Tuesday, November 6, 2012

Captain's Blog. Stardate. 11/5/2012

Captain's Blog. Stardate. 11/5/2012




Near final artwork.  Thank you Danger!




Captain's Blog. Stardate. 11/4/2012

Captain's Blog. Stardate. 11/4/2012


Terrorarium Rules v8


Goal
Have at least 5 tourists who survive by the end of the week (21 rounds)

Losing the Game
Players lose the game if all of their avatars are off the board recuperating from a fight with a monster or all the tourists have been eaten.

Common Terms
A group of tourists: 3 or more tourists
1 round: when all player and monster actions have occurred.  See “Round Order” for more details.
1 day: when 3 rounds have passed
1 week: when 7 days have passed.

Game Bits
-event cards
-monster cards
-player cards and attributes
-the dice and what they are used for
   
Set Up
-each player chooses a character sheet
-players then take the corresponding avatar
-roll the d20 to see where to place the avatar
- place 3 tourists in the outer edges of the

Round Order
-if player has been knocked unconscious and now can come back onto the board, roll a d20 to see where their avatar is placed
-if monsters are already on the board, roll a d6 to see where they move and then move them accordingly
-draw an event card and play it immediately. last for whole round then discarded.
- roll a d4 to see how many monsters escape this round. A d20 is used to
-trading phase
- players move
- action phase: players either fight monsters, taunt monsters, or lead tourists.
-monster eating phase
-escaped monsters stay on the board if they have not been captured

Movement

Monster Mvmt
-monsters, if on the board, move at the beginning of every round
-they only move 1 space per round
- roll the d6, monsters move via the corresponding path on the die

- if the space they are on does not have the rune that the player has rolled, the monster does not move

Player movement
-is dictated via a speed stat on card
-not limited in where they can move. Players can move to any space as long as they are connected by a pathway
- players do not have to move the full amount their stat says
-players can pass through spaces with monsters in them without fighting them
-if a player ends their movement on the same space as a monster, they must engage the monster in combat

Engaging a Monster
-to subdue a monster and send it back to its cage, players must engage them in combat
- the player must have a higher total strength than the monster.  In the event of a tie, nothing happens and both player and monster remain on the space
-to determine whether they win players roll a die. Add the die roll to their stats and equipment cards (if applicable)
- roll a die also for the monster and add it to his strength.
-if the player's total is higher than the monster's total, they win
-to determine what the monster gets, roll a die and add that to their stats.
-you may team up against a monster (see teaming up against a monster)
-defeated monster cards are discarded

Teaming up Against a Monster
- players may team up against a monster as long as they are all on the same space
- players choose which player will actually fight against the monster. for each additional player on the space, the fighting player gets 1 additional die roll
- if that player fails, they are knocked unconscious and another player must engage the monster
- players who do not actually fight may also choose to lead tourists their way after they successfully beat the monster


Losing a Monster Encounter
-if all the players in the space with a monster lose combat, they are sent back to the parking lot and must skip their next turn
-if they have equipment cards, they must return all but one of them to the equipment deck.

Leading Tourists
-if player is on a space that has a path to the space tourists are on, the player may attempt to lead the tourists toward them.
-2 points are needed to lure 1 tourist away.  thus to lead 6 tourists away the player needs a total of 12 points
- roll a d6. add the roll to the charisma stat and equipment

Taunting Monsters
- players may also taunt monsters and lead the monster towards them much like they lead tourists
-they must be on a space that has a pathway that connects to a space the monster is on
-a monster's strength is representative of how resistant they are to being lured
-to determine if you succeed, players roll a d6 and add that roll to their charisma stat. monsters roll a d6 and add that to their strength. If the player’s roll is higher, the monster moves over to the same space as them.  An equal or lower roll results in the monster staying in the space they are in



        

Monsters Eating Tourists
- monsters eat tourists every round
-if a player is on the same space as a monster and tourist, then the monster does not eat the tourists and instead engages in combat with the player
-how many tourists they eat each round is determined by their appetite stat on the card

