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    TRIBAL TURMOIL

    Game Design DocumentDesigned by Max Valk (140005) and Ivan Yanchev (140276) at NHTV Academy of Digital

    Entertainment.

    Table of ContentsGame Design Document.......................................................................................................0

    I. Creative vision................................................................................................................3

    1. Game Description..........................................................................................................3a. Game concept............................................................................................................3

    b. Aesthetics concept (creative vision).......................................................................3

    2. Target Audience.............................................................................................................3

    3. Design Goals.................................................................................................................3

    a. Declaration of Intent................................................................................................3

    b. Declaration Sheet Revisited...................................................................................4

    II. Game Play Overview......................................................................................................4

    1. b!ectives o" the game..................................................................................................4

    2. Game #lements overvie$..............................................................................................%

    a. The &oard...................................................................................................................%

    b. 're.........................................................................................................................%

    c. 'laer units.................................................................................................................%

    d. avor o" the Gods and *unting Tric+s e""ect cards................................................,

    e. Turns- easons and /ears......................................................................................

    3. Game 'hases................................................................................................................

    a. etting p...................................................................................................................

    b. 'rehunting phase (eltdo$n)..............................................................................10

    c. *unting phase (The *unting eason)......................................................................11

    d. 'osthunting phase (ree5eover)........................................................................1

    e. 6inning and ailure conditions.............................................................................1

    4. Game lo$ overvie$...................................................................................................1

    a. lo$charts................................................................................................................1

    ........................................................................................................................................1

    %. 'laer interaction and #mergent behavior..................................................................20

    a. 7ooperation and 8ivalr...........................................................................................20

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    b. The #ndGame 7on"lict........................................................................................21

    c. etagame...............................................................................................................22

    d. trateg and etastrateg..................................................................................22

    e. 'olitics...................................................................................................................22

    ,. 6hat9s in the bo:;.......................................................................................................23

    III. Art design......................................................................................................................23

    1. General direction.........................................................................................................23

    2. &oard design................................................................................................................23

    3. 7ard design.................................................................................................................2%

    4. nit chips design.........................................................................................................2,

    %. ther game ob!ects.....................................................................................................2,

    Turn counter...................................................................................................................2,

    8ule sheet......................................................................................................................2

    Game bo:.......................................................................................................................2

    aterials.........................................................................................................................2

    IV. Detailed descriptions................................................................................................2divine "avor?- human tribes battle to survive the hardships o"

    stoneage li"e.

    6ith populations on the verge o" demise- there is no place "or $ea+ness in the un"orgiving

    realit o" Tribal Turmoil. @t is a time $here adroit leadership dictates ones position in the

    "ood chain. A time- $here the politicall adept and the ruthless prevail.

    2. Target AudienceA game that re=uires strategic insight- betraal and harsh competition $e "ound to be best

    suited "or those o" the age 13 and up. urthermore- $e aim at bos due to the $illingness to

    compete generall "ound in them. @n section @- these conclusions $ill be bac+ed b

    research and scienti"ic papers.

    3. Design Goalsa.Declaration of Intent

    The original intent- $ith $hich the old declaration sheet $as made $ith- $as ma+ing the

    concept design more interesting and "i:ing the issues it had. These 2 ideas remain the

    same "or our "inal version.

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    b.Declaration Sheet RevisitedThe declaration sheet that $as $ritten in an earlier stage does not "it our current concept

    anmore. The original analsis o" the concept still stands- ho$ever our design goals have

    changed over time. @nstead o" tring to patch a lot o" "la$s in the original concept- $e tried

    to "ind a $a o" still +eeping the idea o" the original game intact $hile starting "rom the ver

    core o" the idea.

    Goal and 6inning conditionB As $e do not $or+ $ith the theme o" tic+s anmore- the

    statements mentioned about ma+ing the $inning condition ma+e sense in the li"e o" a tic+.

    ince $e changed theme this no longer applies.

    trateg #mphasis and #mergenceB The goals set here remain the same "or the "inal

    product- that is to put more "ocus on plaer agenc and allo$ing "or emergent gamepla.

    'laer @nteractionB This goal remains the same as it $as in the 7oncept Design Document-shi"ting the "ocus on plaer interaction.

    Game &oard 7hangesB The idea o" re$or+ing the board $as there in an earl stage and

    also stas true "or our "inal version.

    II. Game Play Overview

    1. Objectives of the gameThe main goal o" the game is as "ollo$sB &e the last one standing. To this- one must gro$their o$n tribe and combat other plaers.

    This main goal "its in thematicall- because in the times o" the stoneage- resources such as

    "ood $ere scarce and tribes $ould o"ten "ight $ars over $ho o$ned $hat ground.

    echanicall $e chose "or this goal- as a race to a certain state made progress clear. @t $as

    also needed to discourage "orming permanent groups on the board- as onl 1 plaer can

    $in- there"ore "orcing plaers to betra each other.

    2. Game Elements overviewa.The BoardThe plaing "ield o" the game is represented on the board b a grid o" he:agons- called "or

    clarit >tiles?. @ts dimensions are < b < tiles. #ach tile has 4 positions- $hich plaer9s units

    can occup.

    n the game board there are alsoB

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    7olored tiles in the "our corners-

    representing tribe their camp

    territor. The are sa"e 5ones "or the

    respective tribe their units- during

    "ree5eover ($inter) seasons. >'re? tiles- $ith pictures o" three

    species o" animals on them C &oar-

    Deer and ammoth. >hrine? tiles inbet$een plaer

    camps- $hich a$ard plaers e""ect

    cards "or a price.

    For more information on the game

    board, go to the Detailed Descriptions

    section.

    b.PreyThe pre tiles are representative o" animal

    species that stoneage hunters are +no$n to have hunted. 'laers can per"orm a hunt

    action $hen ad!acent to a pre tile- $hich $ill re$ard them "ood.

    'laers ma also cooperate $hile hunting.

    6hen given pre tile is depleted- the he:agonal chip covering it is removed.

    There are three species o" pre in Tribal Turmoil and the di""er in 3 aspectsB

    *unters re=uired to catch them ood re$ard "or catching them

    umber available each season

    8e=uires huntsmenB 8e$ards "ood(total)B nits on the boardB

    Boar 2 2 Deer 4 , 4

    Mammoth

    1, 1

    c.Player units'laer units are one o" the means b $hich plaers in"luence $hat happens on the board

    directl.

    'laers can move their respective units- each at a rate o" 1 tile per turn. That is to sa everunit the commands can move once per turn- at a ma:imum distance o" one tile.

    There are t$o unit tpes in Tribal Turmoil C hunters and $arriors.

    Huntershave the abilit to hunt pre- re$arding plaers $ith "ood- $hich helpsthem sustain through the $inter. The also can place o""erings at the "our shrines on

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    the board to ac=uire avor o" the God9s e""ect card to the plaer.

    Generall hunters can9t "ight other plaer9s units- unless under special circumstances

    that are presented in the detailed description o" the unit- here. (page)

    Warriorshave the abilit to "ight other plaer9s units.@" a $arrior "ights another plaer9s hunter- the hunter is removed "rom the board.

    @" a $arrior "ights another plaer9s $arrior- there is 4E, chance the $ill $in the battle-

    and remove the opponent9s $arrior unit o"" the board.

    6arriors cannot hunt animals- nor place o""erings at shrines.

    The can- ho$ever- disrupt hunts. This is "urther e:plained in the detailed

    descriptions section- here. (page)

    6arriors can also ta+e shelter on shrine tiles (provided that the are obtained)-

    allo$ing them to survive the "ree5eover outside o" camp space- but the cost the

    plaer t$ice as much to sustain (4 "ood per $arrior unit)

    *unter and 6arrior units di""er in their "unction- but not in other aspectsB

    Hunter units Warrior unitsMovement per turn 1 tile 1 tile

    Food required for winterseason

    2 "ood 2 "ood

    Food required to spawn unit 4 "ood 4 "oodFor more information on player units, go to the Detailed Descriptions section.

    d.Favor of the Gods and Hunting Tricks effect cardsThere are t$o tpes o" cards in Tribal Turmoil C avor o" the Gods cards and *unting Tric+s

    cards.

    These are ac=uired through di""erent means- and abide b di""erent usage rules.

    Favor of the Gods cards: avor o" the God9s cards have po$er"ul e""ects- $hich can help the plaer using

    them- in various $as. There are onetime e""ects that bene"it the plaer instantl- or >bu""? e""ects that last

    throughout the rest o" the ear. 'laers receive one avor o" the Gods card at the beginning o" each ear- and are

    also able to place o""erings at the shrines located on the sides o" the game board-

    $hich $ill a$ard them additional avor o" the Gods cards. avor o" the Gods cards can be plaed at an point during the game ear- as long as

    the plaer plas the card on his o$n turn.

    Favor of the Gods cards are further explained in the Detailed Descriptions section, here.

