 and P3 are 13 hexagons away from each other (the diagonal), which is roughly equal to
9 x 1,41.
This affects the dynamics of the game, as it is slightly harder for players in opposite corners
to interact.
The Freeze-over season and the limitation presented by it, namely that players have to
bring back their hunters at their camps before the 15 th of an year cycle is over, reinforces
this separation.
Heres a map of the furthest tiles, which P1s hunters can reach and still be able to get back
to the safety of their shelter in time, before the Freeze-over kills them.
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Legend:
With bright red in the bottom left corner is highlighted the players (P1) camp space.
Green-colored tiles is where P1 can move somewhat freely and be able to get back on
time before the Freeze-over.
Pink-colored tiles is where the player can go, participate in a hunt, and then be able to get
back in time before the Freeze-over.
Light-red-colored tiles is where the player can reach, but will have to turn back around
right away, if he is to surrvive the Freeze-over with his hunters.

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Bright red tiles (on the top part of the board) are the only 2 locations where the players
return to his camp is dependent on the prey along the way to have been hunt down, so he
can pass through them as if they are normal tiles.
su

Movement
on the field
Players move from hex-tile to hex-tile (hexagonal tile).
The pawn position indicators are unrelated to movement. They are just an indicator of the
maximal amount of units one tile can contain.
Players are allowed to move their units however they decide to, with the exceptions of:
-

Players cannot move their units over resource tiles (prey and shrines), unless the
particular resource tile has been depleted, or in other words acquired.
Players cannot move their units beyond the boundaries of another players camp.
This is to say, they cant go into another players camp.

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Players cannot have their hunter and warrior units on the same tile. Hunters and
Warriors are always sitting on different tiles and may only share tiles on the player
their base tiles.
Players cannot place more than four units on a single tile. There are no exceptions!

Resources
on the board
The resources on the board are represented by prey and shrine tiles.
These resources are symmetrically placed on the board, so every player is equally
distanced from them. Every player has the same options.
In a table, below, is presented information regarding the resources, their value and
accessibility. It is important to note, that the values of distance are relative to the closest
player on the board.

Boar
Deer
Mammoth
Shrine

Distance
from the
player:
3 tiles
5 tiles
6 tiles
4 tiles

Produces:

Required
units:

2 food
6 food
16 food
1 FoG card

2 units
4 units
8 units
1 unit

Total
amount
available:
8
4
1
4

Gain ratios:
(effectiveness)
1:1 (100%)
1:1,5 (150%)
1:2 (200%)

Player
units
Player units are the means by which players influence what happens on the board
directly.
Players can move their respective units, each at a rate of 1 tile per turn. That is to
say every unit they commands can move once per turn, at a maximum distance
of one tile.
There are two unit types in Tribal Turmoil hunters and warriors.

Hunter units
Movement per turn 1 tile
Food required for winter 2 food
season
Food required to spawn unit 4 food

Warrior units
1 tile
2 food
4 food

Huntsmen
Hunters are one of the two types a units players can control. Here is a list of statements
that define the role of the hunter unit.
-

Only hunters can interact with the resources on the board.


Hunters can hunt prey awarding the player food.
One players hunters can co-operate with other players hunters.
Players can use Hunting Tricks cards only against hunter units, and not against
warrior units (in case a warrior disrupts a hunt)

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Huntsmen are defenseless against warrior units, unless the Favor of the Gods card
Divine Bloodlust is used, in which case other rules apply. These can be seen
here(page).

Warriors
Warriors are one of the two types a units players can control. Here is a list of statements
that define the role of the hunter unit.
-

Warriors can attack other players units and remove them from the board (kill them).
Warriors can disrupt hunts. This happens if a hunt is initiated, and the warrior unit is
adjacent to the prey tile where the hunt is carried out. In order to disrupt the hunt, a
warrior must kill a unit that is participating.
Warriors cannot hunt animals, nor place offerings at shrines.
Warriors can be sheltered in shrines. That is to say that they can survive the freezeover in shrines. This comes at the cost of doubling the food cost to sustain the
warrior units outside of camp space. In other words, instead of costing two food to
sustain, the will cost 4 food if its stationed at a shrine through the Freeze-over
phase.
Note that at max 2 warriors can reside in a shrine at a time. A unit that is outside a
shrine cannot attack the unit that is in there, as it is a holy ground and therefore not a
place where units may fight on. Which means it works on a first come first serve
basis. These 2 warriors must be from the same player.

Hunting
and Combat
Hunting and Combat are the two main aspects of the Hunting season phase. Players can
use their warriors and hunters in their respective manners. Here is explained exactly how
they work.