Obtaining Equipment Cards
-players can obtain equipment cards in 2 ways
-players can sacrifice 1 tourist to get an equipment card
-or they can obtain it by saving a group of tourists. for every group saved, the player can draw 1 equipment card.
-if players have teamed up to save a group of tourists, all of the players get 1 equipment card
-only 3 cards per player and only 2 can be used against a monster at the same time.
-players may trade equipment cards as long as they are on the same space

Captain's Blog. Stardate 11/3/2012

Captain's Blog.  Stardate 11/3/2012

Updates:

Equipment consists of weapons/abilities/Revival Kits that aid players against monsters.  Possibly adding armor that can prevent players from dying if equipped.

Possible Considerations:


  • Cards that allow players to assist each other from afar
  • Can Monsters team up against players?
  • Bonus for an equipment "set"?
  • Cost for equipment?
  • Unnecessary math when tallying tourists
  • Possibly the choice would arise to either revive players or purchase equipment
To Do:

  • Final art touches to board
  • Monster Appetite vs Strength balance
  • Finalize monster special abilities
  • Finalize Events (Wording)
  • Finalize player special abilities
Dice:

1 d20 - placing monsters during escape events
2 d6 - 1 for Moving monsters during movement phase (will have special art) and 1 for combat/luring
1 d4 - Dictating the amount of monsters that escape during an Escape Event

Many of these changes are a direct result from a playtest by (left to right): Paul Bishai, Kyle Bromley, Lee Arnest, , and TAP.








Monday, November 5, 2012

Captain's Blog. Stardate 11/2/2012

Captain's Blog. Stardate 11/2/2012


Najla and Nina were able to meet up between classes in the day.  During this meeting a lot of effort was spent trying to strengthen the core of the games.  The goal here is to  focus more on the frantic feeling of barely stemming back the tide of monsters.

As a major change, Najla and Nina experimented with throwing out money as a resource.  After playtesting, they reported finding that having to calculate money takes you out of the experience of fighting monsters. It was proving to be distracting and difficult to remember.  The rest of us have since agreed wholeheartedly with their conclusion.  The group further concluded that having powers of 10 or going by 2/5/10 increments wasn't going to help because there are just too many tourists on the board for us to keep track.  And the counter, while cool, wouldn't really help with keeping track of how many tourists/how much money there were.  Even rotating that would get annoying after each round since rounds go fairly quickly.  We are keeping the counter to keep track of how many rounds though.

Board will have double (20) space for future testing. 

New Test Goal: Ensure tourist count does not reach zero

(Having total number of tourists at beginning and then having them dwindle down makes it so that there is a rising tension as the game progress. A playtest by the group later that afternoon proved that things felt very static and there seemed to be quite a bit of down time for all the players)

New Round Order:

-draw an event card and play it immediately. last for whole round then discarded.
- roll a d4 to see how many monsters escape this round.
- monsters move (roll d10)
- players move (roll d6)
- if player and monsters occupy the same enclosure, they fight each other
- players may choose to buy an equipment card
-escaped monsters stay on the board if they have not been captured 

Movement

Monster Mvmt
-monsters, if on the board, move at the beginning of every round
- roll the d10, monsters move via the corresponding path on the die
- if the space they are on does not have the rune that the player has rolled, the monster does not move
-how far they move is determined via their speed stat

Player movement
-is dictated via speed stat on card
-not limited in where they can move. Players can move to any space as long as they are connected by a pathway
- players do not have to move the full amount their stat says
-if a player moves into the same space as a monster, they must engage the monster in combat

Monsters Eating Tourists
- monsters immediately start eating tourists if they exist on the same space
-if a player is on the same space as a monster and tourist, then the monster does not eat the tourists and instead engages in combat with the player
-how many tourists they eat each round is determined by their appetite stat on the card
-when tourists have been eaten, flip them over to their black side and leave them in the enclosure. They are now a dead body.