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    Hunting Tricks cards *unting tric+9s cards are lesser e""ects that plaers can activate $hen hunting alone

    or $ith other plaers. The ma have e""ects that are bene"icial "or the participants in the hunt- or the can

    be bene"icial onl "or one o" the participating parties.

    'laers receive 3 *unting Tric+s cards at the beginning o" each ear. *unting Tric+s cards can onl be activated b plaers participating in a given hunt-

    and not b anone that is not participating in that same hunt session. The can onl

    target the hunt the plaer is engaging in- units in that hunt- the re$ard that hunt

    earns the plaer etc.

    Hunting ric!s cards are further explained in the Detailed Descriptions section, here. "page#

    Hunting Tricks cards Favor of the Gods cardsCan be played:nl during hunt- onl b

    plaers participating in that

    hunt session.

    At an time o" the ear- as

    long as it9s plaed on the

    plaer9s o$n turn.

    At the beginning of theeach year, players get:

    T$o *unting Tric+s cards. ne avor o" the Gods

    card.

    Players can also acquire:@" multiple plaers hunted

    success"ull together- all

    plaers that did get 1 card.

    A total o" 4 avor o" the

    Gods cards b placing "ood

    o""erings on shrine tiles.

    Plyers can have amaximum of:

    4 *unting Tric+s cards at

    their disposal- at an given

    time.

    3 avor o" the Gods cards

    at their disposal- at an

    given time.

    e.Turns, Seasons and Years.@n Tribal Turmoil- time is divided inYears-SeasonsandTurns.

    The game is based on earl ccle- consistent $ith the iceage ccles o" meltdo$ns and

    "ree5eovers.

    One yearconsists o" threeseasons

    eltdo$n C 'laers receive their avor o" the Gods and *unting Tric+s cards- and

    choose the hunting tric+s (up to 3) that the $ish to use this ear.

    The also decide i" the $ant to produce an units $ith the surplus o" "ood the

    eventuall have le"t "rom last ear9s hunt.

    All animals that $ere hunted in the previous ear are returned to the board.

    *unting season C 7onsists o" 1%turns- during $hich plaers can move their unitson the board- per"orm hunts- place o""erings in the shrines- collaborate or attac+

    each other.

    All e""ect cards are plaed onl during the hunting season.

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    4eltdo$n F'laersreceive1avoro"theGodsandt$o*untingTric+scards.F6ithansurplus"ood-plaerscandecidetospa$naditionalunits.F'laershavetochoose$hichhuntingtric+sthe$anttouseduringthis

    ear(upto3)-andsetthemaside.

    *untingseason

    F'laerspla1%turnseach-during$hichtheareactiveonthegame"ield.FThealsointeract$itheachother-plae""ectcards-cooperateor

    bac+stabeachother.

    ree5eover

    FAnunitsoutsideo"sheltered5onesdieandareremoved"romtheboard.F'laerspa"ortheirunits.@"thehavenHta=uiredenough"ood-the

    mustchoose$hichunitstoremove"romtheboard.

    ree5eover C 6hen the last o" the 1% turns o" the hunting season is over- "ree5e

    over begins. An unit le"t outside the sa"e 5ones is removed "rom the board.

    An card e""ect e:pires $ith the beginning o" this phase.

    'laers sustain their units through the "ree5eover season- b paing the "ood

    rations. @" the "ood a plaer have is unsu""icient- plaers remove units o" their

    choosing "rom the board- until their "ood is su""icient to support their troops.

    *ere is a diagram sho$ing ho$ a single earccle is structuredB

    3. Game Phasesa.Setting Up

    etting up the game is =uic+ and eas.

    Tribal Turmoil is a "our plaer game- so it re=uires all "our plaers to attend and

    participate in the game. @t is possible to pla $ith less- but the e:perience is su""ering

    "rom it. 'laers gather around a table or an "lat sur"ace that is com"ortable "or them to pla

    on. The place the game board on the "lat- leveled sur"ace (parallel to the ground)-

    $ith the pla"ield "acing up$ards. The all choose their o$n colour- $hich is verballagreed on.

    A"ter that the place the >pre chips? on their respective positions on the board (

    boar- 4 deer and 1 mammoth chips)- along $ith the >hrine chips? ("our identical

    chips on the "our sides o" the board). 'laers then place the e""ect cards at their designated positions- ne:t to the pla

    "ield.

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    avor o" the Gods cards are placed on the purple rectangle $ith >avor o" the Gods?

    *unting Tric+s cards are placed on the bro$n rectangle $ith >*unting Tric+s? te:t on

    it. A"ter that plaers place the ,sided die close to the board- $here it can be seen b

    anone and the set the Turn 7ounter position to >eltdo$n?

    inall- the plaers place three hunter pa$ns on their respective colored "ields

    (8ed pa$ns are placed on the red he:agon $ith >'4? $ritten on it)

    (/ello$ pa$ns are placed on the /ello$ he:agon $ith >'3? $ritten on it)

    (&lue pa$ns are placed on the &lue he:agon $ith >'2? $ritten on it)

    (Green pa$ns are placed on the Green he:agon $ith >'1? $ritten on it)

    6hich o" the 4 spots inside the he:agon does not matter.

    8ight a"ter this- the starting plaer is pic+ed.

    The red I blue plaers pla a game o" roc+paperscissors $ith each other- as do the

    ello$ I green plaers. A"ter this- the plaers $ho $on the roc+paperscissors

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    game pla it again- against each other. The $inner o" this match $ill choose $ho $ill

    start "irst. The game is initiated b 'laer 1 (or '1 on the board)- as he ta+es the "irst turn.

    A"ter their turn ends- the turn $ill be given to 'laer 2 ('2) and "or the rest o" the

    game the turns are set this $a C '1 to '2 to '3 to '4- or cloc+$ise rotation.

    A"ter this setup has commenced- the game $ill go through 3 main phases. These 3

    main phases are described belo$ in se=uence

    Discard piles are 5ones ne:t to the "ield- $here cards that have been plaed go.

    The $ill be put there "aceup- meaning the side $ith te:t "acing up. There are 2

    discard 5onesB 1 or J*unting Tric+s9 cards and 1 "or Javour o" the Gods9 cards.

    As soon as a stac+ o" cards (the pile that is "ace do$n "rom $hich ou dra$ J*unting

    Tric+9 or Javour o" the Gods9 cards "rom) is empt- the discard pile gets shu""led and

    $ill be placed $here the stac+ o" cards that it is replacing used to be- "ace do$n.

    ote that onl the cards in the Javour o" the Gods9 discard pile ma be shu""led and

    used to replace the Javour o" the Gods9 stac+- $hile onl the cards in the J*unting

    Tric+9 discard pile ma be shu""led and used to replace the J*unting Tric+9 stac+.

    b.Pre-hunting phase (Meltdown)The eltdo$n seasonEphase smboli5es the period $hen the sno$s recede and hunter

    gatherers o" the stoneage could leave their shelters to rene$ the main hunting season.

    This $as the time $hen our ancestors used to prepare their tools and set out in the $ilds to

    "ind ne$ hunting grounds- to trace herds o" pre and gain in"ormation.

    Ki+e$ise- in Tribal Turmoil this is a period o" preparation- $here plaers get to decide $hat

    units the are going to place on the board using surplus "ood- as alread mentioned above

    (page). urpluses o" "ood are onl possible a"ter the "irst ear o" the game (the "irst set o"

    three phases)- since plaers start the game $ith 0 "ood in the "irst eltdo$n phase.

    @" a plaer decides to place units on the board- he can onl do that on the designated tile

    mar+ed the te:t '1E2E3E4. That naturall limits them to spa$n up to 4 units per ear (or less

    $hen the spots are alread occupied b other units).

    The eltdo$n phase is simultaneous- $hich means that all plaers do it at once and this

    phase ends as soon as all plaers agree that the are read to move to the ne:t phase.

    'laers $ill dra$ 3 cards "rom the J*unting Tric+9 pile- and 1 "rom the Javour o" the Gods9

    pile. The $ill be able to use the dra$n cards at an point consistent $ith the rules-

    e:plained here(page)- unless the decide to discard an o" them- or reach the limit o" cards

    $hich can be held b a plaer at an given time.

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    Units F@"theplaerhasasurpluso""ood-themadecidetopurchaseEspa$nunitsontheboard.

    FThemachoosetospa$nancombinationo"*unterand6arriorunits.

    CardsFA"terdealing$iththeunits-plaersthendra$thee""ectcards.FTheplaerdra$s3*untingTric+scardsand1avoro"theGodscard.FThethendecidei"the$anttodiscardano"theirdra$ncards-orin

    casethehavemorecardsthanallo$ed-thehavetodiscardcards.

