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Post on 27-Jun-2015



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  • 1. Na Celtigh (The Celts) Ludology & Gameplay - Board Game Team 2-Bernhard Raml Fabrizio Velero Covone Marc O Donoghue

2. Contents

  • Initial Brainstorming
  • Theme & Design
  • Game Mechanics
  • Initial Playtests & Findings

3. Initial Brainstorming

  • God / Gods theme / functionality
  • Epic scale (God of War, etc.)
  • Folklore
  • Economy/ Resource management
  • Influences:
    • Age of Empires
    • From Dust
    • Celtic Village (mini-game)
    • Risk
    • Celtic folklore & art (Tuatha de Danann, knot-work, etc.)
    • Anno Games

4. Theme & Design

  • Celtic Society, History & Mythology
  • Art (metalwork, sculpture, Illumination)
  • Buildings
  • Resources
  • Societal roles
  • Events
  • Warfare
  • Technology & advancement

5. Game Mechanics

  • 2-6 players
  • 5 turns per era, 2 eras
  • Players choose a civilization / identity & starting region
    • Druid, Sage, Bard
  • Each player throws a dice to decide the starting player: highest roll wins. Turn rotation is clock-wise
  • Main Goal
    • Every 5 rounds, each player has to gather enough resources to progress to the new Era
    • At the beginning of each new era all the players have to pay the era s progression target
    • A new era allows placement of more buildings & a refresh of building cards hand
    • If a player cannot afford to progress,they are out of the game
  • .

6. Game Mechanics

  • Each turn is divided into five phases:
  • Draw Building Card:The player can draw a card from the Building Deck only by paying 3 Knowledge resources
  • Pay Maintenance on Buildings:The player will have to pay the maintenance for all the buildings he/she placed into his/her region.
  • Gathering Resources:The player will gather the resources he/she planned to produce by placing buildings into his/her counties.
  • Draw Event Card:The player has to draw a card from Event s Deck and follow the instructions described on it.
  • Production Plan:During this phase the player has to plan his/her income by placing and/or changing a building into the available counties. Placing strategy will be based on his/her needs.

7. Game Mechanics

  • Buildings
    • Farm,
    • Distillery,
    • Secluded Monastery,
    • Offering Altar,
    • School,
    • Mystic Circle

8. Game Mechanics

  • Civilizations have certain inherent bonuses
    • Bard ( Distillery and Farmmaintenance is free)
    • Druid ( Offering Altar and Secluded Monasterymaintenance is free)
    • Sage ( School and Mystic Circlemaintenance is free)
    • Players draw building cards
  • Resources (Wealth, Knowledge & Faith)
    • Must be spent to maintain buildings and progress to next era
    • Each player will start with 5 units of each resource type (i.e.: 5 Wealth, 5 Knowledge and 5 Faith)
    • Knowledge: pay 3 to draw another building card
    • Wealth: pay 5 to place a building into a county
    • Faith: pay 5 to draw another event card
    • Resources are useful trading goods, they can be spent to maintain buildings and they will let the player to go forward into the game

9. Initial Playtests & Findings