Monday 14 November 2011

Project 1: Design a Board Game

The Rules
I literally cannot believe I forgot to post these up! I wrote them ages ago and never uploaded them to my blog! For our game we decided that we wanted a main manual and then, in addition, "cheat sheets" for the players to have in case they get stuck while playing. This way they don't need to trawl through the manual to know what to do, they will have the cheat sheet in front of them. 

This is all well and good but we obviously couldn’t have really in-depth rules and aims on the cheat sheet as it needed to be simple and precise. I had already written these rules so Robin took them and edited them to make a set of rules for the cheat sheet (which will be on her blog) and I kept my rules for the manual. Here are the rules that I wrote.

The Rules

      Number of Players & the Age Guide:
2 – 4 players
7+

The Aim of Totems ‘n’ Towers:
The Cowboys have taken the Indians Chief hostage and the Indians have captured the cowboys Sheriff! The aim of Totems ‘n’ Towers is to build your defence tower and rescue your hostage. Cowboys travel around the board collecting pieces to build a guard tower. Indians travel around the board collecting pieces to build a totem pole.

Preparing your Board:
In the box you should find:
- 1 Board
- 4 Player pieces (2 Indians, 2 Cowboys)
- 8 Totem pole pieces
- 8 Guard tower pieces
- 4 Turn tables
- 2 dice
- 1 Pack of Indian chance cards
- 1  Pack of Cowboy chance cards
- 1 Pack of reward cards

The board is large and needs to be in a stable area such as a table or clear floor space. Turn tables are clearly marked and need to be inserted into the board in their specific areas. Chance and reward cards are to be kept at the side of the board within reach of the players. When players pass areas on the board which requires them to collect a guard tower/totem pole piece they can simply pick these straight out of the box and place on the specific area on the board.

The Rules
At the beginning of the game players can chose, at random, 1 reward card to have at the start. Players then roll 2 dice; highest number goes first, following clockwise after that.

The aim: The aim is to make your way around the board using 2 dice, avoiding enemy squares and traps all in order to collect your totem pole and guard tower pieces. Routes are marked by arrows on the board and players must follow them.

Enemy Squares & Trap Triangles: If a player lands on an enemy square or a trap triangle they must miss their next turn.

Chance Cards: If you land on a chance square (these are squares labelled with a ‘C’) then you are required to pick up a chance card associated with your character (Indian or Cowboy). These will be a randomised mixture of positive and negative actions. Shuffle all card packs at beginning of game.

Reward Cards: If you land on a reward square (squares labelled with an ‘R’) you are required to pick up a reward card. Reward cards give you control over the turn tables. Depending on what your card says you can use it to:
- Move turn tables with other players on
- Freeze a turn table someone that someone else is trying to move you on

Players can only hold up to 2 reward cards at a time and can only pick up new cards when they land on an “R” square. If you already have 2 reward cards and you land on an “R” square, you can pick up another reward card and choose which 2 you want to keep.

Players must decide if they want to play a reward card at the start of their turn. If the player decides they want to use the card to move a turn table they must do so at the start of their go and then they are only allowed to roll 1 of the 2 dice to move forwards on the board.

If someone is trying to move a turn table you are on you can stop it if you have a reward card that “freezes” turn tables. This is an instant action that players can use regardless of whether it is their turn or not. Players can only hold 1 “freeze” card at a time.

Turn Tables: Turn tables are the circular moveable pieces on the board. There are 4 in total. They all have separate spaces on them for the players to move on. Players can sometimes choose between moving over a turn table (at the risk of being moved by another player) or go down another route marked on the board.

Totem Poles & Guard Towers: Totem poles and guard towers are separated into 4 collectable pieces per player. The board clearly signifies when a player is to collect their piece of pole or tower. There are also specific areas in which the player must place their tower or pole. These are also clearly marked.

Shortcuts: The board is marked with arrows to guide the players. However, sometimes there are shortcuts which players can choose to use. These are marked with more enemy squares but have fewer squares in general so there is a chance you will bypass all of them and get to your desired goal faster.

    How to Win the Game:
Once players have built/collected all 4 pieces of tower/pole they are required to follow the path into the centre of the board where the captives are being held. Once the player has reached this area it signifies they have saved their hostage. Now all the player has to do is make their way back to the start to win the game.
 
       Strategy Tips/Helpful Reminders:
- Use as many turn table cards as you can to move other players around. This might give you more time and more of an advantage.
- Always consider what number you have rolled with the 2 dice, you might be able to pass through the short cuts without being hit by an enemy.
- Always remember that you can hold 2 reward cards at any time but only 1 freeze card.
- You can “freeze” the turn table you are on instantly, if you have the right card, when another player is trying to move you. It doesn’t even have to be your turn!
- Remember to keep an eye on other players, if 1 player is further ahead, work on moving his or her turn tables so that you can catch up or over take.

Special Rules:
-If another player uses a “move turn table” card on their turn and it affects you, you can use a “freeze” card (as long as you have one). This will counteract the movement and you won’t be moved at all. This is an instant action.
- If on your turn, you decide to move another player on a turn table by using your reward card you are free to do so but you must do this at the start of your go before you roll the dice. If you do decide to use a reward card and move a turn table you are then only allowed to roll 1 dice to move forward

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