Engaging a Monster
-to subdue a monster and send it back to its cage, players must engage them in combat
- they must have a higher total strength than the monster. The monster wins ties.
-to determine whether they win players roll a die. Add the die roll to their stats and equipment cards (if applicable)
-to determine what the monster gets, roll a die and add that to their stats. Monsters are also buffed by dead bodies (See monster buffs)
-you may team up against a monster (see teaming up against a monster)
-defeated monster cards are discarded

Teaming up Against a Monster
- players may team up against a monster as long as they are all on the same space
- players do not add up their stats against a monster but fight it one after the other
- a monster rolls a die against each player
- if one player fails to win against a monster, their avatar is turned on its side and they are unconscious
- damage against a monster keeps on the monster as it confronts another player
- if the monster is defeated by any of the players in the space, all the other unconscious players are now revived
- if all players fail to defeat the monster, they all lose the encounter
NEEDS MUST GIVE AN EXAMPLE BECAUSE THIS IS KINDA CONFUSING.

Losing a Monster Encounter
-if all the players in the space with a monster lose combat, they are sent back to the parking lot and must skip their next turn
-if they have equipment cards, they must return all but one of them to the equipment deck.

Leading Tourists
-if player is on a space that has a path to the space tourists are on, the player may attempt to lead the tourists toward them.
-2 points are needed to lure 1 tourist away.  thus to lead 6 tourists away the player needs a total of 12 points
- roll a d6. add the roll to stats and equipment

Monster Buffs
- Every tourist eaten gives a permanent +1 to all the stats of  the monster that ate them
- dead bodies give +1 to any monster that comes into that enclosure (excluding the monster that ate them who already has a +1)

Losing the Game
-if no player is on the board and all are recuperating in the parking lot, they lose the game
- if tourist count goes to 0

Equipment Cards
-players must sacrifice 1 tourist to get an equipment card
-only 5 cards per player
- you can only play 2 in combat with a monster
-when players want to purchase an equipment card during a round, they must declare it
- players who announce their intention to buy an equipment card then draw 3 cards from the equipment card deck and then choose 1 they want to keep
- the 2 equipment cards not chose go to the bottom of the deck



Players with high charisma have high speed.  Players with high strength will have a low speed.  This makes it so that high charisma players have a role of leading tourists around and are only a temp fix.  Slower, powerful players have to move into the area to permanently capture monsters.








Thursday, November 1, 2012

Captain's Blog. Stardate. 10/31/2012


Goal
To meet your quota of $500 by the end of the year


Overview
-the game consists of 52 rounds.
- each tourists is worth $1
- you start out with $100


Game Bits
-Wood
   

Set Up
-each player chooses a character sheet
-players then take the corresponding avatar
- players may start on any of the outer ring enclosures


Round Order
-place six tourists in 5 of the enclosures. Determine where via die roll
-draw an event card and play it immediately
- movement phase: each player moves their avatar in accordance with their speed on their card
- if possible, the tourists move and then the monsters move
-if monster moves to same space as tourists, it immediately starts eating that turn
- players may choose to buy an equipment card
-convert tourists to money and add to quota counter
- remove tourists from the board
-escaped monsters stay on the board if they have not been captured


Movement

Monster Mvmt
-when they move is determined by the event card
-how far they move is determined via their stats

Tourist mvmt
-same as monster
-tourists only move 1 space each time

Player movement
-is dictated via speed stat on card
-not limited in where they can move. Players can move to any space as long as they are connected by a pathway
- players do not have to move the full amount their stat says


Monsters Eating Tourists
- monsters immediately start eating tourists if they exist on the same space
-if a player is on the same space as a monster and tourist, then the monster does not eat the tourists and instead engages in combat with the player
-how many tourists they eat each round is determined by their appetite stat on the card
-when tourists have been eaten, flip them over to their black side and leave them in the enclosure. They are now a dead body.