Hunting
Hunting

When one of the active players hunting units is next to an animal tile (A boar, deer or
mammoth tile), that unit can initiate a hunt. To do so, some conditions must be met:
Every unit that will participate in the hunt, under the active players control, should not have
moved in this turn their movement phase. If any unit did move this turn that is controlled by
the active player, then the hunt cant be initiated.
The active player needs to send the correct amount of hunters into the hunt: For a boar,
they need to send 2 huntsmen to hunt, for a deer 4 and for a mammoth 8.
Every unit that the active player will send in the hunt this way needs to be adjacent to the
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animal that is being hunted, and will be rendered unmovable for 1 turn.
A unit cannot move and initiate a hunt in the same turn, meaning that a unit can initiate the
hunt only if it has been on the adjacent (to the prey) tile in the previous turn.
In other words: if a unit moves next to an animal in turn 3, it can initiate the hunt in turn 4,
and will get a set amount of food in reward, at turn 5. Initiating a hunt renders the unit
unmovable for the turn.

The active player may also choose to work together with other tribes to reach the needed
amount of hunters to take down certain animals. If so, they may invite other players to
participate in the hunt. Other players may give their verbal consent, but are not obliged by it
and can act as they please.
For these units that are not under the players control the following rules apply:
- These units must be adjacent to what the active player wants to hunt. (In the same
way the players own units must be present on an adjacent tile before starting the hunt)
- The player controlling them must accept an invitation the hunt. If (s)he refuses to hunt
together, pawns of that player cannot hunt with the active players pawns.
All the pawns which are participating in the hunt may not move for the duration of the
hunt, regardless of their owner.
To indicate that they are participating, place these pawns on the edge between the hexagon
that they are standing on and the hexagon that the animal is on. The units that are placed
like this are still considered to be in their old positions. When the hunt ends they will be
moved on the (now empty) animal tile, after the prey chip has been removed from the
board.
The hunt is completed when:
-

The player that initiated on the previous turn, starts his next turn. In other words, if
the yellow player (P2) initiated a hunt in turn 4, the hunt is completed on the yellow
players turn in turn 5.

The hunt is not completed when:


- Certain cards that are played. These cards will specify that the hunt failed. When a
hunt fails, no player will gain a reward for this hunt and the animal flees. This means that
the hexagon with the animal on it still will be removed.
- If one of the hunters participating in the hunt is killed by another players warrior, the
hunt fails, the prey escapes and the players participating in the hunt do not get rewarded.

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Reward:
If a hunt is considered to be successful, the player that hunted will be awarded with X
amount of food tokens, where X is tied to the type of animal hunted: 2 for a boar, 6 for a
deer and 16 for the mammoth, as shown here.
If multiple players participated in a hunt, the amount of food will be divided over everyone
who participated in the hunt. With 2 players working together, the reward becomes 1 per
player for the boar, 3 per player for the deer and 8 per player for the mammoth.
If three players are cooperating in a hunt, the division of food is as follows: First, divide the
total food reward number through the amount of participants. Then, every player gets the
whole number in food tokens. The leftovers will be distributed afterwards via die-rolls.
During hunt, players that are participating can decide to play Hunting tricks cards. This is
further explained below, and looked at in-depth in the Detailed Descriptions section, here
(page).

Combat
Combat
Combat can only be initiated under the following conditions:
- The attacker must be a warrior OR a hunter under the influence of the Divine Bloodlust
(Favour of the Gods) card.
- The attacked unit must be on an adjacent OR on the same hexagon as the attacker.
- It is the turn AND combat phase of the attacker.
The damage of combat, and how it is calculated, is as follows:
Roll a die where is needed (see table below). Look up the situation and outcome below.

Warrior is attacked
Warrior attacks 1,2,3 or 4 means that the

Hunter is attacked

attacked warrior gets removed.


5 or 6 means that the attacking
warrior gets removed.
Hunter attacks (Under 1,2 or 3 means that the
the influence of Divine attacked warrior gets removed.

Bloodlust)

4,5, or 6 means that the


attacking hunter gets removed.

No die-roll is needed.
Remove the hunter from the
board.
1 or 2 means that the
attacked hunter is removed.
3,4,5, or 6 means that
nothing happens.

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Food
Division
If multiple players participated in a hunt, the amount of food will be divided over everyone
who participated in the hunt. With 2 players working together, the reward becomes 1 per
player for the boar, 3 per player for the deer and 8 per player for the mammoth.
If three players are cooperating in a hunt, the division of food is as follows: First, divide the
total food reward number through the amount of participants. Then, every player gets the
whole number in food tokens. The leftovers will be distributed afterwards via die-rolls.
If four players are cooperating, use the same method as described above.

