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Deadbolt Studios

Thomas Edens; Dalton DeMorrow; Sean Hinson; Ryan Harkness;


Miguel Reyes

Hades Uprising
Design Document

Backstory of the game


this should be the story of the game. we can copy and paste the one we in
the GDD.
There were years of peace in Olympus, and the gods became benevolent. These same
gods had not seen war for some time and grew careless. However, their children, who thought
their mothers and fathers were being naive, trained to be prepared. They have now been
vindicated because Hades has come up with a malicious plan.
Hades aims to take advantage of this time of peace as an opportunity to overthrow Zeus
and become the new God King of Olympus. He has sent his minions to retrieve the most
powerful weapon in Olympus, Zeus Lightning Bolt. A labyrinth has grown from the ground
beneath the streets, and Hades has allowed his minions to run rampant. Hades has managed to
steal the bolt, hide it amidst the labyrinth, and sent his dog Cerberus to protect it. The gods have
promised a great reward for the first person to return the bolt safely. These same children, each
determined to receive the reward for themselves, enter into the labyrinth on a quest to obtain
the Lightning Bolt.

Rules of the game


This section needs to be the games full rule set that will be easily
understood and should address any gameplay question that a reasonable person
would ask.

Game Set-up
Board Set-up
STEP #1: After removing all the games contents from the packaging and determining how
many players are going to play, start by first placing the game mat on a flat surface.

STEP #2: Shuffle the following decks separately and thoroughly:

Labyrinth Deck

Loot Deck

Map Deck

Monster Deck

Trap Deck

After all of the above decks have been shuffled, place all five decks beside the game mat as
shown in Figure 1.

STEP #3: Take the four Starting Location cards and place one in each of the four corners of
the game mat as shown in Figure 1. All of the green circles on the Starting Location cards
should be closest to each corner of the map and each Starting Location card should reside
within the game mats outside border. (Figure 1)

STEP #4: Place the Map cards face down on the game mat as shown in Figure 1. The Map
cards should not overlap one another or any of the Starting Location cards and should reside
within the game mats outside border. Only one Map card should be in each position on the
game mat. Make sure to leave the center-most space free.
Place 40 Map cards in a 5x9 grid leaving the corners and center without cards. Instead of a
Map card, each of the four corners will have the previously placed Starting Location cards.
(Figure 1)
After placing all Map cards on the the game mat in a 5x9 grid. The remaining Map cards will be
placed opposite of the rest of the game decks on the side of the game mat. (Figure 1)

STEP #5: Place the Chamber Card in the center of the game mat as shown in Figure 1 for
clarification.

FIGURE 1

PLAYER SETUP
STEP #1: Shuffle all of the Demigod cards thoroughly and present them face down, allowing
each player to select a card at random. Each player will select only one card. At this stage of
setup, the order of selection is not important. Each player will place their Demigod card on the
table near his or herself in the face up position.

STEP #2: Distribute the following items to each player:

X11 Glass Counters (all of the same color)


X1 Six-Sided Die
X1 Eight-Sided Die
X1 Ten-Sided Die
X1 Twelve-Sided Die
X1 Twenty-Sided Die

STEP #3: Each player needs to place five of their Glass Counters on their Demigod card in
the Active column to the left of their Demigod cards image. Place another five Glass
Counters, Eight-Sided Die, Ten-Sided Die, and the Twelve-Sided Die just off to the right of
their Demigod card.

The remaining Glass Counter will be used for their Starting Location on the game board. This
will function as their Demigods avatar on the game board.
Place the Six-Sided Die on the space labeled as Life Counter in the top-left of the Demigod
card with the number 5 facing upwards. To the right of the Six-Sided Die, place the TwentySided Die face up showing 20 on the space that is labeled as Health Counter (Figure 2).
If all of the players Demigod cards are set up as displayed in Figure 2, continue on to the next
step.

FIGURE 2

STEP #4: Deal out 3 Loot cards face down to each player. This is each players starting hand.
Players should be sure to hide their hands from other players.

STEP #5: Each player needs to roll their Twelve-Sided Die to establish turn order. The player
with the highest number chooses which of the four Starting Location cards to place their
remaining Glass Counter. The player with the next highest number will choose which remaining
Starting Location card to place their last Glass Counter on and so on until all players have
placed their last Glass Counter. A maximum of one Glass Counter should be on each Starting
Location card.
In the event that two or more players roll the same number, each of those players needs to reroll until every player has a different number.
The player who rolled the highest number will take their turn first. After the first player has taken
their turn, play order will continue clockwise.

How to play the game


This is where we will have the flow of the game section. This might be
where we want to put the rules but Im not sure right now.

Turn Sequence.

Action Phase - This is where most of the gameplay will take place.

Trap Stage - The player deals with a trap, if

Movement Stage - The player either moves or

Combat Stage - The player fights a monster, if

applicable.
rests.
applicable.

Clean-up Phase - The player prepares for the next turn.

Labyrinth Phase - A player draws a Labyrinth card.

Action Phase:
The Action Phase is the main phase of the game, and is compiled of smaller stages. During
this phase players will make up to 5 Actions. The Actions they may take are as follows: move,
block, attack, flee, dodge a trap, rest, and/or use a card. Each of these Actions, with the
exception of using a card, cost 1 of the players allotted 5 Actions.

Trap Stage:
The Trap Stage takes place when a trap is triggered by a move a player makes. If it is
triggered on the players turn, the player may use the required one Action to dodge the
trap (if the player does not have enough Actions, they take the effects indicated by the
trap). If the trap is activated during the Labyrinth Phase or another player activates the
trap, the targeted player takes the effects without any chance to dodge.

