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Game Design Doc v5.0 for Artifactions Page 1
11th Dimension Studios
Team:
Blake Taylor
Kyle Devlin
Michael Dagastino
Dakota Daugherty
John Miniel
Artifactions
DESIGN DOCUMENT
Latest version update:
September 20, 2015
Game Design Doc v5.0 for Artifactions Page 2
Table of Contents
DESIGN HISTORY 4
VERSION 1.1 4
VERSION 2.0 4
VERSION 3.0 5
VERSION 3.1 5
VERSION 4.0 6
VERSION 5.0 6
GAME OVERVIEW 7
WHERE DOES THE GAME TAKE PLACE? 7
WHAT IS THE STORY? 7
WHAT IS THE MAIN FOCUS? 8
HOW MANY CHARACTERS/UNITS/PIECES DOES THE PLAYER CONTROL? 8
GAME THEORY 8
FEATURE SET 9
GENERAL FEATURES 9
GAME COMPONENTS 9
RULES &MECHANICS 10
GAME SETUP 10
GAME BOARD/CARD SETUP 10
PLAYER SETUP 11
TURN SEQUENCE 11
ACTION PHASE 11
COMBAT PHASE 13
DRAW PHASE 13
END PHASE 13
GENERAL RULES 14
DETAILEDRULES FOR SPECIFIC PIECES 14
ACTION PHASE DETAILED RULES 14
COMBAT PHASE DETAILED RULES 15
MISCELLANEOUS DETAILED RULES 15
FLOWCHARTS 18
END GAME CONDITIONS 21
RULES QUESTIONS 21
REFERENCES/APPENDIX 22
REFERENCES 22
CARD BACKINGS 22
CARD FRONT DESIGNS 23
Game Design Doc v5.0 for Artifactions Page 3
COMBAT CARDS (WEAPONS) 23
COMBAT CARDS (ARMOR) 24
ITEM CARDS 24
LOOT CARDS 25
PLAYER TOKEN WITH STANDEXAMPLES 25
SUMMONS WITH STANDS EXAMPLES 26
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Design History
In this section, our goal is to describe updates, additions, and overall changes to Artifactions
during the design process. This willinclude, but not be limited to, any major changes or edits that
occurredafter initial reviews and collaborations. Eachversion contains at least one major change, with
multiple smaller changes accompanying it. Major changes will be bolded, while lesser changes will
appear as normal text. As the versions progress, youwill see how the team improved the overall
design of the game, and get a general “feel” for how the game itself willlook and play.
Version 1.1
Version 1.1 introduced some changes from the original game’s conception. These changes were
implemented to better fit the scope requirements for the project, as wellas make the game more
simplified forthe average consumer. Below is a detailed list of our changes:
1. Ridthe game ofthe “GameMaster”element. Theideaof a “GameMaster”overly
complicatedourgame,as well as madeit undesirableto certain audiences.
2. Included four equal character tokens instead of the original three. With the elimination of the
“Game Master”, an additional character token was added to the game.
3. Swamps were taken out of the design. Swamps created a more complex and confusing way of
going about movement, which was decided against by the team.
4. Added a movement deck.This eliminated the use of random movements on the board. The
Movement deck willinclude (10) Move 1 cards, (10) Move 2, (10) Move 3 cards, (10) Move4
cards, and (10) Move5 cards.
5. Changed white terrain items from holy/heal spaces to teleportation spaces. Teleportation was
a new idea brought to the team, and was put into use to help balance the game’s movement
phase.
6. Added in a Lootdeck as a reward for defeating any player or enemy summon. These were
added to give the game a more satisfying reward system and to encourage players to engage
one another in various forms of combat. Loot cards grant player buffs that affectmovement
and weapon stats.
Version 2.0
Version 2.0 held a major revision that greatly altered the way the game itself was played. It
added another layer of complexity to our card decks, and encouraged player choice when choosing
whichfaction to play in the setup phase. The changes are listed below:
Game Design Doc v5.0 for Artifactions Page 5
1. Redesignedthegameto allowfora Classbasedsystem.Each startingtokenwouldhave
it’sown uniqueclasswithdifferentabilities.CreatedArcher,Berserker,Mage,and
Paladinclasses.
2. Created a class ability system in the game’s combat deck that would be activated if the
attacking class used a combat card specific to their class. This addition simulated a critical hit
functionif the correctclass ability was paired with the correctclass. This was done to add an
additional layer of strategy and tacticsto the otherwise bland combat system.
Version 3.0
Version 3.0 introduced a major change to the game board, whichwas decided upon by the
team to increase the game’s symmetry.Several card mechanics were also altered to better suit
gameplay and relative flow.The changes are listed below:
1. Removedoneouterrowand oneoutercolumnfromthe game board.Thismadethe
boardperfectlysymmetrical,whichallowedplayersto haveacompletelyequal starting
positioninrelationto the initiallystaticartifact.
2. Weapon, Buff,Debuff, and Evade cards were added as cards within the combat deck.Weapon
and Buff cards were limited to usage only during the designated player’s turn, while Debuff and
Evade cards could be used by the owning player at any time. These additional cards better
outlined how our combat system workedand allowed formore player choiceto be injected
into combat.
3. Evade cards altered to have varying results. For example: one card offered a higher, 5 space
evade, but only if the player rolled a 15 or higher on a 20-sided die. This added a layer of
chance into the Evade mechanic, whichwas designed to cause anticipation and anxiety in the
player attempting to escape combat.
Version 3.1
Version 3.1 removed some major components from previous versions. It was decided by the
team that, to fit within our scope and time constraints, we needed to eliminate overly complex
mechanics and resources. It also added some subtle changes that allowed forsmoother and more
enjoyable gameplay. The changes are listed below:
1. Removedthe classesandtheirindividual classabilitiesfromthegame.Thischange
made the gamemore approachablebyallowingfewerplayersto play. Theexclusionof
the classand classabilitiesalso offeredamoresimplisticandreasonable experience.