    'roceedFA"tereachandeverplaerindicatesthattheHrereadtoproceed-the

    ne:tphaseThe*unting'hasecommences.

    nce the plaer dra$ their *unting Tric+s and avor o" the Gods cards- the must put them

    in "ront o" themselves- "acing do$n- so that other plaers can see $hat tpe o" cards and

    ho$ man o" them the given plaer has- but can9t see or read their e""ects. The plaer ma

    pic+ up the card $henever the $ant though and reveal it onl to themselves.

    nce plaers have dra$n their cards and each o" them consent to begin the ne:t phase-'hase 2 C The *unting eason C begins.

    *ere9s a "lo$chart sho$ing the actions that $ill be per"ormed b each plaer during the

    eltdo$n phaseB

    For more information on the $eltdo%n phase, go to the Detailed Descriptions section, here.

    For more information on effect cards and their usage, go to the Detailed Descriptions, here.

    c.Hunting phase (The Hunting Season)The *unting eason (phase) ta+es place a"ter the eltdo$n season is over.

    @n the *unting eason plaers ta+e on the tas+s o" navigating their units on the board-

    participating in solo or coop hunts ($ith other plaers) to gather "ood- the place o""erings

    at the hrines "or avor o" the Gods cards- and the generall interact $ith the ob!ects onthe board and $ith each other.

    This is also the time $hen plaers can pla their e""ect cards- as described in the Detailed

    Descriptions section.

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    '1 '2 '3 '4 '1 '2 '3 '4

    For the purpose of clarity, the Hunting Phase is separated and explained in component

    parts. The following are general explanations. The in-depth explanations can be found

    in the Detailed Descriptions section.

    Duration of the phase and turn order.

    T#e $unting P#ase consists o! %& turn cycles.'laers change their turns in an ordered manner- as "ollo$sB

    'laer one ('1 C green) stars "irst- then plaer t$o ('2 C ello$)- then plaer three ('3 C

    red)- then plaer "our ('4 C blue)- then a"ter that it9s '19s turn again.

    '$here '1 L '2 L '3 L '4 is one turn ccle.

    This order dictates a cloc+$ise rotation in turn- $hich is easier "or the plaers to trac+.The plaer $ho has the turn $ill be re"erred to as the Jactive plaer9.

    A"ter all "our plaers have plaed their 1% turns- the ree5eover phase begins- upon an

    unit that isn9t on its respective >shelter? tiles is removed "rom the board.

    One Hunting Phase Player turn

    This section describes one players turn.

    A player their turn is subdivided into separate steps:

    Movement

    The active plaer ma (meaning the are not obliged to) move ever pa$n the control

    once during their turn. The pa$ns move individuall- and can move to an neighbouring

    he:agon that isn9t alread occupied b 4 units- or an animalEshrine that is still on the board-

    i.e. not ac=uired.

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    &elo$ are illustrated the movement limitationsB

    A unit that is Jhunting9 or J"ighting9 (described later) $ill have to s+ip their movement phase.

    A"ter the unit is on a tile ad!acent to its target- it can initiate an event. That event ma beB

    *unt C the plaer9s hunters initiates a hunt event on a target animal. Attac+ C the plaer9s $arrior initiates an attac+ event on target enem unit. "further

    explained in the Detailed Descriptions section.# 'lace o""ering C the plaer9s hunter initiate an o""ering event on a target shrine.

    Shrine offerings

    nits ma sacri"ice "ood in order to earn a Javour o" the Gods9 card.

    To do this- the active plaer must have a unit ad!acent to a "orest shrine that $as not used

    this ear (meaning the >hrine chip? is still present at the tile).

    A unit cannot move and initiate an o""ering in the same turn- meaning that a unit can initiate

    the o""ering onl i" it has been on the ad!acent (to the shrine) tile in the previous turn.

    @n other $ordsB i" a unit moves ne:t to a shrine in turn 3- it can initiate the o""ering in turn 4-

    and $ill get the avor o" the Gods card in re$ard- at turn %. @nitiating the o""ering rendersthe unit unmovable "or the turn.

    Shrine offerings %or! the same %ay &hunting' does.

    @" the o""ering is completed success"ull (and it can be interrupted b others plaers $arrior

    attac+ing)- the hunter pa$n that initiated the o""ering is then moved on the shrine tile- and

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    A hunter unitinitiates an

    o""ering

    2ncontested ;

    The pla(erreceives a cardon the ne:t turn.

    7ontested ;

    6arriorattac+ing ;

    The hunter isremoved "rom

    the board.

    The pla(er losesthe "ood o""ered

    Another pla(ercompeting "or

    the card ;

    &oth pla(ersgive 4 "ood.

    The( roll a die

    The $inner getsthe card.

    the chip that covers it is removed "rom the board. 6hen the chip is removed- the tile

    underneath is treated as a regular tile- until the ear ends. (%hich is also valid for hunting#

    The o""ering itsel" costs the plaer initiating it 4 "ood- and i" interrupted- the plaer loses it.

    @" another plaer has also a unit ad!acent to the temple- the ma compete "or the card. Thismeans that $hen the active plaer decides to o""er "ood "or a re$ard- another plaer ma

    also do so. That plaer then also has to pa 4 "ood. *o$ever- onl 1 card can be gained per

    shrine per ear.

    6hen plaers contest "or the card- the roll a D,- and based on the results one o" them

    ac=uires the avor o" the Gods card- $hile the others lose their "ood o""erings.(4 "ood each)

    *ere is a diagram displaing the process o" o""eringB

    Playing Favour of the Gods cardsThe active plaer ma pla one Javour o" the Gods9 cards per turn. 6hen a card is plaed-

    it is revealed to all other plaers.

    @" its e""ect is persistent- the card must remain in "ront o" the plaer- "ace up- until the end o"

    the current ear ccle. That ensures other plaers can vie$ and read the card9s e""ects at

    an time.

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    A plaer that has a card placed be"ore him- "ace up- near the pla"ield is in essence stating

    that this card e""ect is currentl active.

    @" the e""ect onl occurs once- it is moved to the Javour o" the Gods9 discard pile a"ter the

    e""ect is carried out.

    @" the target o" a card is invalid ("or e:ample- a card that can onl target a plaer $ith 3 or

    more units targets a plaer $ith 2 or less units- basicall invalid means not meeting the

    conditions on the card)- the card gets moved to the Javour o" the Gods9 discard pile

    instead.

    6hen the earccle is over all Javour o" the Gods9 cards that are in the discard pile are

    returned to the Javour o" the Gods9 dec+ pile- and the dec+ is shu""eled.

    Hunting

    6hen one o" the active plaer9s hunting units is ne:t to an animal tile (A boar- deer or

    mammoth tile)- that unit can initiate a hunt. To do so- some conditions must be metB

    #ver unit that $ill participate in the hunt- under the active plaer9s control- should not have

    moved in the current turn. @" an unit did move in the current turn- then the hunt can9t be

    initiated.

    The active plaer needs to send the correct amount o" hunters into the huntB or a boar-

    the need to send 2 huntsmen to hunt- "or a deer 4 and "or a mammoth .

    #ver unit that the active plaer $ill send in the hunt this $a needs to be ad!acent to the

    animal that is being hunted- and $ill be rendered unmovable "or 1 turn.

    A unit cannot move and initiate a hunt in the same turn- meaning that a unit can initiate the

    hunt onl i" it has been on the ad!acent (to the >pre?) tile in the previous turn.

    @n other $ordsB i" a unit moves ne:t to an animal in turn 3- it can initiate the hunt in turn 4-

    and $ill get a set amount o" "ood in re$ard- at turn %. @nitiating a hunt renders the unit

    unmovable "or the turn.

    The active plaer ma also choose to $or+ together $ith other tribes to reach the needed

    amount o" hunters to ta+e do$n certain animals. @" so- the ma invite other plaers to

    participate in the hunt. ther plaers ma give their verbal consent- but are not obliged b it

    and can act as the please.

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    or these units that are not under the plaer9s control the "ollo$ing rules applB

    These units must be ad!acent to $hat the active plaer $ants to hunt. "In the same

    %ay the player(s o%n units must be present on an ad)acent tile before starting the hunt#

    The plaer controlling them must accept an invitation the hunt. @" (s)he re"uses to hunt

    together- pa$ns o" that plaer cannot hunt $ith the active plaer9s pa$ns.

    All the pa$ns $hich are participating in the hunt ma not move "or the duration o" the

    hunt- regardless o" their o$ner.

    To indicate that the are participating- place these pa$ns on the edge bet$een the he:agon

    that the are standing on and the he:agon that the animal is on. The units that are placed

    li+e this are still considered to be in their old positions. 6hen the hunt ends one unit o"

    ever plaer (o" their choosing) that participated $ill be moved on the (no$ empt) animal

    tile $hile the other units remain on their he:agons- a"ter the >pre chip? has been removed

    "rom the board.

    The hunt is completed $henB

    The plaer that initiated on the previous turn- starts his ne:t turn. @n other $ords- i"

    the ello$ plaer ('2) initiated a hunt in turn 4- the hunt is completed on the ello$

    plaer9s turn in turn %.