Engaging a Monster
-to subdue a monster and send it back to its cage, players must engage them in combat
- they must have a higher total strength than the monster. The monster wins ties.
-to determine whether they win players roll a die. Add the die roll to their stats and equipment cards (if applicable)
-to determine what the monster gets, roll a die and add that to their stats. Monsters are also buffed by dead bodies (See monster buffs)
-you may team up against a monster (see teaming up against a monster)
-defeated monster cards are discarded


Teaming up Against a Monster
- players may team up against a monster as long as they are all on the same space
- players do not add up their stats against a monster but fight it one after the other
- a monster rolls a die against each player
- if one player fails to win against a monster, their avatar is turned on its side and they are unconscious
- damage against a monster keeps on the monster as it confronts another player
- if the monster is defeated by any of the players in the space, all the other unconscious players are now revived
- if all players fail to defeat the monster, they all lose the encounter
NEEDS MUST GIVE AN EXAMPLE BECAUSE THIS IS KINDA CONFUSING.


Losing a Monster Encounter
-if all the players in the space with a monster lose combat, they are sent back to the parking lot and must skip their next turn
-if they have equipment cards, they must return all but one of them to the equipment deck.


Monster Buffs
- Every tourist eaten gives a permanent +1 to all the stats of the monster that ate them
- dead bodies give +1 to any monster that comes into that enclosure (excluding the monster that ate them who already has a +1)


Losing the Game
-if no player is on the board and all are recuperating in the parking lot, they lose the game
- if players do not reach their quota by the end of the game, they lose the game


Equipment Cards
-only 5 cards per player
- you can only play 2 in combat with a monster
-when players want to purchase an equipment card during a round, they must declare it
- players who announce their intention to buy an equipment card then draw 3 cards from the equipment card deck



Captains Blog. 10/30/2012

Captains Blog. Stardate 10/30/2012


Goal
To meet your quota of 100,000 tourist visited by the end of the year


Overview
-each player has a turn
- after all players have had a turn, a round has passed
-you have 2 counters, a daily counter of tourists that changes each turn and an overall quota counter
-set the daily counter to 100
- the daily counter may change every turn due to event cards
   



Set Up
-each player chooses a character sheet
-players then take the corresponding


Round Order
-roll to determine where tourists are placed and how many (using 6 sided and 10 sided die)
-draw an event card and play it immediately
- players then each take their turn
- tourists move
-monster moves
-if monster moves to same space as tourists, immediately starts eating that turn
-monorail moves
-after each player has had a turn round ends
-convert tourists to money and add to quota counter
- remove tourists from the board




Equipment Cards
-only 2 cards per player


Movement

Monster Mvmt
- determined via die roll and what color/rune it lands on. Where it goes = die roll. How far = stats.

Tourist mvmt
-same as monster

Player movement
-is dictated via speed stat on card
-not limited in where they can move. Players can move to any space as long as they are connected by a pathway

Monorail
-the monorail moves 1 space each turn


Engaging a Monster
-to subdue a monster and send it back to its cage, players must engage them in combat
- they must either have a higher zoology roll or strength roll than the monster (depending on which the monster has). The monster wins ties.
-to determine whether they win players roll a die for either their strength or zoology. Add the die roll to their stats and equipment cards (if applicable)
-to determine what the monster gets, roll a die and add that to their stats.


Losing a Monster Encounter
-if a player loses combat with a monster, they are sent back to the parking lot and must skip their next turn
-if they have equipment cards, they must return all but one of them to the equipment deck.



Players can move tourists away from a space (stat denotes possibility of success)
1 to 1 ratio of tourist
Train hold 2, tour bus hold 1

Quota = $1000



2 diff types of monsters. Beasts and paranormal
-within those 3 diff classes. Easy, medium, and hard. 10 easy. 10 medium. 5 hard

Mandrake (Beast) – 5
Appetite
speed



Tour guide
Zoology (affects paranormal) – 6
Speed – 1
Strength (affects beasts) – 2
Fortune –2











Monday, October 29, 2012

Captain's Blog. Stardate 10/28/2012

Captain's Blog. Stardate 10/28/2012

Danger, Matt, Nina and I were able to meet up from about 4pm - 9pm and make a whole slew of changes to the game.