2. With the elimination of classes and abilities, it was decided to make every character start with
equal stats. This eliminated a degree of player choiceduring the setup phase, but made the
overall course of the game improve. We made this change to help our team stay within our
time and scope constraints, while not sacrificing any core gameplay elements.
Game Design Doc v5.0 for Artifactions Page 6
3. Debuff cards were removed completely from the game. The Debuff cards were never fully
realized and their mechanics never allowedfor smooth and efficientgameplay. The team
removed them to give us more time to focuson other mechanics and their implementation.
4. The game was altered to allow a minimum of twoplayers to play, with a maximum of four
players. This was altered to allow for smaller parties to still play the game if they wished, but a
full fourplayer game is still the most desirable gameplay experience.
Version 4.0
Version 4.0 implements drastic changes to the combatsystem, item cards, and eliminates
random damage. Eliminates pads of paper and instead uses 1d20, per player, to keep trackof health.
Eliminated evade cards and buff cards fromthe combat deck.Gave players the ability to equip
weapons and shields. The board is being altered to include spaces that are untraversable (walls), as
well as adding in grass, water, and sand to the board to increase aesthetic value. The changes are as
below:
1. ReplacedItem Phasewith an ActionPhaseto wherea playerisonlyallowedto playone
cardper turn. Action Phase consists of card use, as well as movement (in that order).
2. Movement is now a static 4. A player may move UPTO 4 spaces (depending on debuff applied
from equipped card).
3. Defensive cards are no longer a part of the game, meaning there are no instant cards.
4. Weapons/Armor cards will offercertain effects.
5. Removed Buff,Evade, Movement, and Special Movement cards fromthe game (Removes
random-dominance from those phases).
6. Players are now able to “equip” a weapon OR an armor card during their Action Phase. Only
one equipped Armory card allowedat a time.
7. Walls have been added to the board (blackcolored),for in-game obstacles. The board is now
colored to add to the design, but has no in-game effectother than aesthetics.
Version 5.0
Version 5.0 improves upon all aspects of 4.0, while making edits to certain aspects of our
gameplay. These changes included movement, summons, base damage, Artifactdebuffs, and more. The
changes made are shown below:
1. Basedamageof playersraisedto 3 HP andSummondamageraised to 3 HP as well.This
addedmoredamage andhelpedthe game progressquickerthanoriginallyplanned.
With the higherbasedamagecombat isfar moreintensethan before.
2. The Artifact now allows players to movetwo spaces, instead of the original one. While
playtesting only moving one space was too little and was counterproductive.
3. If a player wants to drop the Artifact, they must do so during their item portion of their Action
Phase. This uses up their item portion and automatically advances them to the movement
portion. This was done to make Artifactdropping meaningful and only necessary if a player
needed to run froma fight.
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4. Players have the option to move through the Artifact withoutpicking it up. However,if they
pick it up, their movement ends no matter how many spaces they had remaining. This was
done tostall a player, so they can’t run through the artifactto a Teleport space in the same
turn.
5. All weapon damage and buffs raised by twoto enable faster games and more criticalcombat.
During playtesting combat was too slow, so all damage on cards were increased.
6. Five Heal +4 cards removed, and replaced withfive Summon cards. There were far too many
heals in the deck, so we replaced them with summons to even out gameplay.
7. Edited the rules to state that onlydefensive items break when being attacked. Weapon cards do
not break when being attacked,only when doing the attacking. This question came up during
play tests, so we made it clear in the GDD and Rulebook.
8. Players may still end their turn on a Teleport space, but to use it again they must first move off
and then move back through. This prevents players from stalling their movement turn by
endlessly moving through Teleport spaces.
Game Overview
Where does the game take place?
Artifactions takes place in a land between dimensions. The overallaesthetic lookis an open
plan withscattered ruins of the ancient Atlantean city.The sky is a swirling vortex of fourth
dimensional images, as time is constantly changing outside of the dimension. Images of Earth’s past,
present, and future are constantly swirling overhead, whichcreates an air of awewithin all whoarrive.
Since the Artifactis a bridge between the third and fourth dimensions, otherworldly physics take place
that give player some magical abilities.
What is the story?
Thousands of years ago, Atlantean scientists discovered the route to a higher dimension.
However,after a failed test, they accidently destroyed their entire civilization and were wiped from the
timeline. Atlantis survived however,but now resides in a pocket of the fourth dimension. Being forced
to stay between the third and fourth dimensions, the Atlantean’s constantly searched for a way to
return to their former homeland. After extensive research and many more failures, Atlantean scientists
discovered that only trial by combat could activatethe Artifactand return them home.
It was then discovered that they were able to bring other civilizationsfrom Earth’s varied
timelines into their pocket dimension using the Artifact’s power. Using their ability to controltime of
the fourth dimension, the Atlanteans have forced civilizationsfrom different Earth eras into a free-for-
all combat. A side effectof being transported to the fourth dimension, the new civilizationsare granted
various magical powers that enhance their abilities.
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The Artifact now sits upon its pedestal and awaits the time when a chosen civilizationwill take
it and return both it and them to the third dimension. Who willclaim victory in this battle royal for
salvation and retribution?
What is the main focus?
As a player in Artifactions,youare a civilization that is forcedto obtain the Artifactand return
it to your starting point before anyone else. The nature of the new surroundings grants those on the
battlefield special abilities to summon creatures to fight on their behalf, heal themselves, teleport to
other locations on the battlefield, sculpt the surrounding landscape, and directly fight withother
factions. The goal is to capture and return the Artifact to yourstarting point, and grant your civilization
salvation to return home.
How many characters/units/pieces does the player control?
To a chosen side of the board, there will be three decks to draw from; an Item deck, Armory
deck, and a Lootdeck. There must have a total of fivecards in a player’s hand at the end of their turn.