    The hunt is not completed $henB

    7ertain cards that are plaed. These cards $ill speci" that the hunt "ailed.

    6hen a hunt "ails- no plaer $ill gain a re$ard "or this hunt and the animal "lees. This

    means that the he:agon $ith the animal on it still $ill be removed.

    @" one o" the hunters participating in the hunt is +illed b another plaer9s $arrior- thehunt "ails- the pre escapes and the plaers participating in the hunt do not get re$arded.

    8e$ardB

    @" a hunt is considered to be success"ul- the plaer that hunted $ill be a$arded $ith M

    amount o" "ood to+ens- $here M is tied to the tpe o" animal huntedB 2 "or a boar- , "or a

    deer and 1, "or the mammoth.

    @" multiple plaers participated in a hunt- the amount o" "ood $ill be divided over everone

    $ho participated in the hunt. 6ith 2 plaers $or+ing together- the re$ard becomes 1 per

    plaer "or the boar- 3 per plaer "or the deer and per plaer "or the mammoth.

    @" three plaers are cooperating in a hunt- the division o" "ood is as "ollo$sB irst- divide the

    total "ood re$ard number through the amount o" participants. Then- ever plaer gets the

    $hole number in "ood to+ens. The le"tovers $ill be distributed a"ter$ards via dierolls.

    @" "our plaers are cooperating- use the same method as described above.

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    he food re%ard and division is discussed in*depth in the Detailed Descriptions section.

    @" a hunt on a deer or mammoth ends success"ull- each participating plaer dra$s a

    J*unting Tric+9 card. The ma add this to their set aside cards- but onl i" the number o" set

    aside cards is less than 3. The also ma add it to their hand- provided that their hand is

    less than , cards big. @" both the hand is "ull and the set aside cards- that plaer does not

    dra$ a card instead.

    During hunt- plaers that are participating can decide to pla *unting tric+s cards. This is

    "urther e:plained belo$- and loo+ed at indepth in the Detailed Descriptions section- here

    (page).

    Playing Hunting Tricks cars

    A"ter a hunt is initiated- plaers ma decide to pla J*unting Tric+9 cards. These cards can

    onl be plaed b a plaer $ho has at least 1 unit participating in the hunt that the card

    targets.

    The active plaer ma pla as man o" these cards as (s)he has during this phase. thers

    ma also pla as man hunting tric+s as the pre"er in this phase- provided that the meet

    the same conditions as described "or the active plaer above. 7ard e""ects $ill be carried

    out in the reverse order o" pla- meaning that the card that gets plaed last $ill also be

    carried out "irst.

    6hen a card gets plaed- it is revealed to all plaers. The e""ect then is carried out and"inall- a"ter that has been done the card moves to the J*unting Tric+9 discard pile.

    @" one o" these card e""ects ma+e a target invalid- the card $ith the invalid e""ect is moved to

    the J*unting Tric+9 discard pile. An invalid target means that something the card $as

    re"erring to no longer applies. An e:ample o" this $ould be stealing "ood "rom a plaer $ho

    !ust $as +noc+ed out o" the game.

    6hen the e""ect o" a hunting tric+ card has been carried out- it moves to the J*unting Tric+9

    discard pile.

    Combat

    'laers can choose to engage in combat $ith other units on the board. To engage in

    combat- plaers need a $arrior unit that is ad!acent to a unit "rom another plaer.

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    @" a $arrior pa$n engages in combat $ith a hunter pa$n "rom another plaer- remove the

    hunter pa$n "rom the board.

    @" a hunter pa$n is engaged in a hunt- and a $arrior pa$n attac+ it- the hunt is interrupted-

    thus regarded as unsuccess"ul. This means that the attac+ed unit is removed "rom theboard and the hunt $ill not re$ard an o" the participating plaers $ith "ood. Additionall-

    the animal that $as being hunted is removed "rom the board as $ell.

    @" a $arrior pa$n engages in combat $ith another $arrior pa$n- roll a si:sided die. @" the

    result is 1- 2- 3 or 4- remove the attac+ed pa$n. @" the result is % or ,- the attac+ing pa$n

    gets removed instead.

    d.Post-hunting phase (Freeze-over)6hen all 1% turn ccles have passed- the ree5eover begins. @n in this phase- all the unitsnot on their respective Ja"e shelters9 or Jcamp space9 $ill be removed "rom the board (die).

    This is e""ectivel the $inter season in Tribal Turmoil. 're is ver scarce and the

    temperatures drop. A good tribe chie"tain +no$s that preparation "or the $inter is essential

    and $ill store their "ood supplies- so his people can survive and see another eltdo$n.

    or ever unit in their shelters- plaers have to pa 2 "ood to+ens. 6hen a plaer can9t pa

    "or all their units- that plaer has to remove enough o" their units "rom the board- so the

    have a su""icient amount o" "ood le"t "or the remaining pa$ns. The plaers themselves

    decide $hich units to remove "rom the board.

    The ree5eover phase is simultaneous- $hich means that all plaers do it at once and this

    phase ends as soon as all plaers agree.

    A"ter the ree5eover is over- the ear has passedN

    The ne:t ear starts $ith a eltdo$n phase and the ccle is repeated.

    e.Winning and Failure conditionsA plaer $ins once all the other plaers have been eliminated (reached the "ail state) "rom

    pla.

    A plaer $ith no units- at an point in the game- loses. 'lease do mind that the reverse

    stac+ rule applies here "or card e""ects. a that 1 plaer plaed a card $hich +illed the last

    unit o" 'laer A. *o$ever- plaer A. plas a card in response that grants him 2 units.

    &ecause o" the rule that the last card resolves "irst- that plaer $ill gain 2 units "irst- then

    lose 1- +eeping that plaer in the game.

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    6henever a plaer reaches the "ailure state- all his "ood chips are but aside along $ith the

    other chips that are not in pla- and all hisEher cards $ill be moved to their respective

    discard piles.

    @" "or some reason simultaneous reaching o" the "ailure condition is reached b the last

    plaers- the game becomes a dra$.

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    4. Game Flow overviewa.Flowcharts

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    5. Player interaction and Emergent behaviora.Cooperation and Rivalry

    7ooperation and 8ivalr are $hat Tribal Turmoil is all about.

    Due to its nature as a multiplaer board game- $here plaers strategi5e and pla against

    each other- Tribal Turmoil is a naturall competitive environment.

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    8ivalr is a main element o" gamepla in Tribal Turmoil- as in the end onl one plaer can

    $in the game. Given that- even the strongest cooperation must- at some point- turn into a

    rivalr.

    @n pla sessions (pla tested)- the observed plaer behavior indicates that even "irsttime

    plaers are =uic+l adapting to the endgame con"lict. This means that the are more $illingto s$ap alliances over the course o" the game- and $ould pre"er to $or+ either alone- or

    $ith someone the don9t recogni5e as a direct threat to them.

    The "ourplaer structure and the possibilit o" cooperation creates a multi"aceted model o"

    rivalr.

    This creates a "airl comple: sstem o" rivalries bet$een the plaers- $here the have to

    care"ull tailor their strateg and behavior- in order to gain ma:imum bene"it.

    'laers have to pic+ and choose $ho the cooperate- and there are a lot o" "actors that

    in"luence that decision. ome o" them areB

    &oard positioning C the other plaers- the pre- the shrines etc. The other plaers9 current situation C $ho is ahead- $ho is behind. 6ho has e""ect cards that might be negative 6hat is the political landscape C $hich plaers are clearl in con"lict- $hich plaers

    are prone to >bac+stab? ou- because o" their position etc. 'ersonalit o" plaers C can ou predict ho$ a plaer $ill behave; ther "actors that var depending on the plaers

    'la sessions also sho$ (pla tested)- that plaers are ver prone to $eaving comple:

    machinations in order to indirectl in"luence the board and undermine their prime rivals.

    6ith all plaers tring to manipulate each other- a peculiar sstem o" >under$ater currents?(meaning schemes and manipulations) emerges. This creates an engaging e:perience on

    multiple levelsB

    @t is strategicall challenging- thus re$ards people searching "or this sort o"

    challenge. The pla sessions (testing) sho$- that e:ecuting strategies and

    completing plans is ver re$arding "or plaers- especiall $hen plaing $ith other

    people. @t9s a social e:perience- thus re$ards people $ho en!o social e:periences. The

    game itsel" can be vie$ed as a social e:periment.

    During platesting sessions- plaers e:pressed the opinion that the game is verpolitical. The "ound that aspect o" the game to be ver en!oable- so $e

    emphasi5ed on that aspect o" the game. @t9s a political game- because it has the basic ingredients that "acilitate this sort o"

    human behaviorB limited resources that everbod $antsO social medium- being a

    board gameO "acilitates strategic thin+ing and measured behavior.

