Friday, October 24, 2008

AARDVARK COALITION: We are a group about inner beauty, and ant-eating.

Today we tested out our game in class. From the extensive and detailed testing reports from our dedicated focus group, we discovered patterns in gameplay that could possibly be detrimental to our shipped product. Our testers illustrated to us that we need more concise rules to guide them on their journey of fun, adventure, and fun espionage adventures (which tend to be fun). It became clear to us that our game board had a critical error: it was far too diminutive than expected. Additionally, to fill this added space we found we should add more units to vary the gameplay.

Friday, October 17, 2008

Wilderness of Mirrors

Capture your opponents intel without them seeing you.

Rules:

6 moves per turn. You can spread them out over all your pieces. Each space is one move.

No piece can be within 4 spaces in a line of a piece.

You start with the following pieces:
2 Double Agents: The double agent can move 3 spaces within a line of sight of another piece per turn. (Double)
1 Assassin: Can move into line of sight, but only to kill another piece by jumping on it. Killing removes both pieces. (Ass)
1 Mole: Normal unit, but can't win. Starts in the designated mole space. (Mole)
3 Agents: Basic unit, no special abilities. (Agent)

Objective: Get to the other team's intel.