Eachplayer willcontrol one character token that will represent their chosen faction. They will
use this token tomove around the board and represent their placement throughout the game. This
character token will be set on a token stand, see Game Components, and willhelp players distinguish
one another while playing.
A single twenty-sided die will be used by each player to track their current HP.A total of four
twenty-sided die willbe needed forthe maximum players.
Players willuse a single ten-sided die toroll forheal and summon range. There will only be one
ten-sided die.
Players willbe interacting withtheir individual summons on the game board. The summons
are tracked by the players and willbe colored tothe player’s token color.
Finally, the players willbe interacting withthe game board and the marble bead (red)
representing the Artifact.
Game Theory
Symmetry- Artifactions is a symmetrical game where all players have the same decks to
choose from, have even starting health of 20 HP,identical hand size, and common end game goal. Since
each player has no advantage on another player, the game achieves symmetry.
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PlayStyle - Artifactions is a traditional non-cooperativegame. However,players may choose to
form informal alliances if they wish, but only one player may achievethe end game conditions. The
option for informal alliances is available to add a layer of strategic thought and combat to the more
traditional solo-focusedgame.
Summation- Artifactions is classed as a zero-sum game. There are 3 decks that players can
draw from, see Game Components, whichare essentially drawn fromthe same card “pool”. For
example, each player will have a constant total of five cards in their respective hands. Once a card has
been drawn, another player may not use that card unless every card in that specific deck has been
used.
While the game is dominantly zero-sum, the one component that is non-zero-sum is the Loot
deck. When a card is awarded from the lootdeck and used, it is discarded from play and may not be
used again. This is done to keep a limited number of boosts available to the players and create another
level of strategy within the gameplay.
Perfect/ImperfectInformation -Artifactions uses the imperfect information model. Each
player will have a set of five cards in their respective hands, but until a player uses that card,
opponents will not have any prior knowledge of whatis in that hand.
Feature Set
General Features
❖ Artifactions is a Capture the Flag (CTF) style game that implements cards for combat.
❖ Three card decks that aid the player in their battle to controlthe Artifact.These decks can be
drawn in any combination, after setup phase, that allow forplayer choiceand decision making.
❖ The ability to play with (2-4)players. This allows a duo or trio to play, withoutrequiring the full
four-playermaximum.
❖ Combat between players (PVP)and summoned creatures (PVE).
❖ A unique teleport mechanic on the game board. Eachteleport location,while static, willadvance a
player to another teleport location on the board of their choosing.
❖ Players use Item cards on themselves, other players, or even summoned creatures. This allows for
depth in decision-making and the potential for teamworkand informal alliances between players.
❖ If a player collectsthe Artifact,that player has their movement reduced to twowhile they possess
it. This allows other players to react and gives the Artifactholder an increased challenge.
Game Components
❖ 1 hexagonal game board with custom designs (21 x 27)
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❖ 80 Cards (30 Armory Cards [15 Weapon and 15 Armor], 30 Item Cards [10 Heal +2, 5 Heal +4, 15
Summon], 20 LootCards [10 Special Weapon and 10 Special Armor])
❖ 4 20-sided dice (Trackingplayer health)
❖ 1 10-sided die (Summoning range)
❖ 4 Summon Pedestals w/Cutouts for each (One summon per player)
❖ 4 Character token cutouts
❖ 4 Character Token stands
❖ 1 Red glass bead representing the Artifact
Rules & Mechanics
Game Setup
Game Board/Card Setup
To start the game, players will
place the board on their desired surface.
This can be placed on nearly any flat
surface the players can find, though it will
likely be placed on the ground or a table.
For each “X” location,place a
character token. Eachtoken location may
only be occupied by one player. It doesn’t
matter whichplayer starts on which
position.
Eachswirl location on the game
board represents a static teleportation
point.
The red mark/bead is the starting
location forthe Artifact.
Following the board placement players must separate and shuffle all decks and place them
along one side of the game board. Players will likely choose a side that the players aren’t sitting on, or
they may put it in another location,as long as it is within reach of each player. Card deck colorbacks
are as follows:
❖ Armory cards - Red
❖ Item cards - Green
❖ Loot cards - Gold
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After the cards and board have been organized, each player willchoose a token and token
stand to use throughout the game. Playerswill then place their tokens on the designated starting areas.
The final step in the initial board layout is the placement of the Artifact.The artifact willbe placed at
the center of the board, or coordinates (11, 14).
Player Setup
After the board and all associated materials (Decks,Tokens, etc.) have been set up, players will
begin the process of setting up their card hands. All players must draw the following,fora total of five
(5):
❖ 3 cards fromthe Armory deck
❖ 2 cards fromthe Item deck
This will give each player a total of five cards in their respective hands. As a design feature, this
allows all players to start off with identical card types, while still maintaining variety in the actual
cards themselves.
Finally, all of the players roll the 20-sided die to determine who willgo first. The player that
rolled the highest number will start first, but if there is a tie forthe highest number, then players will
all re-role until a single high number is achieved.With the player whorolled the highest number going
first, the play order will go in a clockwiserotation.
Turn Sequence
Eachplayer turn will consist of fourseparate phases. These phases must be completed in order,
but a player may elect to skip a phase and moveonto the next in sequence. If a player does skip a
phase, they are not allowed to go backto that phase until their followingturn. The phases in order are:
❖ Action Phase
❖ Combat Phase
❖ Draw Phase
❖ End Phase
Once a player is finished withtheir turn, the next player in order willstart their turn. See
PlayerSetup for rules on how to choose order.
Action Phase
This is the first phase in the player turns. If a player is going to play a card, whether it be an
Armory (Weapon or Armor), Item (Heal or Summon), or Loot (Special Weapon or Special Armor) card,
it must be played during the first portion of the ActionPhase. Only one card may be played per turn
Game Design Doc v5.0 for Artifactions Page 12
and it must be played beforemovement is initiated. All weapons and armor (regardless of it being a
regular card, or a LootCard) are destroyed after onebattle they are used in. After a player places their
card they move up to six spaces, unless altered by a debuff from an equipped card, and play continues
to the next phase.