Movement Stage:
In the Movement Stage, providing a player is not in combat or a card says otherwise,
they can either stay in their current location to rest and regain health or can move to a
new location.
When a player rests it costs one Action to regain one health point.
Players may move in any direction indicated by the arrows on the Map card so long as
the player is not presently in combat and has Actions to spend. There may also be a

Monster or a Chest icon near the arrows to indicate that choosing that direction requires
the player to face a Monster or open a Chest.

The player can choose the following directions:

the direction of a Chest - depicted by a small chest

the direction of a Monster - depicted by a small

a direction of unknown consequence - depicted by

icon
claw scratch icon
a lack of a small icon
a non-eventful direction - if the player moves on to
an already face up Map card.
If the player chooses to move the direction of a Chest, they are required to roll the
Twelve-Sided Die; if a 4 or less is rolled, the player must draw one Trap card and if the
player rolls a 5 or greater, he or she must draw one Loot card.
Developer Notes: Aside from Chests containing useful items (the ability for the player to draw a Loot card) it also has
the possibility to be a trap because we want keep the player in suspense.

If the player chooses to move in the direction of a monster, they must draw one Monster
card and place it on the Monster card location on their Demigod card. This begins the
Combat Stage.
If the player chooses the direction of unknown consequence, the flipped card may
indicate that the player has landed on a trap. If this is the case the player must then draw
one Trap card. If a trap is not indicated, then the player moves without incident.
Developer Notes: We decided to spring a trap on the player only after they have moved because if the events of the
game were playing out in reality, an individual would theoretically be unaware of traps.

If the Map card the player choses to move to is already face up, the player has an noneventful move regardless of the icons displayed on the card.
Developer Notes: We may add walls at a later date. Walls force the player to return to their previous location.

Combat Stage:
Developer Notes:

We plan to create the weapon system before finishing the game.

If the player runs into a monster the Combat Stage begins. The Combat Stage is turnbased, with the monster attacking first, followed by an action chosen by the player; then,
the monster attacks a second time and so on until the monster is defeated, the player
dies, or until the player and monster run out of Actions.
During the Combat Stage players will have the opportunity to:

flee the monster


either block and/or attack the monster
play a Battle Item and/or Health Item
do nothing

The player may only flee after the monsters initial attack. The initial attack may be
blocked before fleeing. If the player chooses to flee, they must spend one Action and
they randomly lose a card. The way this is accomplished is by the individual to the right
selecting a card at random from their hand. The card is then discarded into the
appropriate discard pile. The monster then hits the fleeing player dealing its damage to
the player, and the player must then return to the Map card that the player last occupied.
Developer Notes: If the player has a card that they do not want, they could select the specific card to discard. With it
being randomized, the player will now have a chance to lose a card they might want to keep. The idea is that a Demigod
drops an item in their haste to flee the monster. We may add different effects for fleeing different monsters (or perhaps
universal damage by all monsters), such as fleeing a cyclops will do 2 points of damage to the player before escaping.

If the monster is attacking, the player may choose to block; if the player does not block,
they take all of the damage. Blocking negates all of the damage that would have been
done by the monsters attack, and one Action is spent. After choosing whether or not to
block, the player may then choose to attack. Attacking costs one Action, and will always
hit the monster. If the monster is out of Actions, but the player still has Actions
available, they may still choose to use an Action to attack the monster.
Developer Notes:

As indicated by the Developer Note above, we change attacks to cost no Actions, but be limited

each turn.

The player may use a Health Item or Battle Item to effect the battle. Depending on the
cards directions, it will either affect the player or the monster.
Players may also choose to take no actions, but this is ill advised.
Developer Notes:

We are aware that most players will not choose to take no actions, but it is still an option.

The monster will use their actions only to attack until they have run out of actions.
Once a monster is defeated, the player is then allowed to draw from the Loot deck, and
they keep the monster card as a Sacrifice to access the Chamber Card (3 different
Sacrifices are needed).

Cleanup Phase:
Before the player can end their turn they must:

discard any cards that exceed the hand limit


reset both the Demigod Actions and Monster Actions

The player can choose which cards are discarded at the end of their turn.

Labyrinth Phase:
The Labyrinth Phase takes place after the last player has taken his or her turn. A player draws
a card from the Labyrinth deck and the players will follow the directions on the card. The
different possibilities for the Labyrinth cards are as follows:

text

monster(s) spawn in front of the specified player(s)


traps are triggered on specific player(s)
the Map cards are to be shuffled by rows and/or columns indicated by the

If a player is in combat, they will first finish the battle with the current monster before spawning
another monster. If a Trap is triggered, the player must resolve it before continuing with his or
her turn.
Monster example: If player 3 did not defeat a monster they are in battle with, and a Labyrinth
card directs players 1 and 3 to draw a monster card, they both do so. When player 3 begins
their turn, they have to first defeat their previous encounter before moving the new monster card
onto the Demigod card (see Appendix A-5 for picture).
Trap example: If a Labyrinth card directs all players to take 3 damage, all player immediately
take 3 damage from their health die. If a Labyrinth card directs each action used this rotation to
inflict 1 damage to the active player, then each time a player uses an action on their turn, they
take 1 damage and adjust their health die accordingly.

Play cards
The cards below are here so you can print them to play the game.

2. Map Card

4. Chamber Card

5. Demigod Card

3. Starting Location Card

6. Monster Card

7. Trap Card

8. Labyrinth Card

9. Loot Card(s)

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