GDES 3B70
Game Design: Conceptual and Visual Approaches Converting Digital to Physical: Board Game Proposal Group Members: Damien Ko Romain Tesson Justin Wong
GDES 3B70 Game Design: Conceptual and Visual Approaches Converting - - PowerPoint PPT Presentation
GDES 3B70 Game Design: Conceptual and Visual Approaches Converting Digital to Physical: Board Game Proposal Group Members: Damien Ko Romain Tesson Justin Wong Breaking It Down ASSASSINS CREED Breaking It Down ASSASSINS CREED Types
Game Design: Conceptual and Visual Approaches Converting Digital to Physical: Board Game Proposal Group Members: Damien Ko Romain Tesson Justin Wong
ASSASSIN’S CREED
ASSASSIN’S CREED Types of Analog Games:
ASSASSIN’S CREED Types of Analog Games:
Abstract German Styled Roll & Move
Players must compete to become the most infamous assassin in town through the assassination of their targets.
ASSASSIN’S CREED Types of Analog Games:
Abstract German Styled Roll & Move
Players must compete to become the most infamous assassin in town through the assassination of their targets.
Scavenging Gameplay elements
(AC Brotherhood)
ASSASSIN’S CREED
ASSASSIN’S CREED
ASSASSIN’S CREED
ASSASSIN’S CREED Elements Needed:
Elements Needed:
Introduction
ASSASSIN’S CREED Elements Needed:
Game Goal
Players must compete to become the most infamous assassin in town through the assassination of their targets. The first assassin to gain 100 “Target Points” and make it back to the headquarters, wins.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
1 Map board 4 Assassin markers 40 “Target” cards 100 “Checkpoint” cards 40 “City Patrol” cards 40 “Marker” pieces 4 “Memory Logs” 4 Experience Meters 16 “Chest” markers 16 “Chest” cards 5 rolling die
Amapwherethegameisplayed.
4distinctivefjgurinestoidentifydifferentplayers
Cardsthatidentifythetargetname,his“ExperiencePoints”and his “Target Points”
Cardslabeledfrom1to100thatsignifywhereamarkerwillbe placed on map
Obstaclemarkersthathavethesameamountof“Experience Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.
PlasticpiecestopropupcardsatadesignatedCheckpoint.
Padsofpapertohide/recordmovementhistory,“Experience” points and “Target Points.”
Abarwithatrianglemarkerthatisopenlyvisibletoother players to show how many “Experience” points the assassin has.
Coloredmarkerstoshowplacementofcheckpoints.
3zoned“Mercenary”cards/+2“Experience”pointsfor
3“Mercenary”cards/+1“Experience”pointsforonefjght anywhere
6“BlownCoverorDetour”cards/Tracemovesback3 steps.
4“Ambush”cards/-20“Target”pointsfrom“Memory Log”.
Dicetodetermineassassinationoutcomes.
ASSASSIN’S CREED Elements Needed:
Each player starts off with: ONE Assassin marker ONE “Memory Log” ONE “Experience” point pre-marked on their Log. The board starts off with: ONE “Target” card for each player active (paired with ONE “Checkpoint” card) This target card is placed on the number that the “Checkpoint” card specifies.
ASSASSIN’S CREED Elements Needed:
1. ONE “Target” card and ONE “Checkpoint” card is flipped. This “Target” card is placed on the number that the “Checkpoint” card specifies. 2. Playerswritedowntheirtravellingrouteupontheir“MemoryLog”insecrecy. 3. TheplayersthenmaymovetheirAssassinmarkerupto3connectedspotson the map. If passing an active “chest” marker, they may choose to stop their routethere,orcontinuepastitwithoutseizingitsreward. 4. If encountering another player(s) on the same Checkpoint, the assassins engage in an “Assassin Battle” –see Assassin Battle or Assassin Battle Royale 5. If encountering a target on the same Checkpoint, the assassin engages in an “Assassination” –see Assassination 6. If there are no encounters from any player in the round, a “chest piece” is put in an active state on the side of the board, and a “Checkpoint” card is flipped to decide where a “chest” marker is placed.
ASSASSIN’S CREED Elements Needed:
Assassin Battle (single)
1. Dependingoneachassassin’scurrent “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 2. Whoeverhasthehigheraccumulatednumber will win the battle by taking 10 “Target Points” from the loser’s “Memory Log” while adding it to his own.
Assassin Battle Royale (multiplayer)
1. Before the dice are rolled, each assassin must decide if they wish to team up with another. (There cannot be a truce between all members of the Battle Royale to avoid a fight) 2. Dependingoneachassassin’scurrent “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 3. Whoeverhasthehigheraccumulatednumber will win the Battle Royale by taking 10 “Target Points” from each of the losers “Memory Log” while adding it to his own. If there is a team whose combined points lose against a solo assassin, they will lose double the “Target Points”. If there are two teams, the “Target Point” loss is the unaffected. 4. Thelosingassassinwillgoback3stepsonhis/ her “Memory Log”, while the winner remains on the spot.
ASSASSIN’S CREED Elements Needed:
Assassin Battle (single)
1. Dependingoneachassassin’scurrent “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 2. Whoeverhasthehigheraccumulatednumber will win the battle by taking 10 “Target Points” from the loser’s “Memory Log” while adding it to his own.
Assassin Battle Royale (multiplayer)
1. Before the dice are rolled, each assassin must decide if they wish to team up with another. (There cannot be a truce between all members of the Battle Royale to avoid a fight) 2. Dependingoneachassassin’scurrent “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 3. Whoeverhasthehigheraccumulatednumber will win the Battle Royale by taking 10 “Target Points” from each of the losers “Memory Log” while adding it to his own. If there is a team whose combined points lose against a solo assassin, they will lose double the “Target Points”. If there are two teams, the “Target Point” loss is the unaffected. 4. Thelosingassassinwillgoback3stepsonhis/ her “Memory Log”, while the winner remains on the spot.
ASSASSIN’S CREED Elements Needed:
Assassination
1. The target will always roll first. The quantity of die rolled by target is dependent on the “Experience Point” value listed on its card. 2. Dependingoneachassassin’scurrent “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 3. Iftheassassinationattemptfails: a. The player will have to move back to their previous point on the “Memory Log”. If the assassination attempt succeeds: b. The assassin marker will stay on the “Checkpoint” until next turn. The player will then add ONE “Experience Point” to his “Memory Log” while keeping the target card. 4. As soon as the assassin moves away, a “City Patrol” marker will occupy the “Checkpoint” the target was previously on.
Leonardo’s Flying Machine
Upon arrival of one of the “Flying Machine” towers, the assassin may move to any of the 5 other “Flying Machine” towers. This is counted as ONE step.
Momentum
Players have a one-time usage of their obtained “Target” cards to give an extra quantity of steps for the turn. The quantity is based on the amount of “Experience” points that target has written on the card.