New Map: Courtesy of Matt Eckersley, the new map has been updated with the intention of creating more areas, and "Skyline Routes" (dotted lines)



New Art (Casey Bridgham)

Terrorerrier 

Dryad


Mandrake

Wraith 

Murdersaurus

Playable Characters (More to come soon)

Tour Guide  (Support)
Zoology +7 (1-7)
Speed +3 (1-3)
Strength +2 (1-5)
Fortune +2 (1-5)

Special Ability - Know It All - Affects another player with a case of "the smarts", increasing their Zoology statistic by 3.  Cast-able on self.

Zoo Keeper (Jack of all Trades)

Zoology +4 (1-7)
Speed +2 (1-3)
Strength +3 (1-5)
Fortune +3 (1-5)

Security Guard (Fighter)

Zoology +1 (1-7)
Speed +1 (1-3)
Strength +7 (1-5)
Fortune +4 (1-5)

Starts with: Sidearm (+2 strength) & Flashlight (+1 Fortune to Paranormal Creatures)

Park Mechanic (Support)

Zoology +1 (1-7)
Speed +2 (1-3)
Strength +3 (1-5)
Fortune +2 (1-5)

Tamer (Fighter)

Zoology +3 (1-7)
Speed +1 (1-3)
Strength +6 (1-5)
Fortune +1 (1-5)

Starts with: Whip (+2 strength when confronting Beasts) & Rune Engraved Chair (+2 to Fortune)

Custodian (Support)

Zoology +1 (1-7)
Speed +3 (1-3)
Strength +3 (1-5)
Fortune + 5 (1-5)

Starts With: Mop and Bucket of Holy Water & Aka Name ([Companion]Filth Eater creature)

Rules

Movement: 
1. Each "Area" (Represented on map as Circles) has 6 paths leading out from it to nearby Areas.
2. Each of the 6 paths is represented by a Rune symbol.
3.  These 6 runes will be represented on a custom made 6 sided dice.
4. Players are notified of monster movement via "Event Cards" (Drawn every Round).

  • Players then the Rune Die.
  • Whichever Rune symbol is shown represents which of the 6 paths all monsters move on.
5. Players do not follow these rules and may choose their own path.
6. Monorail runs around the circumference of the map and can be utilized by the player to travel around faster.

Goal Update:
1.  Players must reach the quota getting 100,000 visitors to visit the park by the end of a set amount of turns (Yet to be determined)
2. 3 counters represented by rollers (such as those on lock combinations) built into the board (possibly separate piece)
  • 1st counter = Quota: 100,000 visitors.  Starts at 0, and will be moved up at the end of each round (1 week) as the number of visitors increases.
  • 2nd counter = Number of visitors currently in the park.  Out of "100" (subject to change).  As visitors are killed by escaped monsters, this variable is decreased at the end of each player's turn.  At the end of the round, the # remaining is added to the Quota counter.
Event Cards:
1.  Drawn every round (1 week)
2.  Event Cards detail a specific occurrence in the park.  These can affect the players negatively or positively.
3.  Event Cards dictate monster movement (if any) in a footnote on each card.
4.  Event Cards will notify the players of a monster breakout.

Equipment Cards: 
1.  Obtained via the Park Arsenal in the center of the map
2.  Equipment aids the player by providing a special ability, boosting statistics, or both.
3.  When drawing, unless statistics or owned equipment otherwise states, a player will draw 3 cards from the top of the Equipment Deck, choose one of their choosing, then place the remaining two cards on the bottom of the Equipment Deck.
4.  Equipment Cards can be kept in player inventory but only 3 cards may be put into play at the start of their turn. 
2.  More details to come.

Next Meeting on Tuesday.  Stick around.