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    b.The End-Game Conflict>nl one plaer can $in? is $hat $e re"er to as #ndgame con"lict. @t9s a simple rule but

    essential "or Tribal Turmoil.

    This rule allo$s the game to "unction the $ait it does- because it de"ines the goal o" the

    plaer C namel- to de"eat all other plaers.The endgame con"lict dictates the =uic+changing nature o" the game- and provides a

    strong negative "eedbac+ loop- $here plaers naturall tr to >slo$ do$n? the plaer that is

    "urthest ahead- b cooperating $ith each other or simpl b "ocusing their e""orts on

    himEher.

    The endgame con"lict also allo$s "or greater variet in the viable strategies.

    or e:ample- a plaer can decide to save "ood in the earl phases o" the game- in order to

    avoid negative "ocus on himEhersel"- $hile planning on ho$ to e:pand in the later stages o"

    the game. This approach $ill save himEher the "ood that $ould other$ise be used to sustain

    their units- alread spa$ned on the board.

    c.Meta-game&eond the pla"ield- there is another level o" pla that Tribal Turmoil aims to reach. The

    metagame is the plaer strategies- actions or methods $hich transcend the prescribed

    ruleset o" the game.

    'laers ma use e:ternal "actors to a""ect the game. The maB

    Kie and manipulate each other. &ond $ith each other- "orm strong allegiances. @rritate or @ntimidate each other.

    Appl all sorts o" pschological approaches to s$a each other9s actions in a $anteddirection- etc.

    d.Strategy and Meta-strategyTribal Turmoil is heavil based on strateg.

    6hile there are random elements- success in the game is mainl dependent on one9s abilit

    to anal5e patterns- plan ahead and ma+e correct decisions.

    The game board is smmetrical- along $ith all the elements in the game. This places

    plaers at even "ootings at the beginning o" a pla session.

    The gamepla itsel" is increasingl comple: and adroit plaers $ill "urther di""erentiate

    themselves as the game goes into later stages.

    There are limits to the comple:it and depth o" gamepla- ho$ever. The range o"

    possibilities on the pla"ield- $hile big- isn9t in"inite. @t9s arguable that there is an optimum

    strateg that turn out dominant in some "ashion- $hen $e9re loo+ing !ust at the pla"ield and

    the board.

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    Tribal Turmoil- ho$ever- includes another group o" aspects that are hinted at in the previous

    section.

    The sociopolitical aspect o" the game increases the gamepla depth immensel. 'laers

    do have to !uggle bet$een managing their pla"ield strategies $ith their political schemes.

    The importance o" the t$o isn9t easil $eighted and bet$een them- the allo$ the cunningplaers to use a multitude o" tools in their "avor.

    e.Politics'olitics is central to human behavior.

    >'olitics is the practice and theor o" in"luencing other people on a global- civic or individual

    level? C 6i+i

    This behavior has li+el been around be"ore humans "irst began to verball communicate-

    and is highl engaging "or most individuals. @t is in "act something that each and ever

    person begins to practice even at an earl age- so intrinsicall connected $ith our li"e.

    This seems to be the main reason $h the platesters seemed to en!o the political aspect

    o" the game- and it9s the reason $h people can9t get enough o" political tal+s and drama.

    All the game elements are directed to$ards interaction bet$een the plaers- and most o"

    them have strategic "acets.

    To ensure plaer start interacting as soon as possible- $e9ve set the starting units to be

    mandator C 3 hunter units.

    &oars re=uire 2 hunters- but more importantl deer re=uire 4 hunters- $hich means that in

    the "irst ear ccle plaers can hunt deer or the mammoth onl through cooperation. #ven

    at "irst plathrough (tested) plaers $ere able to recogni5e the opportunities the areprovided $ith- through the combination o" positioning- cooperation and e""ect cards. ince

    it9s so natural "or humans to put e""ort into controlling their surroundings- political meta

    game emerges naturall.

    6. Whats in the box?Tribal Turmoil comes $ith a game board- a D,- boar he:agons- 4 deer he:agons- 1

    mammoth he:agons 1% blue hunters- 1% blue $arriors- 1% red hunters- 1% red $arriors- 1%

    ello$ hunters- 1% ello$ $arriors- 1% green $arriors- 1% green hunters- 100 "ood to+ens- 1

    eason turn slider- 4, Javour o" the Gods9 cards and % J*unting Tric+9 cards.

    III. Art design

    1. General directionThe artistic design o" the game $ill be consistent $ith the theme o" the game.

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    @t should be indicative o"B

    The time period o" the game- namel the last iceage 10 000 12 000 &7#. The characteristic landscape and climate o" the period. The "auna- or more speci"icall- the pre that used to be available "or stoneage (ice

    age) huntergatherers.@t should be semirealistic. @n other $ords- the elements o" the game board should be dra$n

    in a semirealistic manner- rather than cartoon or in an $a unrealistic.

    2. Board designThe board design- $ill "ollo$ the general art direction o" being semirealistic.

    n the board (pla"ield) there $ill beB "conceptual representation belo%#

    &ac+ground displaing the landscape. A mi:ture o" green- bro$n- and $hite. @t $ill

    displa the earth9s sur"ace at the point o" meltdo$n- so there $ill be le"tover o" sno$-

    as $ell as bare soil and grass. ore characteristic elements- such as trees- shrubsand others $ill be displaed as $ell to give it a more complete loo+. @n the "our corners o" the board- there must be an area that is surrounded b clearl

    visible "ence or border- and there must be a color indication "or each plaer ('1 C

    green- '2 C ello$- '3 C redand '4 C blue). The overall design is sho$n belo$. A he:agon grid- $ith dimensions < b pre chips?- so the are easil di""erentiated. our Deer tiles- $ith deer dra$ings (semirealistic)- $ith lo$ered opacit and a

    capital letter D in the middle o" the he:agonal tile. @t is to clearl be di""erent "rom the

    deer >pre chips?- so the are easil di""erentiated. ne ammoth tile- $ith a mammoth dra$ing (semirealistic)- $ith lo$ered opacit

    and a capital letter in the middle o" the he:agonal tile. @t is to clearl be di""erent

    "rom the mammoth >pre chips?- so the are easil di""erentiated. our hrine tiles- $ith a smbol dra$n on it- $ith lo$ered opacit in the middle o" a

    he:agonal tile. @t is to be clearl di""erent "rom >shrine chips?- so the are easil

    di""erentiated. #ach and ever he:agonal tile $ill have "our circles- indicating the positions that

    plaer pa$ns can occup. The are to be slightl dar+er than the bac+ground- so

    the can be seen- but are not too intrusive.

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    3. Card designThe cards design is to be consistent $ith the overall art design- meaning semirealistic and

    clean. There are t$o tpes o" e""ect cards in Tribal Turmoil C *unting Tric+s and avor o"the Gods cars.

    The are to be easil di""erentiated "rom each other- both "rom the "ront and the bac+.

    The "rontsides o" the t$o tpes o" cards $ill di""er color$ise- as $ell as contents.

    The "rontside o" avor o" the Gods cards are going to be colored in the purple color

    palette. The "rontside o" *unting Tric+s cards are going to be colored in the bro$n (or siena)

    color palette.

    The bac+sides o" the t$o must also have di""erent colors- $hich also di""erentiate "rom thecolours o" the 4 plaers.

    avor o" the Gods card have a bac+side that is colored in a purple color palette.

    *unting Truc+s cards have a bac+side that is colored in a purple color palette.

    There should also be a clear indication on the "ront o" the tpe o" the card- this is achieved

    $ith colour (the same colour as on the bac+ o" the card).

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    To ma+e the cards more appealing the can have a smallsi5ed icon "or each di""erent

    e""ect.

    *ere9s a design outline "or the cardsB

    ront side o" the cards &ac+ side o" the *unting Tric+s cards

    4. Unit chips designThe unit chips are he:agonal chips- $hich the plaers can remove $hen the e:haust a

    resource in the game C pre and shrines.

    The are to have a picture representing $hat is on the tile beneath themB

    &oar he: chips "or boars- deer "or deer- etc. hrine he: chips "or the "our shrines on the sides o" the pla"ield.

    The dra$ings on the chips are the same as the ones on the board tiles corresponding to

    them. The chips themselves don9t have the circles indicating pa$n positions- because

    plaers can9t move their pa$ns over pre or shrines- unless the are ac=uired- and the

    chips removed.

    5. Other game objectsTurn counterThe turn counter is a tool that helps the plaers +eep trac+ o" the turn sstem in the game.

    ince there are 1% turns in each hunting phase- it can be di""icult to count them- and thus

    irritating "or the plaers.

    The turn counter is ver simple. @t consists o" a %cm b 20cm board and a chip.

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    The board is separated in ("rom bottom to top)B eltdo$nO Turn 1-2-3PO ree5eover. The

    chip is placed on the current phaseEturn o" the game b plaer 1 ('1)- each time he begins

    his turn.