Special Case:When a player has the Artifactthe movement is restricted to two spaces per turn withno
exceptions.
Example1:
Playerwith the artifactequips a Zweihander (7 Attack, -4 Movement). The player then goes to the
movement portion of the Action Phase and their movement is as follows:6 - (4 fromthe Zweihander
penalty) = 2.
If a player wishes to use an item card on another player or space other than their own,then
follow the steps below:
❖ To determine how many spaces away from the using player a card (heal or summon) may be used,
a single 10-sided die must be rolled. The number rolled becomes the range the card may be used
on the board.
❖ If a target space or player is within range, and no other player, item, or wall is occupyingthat
space, then the card may be applied to that space or player.
❖ Heal cards have an instant effect,whileSummon cards must wait until the using player’s Combat
Phase to attack.
❖ A player or summon may not be healed above their specified maximum health.
After a player is finished using a card, or elected to pass on using a card, they then proceed to
move their token (up to) six spaces, unless they have a card equipped that gives a debuff to movement.
See Action Phase and Example 1 above.
In the special case of teleport spaces, see Game Board Setup, players may choosea few
different waysto use them. The options are listed below:
❖ If a player ends movement on a teleport space, they may do one of twothings: Stay on the space,
effectively blockingit to other players, see Detailed Rules, or they may move their token to one of
the three other teleport spaces on the board.
❖ If a player enters the teleport space with movement left,they may choose another teleport space to
move to, and then continue moving until they run out of movement.
❖ Lastly, a player may choose to move through a teleport space without activating it. The space will
act as a normal space if this route is chosen.
A player may not occupy the same space as items (Summons, etc.) or other players, with the
exceptions being teleport spaces or when a player moves through the Artifactlocation. Playersmay
Game Design Doc v5.0 for Artifactions Page 13
not move through other items, players, or walls with the exceptions being the Artifactand Teleport
spaces.
Once a player has ended their movement they willcontinue to the Combat phase.
Combat Phase
The Combat phase allows players to engage in meaningful battles with other players and
summoned creatures. This is a large aspect of the gameplay and is intentionally hard to avoid.
Avoiding offensivecombat would be an interesting strategy, but has distinct drawbacks.Players may
only use one Armory card per turn. Armory cards consist of weapons and defensive items. Base
damage dealt by both players and summons will default to 3 HP. When a player equips a weapon, the
base damage is overwrittenby the damage value indicated on the card.
Weapon cards may only be used to attacka player or summoned creature that is in adjacent
space to the player using them. After the equipped card has been through one corresponding battle,
the item is destroyed, and added to the Armory deck discard pile. To recap, the basic changes to
combat include:
❖ Equipped weapons overwritethe base damage with whatevervalue is listed on the card.
❖ Attacking player’s damage is calculated against the defending player’s damage mitigation to see
how much, if any, damage is done. This is the traditional X-Y=Zcombat style.
❖ If the attacking player chooses to attack another player’s summon, the player does direct damage
to the summon’s health.
❖ Summons may not attack other summons.
❖ Any weapons or defensive cards used in combat are discarded at the end of the Combat Phase.
Once all Combat phase elements have been completed, the Combat phase ends. The player may
then proceed on to the Draw phase.
Draw Phase
The draw phase is used to replenish the current player’s hand to a total of five cards. The
player must draw the necessary amount of cards needed to return their hand card total to four.Players
may choose to draw from anydeck they desire. If no more cards are available in a certain deck,
reshuffle the discard pile forthat deckand then draw fromthe newly shuffled deck.
Special Case:The Loot deckmay not be reshuffled once depleted. At that point the game willcontinue
without any new Lootcards.
End Phase
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The end phase is used to signify the ending of the current player’s turn. Oncethe turn has
ended the person that is next in order, see PlayerSetup, will begin their turn.
General Rules
SkippingPhases -A player may chooseto skip any of their phases if they so desire. Players
may not revisit any skipped phases or skipped turns within phases until the next turn. This adds a
layer of player choiceand allowsplayers to use tacticalthought within their phase decisions. See Turn
Sequence.
LootDeck - Once all cards in the Lootdeck are used, the deck is not reshuffled.
ArtifactDrop - If player whohas the Artifact dies, Artifactis dropped on the space where the
player holding it died. A player may also choose to drop the Artifact,but doing so replaces their ability
to use an Item/Armory card forthat turn. If an Item/Armory card has already been used, the player
may not drop the artifact until their followingturn.
ArtifactDebuff - See Action Phase.
Deathin Artifactions -If a player is killed while playing Artifactions,all of their associated
pieces (Token,Summons, etc.) are removed from the game board. All of the defeated player’s cards are
added to their respective discard piles and the player is removed from the game permanently.
Detailed Rules for Specific Pieces
Action Phase Detailed Rules
Heal Cards - Heal cards can be used to heal either the player using them, or a designated
target. After the distance has been decided, see Action Phase, the player using the card must decide
how to use the heal. The three options are listed below:
❖ Playermay heal himself/herself forthe amount specified on the card.
❖ Playermay heal another player forthe amount specified on the card.
❖ Playermay use the heal on any active summon on the board, but the amount healed is halved.
Health of a summon or player may not exceed the maximum respectively. If the Heal card
would bring the health overthe maximum total, then the healed summon or player would only receive
healing to their original maximum health. The remainder of the Heal card would be disregarded. After
a Heal card is used, it is discarded to the Item deck discard pile. Heal cards are used in the same turn as
equipped items, but do not replace them. Instead they actindependently and heal the chosen target.