Boar

Deer

Mammoth

Hunt alone 2 food


Hunt with 1 other 1 food per player
player

6 food
3 food per player

16 food
8 food per player

Hunt with 2 other At maximum 2


players players can hunt a

2 food per player

5 food per player,


plus 1 food as
leftovers (see dierolls)
4 food per player.

boar.

Hunt with 4 At maximum 2


players players can hunt a
boar.

1 food per player,


plus 2 food as
leftovers (see dierolls)

Die-rolls

When there are leftovers (which is the case when 4 players hunt a deer or 3 hunt a
mammoth), a die will be rolled to determine who gets the leftover food. All leftover food
goes to the winner of the die roll.
With 3 players, the die-roll distribution is as follows:

Player 1
Die roll is 1 or 2 Wins
Die roll is 3 or 4
Die roll is 5 or 6

Player 2

Player 3

Wins
Wins

Please do note that these player numbers are not related to the numbers on the actual
board, but rather used here to show that they are different players. Player 4 can also hunt
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together with 2 other players. Each player picks their set of numbers (which has to be
verbally agreed upon, if that does not happen the assignment of the numbers happen clockwise).
For 4 players, the die-roll distribution is as follows:

Player 1
Die roll is 1 Wins
Die roll is 2
Die roll is 3
Die roll is 4
Die roll is 5 or Die gets
6 re-rolled

Player 2

Player 3

Player 4

Wins
Wins
Die gets
re-rolled

Die gets
re-rolled

Wins
Die gets
re-rolled

Favour
of the Gods cards
Below, all the Favour of the Gods cards are described in detail, which is to say their effect
and the amount of that particular card included. These cards often contain effects that will
help the player who casts the card, but can also sometimes be used to harm others.
When a card says target, the player who plays that card may pick the target as long as it is
a valid target. If there are no valid targets, the card will directly go to the discard pile if it was
played. A valid target is every target of the type described on the card.
Please do note that a player may at maximum have 3 Favour of the Gods cards in their
hand. If they have more, they have to discard cards (move cards to the favour of the gods
discard pile) until the number of cards that player has is 3.

Divine Strength
For the rest of this year, when you start a hunt, you can do so with 1 player less than is
originally needed.
Number of this card included: 2

Divine Luck
For the rest of this year, if you hunt, you have a 50% chance of gaining 2 food extra from a
hunt (roll a D6 after a successful hunt, if the number is lower than 4, add 2 food extra to the
food you earn from this hunt).
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Number of this card included: 2

Divine Wisdom
For the rest of this year, if a unit you control dies, draw 1 Divine Wisdom card. Do this only if
this effect did not happen before. If it did, move this card to the Favour of the Gods discard
pile instead.
Number of this card included: 2

Divine Protection
For the rest of this year, if a unit would die, roll a D6. If you roll a 1 or a 2, that unit doesnt
die instead. This card has no effect during freezeover.
Number of this card included: 2

Divine Bloodlust
For the rest of the year, hunter units can fight as if they were warrior units. However, when
these hunters attack other hunters, roll a D6. If you roll 1 or 2, the attacked hunter dies. If
you roll a 3, 4, 5 or 6, nothing happens. When fighting a warrior, if you roll a 1, 2 or a 3, the
attacked warrior dies. If you roll a 4, 5 or 6, the hunter dies instead.
Number of this card included: 2

Gods Gif
Gain 1 hunter unit or 1 warrior unit. This card may only be played when you have 2 open
spaces on your camp tile.
Mercy of the gods: If you control less than 3 units, Gain 2 hunters or 2 warriors instead.
Number of this card included: 4

Holy Gif
Gain 6 food.
Mercy of the gods: If you control less than 3 units, gain 8 food instead.
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Number of this card included: 8

Wrath of the Gods


Destroy a unit of 1 tribe with at least 4 tribe members in it.
Number of this card included: 4

Magic Quicksand
Freeze all units on target hexagon. (They may not move until the player who played this
card takes their turn again).
Number of this card included: 4

Holy Thef
Steal 2 food from a player with more than 6 food.
Mercy of the gods: If you control less than 3 units, steal 4 food instead from a player with
more than 6 food.
Number of this card included: 4

Gif of Nature
Put all hunted animals back on the board.
Number of this card included: 4

Swif Feet-Boost
Target Unit may move 3 spaces this turn.
Number of this card included: 4
Please note that if this card targets a unit that has been under the influences of a card that
limits the movement of a unit (such as Magic Quicksand), this card will take priority over it,
meaning that the unit may now move.