    This is a conceptual representation o" the Turn counterB

    Rule sheet@n the game bo:- there $ill be a rule sheet that encompasses all the rules o" the game.

    @t is to be $ell illustrated $ith diagrams and graphic e:amples o" the game- $hich $ill allo$

    plaers to easil understand the rules o" the game.

    Game boxThe game bo: (cover) $ill be illustrated according to the general artistic direction- $ith

    semirealistic paintings describing the li"e o" an iceage hunter gatherer.

    @t is to be a bo: $ith dimensions 22:42:, (cm) $here the game board $ill be "olded once

    through the middle ("rom 40:40 to 20:40)- so the s=uare becomes a rectangle.

    n the top panel ("ront) o" the bo:- there $ill be an illustration. @n the middle o" it- the name

    o" the game $ill be $ritten $ith big letters >T8@&AK T8@K?.

    The age recommendation $ill be placed in the bottomright corner.

    n the bottom panel (bac+) there $ill be a description o" the game- along $ith photos that

    sho$ $hat9s in the bo:.

    MaterialsThe elements o" the board game $ill be manu"actured "rom the "ollo$ing materialsB

    GameboardB

    ront side made o" 0.3mm thic+ paper $ith a polmer coating against $ater. &ac+ side made o" 2.0mm chipboard- providing enough robustness.

    Dice C one- plastic- si:sided.

    *e:agonal chiptilesB

    're and shrine he:tiles $ill be made o" chipboard $ith "ront side mate o" polmer

    paper $ith the respective mar+ings o" animals on them.

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    'laer unit "igurinesB

    6arrior "igurines made o" plastic *unter "igurines made o" plastic

    ood to+ensB

    7arton to+ens "or "ood- easil reproducible i" lost.

    #""ect cardsB

    #""ect cards have a bod o" carton or thic+ paper that provides robust structure. #""ect cards are also covered in a polmer laer to protect them "rom $ater.

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    IV. Detailed descriptionsT#e detailed descriptions section consists o! t#e t#oroug# in!ormation on !eatures o!

    t#e game. It is intended to provide in!ormation wit# t#e #ig#est level o! detail( w#ensuc# sort o! in!ormation is needed.

    )ac# topic addressed in t#is section is previously addressed somew#ere in t#is

    document( w#ic# a lesser degree o! detail !or t#e sake o! time*saving.

    It is +est to use t#is section to e,tend one-s knowledge on certain topic t#ey wis# to

    !urt#er investigate. T#is section is not structured in a way to !acilitate easy read*

    t#roug#. /uotes are !rom ot#er sections are presented in tilted 0italic1 te,t style( and

    wit# green !ont color.

    The Board in detail.

    he playing field of the game is represented on the board by a grid of hexagons, called for

    clarity * &tiles'. Its dimensions are + by + tiles. ach tile have - positions, %hich player(s

    units can occupy.

    Although the "ield appears to be some$hat rectangleshaped- it is smmetric in ever

    direction. This means- that it ta+es e=ual amount o" turns "or each plaer to get to other

    plaers (the are e=uall spaced "rom each other) as $ell as all the game ob!ectives.

    Shape of the field'laers that are sitting opposite to each other- that is to sa on t$o opposite corners o" theboard (e:ampleB '1 and '3)- are "urther apart "rom each other- than "rom other plaers.

    This is a propert o" the s=uare- $here D Q 1-41 : A- $here >A? is the length o" the side o"

    the s=uare and >D? is the length o" the diagonal.

    This is apparent on the board as $ell. or e:ampleB

    '1 and '2 are < he:agons a$a "rom each other (the side)- as $ell as '1 and '4.

    '1 and '3 are 13 he:agons a$a "rom each other (the diagonal)- $hich is roughl e=ual to

    < : 1-41.

    This a""ects the dnamics o" the game- as it is slightl harder "or plaers in opposite corners

    to interact.The ree5eover season and the limitation presented b it- namel that plaers have to

    bring bac+ their hunters at their camps be"ore the 1%tho" an ear ccle is over- rein"orces

    this separation.

    *ere9s a map o" the "urthest tiles- $hich '19s hunters can reach and still be able to get bac+

    to the sa"et o" their shelter in time- be"ore the ree5eover +ills them.

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    egend/

    0ith bright redin the bottom left corner is highlighted the player(s "12# camp space.

    Green-coloredtiles is %here 12 can move some%hat freely and be able to get bac! on

    time before the Free3e*over.Pink-coloredtiles is %here the player can go, participate in a hunt, and then be able to get

    bac! in time before the Free3e*over.

    Light-red-coloredtiles is %here the player can reach, but %ill have to turn bac! around

    right a%ay, if he is to surrvive the Free3e*over %ith his hunters.

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    Bright red tiles"on the top part of the board# are the only 4 locations %here the player(s

    return to his camp is dependent on the prey along the %ay to have been hunt do%n, so he

    can pass through them as if they are normal tiles.

    su

    Movement on the field'laers move "rom he:tile to he:tile (he:agonal tile).

    The pa$n position indicators are unrelated to movement. The are !ust an indicator o" the

    ma:imal amount o" units one tile can contain.

    'laers are allo$ed to move their units ho$ever the decide to- $ith the e:ceptions o"B

    'laers cannotmove their units over resource tiles (pre and shrines)- unless the

    particular resource tile has been depleted- or in other $ords ac=uired. 'laers cannot move their units beond the boundaries o" another plaer9s camp.

    This is to sa- the can9t go into another plaers camp.

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    'laers cannothave their hunter and $arrior units on the same tile. *unters and

    6arriors are al$as sitting on di""erent tiles and ma onl share tiles on the plaer

    their base tiles. 'laers cannotplace more than "our units on a single tile. There are no e:ceptionsN

    Resources on the boardThe resources on the board are represented b pre and shrine tiles.

    These resources are smmetricall placed on the board- so ever plaer is e=uall

    distanced "rom them. #ver plaer has the same options.

    @n a table- belo$- is presented in"ormation regarding the resources- their value and

    accessibilit. @t is important to note- that the values o" distance are relative to the closest

    plaer on the board.

    Distance

    !rom t#e

    player2

    Produces2 e3uired

    units2

    Total

    amount

    availa+le2

    Gain ratios2

    0e!!ective*

    ness14oar 3 tiles 2 "ood 2 units 1B1 (100R)

    Deer % tiles , "ood 4 units 4 1B1-% (1%0R)

    Mammot# , tiles 1, "ood units 1 1B2 (200R)

    "#rine 4 tiles 1 oG card 1 unit 4

    Player units1layer units are the means by %hich players influence %hat happens on the boarddirectly.1layers can move their respective units, each at a rate of 1 tile per turn. hat is to

    say every unitthey commands can move once per turn, at a maximum distanceof one tile.here are t%o unit types in ribal urmoil 5 hunters and %arriors.

    Hunter units Warrior unitsMovement per turn 1 tile 1 tile

    Food required for winterseason

    2 "ood 2 "ood

    Food required to spawn unit 4 "ood 4 "ood

    Huntsmen*unters are one o" the t$o tpes a units plaers can control. *ere is a list o" statements

    that de"ine the role o" the hunter unit.

    nl hunters caninteract $ith the resources on the board. *unters canhunt pre a$arding the plaer "ood. ne plaer9s hunters cancooperate $ith other plaer9s hunters. 'laers canuse *unting Tric+s cards onl against hunter units- and not against

    $arrior units (in case a $arrior disrupts a hunt)

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    *untsmen are de"enseless against $arrior units- unless the avor o" the Gods card

    >Divine &loodlust? is used- in $hich case other rules appl. These can be seen

    here(page).

    Warriors6arriors are one o" the t$o tpes a units plaers can control. *ere is a list o" statementsthat de"ine the role o" the hunter unit.

    6arriors can attac+ other plaer9s units and remove them "rom the board (+ill them). 6arriors can disrupt hunts. This happens i" a hunt is initiated- and the $arrior unit is

    ad!acent to the pre tile $here the hunt is carried out. @n order to disrupt the hunt- a

    $arrior must +ill a unit that is participating. 6arriors cannot hunt animals- nor place o""erings at shrines. 6arriors can be sheltered in shrines. That is to sa that the can survive the "ree5e

    over in shrines. This comes at the cost o" doubling the "ood cost to sustain the

    $arrior units outside o" camp space. @n other $ords- instead o" costing t$o "ood to

    sustain- the $ill cost 4 "ood i" it9s stationed at a shrine through the ree5eoverphase.

    ote that at ma: 2 $arriors can reside in a shrine at a time. A unit that is outside a

    shrine cannot attac+ the unit that is in there- as it is a hol ground and there"ore not a

    place $here units ma "ight on. 6hich means it $or+s on a "irst come "irst serve

    basis. These 2 $arriors must be "rom the same plaer.

    Hunting and Combat*unting and 7ombat are the t$o main aspects o" the *unting season phase. 'laers can

    use their $arriors and hunters in their respective manners. *ere is e:plained e:actl ho$the $or+.