(10x Heal [+2], 5x Heal [+4])
Game Design Doc v5.0 for Artifactions Page 15
Combat Phase Detailed Rules
SummonCards - Summons are used to create obstacles forother players and give players
more opportunities to create combat scenarios. Summons may only attack a player that is in an
adjacent space, and cannot movefrom the space that they were summoned. Summons may not be
summoned on any occupiedspace. Summons may not be summoned in a space that already has a
summon adjacent to it. Summons do a base damage of 3 HP.
Once defeated, summons are removed from the game board. If the player whoused the
Summon card is killed before the summon, all summons made by that player are removed the board.
The player who kills the summon gets to draw one card from the Loot deck, if any Loot cards remain. If
a summon kills a player, then the owner of the summon gets to draw from the Loot deck, followingthe
rules forthe Lootdeck. If a summon is next to two or more enemy players, the casting player must
choose whichplayer to attack. They may only attack one player per turn. There are a total of 15
summon cards which are all identical.
WeaponCards - Weapon cards are used to replace a players base attack damage of 3 HP and
give them a chance to attack witha higher amount. For instructions on how to use weapon cards see
the Combat Phase above. If the target, whether it be a player or summon, drops down to 0 HP they are
considered dead and must remove their token fromthe board. There are a total of 15 varying weapon
cards (3x Zweihander, 3x Cutlass, 3x Dagger, 3x Khukuri, and 3x Katana).
LootCards - These cards are a special reward for defeating a summon, a player, or if a player’s
summon defeats an enemy player. Lootcards are powerful versions of cards that can be found in the
Armory deck, and therefore follow the same rules and restrictions. After the card is used, it is removed
from the game permanently. Eachplayer can only have one Lootcard in their hand at one time. There
are a total of 20 Loot cards with 10 special Weapon and 10 special Armor cards (5x Sword of Strength,
5x Sword of Dexterity, 5x Enchanted Armor, and 5x Lightweight Mythril).
Miscellaneous Detailed Rules
Artifact- If a player is in their movement phase and they pick up the Artifact,it ends their
movement portion forthat turn. A player doesn’t need to pickup the Artifact if they pass over it, but
may choose to simply land on the spot or move through it withoutpicking it up.
Special note- A player may drop the Artifact, but the act of dropping the Artifactuses up the
item part of the Action Phase.
Game Design Doc v5.0 for Artifactions Page 16
Teleportspaces -If a player ends their turn on a Teleport space, it blocksit to other players.
At the start of your next turn, youmust move off of the Teleport space and back if you wish to use it
again. Normal rules then apply.
Defensive Items - Only defensive items break when mitigating damage received.. If a player has
a weapon card equipped when attacked, it does no mitigation and stays intact.
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Flowcharts
Artifactions - Setup Phase
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Artifactions - Item and Movement Phases
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Artifactions - Combat and Draw Phases
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End Game Conditions
The end game conditions for Artifactions include:
❖ One player bringing backthe Artifactto their ownstarting spot
❖ One player eliminating every other player in the game
If neither of these conditions are met, keep playing!
Rules Questions
If a playerdoesn’thavea combatcard, can they initiatecombat?
Yes, a player can initiate combat,but no other effectswill be applied. Base damage of 3 HP is
applied. See General Rules.
Why can’t playersplace asummondirectly ontop of anotherplayer,orothersummon?
The reason players are not allowed to do this is to avoidplayers stacking multiple enemies on
top of a player and effectively instantly trapping or killing them. See Detailed Rules.
If a playerhas the Artifact, can theydropit andrun?
Yes. The player who holds the Artifacthas the ability to drop it during their turn. See Action Phase.
Game Design Doc v5.0 for Artifactions Page 22
References/Appendix
References
Flow Chart Maker & Online Diagram Software.(n.d.). Retrieved September 10, 2015.
Card Backings
ArmoryCardBack Item CardBack Lootcard back
Game Design Doc v5.0 for Artifactions Page 23
Card Front Designs
Combat Cards (Weapons)
Game Design Doc v5.0 for Artifactions Page 24
Combat Cards (Armor)
Item Cards
Game Design Doc v5.0 for Artifactions Page 25
Loot Cards
Player Token with Stand Examples
Game Design Doc v5.0 for Artifactions Page 26
Summons With Stands Examples

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11thDimensionStudios_GDD_Final_0915

  • 1. Game Design Doc v5.0 for Artifactions Page 1 11th Dimension Studios Team: Blake Taylor Kyle Devlin Michael Dagastino Dakota Daugherty John Miniel Artifactions DESIGN DOCUMENT Latest version update: September 20, 2015
  • 2. Game Design Doc v5.0 for Artifactions Page 2 Table of Contents DESIGN HISTORY 4 VERSION 1.1 4 VERSION 2.0 4 VERSION 3.0 5 VERSION 3.1 5 VERSION 4.0 6 VERSION 5.0 6 GAME OVERVIEW 7 WHERE DOES THE GAME TAKE PLACE? 7 WHAT IS THE STORY? 7 WHAT IS THE MAIN FOCUS? 8 HOW MANY CHARACTERS/UNITS/PIECES DOES THE PLAYER CONTROL? 8 GAME THEORY 8 FEATURE SET 9 GENERAL FEATURES 9 GAME COMPONENTS 9 RULES &MECHANICS 10 GAME SETUP 10 GAME BOARD/CARD SETUP 10 PLAYER SETUP 11 TURN SEQUENCE 11 ACTION PHASE 11 COMBAT PHASE 13 DRAW PHASE 13 END PHASE 13 GENERAL RULES 14 DETAILEDRULES FOR SPECIFIC PIECES 14 ACTION PHASE DETAILED RULES 14 COMBAT PHASE DETAILED RULES 15 MISCELLANEOUS DETAILED RULES 15 FLOWCHARTS 18 END GAME CONDITIONS 21 RULES QUESTIONS 21 REFERENCES/APPENDIX 22 REFERENCES 22 CARD BACKINGS 22 CARD FRONT DESIGNS 23
  • 3. Game Design Doc v5.0 for Artifactions Page 3 COMBAT CARDS (WEAPONS) 23 COMBAT CARDS (ARMOR) 24 ITEM CARDS 24 LOOT CARDS 25 PLAYER TOKEN WITH STANDEXAMPLES 25 SUMMONS WITH STANDS EXAMPLES 26
