Board game progress report (Serious Games) – 20131020

Today my group in Serious Games has a short session where we begin making a more concrete version of the ideas that we had for our game there.

After some brainstorming and discussion, we initially had a plan where we had a board that contained regions, and certain diseases cards and actions cards only had an effect on certain areas, other where omnipresent ones. This concept was scratched however, since we noticed while play-testing it that it would be to much to keep track of. So now the player is instead working entirely omnipresent.

The rules of the game was made more concrete. As before the player has a deck with diseases  that could hit the area and a deck with the tools that he has available to stop them. Now however, a player begins their round by looking at the top five cards of the disease decks, then shuffles those cards and put them back on the top of the disease deck. Then the player looks at the tools he has available and plays the card he thinks will stop most of the diseases.

We still have a point system present in our game, where the player starts with a certain amount of points. Each disease that strikes the town decreases that score. The tool cards may cost points to play as well, but they make it so that the points from diseases that “hurts” the player is reduced as well. For example, a certain disease cards may decrease 40 points from the player’s score. But using a specific tool available, that amount is reduced by 15; meaning that the disease now only removes 25 points from the player’s pool. Even though it may have cost the player 4 points to play the card, it still makes it worth it as the total points being reduced is being decreased compare to no tool at all.

At this point, we need to work so that all numbers in our games becomes more balanced, but we have
 a base to keep building our game from.