    HuntingHunting

    6hen one o" the active plaer9s hunting units is ne:t to an animal tile (A boar- deer or

    mammoth tile)- that unit can initiate a hunt. To do so- some conditions must be metB

    #ver unit that $ill participate in the hunt- under the active plaer9s control- should not have

    moved in this turn their movement phase. @" an unit did move this turn that is controlled b

    the active plaer- then the hunt can9t be initiated.

    The active plaer needs to send the correct amount o" hunters into the huntB or a boar-

    the need to send 2 huntsmen to hunt- "or a deer 4 and "or a mammoth .

    #ver unit that the active plaer $ill send in the hunt this $a needs to be ad!acent to the

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    animal that is being hunted- and $ill be rendered unmovable "or 1 turn.

    A unit cannot move and initiate a hunt in the same turn- meaning that a unit can initiate the

    hunt onl i" it has been on the ad!acent (to the >pre?) tile in the previous turn.

    @n other $ordsB i" a unit moves ne:t to an animal in turn 3- it can initiate the hunt in turn 4-and $ill get a set amount o" "ood in re$ard- at turn %. @nitiating a hunt renders the unit

    unmovable "or the turn.

    The active plaer ma also choose to $or+ together $ith other tribes to reach the needed

    amount o" hunters to ta+e do$n certain animals. @" so- the ma invite other plaers to

    participate in the hunt. ther plaers ma give their verbal consent- but are not obliged b it

    and can act as the please.

    or these units that are not under the plaer9s control the "ollo$ing rules applB

    These units must be ad!acent to $hat the active plaer $ants to hunt. "In the same

    %ay the player(s o%n units must be present on an ad)acent tile before starting the hunt#

    The plaer controlling them must accept an invitation the hunt. @" (s)he re"uses to hunt

    together- pa$ns o" that plaer cannot hunt $ith the active plaer9s pa$ns.

    All the pa$ns $hich are participating in the hunt ma not move "or the duration o" the

    hunt- regardless o" their o$ner.

    To indicate that the are participating- place these pa$ns on the edge bet$een the he:agon

    that the are standing on and the he:agon that the animal is on. The units that are placedli+e this are still considered to be in their old positions. 6hen the hunt ends the $ill be

    moved on the (no$ empt) animal tile- a"ter the >pre chip? has been removed "rom the

    board.

    The hunt is completed $henB

    The plaer that initiated on the previous turn- starts his ne:t turn. @n other $ords- i"

    the ello$ plaer ('2) initiated a hunt in turn 4- the hunt is completed on the ello$

    plaer9s turn in turn %.

    The hunt is not completed $henB 7ertain cards that are plaed. These cards $ill speci" that the hunt "ailed. 6hen a

    hunt "ails- no plaer $ill gain a re$ard "or this hunt and the animal "lees. This means that

    the he:agon $ith the animal on it still $ill be removed.

    @" one o" the hunters participating in the hunt is +illed b another plaer9s $arrior- the

    hunt "ails- the pre escapes and the plaers participating in the hunt do not get re$arded.

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    8e$ardB

    @" a hunt is considered to be success"ul- the plaer that hunted $ill be a$arded $ith M

    amount o" "ood to+ens- $here M is tied to the tpe o" animal huntedB 2 "or a boar- , "or a

    deer and 1, "or the mammoth- as sho$n here.

    @" multiple plaers participated in a hunt- the amount o" "ood $ill be divided over everone

    $ho participated in the hunt. 6ith 2 plaers $or+ing together- the re$ard becomes 1 per

    plaer "or the boar- 3 per plaer "or the deer and per plaer "or the mammoth.

    @" three plaers are cooperating in a hunt- the division o" "ood is as "ollo$sB irst- divide the

    total "ood re$ard number through the amount o" participants. Then- ever plaer gets the

    $hole number in "ood to+ens. The le"tovers $ill be distributed a"ter$ards via dierolls.

    During hunt- plaers that are participating can decide to pla *unting tric+s cards. This is

    "urther e:plained belo$- and loo+ed at indepth in the Detailed Descriptions section- here(page).

    Combat5Com+at-

    7ombat can onl be initiated under the "ollo$ing conditionsB

    The attac+er must be a $arrior 8 a hunter under the in"luence o" the JDivine &loodlust

    (avour o" the Gods) card9.

    The attac+ed unit must be on an ad!acent 8 on the same he:agon as the attac+er.

    @t is the turn AD combat phase o" the attac+er.

    The damage o" combat- and ho$ it is calculated- is as "ollo$sB

    8oll a die $here is needed (see table belo$). Koo+ up the situation and outcome belo$.

    Warrior is attacked Hunter is attackedWarrior attacks 1-2-3 or 4 means that the

    attac+ed $arrior gets removed.

    % or , means that the attac+ing

    $arrior gets removed.

    o dieroll is needed.

    8emove the hunter "rom the

    board.

    Hunter attacks (Underthe influence of Divine

    Bloodlust)

    1-2 or 3 means that the

    attac+ed $arrior gets removed.

    4-%- or , means that the

    attac+ing hunter gets removed.

    1 or 2 means that the

    attac+ed hunter is removed.

    3-4-%- or , means that

    nothing happens.

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    Food DivisionIf multiple players participated in a hunt, the amount of food %ill be divided over everyone

    %ho participated in the hunt. 0ith 4 players %or!ing together, the re%ard becomes 2 perplayer for the boar, 6 per player for the deer and 7 per player for the mammoth.

    If three players are cooperating in a hunt, the division of food is as follo%s/ First, divide the

    total food re%ard number through the amount of participants. hen, every player gets the

    %hole number in food to!ens. he leftovers %ill be distributed after%ards via die*rolls.

    @" "our plaers are cooperating- use the same method as described above.

    Boar Deer Mammoth

    Hunt alone 2 "ood , "ood 1, "ood

    Hunt with 1 otherplayer

    1 "ood per plaer 3 "ood per plaer "ood per plaer

    Hunt with 2 otherplayers

    At ma,imum 6

    players can #unt a

    +oar.

    2 "ood per plaer % "ood per plaer-

    plus 1 "ood as

    le"tovers (see die

    rolls)

    Hunt with 4

    players

    At ma,imum 6

    players can #unt a+oar.

    1 "ood per plaer-

    plus 2 "ood asle"tovers (see die

    rolls)

    4 "ood per plaer.

    Die-rolls6hen there are le"tovers ($hich is the case $hen 4 plaers hunt a deer or 3 hunt a

    mammoth)- a die $ill be rolled to determine $ho gets the le"tover "ood. All le"tover "ood

    goes to the $inner o" the die roll.

    6ith 3 plaers- the dieroll distribution is as "ollo$sB

    Player 1 Player 2 Player 3Die roll is 1 or 2 6insDie roll is 3 or 4 6insDie roll is 5 or 6 6ins

    'lease do note that these plaer numbers are not related to the numbers on the actual

    board- but rather used here to sho$ that the are di""erent plaers. 'laer 4 can also hunt

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    together $ith 2 other plaers. #ach plaer pic+s their set o" numbers ($hich has to be

    verball agreed upon- i" that does not happen the assignment o" the numbers happen cloc+

    $ise).

    or 4 plaers- the dieroll distribution is as "ollo$sB

    Player 1 Player 2 Player 3 Player 4Die roll is 1 6insDie roll is 2 6insDie roll is 3 6insDie roll is 4 6ins

    Die roll is 5 or6

    Die gets

    rerolled

    Die gets

    rerolled

    Die gets

    rerolled

    Die gets

    rerolled

    Favour of the Gods cards&elo$- all the Javour o" the Gods9 cards are described in detail- $hich is to sa their e""ect

    and the amount o" that particular card included. These cards o"ten contain e""ects that $ill

    help the plaer $ho casts the card- but can also sometimes be used to harm others.

    6hen a card sas target- the plaer $ho plas that card ma pic+ the target as long as it is

    a valid target. @" there are no valid targets- the card $ill directl go to the discard pile i" it $as

    plaed. A valid target is ever target o" the tpe described on the card.

    'lease do note that a plaer ma at ma:imum have 3 avour o" the Gods cards in their

    hand. @" the have more- the have to discard cards (move cards to the "avour o" the gods

    discard pile) until the number o" cards that plaer has is 3.

    Divine Strength

    or the rest o" this ear- $hen ou start a hunt- ou can do so $ith 1 plaer less than is

    originall needed.

    umber o" this card includedB 2

    Divine Luck

    or the rest o" this ear- i" ou hunt- ou have a %0R chance o" gaining 2 "ood e:tra "rom a

    hunt (roll a D, a"ter a success"ul hunt- i" the number is lo$er than 4- add 2 "ood e:tra to the

    "ood ou earn "rom this hunt).