  • 4. Game Design Doc v5.0 for Artifactions Page 4 Design History In this section, our goal is to describe updates, additions, and overall changes to Artifactions during the design process. This willinclude, but not be limited to, any major changes or edits that occurredafter initial reviews and collaborations. Eachversion contains at least one major change, with multiple smaller changes accompanying it. Major changes will be bolded, while lesser changes will appear as normal text. As the versions progress, youwill see how the team improved the overall design of the game, and get a general “feel” for how the game itself willlook and play. Version 1.1 Version 1.1 introduced some changes from the original game’s conception. These changes were implemented to better fit the scope requirements for the project, as wellas make the game more simplified forthe average consumer. Below is a detailed list of our changes: 1. Ridthe game ofthe “GameMaster”element. Theideaof a “GameMaster”overly complicatedourgame,as well as madeit undesirableto certain audiences. 2. Included four equal character tokens instead of the original three. With the elimination of the “Game Master”, an additional character token was added to the game. 3. Swamps were taken out of the design. Swamps created a more complex and confusing way of going about movement, which was decided against by the team. 4. Added a movement deck.This eliminated the use of random movements on the board. The Movement deck willinclude (10) Move 1 cards, (10) Move 2, (10) Move 3 cards, (10) Move4 cards, and (10) Move5 cards. 5. Changed white terrain items from holy/heal spaces to teleportation spaces. Teleportation was a new idea brought to the team, and was put into use to help balance the game’s movement phase. 6. Added in a Lootdeck as a reward for defeating any player or enemy summon. These were added to give the game a more satisfying reward system and to encourage players to engage one another in various forms of combat. Loot cards grant player buffs that affectmovement and weapon stats. Version 2.0 Version 2.0 held a major revision that greatly altered the way the game itself was played. It added another layer of complexity to our card decks, and encouraged player choice when choosing whichfaction to play in the setup phase. The changes are listed below:
  • 5. Game Design Doc v5.0 for Artifactions Page 5 1. Redesignedthegameto allowfora Classbasedsystem.Each startingtokenwouldhave it’sown uniqueclasswithdifferentabilities.CreatedArcher,Berserker,Mage,and Paladinclasses. 2. Created a class ability system in the game’s combat deck that would be activated if the attacking class used a combat card specific to their class. This addition simulated a critical hit functionif the correctclass ability was paired with the correctclass. This was done to add an additional layer of strategy and tacticsto the otherwise bland combat system. Version 3.0 Version 3.0 introduced a major change to the game board, whichwas decided upon by the team to increase the game’s symmetry.Several card mechanics were also altered to better suit gameplay and relative flow.The changes are listed below: 1. Removedoneouterrowand oneoutercolumnfromthe game board.Thismadethe boardperfectlysymmetrical,whichallowedplayersto haveacompletelyequal starting positioninrelationto the initiallystaticartifact. 2. Weapon, Buff,Debuff, and Evade cards were added as cards within the combat deck.Weapon and Buff cards were limited to usage only during the designated player’s turn, while Debuff and Evade cards could be used by the owning player at any time. These additional cards better outlined how our combat system workedand allowed formore player choiceto be injected into combat. 3. Evade cards altered to have varying results. For example: one card offered a higher, 5 space evade, but only if the player rolled a 15 or higher on a 20-sided die. This added a layer of chance into the Evade mechanic, whichwas designed to cause anticipation and anxiety in the player attempting to escape combat. Version 3.1 Version 3.1 removed some major components from previous versions. It was decided by the team that, to fit within our scope and time constraints, we needed to eliminate overly complex mechanics and resources. It also added some subtle changes that allowed forsmoother and more enjoyable gameplay. The changes are listed below: 1. Removedthe classesandtheirindividual classabilitiesfromthegame.Thischange made the gamemore approachablebyallowingfewerplayersto play. Theexclusionof the classand classabilitiesalso offeredamoresimplisticandreasonable experience. 2. With the elimination of classes and abilities, it was decided to make every character start with equal stats. This eliminated a degree of player choiceduring the setup phase, but made the overall course of the game improve. We made this change to help our team stay within our time and scope constraints, while not sacrificing any core gameplay elements.
  • 6. Game Design Doc v5.0 for Artifactions Page 6 3. Debuff cards were removed completely from the game. The Debuff cards were never fully realized and their mechanics never allowedfor smooth and efficientgameplay. The team removed them to give us more time to focuson other mechanics and their implementation. 4. The game was altered to allow a minimum of twoplayers to play, with a maximum of four players. This was altered to allow for smaller parties to still play the game if they wished, but a full fourplayer game is still the most desirable gameplay experience. Version 4.0 Version 4.0 implements drastic changes to the combatsystem, item cards, and eliminates random damage. Eliminates pads of paper and instead uses 1d20, per player, to keep trackof health. Eliminated evade cards and buff cards fromthe combat deck.Gave players the ability to equip weapons and shields. The board is being altered to include spaces that are untraversable (walls), as well as adding in grass, water, and sand to the board to increase aesthetic value. The changes are as below: 1. ReplacedItem Phasewith an ActionPhaseto wherea playerisonlyallowedto playone cardper turn. Action Phase consists of card use, as well as movement (in that order). 2. Movement is now a static 4. A player may move UPTO 4 spaces (depending on debuff applied from equipped card). 3. Defensive cards are no longer a part of the game, meaning there are no instant cards. 4. Weapons/Armor cards will offercertain effects. 5. Removed Buff,Evade, Movement, and Special Movement cards fromthe game (Removes random-dominance from those phases). 6. Players are now able to “equip” a weapon OR an armor card during their Action Phase. Only one equipped Armory card allowedat a time. 7. Walls have been added to the board (blackcolored),for in-game obstacles. The board is now colored to add to the design, but has no in-game effectother than aesthetics. Version 5.0 Version 5.0 improves upon all aspects of 4.0, while making edits to certain aspects of our gameplay. These changes included movement, summons, base damage, Artifactdebuffs, and more. The changes made are shown below: 1. Basedamageof playersraisedto 3 HP andSummondamageraised to 3 HP as well.This addedmoredamage andhelpedthe game progressquickerthanoriginallyplanned. With the higherbasedamagecombat isfar moreintensethan before. 2. The Artifact now allows players to movetwo spaces, instead of the original one. While playtesting only moving one space was too little and was counterproductive. 3. If a player wants to drop the Artifact, they must do so during their item portion of their Action Phase. This uses up their item portion and automatically advances them to the movement portion. This was done to make Artifactdropping meaningful and only necessary if a player needed to run froma fight.
