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  • 1. Na Celtigh(The Celts)Ludology & Gameplay - Board GameTeam 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 MechanicsEach 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 MechanicsBuildings Event Cards - Farm, - Vintage - Cataclysm - Distillery, Year - Fanaticism - Secluded Monastery, - Mysticism - Great - Offering Altar, - Robbery Feast - School, - Discovery - Advanced - Famine Research - Mystic Circle - Explosion - Peace - War
  • 8. Game Mechanics• Civilizations have certain • Resources (Wealth, Knowledge & inherent bonuses Faith) – Must be spent to maintain buildings and progress to next era – Bard (Distillery and Farm maintenance is free) – Each player will start with 5 units of each resource type – Druid (Offering Altar and (i.e.: 5 Wealth, 5 Knowledge Secluded Monastery and 5 Faith) maintenance is free) – Knowledge: pay 3 to draw – Sage (School and Mystic another building card Circle maintenance is free) – Wealth: pay 5 to place a – Players draw building cards 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• Balancing resource production & cost • Imagining different board layouts & of era progression functions• Finding a meaningful way to • Eventually removing the idea of a integrate the 3 resources ‘board’ completely• Finding ways of forcing the player to • Discussing design direction, art style spend their resources (creating a & possible stories challenge)• Designing a challenging but achievable goal within each era• Weighing up the effects of the event cards on the players’ chances of survival• Massively cutting the game length (8 eras - 2 eras)

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