The Sea Chase

"The Sea Chase"


Treasures have been discovered across the islands of an archipelago. Pirates are now on their way to retrieve all of these goods. Though, the Navy doesn’t approve of this and they want to stop the pirates before it’s too late. With this, the Sea Chase begin.



Course: GAMDES1
Type: Final Project
Term: Third Term, AY. 2014-2015
Genre: Table-Top Game/ Board Game
Team (The Senses):
     - Paul Anton Rae Aguilar: Game Designer
     - Natasha Ivanka Ting: Artist
     - Bianca Therese Tan: Artist

Actual Contributions:
     • Game Design
     • Balancing

In this project, we were tasked to apply every knowledge that we learned in Game Design 1 so far. We've tackled MDA, Emmergence, the mechanics of Chance and Skill, and Game Loop so far. Applying concept from those topics allowed us to be able to come up with our board game.


Board Game

  1. The navy decides where the treasures are located. Note: Treasures can only be placed beside beaches (excluding the starting points of the Pirate and Navy)
  2. Before the game starts, the Pirate must hold the Skill cards and the Navy must have the Trap Cards.
  3. Once everything is set, the Pirate should roll the dice and determine the number of moves that can be done across the paths. The Navy should follow after the roll. (Alternate)     
  4. The Pirate should get all the treasures while the Navy should capture the Pirate.
  5. If the Navy captures the Pirate, all the unreturned treasures should be transported to the Starting Point of the Navy and the Pirate should be transported back to the Pirate Cove (Starting Point).
  6. The Pirate should retrieve the treasures from the Navy’s starting point if ever they were confiscated.



Game Objectives

  1. Pirates – Collect all the treasures and return them back to the Pirate Cove.
  2. Navy – Capture the pirates and prevent them from getting more treasures.

Game Contents

Paths:


Rocky Path – Traps can’t be placed here.
Secret Path – Can only be accessed by the Pirate.

Windy Path – Automatically moves towards the given direction.







Skill Cards: (Can only be used by the Pirate. (Discard after use; Can be restored upon return to the Pirate Cove))


 

     Trap Cards – Can only be used by the Navy. Each trap can be placed to the Navy’s current position. It must be placed backwards. (Discard after use; Can be restored upon return to the Starting Point)



Whirlpool – The Navy picks one card from the Pirate’s hand and discard it.









Lighthouse – The Navy gets another roll of the dice.








Kraken – Stops the Pirate’s movement.
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