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Game Design

Group game #2
Game Designers:
Wenchao Lou Jackson Bell
Kevin Liang Yiheng Song
Sara Stabley

Rules 3.0:
First turn is decided by die roll. Player who gets the highest goes first; gameplay
continues in a clockwise direction.

Total Number of Players: 4


2 players to a team

You need to find three key elements: 2 labyrinth tokens and the exit. Both labyrinth
tokens must be found before the “escape door” can be opened, even if you have
found the exit first. Labyrinth tokens are placed throughout the maze when the maze
is created. Each player can only carry 1 labyrinth token.

Players can move in any direction. Quantity of movement is determined by a die roll.
When moving through unknown territory (unflipped spaces), the player has to flip
each ground unit to see if it’s a dead end or a pathway.

Procedure 3.0:
Players are divided into two teams. Team A designs the labyrinth that Team B will be
trying to escape and vice versa.

Labyrinth tokens consist of a key (K) and a treasure chest (C).

The first team to collect both labyrinth tokens and get BOTH of its members out of the
labyrinth wins.

OBSTACLE Spaces:
When building the labyrinth for the opponent, Teams are required to insert no more
than 10 obstacles. These obstacles will be revealed once the space unit has been
flipped. Once obstacle is cleared by a single player, it is no longer active for other
player.

SABOTAGE SPACES:
When building the labyrinth for the opponent, Teams are required to insert no less
than 2 sabotage cards. These sabotages will be revealed once the space unit has
been flipped. Once sabotage is cleared by a single player, it is no longer active for
other players.

PLAYTEST 3.0:
Choose your teammate. Together you will create a maze for your opponent.
FOR THE SAKE OF TODAY’S PLAYTEST, THE MAZE HAS ALREADY BEEN CREATED
IN ORDER TO SAVE TIME.
For obvious reasons, make sure the opposing team doesn’t see your construction of
the labyrinth and where you place the obstacles and sabotages.

For this iteration of the game:


Place no more than 10 obstacles and no less than 2 sabotage opportunities in the
maze.
To place an obstacle, place the wooden squares with a “O” on them face down on any
pathway tile.
To place a sabotage, place the wooden squares with an “S” on them face down on
any pathway tile.
To input the labyrinth tokens, place the KEY token face down on any pathway tile.
Same with the TREASURE CHEST token.
You can create dead ends but you must eventually lead to the escape (end of the
maze).
You are allowed to choose where to place the entrance and exit. Place these by laying
the corresponding tiles facedown on any pathway tile. You may have more than one
entrance (up to 4) but only 1 exit.
You do not have to utilize all spaces on the board. However, the less pathway, the
easier it will be for the opposing team to figure out.

When both teams have set up their opponent’s maze (including sabotages, obstacles,
labyrinth tokens, and an exit and entrance(s)), cover each square with a cardboard tile
so that the maze is hidden.

You may then begin the game.


As you roll and move throughout the maze, uncover each tile. If you reach a dead
end, you may backtrack if you have more moves within your die roll.

When you encounter an obstacle, roll the die. If you roll a 4 or higher, you have
defeated the obstacle. If you roll a 3 or lower, you lose next turn and remain stuck
where you are.

When you encounter a sabotage space, opponent’s team must stop gameplay for 20
seconds. However, the paused team can roll for doubles in order to resume play
sooner.

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