  • 7. Game Design Doc v5.0 for Artifactions Page 7 4. Players have the option to move through the Artifact withoutpicking it up. However,if they pick it up, their movement ends no matter how many spaces they had remaining. This was done tostall a player, so they can’t run through the artifactto a Teleport space in the same turn. 5. All weapon damage and buffs raised by twoto enable faster games and more criticalcombat. During playtesting combat was too slow, so all damage on cards were increased. 6. Five Heal +4 cards removed, and replaced withfive Summon cards. There were far too many heals in the deck, so we replaced them with summons to even out gameplay. 7. Edited the rules to state that onlydefensive items break when being attacked. Weapon cards do not break when being attacked,only when doing the attacking. This question came up during play tests, so we made it clear in the GDD and Rulebook. 8. Players may still end their turn on a Teleport space, but to use it again they must first move off and then move back through. This prevents players from stalling their movement turn by endlessly moving through Teleport spaces. Game Overview Where does the game take place? Artifactions takes place in a land between dimensions. The overallaesthetic lookis an open plan withscattered ruins of the ancient Atlantean city.The sky is a swirling vortex of fourth dimensional images, as time is constantly changing outside of the dimension. Images of Earth’s past, present, and future are constantly swirling overhead, whichcreates an air of awewithin all whoarrive. Since the Artifactis a bridge between the third and fourth dimensions, otherworldly physics take place that give player some magical abilities. What is the story? Thousands of years ago, Atlantean scientists discovered the route to a higher dimension. However,after a failed test, they accidently destroyed their entire civilization and were wiped from the timeline. Atlantis survived however,but now resides in a pocket of the fourth dimension. Being forced to stay between the third and fourth dimensions, the Atlantean’s constantly searched for a way to return to their former homeland. After extensive research and many more failures, Atlantean scientists discovered that only trial by combat could activatethe Artifactand return them home. It was then discovered that they were able to bring other civilizationsfrom Earth’s varied timelines into their pocket dimension using the Artifact’s power. Using their ability to controltime of the fourth dimension, the Atlanteans have forced civilizationsfrom different Earth eras into a free-for- all combat. A side effectof being transported to the fourth dimension, the new civilizationsare granted various magical powers that enhance their abilities.
  • 8. Game Design Doc v5.0 for Artifactions Page 8 The Artifact now sits upon its pedestal and awaits the time when a chosen civilizationwill take it and return both it and them to the third dimension. Who willclaim victory in this battle royal for salvation and retribution? What is the main focus? As a player in Artifactions,youare a civilization that is forcedto obtain the Artifactand return it to your starting point before anyone else. The nature of the new surroundings grants those on the battlefield special abilities to summon creatures to fight on their behalf, heal themselves, teleport to other locations on the battlefield, sculpt the surrounding landscape, and directly fight withother factions. The goal is to capture and return the Artifact to yourstarting point, and grant your civilization salvation to return home. How many characters/units/pieces does the player control? To a chosen side of the board, there will be three decks to draw from; an Item deck, Armory deck, and a Lootdeck. There must have a total of fivecards in a player’s hand at the end of their turn. Eachplayer willcontrol one character token that will represent their chosen faction. They will use this token tomove around the board and represent their placement throughout the game. This character token will be set on a token stand, see Game Components, and willhelp players distinguish one another while playing. A single twenty-sided die will be used by each player to track their current HP.A total of four twenty-sided die willbe needed forthe maximum players. Players willuse a single ten-sided die toroll forheal and summon range. There will only be one ten-sided die. Players willbe interacting withtheir individual summons on the game board. The summons are tracked by the players and willbe colored tothe player’s token color. Finally, the players willbe interacting withthe game board and the marble bead (red) representing the Artifact. Game Theory Symmetry- Artifactions is a symmetrical game where all players have the same decks to choose from, have even starting health of 20 HP,identical hand size, and common end game goal. Since each player has no advantage on another player, the game achieves symmetry.