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Swif Team-Boost
Units on target hexagon may move 2 spaces this turn, instead of 1.
Number of this card included: 4
Please note that if this card targets a unit that has been under the influences of a card that
limits the movement of a unit (such as Magic Quicksand), this card will take priority over it,
meaning that the unit may now move.

Hunting
Trick Cards
These are cards that one can use to manipulate a hunt. It can make it more favourable for
you or/and you can obstruct the player(s) you are working together with.
They may only target (affect) hunts in which you have at least 1 hunter participating in and
thus may only be played when you hunt.
Note that there are 2 zones in which a player can own the card. Their inventory and the
cards set aside. During the meltdown phase, players get to choose up to 3 cards to set
aside to use during the main (hunting) phase. Only these cards may be played by players
during the hunting phase. Cards that are set aside that remain at the end of the year and
that have not been played move to the discard pile.
To set aside a card, remove it from your inventory/hand and place it face down on the table.
Only the player who put the card face down may check the card to read what it does, the
other players may not check this. It is forbidden to show a card you have set aside to your
opponents.
In the hand or inventory, a player may have at maximum 6 different Hunting Trick cards. If
a player has more, he must discard cards (move Hunting Trick cards from his
inventory/hand to the Hunting Trick discard pile) until that player has 6 cards in their hand.
Below here is a list of all the cards that exist of this kind:

Quick feet
This hunt ends successfully immediately!
Number of this card included: 8

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Backstab
Kill target unit from another player involved in this hunt. Remove it from the board. The hunt
fails for all players involved.
Number of this card included: 4

Yoink!
At the end of the hunt, you will gain the amount of food another player earns and the
amount of food your earned yourself. They will not gain any food from this hunt.
Number of this card included: 4

Silent Betrayal
Select another player who is hunting together with you. Kill 1 of his units that is in a hunt
with you at the end of the hunt (The hunt will not fail because of this).
Number of this card included: 4

Watchful eye
You may only play this card when some player you are hunting with also played a Hunting
Trick.
The hunting trick that was played by that player does not resolve (The effect that that card
describes, will not take effect. The card is moved to the Hunting Trick discard pile instead).
Number of this card included: 6

Holy Protection
You may only play this card when some player you are hunting with also played a Hunting
Trick.
The hunting trick that was played by that player does not resolve (The effect that that card
describes, will not take effect. The card is moved to the Hunting Trick discard pile instead).
That player of whom the card didnt resolve, removes one of their units that was in this hunt.
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Number of this card included: 2

Preparations
Target hunt you are participating in gains you 2 extra food if it ends successfully.
Number of this card included: 8

Shared Blessing
All players in target hunt gain 2 more food if this hunt ends successfully.
Number of this card included: 8

Stray Arrow
Roll a D6. If the result is a 1, 2 or 3, remove target unit from a hunt you are participating in
from the board. Nothing happens if the result is a 4, 5 or 6.
Number of this card included: 6

Rivalry
If this hunt succeeds, roll a D6. If the number that comes up is higher than 3, all the food
that is earned by other players this particular hunt is given to you instead. If it is a 1,2 or 3,
everyone gets their food as normal.
Number of this card included: 8
Here is a table that lists all the cards and how common they are:
(number of cards A/total number of cards in the pile)
Hunting tricks cards

Quick Feet
Backstab
Yoink!
Silent Betrayal

Number and
% of all the
HT cards
8 (14%)
4 (7%)
4 (7%)
4 (7%)

Favor of the Gods cards

Divine Strenght
Divine Luck
Divine Wisdom
Divine Protection

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Number and
% of all FoG
cards
2 (5%)
2 (5%)
2 (5%)
2 (5%)
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Watchful eye
Holy Protection
Perparations
Shared Blessing
Stray Arrow
Rivalry

4 (7%)
2 (4%)
8 (14%)
8 (14%)
6 (11%)
8 (14%)

Total amount:

56 cards

V.

Divine Bloodlust
Gods Gift
Holy Gift
Wrath of the Gods
Magic Quicksand
Holy Theft
Gift of Nature
Swift-feet boost
Total amount:

2 (5%)
8 (19%)
4 (10%)
4 (10%)
4 (10%)
4 (10%)
4 (10%)
4 (10%)
42 cards

Target audience and Market position

For 12 year olds, the average time someone from this age range can focus lies around 36
to 60 minutes. Our game takes place in about 60 minutes or less, making it a good fit. [1]
Please note that this is not the maximum amount of time a 12 year old can play. The
players can choose to refocus their attention. This renewing is of attention is why children
can watch long movies, as long as the movie (or in this case activity) interests them. [8]
Our game focusses on somewhat long gameplay (a playtime of around 60 minutes). The
game Settlers of Catan has a play-time of about 75 minutes with an age range of 10 and
up. This game also features strategic components, similar to Tribal Turmoil.
Furthermore, this game uses tactical insight, planning, strategy and lying. Due to these
traits of our game, we believe that the game is best suited for the age range of 11 and up.
This is because the capability to solve problems by thinking about it will develop in children
around this age.[2] This is also called inferential reasoning, which is the ability to think about
things that are not experienced by that person and draw conclusions from this thinking. In
children, this development stage is also referred to as the formal operational stage.
Knowing the difference between what someone is saying and what that person actually
means is a skill gained by children around the age of 7 to 12, so we can trust that our
players will fully understand that lying could give them a tactical advantage. This is
described as Self-reflective/second-person and reciprocal perspective-taking. This means
that the child is aware of the fact that there is a difference between someones
appearance/the emotions they show and their inner self. This is also the age in which it
becomes possible for children to try and take the viewpoint of someone else, thus allowing
them to try and predict the outcome of a situation that someone else would like. [3]

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In this age-group of children age 7 to 12 is also the period in which strategic thinking
develops, as partially described above with the switching of view-points. Children in this age
range (and especially the older ones) were able to identify focal points in games that they
played in a study, suggesting that they could take into account what the other player would
do and how this would benefit them both. These choices are the most consistent in elder
players, suggesting that they had a strategy for the situations with which they were
presented with. Also worth mentioning is that the highest risk strategy (maximaxi) that came
with the highest reward, was picked less than the focal point. [4]
The ability to properly work together also does not form until children are around 10 or 11
years of age. This is also the time in which they can deal with being defeated properly.[5][7]
Since our game has a great emphasis on competition (although our game has cooperation
components, but they are only the means to an end), our game would be more suited to be
marketed towards boys. To paraphrase an article: Boys are much more prone to compete
than girls and this gap between the sexes arises around the age of 3 to 4. This gap remains
persistent throughout child and adulthood. [6]
Tribal Turmoil also requires that the players do some simple maths. The skills needed to do
these operations will be learned at the beginning of their adolescent stage, as they master
ordering and sequencing events. [7]
What can be concluded from the following researches is that our game would be best
suited for males age 12 and up. This is due to the fact that we know that by this age,
children should possess the proper skills that are described above.

VI.

References and Sources

[1]: Attention Deficit Disorder (Short Attention Span), Fort Carson MEDDAC (2000)
http://evans.amedd.army.mil/peds/pdf/add.pdf
[2]: McLeod, S. A. (2010). Formal Operational Stage. Retrieved from http://www.simplypsychology.org/formaloperational.html
[3]: Deception: Perspectives on human and Nonhuman Deceit (1986), published by the State University of
New York
https://books.google.nl/books?hl=nl&lr=&id=eHV_8YC_NL0C&oi=fnd&pg=PA271&dq=children+lying&ots=
77uYNg7HfO&sig=0bywefLoQaHyz51tPohs1PZBgZM#v=onepage&q=children%20lying&f=false
Chapter 16, figure 16-1: Selmans Levels of Social Perspective-taking.
[4]: Theory of Mind in the Social Sciences: An Experiment On Strategic Thinking in Children (2012)
http://www.academia.edu/3536591/Theory_of_Mind_in_the_Social_Sciences_An_Experiment_On_Strategic_
Thinking_in_Children Chapter 6.
[5]: Children & Competition, North California State University (1993)

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https://elo.nhtv.nl/CMS/_STUDYROUTE_FOLDERS/19/01.%20IGAD%20-%20Year%201/20142015/9422/2014-2015%20-%20FGA1.LU2-03%20Ludology%202/59296F2B-AC27-44BA-98739D65896D4E22/9313d5e3/LU2%20-%20Children%20and%20Competition.pdf
[6]: Gender differences in competition emerge early in life, University of Innsbruck (2010-2014, working
papers)
http://www.econstor.eu/bitstream/10419/73530/1/744077281.pdf Chapter 6.
[7]: Childhood Years ages six through twelve, published by NC state university (2004)
http://www.ces.ncsu.edu/depts/fcs/pdfs/fcs465.pdf
[8]: Dianne Dukette; David Cornish (2009). The Essential 20: Twenty Components of an Excellent Health Care
Team. RoseDog Books. pp. 7273. ISBN 1-4349-9555-0.
[9]: History: The ultimate visual guide to events that shaped the history, year by year. Dorling Kindersley
Limited (2011); Human Origins Dr. Fiona Coward, Dr. Jane McIntosh. ISBN 987-1-4953-6712-7
[10] Gra

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