GDES 3B70 Game Design: Conceptual and Visual Approaches Converting - - PowerPoint PPT Presentation

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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


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SLIDE 1

GDES 3B70

Game Design: Conceptual and Visual Approaches Converting Digital to Physical: Board Game Proposal Group Members: Damien Ko Romain Tesson Justin Wong

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SLIDE 2

Breaking It Down

ASSASSIN’S CREED

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SLIDE 3

Breaking It Down

ASSASSIN’S CREED Types of Analog Games:

  • Abstract Strategy Games
  • ie. Chess, Reversi
  • German Styled Games
  • ie. Settlers of Catan, Puerto Rico
  • Roll & Move Games
  • ie. Monopoly, Game of Life
  • Party Games
  • ie. Game of Things, Taboo
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SLIDE 4

Breaking It Down

ASSASSIN’S CREED Types of Analog Games:

  • Abstract Strategy Games
  • ie. Chess, Reversi
  • German Styled Strategy Games
  • ie. Settlers of Catan, Puerto Rico
  • Roll & Move Games
  • ie. Monopoly, Game of Life
  • Party Games
  • ie. Game of Things, Taboo

Abstract German Styled Roll & Move

Players must compete to become the most infamous assassin in town through the assassination of their targets.

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SLIDE 5

Breaking It Down

ASSASSIN’S CREED Types of Analog Games:

  • Abstract Strategy Games
  • ie. Chess, Reversi
  • German Styled Strategy Games
  • ie. Settlers of Catan, Puerto Rico
  • Roll & Move Games
  • ie. Monopoly, Game of Life
  • Party Games
  • ie. Game of Things, Taboo

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

  • Missions/Objectives
  • ie. assassinations
  • Narrative & Setting
  • ie. Assassin’s Creed universe
  • “Checkpoints”
  • “Memory Logs”
  • Gameplay twists/elements
  • ie. stealth, ambushes, retreating
  • Multiplayer

(AC Brotherhood)

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SLIDE 6

Process

ASSASSIN’S CREED

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SLIDE 7

Process

ASSASSIN’S CREED

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SLIDE 8

Process

ASSASSIN’S CREED

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SLIDE 9
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SLIDE 10
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SLIDE 11

Deliverables

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics
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SLIDE 12

Elements Needed:

  • Content

Introduction

  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics
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SLIDE 13

Purpose

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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.

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SLIDE 14

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

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SLIDE 15

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

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SLIDE 16

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

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SLIDE 17

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

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SLIDE 18

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

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SLIDE 19

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

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SLIDE 20

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

slide-21
SLIDE 21

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

slide-22
SLIDE 22

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

slide-23
SLIDE 23

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints.

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

slide-24
SLIDE 24

Game Components

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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

A฀map฀where฀the฀game฀is฀played.฀

4฀distinctive฀fjgurines฀to฀identify฀different฀players

Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ his “Target Points”

Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ placed on map

Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it.

Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint.

Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ points and “Target Points.”

A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ players to show how many “Experience” points the assassin has.

Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀

3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀

  • ne fight in a region

3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ anywhere ฀

6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ steps. ฀

4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ Log”.

Dice฀to฀determine฀assassination฀outcomes.฀

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SLIDE 25

Set-Up

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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.

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SLIDE 26

Turn Overview

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

1. ONE “Target” card and ONE “Checkpoint” card is flipped. This “Target” card is placed on the number that the “Checkpoint” card specifies. 2.฀ Players฀write฀down฀their฀travelling฀route฀up฀on฀their฀“Memory฀Log”฀in฀secrecy. 3.฀ The฀players฀then฀may฀move฀their฀Assassin฀marker฀up฀to฀3฀connected฀spots฀on฀ the map. If passing an active “chest” marker, they may choose to stop their ฀ route฀there,฀or฀continue฀past฀it฀without฀seizing฀its฀reward.฀ 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.

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SLIDE 27

Game Mechanics

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

Assassin Battle (single)

1.฀ Depending฀on฀each฀assassin’s฀current฀ “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 2.฀ Whoever฀has฀the฀higher฀accumulated฀number฀ 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.฀ Depending฀on฀each฀assassin’s฀current฀ “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 3.฀ Whoever฀has฀the฀higher฀accumulated฀number฀฀ 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.฀ The฀losing฀assassin฀will฀go฀back฀3฀steps฀on฀his/ her “Memory Log”, while the winner remains on the spot.

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SLIDE 28

Game Mechanics

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

Assassin Battle (single)

1.฀ Depending฀on฀each฀assassin’s฀current฀ “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 2.฀ Whoever฀has฀the฀higher฀accumulated฀number฀ 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.฀ Depending฀on฀each฀assassin’s฀current฀ “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 3.฀ Whoever฀has฀the฀higher฀accumulated฀number฀฀ 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.฀ The฀losing฀assassin฀will฀go฀back฀3฀steps฀on฀his/ her “Memory Log”, while the winner remains on the spot.

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SLIDE 29

Game Mechanics

ASSASSIN’S CREED Elements Needed:

  • Content
  • Purpose
  • Game Components
  • Game Rules
  • Game Mechanics

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.฀ Depending฀on฀each฀assassin’s฀current฀ “Experience” points as added up on their “Memory Log”, they will take turns rolling the number of die as their “Experience” points. 3.฀ If฀the฀assassination฀attempt฀fails: 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.