In the Trenches Rules of the Game Preliminary Design Draft
Game and Contact Info • Game Name : In the Trenches • Members • John Albright : Interface and Project Officer • firstname.lastname@example.org • Joshua Burdette : Gameplay Officer • email@example.com • Nathan Champion : Technology Officer • firstname.lastname@example.org
Game Synopsis • “In The Trenches” is a game themed on World War I trench warfare in which players dig their way to the enemy’s home trench while eliminating all enemies in your way. • Players must plan their moves carefully, place their resources wisely, and use special cards to gain strategic advantages over their enemies.
Overview • Demographics : • This game is intended for 2-6 players age 12 and up. • Play Conditions : • The game is played on a 22” X 28” grid and requires a flat surface. • Typical gameplay will be 45 to 75 minutes a game varying on the amount of players.
Comparable Products • Risk – a global war game involving careful strategy and army management
Comparable Products • Over the Trenches – a Risk variant containing World War I themed units and focusing on trench warfare troop management.
Game Core • Goal – to exhaust all of the opposing team’s troop reserves. • Obstacles – Between you and your enemy exists the hellish “No Man’s Land,” filled with barbed wire, mustard gas, and machine gun fire.
Game Core • Strategy • Outmaneuver your opponents to dig the most effective trenches as a team! • Stock your troops with the best equipment and leave the opposition in the dust! • Use special weapons and cards to their most lethal effect!
Gameplay Features: • Dynamic board • Appeals to people who like strategy • Inventory such as shotguns and grenades
Gameplay • Game Objects: • Soldier • Resource Token • Barbed Wire Fence Soldier – the common grunt for both the Central and Allied forces. Resource Token – something buried in No Man’s Land. Is it something good, or is it a mine? Barbed Wire Fence – strategic placement of these will impede the enemy
Gameplay • Game Objects • R Cards • Y Cards • 2 4-sided dice • 6-sided die Red Cards – digging up dirt, most will be blank, but a few will have special benefits! Yellow Cards – Draw one when you decide to open a buried resource token. Is it a mine? 4-sided dice – used for movement. 6-sided die - Used for resource rolling and over the top movement R Y
Standard Gameplay and Setup • Players set up their home trenches, their initial troops, barricades, and resources. • The first team to vanquish the other side by any means is the victor.
Testing • Play testing • Interviews • At exit of each game • Observation • Thinking Aloud • Players were asked to make vocal comments in-game about rules/gameplay
Testing Issues and Solutions • Slow Movement – 3 moving types • Old Card-drawing vs. New Card-drawing • Card Variety – Lots of special cards • Automatic Death vs. Saves • Going Over the Top – You can move faster
Our Proudest Moments • Players enjoying the newer cards • Seeing the players enjoy the competition • “It’s a dud!” • Seeing more strategy emerge from the faster game
Hindsight is 20/20 • Movement Pool would have made movement easier • Lateral digging should have been rewarded • Higher mine to resource ratio • Dynamic reserves
Q & A Does anyone in the audience have a question to ask? Many thanks, Thrice the Quarter