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    umber o" this card includedB 2

    Divine Wisdom

    or the rest o" this ear- i" a unit ou control dies- dra$ 1 Divine 6isdom card. Do this onl i"this e""ect did not happen be"ore. @" it did- move this card to the Javour o" the Gods9 discard

    pile instead.

    umber o" this card includedB 2

    Divine Protection

    or the rest o" this ear- i" a unit $ould die- roll a D,. @" ou roll a 1 or a 2- that unit doesn9t

    die instead. This card has no e""ect during "ree5eover.

    umber o" this card includedB 2

    Divine Bloodlust

    or the rest o" the ear- hunter units can "ight as i" the $ere $arrior units. *o$ever- $hen

    these hunters attac+ other hunters- roll a D,. @" ou roll 1 or 2- the attac+ed hunter dies. @"

    ou roll a 3- 4- % or ,- nothing happens. 6hen "ighting a $arrior- i" ou roll a 1- 2 or a 3- the

    attac+ed $arrior dies. @" ou roll a 4- % or ,- the hunter dies instead.

    umber o" this card includedB 2

    Gods Gi

    Gain 1 hunter unit or 1 $arrior unit. This card ma onl be plaed $hen ou have 2 open

    spaces on our camp tile.

    $ercy of the gods/ If you control less than 6 units, Gain 4 hunters or 4 %arriors instead.

    umber o" this card includedB 4

    Holy Gi

    Gain , "ood.

    $ercy of the gods/ If you control less than 6 units, gain 7 food instead.

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    umber o" this card includedB

    Wrath of the Gods

    Destro a unit o" 1 tribe $ith at least 4 tribe members in it.

    umber o" this card includedB 4

    Magic Quicksand

    ree5e all units on target he:agon. (The ma not move until the plaer $ho plaed this

    card ta+es their turn again).

    umber o" this card includedB 4

    Holy The

    teal 2 "ood "rom a plaer $ith more than , "ood.

    erc o" the godsB @" ou control less than 3 units- steal 4 "ood instead "rom a plaer $ith

    more than , "ood.

    umber o" this card includedB 4

    Gi of Nature

    'ut all hunted animals bac+ on the board.

    umber o" this card includedB 4

    Swi Feet-Boost

    Target nit ma move 3 spaces this turn.

    umber o" this card includedB 4

    'lease note that i" this card targets a unit that has been under the in"luences o" a card that

    limits the movement o" a unit (such as agic Suic+sand)- this card $ill ta+e priorit over it-

    meaning that the unit ma no$ move.

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    Swi Team-Boost

    nits on target he:agon ma move 2 spaces this turn- instead o" 1.

    umber o" this card includedB 4

    'lease note that i" this card targets a unit that has been under the in"luences o" a card that

    limits the movement o" a unit (such as agic Suic+sand)- this card $ill ta+e priorit over it-

    meaning that the unit ma no$ move.

    Hunting Trick CardsThese are cards that one can use to manipulate a hunt. @t can ma+e it more "avourable "or

    ou orEand ou can obstruct the plaer(s) ou are $or+ing together $ith.

    The ma onl target (a""ect) hunts in $hich ou have at least 1 hunter participating in andthus ma onl be plaed $hen ou hunt.

    ote that there are 2 5ones in $hich a plaer can o$n the card. Their inventor and the

    cards set aside. During the meltdo$n phase- plaers get to choose up to 3 cards to set

    aside to use during the main (hunting) phase. nl these cards ma be plaed b plaers

    during the hunting phase. 7ards that are set aside that remain at the end o" the ear and

    that have not been plaed move to the discard pile.

    To set aside a card- remove it "rom our inventorEhand and place it "ace do$n on the table.

    nl the plaer $ho put the card "ace do$n ma chec+ the card to read $hat it does- the

    other plaers ma not chec+ this. @t is "orbidden to sho$ a card ou have set aside to our

    opponents.

    @n the hand or inventor- a plaer ma have at ma:imum , di""erent J*unting Tric+9 cards. @"

    a plaer has more- he must discard cards (move J*unting Tric+9 cards "rom his

    inventorEhand to the J*unting Tric+9 discard pile) until that plaer has , cards in their hand.

    &elo$ here is a list o" all the cards that e:ist o" this +indB

    Quick feet

    This hunt ends success"ull immediatelN

    umber o" this card includedB

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    Backstab

    ill target unit "rom another plaer involved in this hunt. 8emove it "rom the board. The hunt

    "ails "or all plaers involved.

    umber o" this card includedB 4

    Yoink!

    At the end o" the hunt- ou $ill gain the amount o" "ood another plaer earns and the

    amount o" "ood our earned oursel". The $ill not gain an "ood "rom this hunt.

    umber o" this card includedB 4

    Silent Betrayal

    elect another plaer $ho is hunting together $ith ou. ill 1 o" his units that is in a hunt

    $ith ou at the end o" the hunt (The hunt $ill not "ail because o" this).

    umber o" this card includedB 4

    Watchful eye

    /ou ma onl pla this card $hen some plaer ou are hunting $ith also plaed a J*unting

    Tric+9.

    The hunting tric+ that $as plaed b that plaer does not resolve (The e""ect that that carddescribes- $ill not ta+e e""ect. The card is moved to the J*unting Tric+9 discard pile instead).

    umber o" this card includedB ,

    Holy Protection

    /ou ma onl pla this card $hen some plaer ou are hunting $ith also plaed a J*unting

    Tric+9.

    The hunting tric+ that $as plaed b that plaer does not resolve (The e""ect that that card

    describes- $ill not ta+e e""ect. The card is moved to the J*unting Tric+9 discard pile instead).

    That plaer o" $hom the card didn9t resolve- removes one o" their units that $as in this hunt.

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    umber o" this card includedB 2

    Preparations

    Target hunt ou are participating in gains ou 2 e:tra "ood i" it ends success"ull.

    umber o" this card includedB

    Shared Blessing

    All plaers in target hunt gain 2 more "ood i" this hunt ends success"ull.

    umber o" this card includedB

    Stray Arrow

    8oll a D,. @" the result is a 1- 2 or 3- remove target unit "rom a hunt ou are participating in

    "rom the board. othing happens i" the result is a 4- % or ,.

    umber o" this card includedB ,

    Rivalry

    @" this hunt succeeds- roll a D,. @" the number that comes up is higher than 3- all the "ood

    that is earned b other plaers this particular hunt is given to ou instead. @" it is a 1-2 or 3-

    everone gets their "ood as normal.

    umber o" this card includedB

    *ere is a table that lists all the cards and ho$ common the areB

    "number of cards &8'9total number of cards in the pile#

    Hunting tricks cards Number and% of all the

    H cards

    !avor of the Gods cards Number and% of all !oG

    cards

    :uic! Feet 7 "2-;# Divine Strenght 4 "

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    0atchful eye - ">;# Divine =loodlust 4 "

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    @n this agegroup o" children age to 12 is also the period in $hich strategic thin+ing

    develops- as partiall described above $ith the s$itching o" vie$points. 7hildren in this age

    range (and especiall the older ones) $ere able to identi" "ocal points in games that the

    plaed in a stud- suggesting that the could ta+e into account $hat the other plaer $ould

    do and ho$ this $ould bene"it them both. These choices are the most consistent in elder

    plaers- suggesting that the had a strateg "or the situations $ith $hich the $ere

    presented $ith. Also $orth mentioning is that the highest ris+ strateg (maximaxi# that came

    $ith the highest re$ard- $as pic+ed less than the "ocal point. U4V

    The abilit to properl $or+ together also does not "orm until children are around 10 or 11

    ears o" age. This is also the time in $hich the can deal $ith being de"eated properl.U%VUV

    ince our game has a great emphasis on competition (although our game has cooperation

    components- but the are onl the means to an end)- our game $ould be more suited to be

    mar+eted to$ards bos. To paraphrase an articleB &os are much more prone to competethan girls and this gap bet$een the se:es arises around the age o" 3 to 4. This gap remains

    persistent throughout child and adulthood. U,V

    ribal urmoil also re=uires that the plaers do some simple maths. The s+ills needed to do

    these operations $ill be learned at the beginning o" their adolescent stage- as the master

    ordering and se=uencing events. UV

    6hat can be concluded "rom the "ollo$ing researches is that our game $ould be best

    suited "or males age 1$ and up. This is due to the "act that $e +no$ that b this age-

    children should possess the proper s+ills that are described above.

    VI.References and SourcesU1VB Attention De"icit Disorder (hort Attention pan)- ort 7arson #DDA7 (2000)

    httpBEEevans.amedd.arm.milEpedsEpd"Eadd.pd"

    U2VB cKeod- . A. (2010). ormal perational tage. 8etrieved "rom httpBEE$$$.simplpscholog.orgE"ormal

    operational.html

    U3VB DeceptionB 'erspectives on human and onhuman Deceit (1

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    httpsBEEelo.nhtv.nlE7EWTD/8T#WKD#8E1