  • 9. Game Design Doc v5.0 for Artifactions Page 9 PlayStyle - Artifactions is a traditional non-cooperativegame. However,players may choose to form informal alliances if they wish, but only one player may achievethe end game conditions. The option for informal alliances is available to add a layer of strategic thought and combat to the more traditional solo-focusedgame. Summation- Artifactions is classed as a zero-sum game. There are 3 decks that players can draw from, see Game Components, whichare essentially drawn fromthe same card “pool”. For example, each player will have a constant total of five cards in their respective hands. Once a card has been drawn, another player may not use that card unless every card in that specific deck has been used. While the game is dominantly zero-sum, the one component that is non-zero-sum is the Loot deck. When a card is awarded from the lootdeck and used, it is discarded from play and may not be used again. This is done to keep a limited number of boosts available to the players and create another level of strategy within the gameplay. Perfect/ImperfectInformation -Artifactions uses the imperfect information model. Each player will have a set of five cards in their respective hands, but until a player uses that card, opponents will not have any prior knowledge of whatis in that hand. Feature Set General Features ❖ Artifactions is a Capture the Flag (CTF) style game that implements cards for combat. ❖ Three card decks that aid the player in their battle to controlthe Artifact.These decks can be drawn in any combination, after setup phase, that allow forplayer choiceand decision making. ❖ The ability to play with (2-4)players. This allows a duo or trio to play, withoutrequiring the full four-playermaximum. ❖ Combat between players (PVP)and summoned creatures (PVE). ❖ A unique teleport mechanic on the game board. Eachteleport location,while static, willadvance a player to another teleport location on the board of their choosing. ❖ Players use Item cards on themselves, other players, or even summoned creatures. This allows for depth in decision-making and the potential for teamworkand informal alliances between players. ❖ If a player collectsthe Artifact,that player has their movement reduced to twowhile they possess it. This allows other players to react and gives the Artifactholder an increased challenge. Game Components ❖ 1 hexagonal game board with custom designs (21 x 27)
  • 10. Game Design Doc v5.0 for Artifactions Page 10 ❖ 80 Cards (30 Armory Cards [15 Weapon and 15 Armor], 30 Item Cards [10 Heal +2, 5 Heal +4, 15 Summon], 20 LootCards [10 Special Weapon and 10 Special Armor]) ❖ 4 20-sided dice (Trackingplayer health) ❖ 1 10-sided die (Summoning range) ❖ 4 Summon Pedestals w/Cutouts for each (One summon per player) ❖ 4 Character token cutouts ❖ 4 Character Token stands ❖ 1 Red glass bead representing the Artifact Rules & Mechanics Game Setup Game Board/Card Setup To start the game, players will place the board on their desired surface. This can be placed on nearly any flat surface the players can find, though it will likely be placed on the ground or a table. For each “X” location,place a character token. Eachtoken location may only be occupied by one player. It doesn’t matter whichplayer starts on which position. Eachswirl location on the game board represents a static teleportation point. The red mark/bead is the starting location forthe Artifact. Following the board placement players must separate and shuffle all decks and place them along one side of the game board. Players will likely choose a side that the players aren’t sitting on, or they may put it in another location,as long as it is within reach of each player. Card deck colorbacks are as follows: ❖ Armory cards - Red ❖ Item cards - Green ❖ Loot cards - Gold
  • 11. Game Design Doc v5.0 for Artifactions Page 11 After the cards and board have been organized, each player willchoose a token and token stand to use throughout the game. Playerswill then place their tokens on the designated starting areas. The final step in the initial board layout is the placement of the Artifact.The artifact willbe placed at the center of the board, or coordinates (11, 14). Player Setup After the board and all associated materials (Decks,Tokens, etc.) have been set up, players will begin the process of setting up their card hands. All players must draw the following,fora total of five (5): ❖ 3 cards fromthe Armory deck ❖ 2 cards fromthe Item deck This will give each player a total of five cards in their respective hands. As a design feature, this allows all players to start off with identical card types, while still maintaining variety in the actual cards themselves. Finally, all of the players roll the 20-sided die to determine who willgo first. The player that rolled the highest number will start first, but if there is a tie forthe highest number, then players will all re-role until a single high number is achieved.With the player whorolled the highest number going first, the play order will go in a clockwiserotation. Turn Sequence Eachplayer turn will consist of fourseparate phases. These phases must be completed in order, but a player may elect to skip a phase and moveonto the next in sequence. If a player does skip a phase, they are not allowed to go backto that phase until their followingturn. The phases in order are: ❖ Action Phase ❖ Combat Phase ❖ Draw Phase ❖ End Phase Once a player is finished withtheir turn, the next player in order willstart their turn. See PlayerSetup for rules on how to choose order. Action Phase This is the first phase in the player turns. If a player is going to play a card, whether it be an Armory (Weapon or Armor), Item (Heal or Summon), or Loot (Special Weapon or Special Armor) card, it must be played during the first portion of the ActionPhase. Only one card may be played per turn
  • 12. Game Design Doc v5.0 for Artifactions Page 12 and it must be played beforemovement is initiated. All weapons and armor (regardless of it being a regular card, or a LootCard) are destroyed after onebattle they are used in. After a player places their card they move up to six spaces, unless altered by a debuff from an equipped card, and play continues to the next phase. Special Case:When a player has the Artifactthe movement is restricted to two spaces per turn withno exceptions. Example1: Playerwith the artifactequips a Zweihander (7 Attack, -4 Movement). The player then goes to the movement portion of the Action Phase and their movement is as follows:6 - (4 fromthe Zweihander penalty) = 2. If a player wishes to use an item card on another player or space other than their own,then follow the steps below: ❖ To determine how many spaces away from the using player a card (heal or summon) may be used, a single 10-sided die must be rolled. The number rolled becomes the range the card may be used on the board. ❖ If a target space or player is within range, and no other player, item, or wall is occupyingthat space, then the card may be applied to that space or player. ❖ Heal cards have an instant effect,whileSummon cards must wait until the using player’s Combat Phase to attack. ❖ A player or summon may not be healed above their specified maximum health. After a player is finished using a card, or elected to pass on using a card, they then proceed to move their token (up to) six spaces, unless they have a card equipped that gives a debuff to movement. See Action Phase and Example 1 above. In the special case of teleport spaces, see Game Board Setup, players may choosea few different waysto use them. The options are listed below: ❖ If a player ends movement on a teleport space, they may do one of twothings: Stay on the space, effectively blockingit to other players, see Detailed Rules, or they may move their token to one of the three other teleport spaces on the board. ❖ If a player enters the teleport space with movement left,they may choose another teleport space to move to, and then continue moving until they run out of movement. ❖ Lastly, a player may choose to move through a teleport space without activating it. The space will act as a normal space if this route is chosen. A player may not occupy the same space as items (Summons, etc.) or other players, with the exceptions being teleport spaces or when a player moves through the Artifactlocation. Playersmay
  • 13. Game Design Doc v5.0 for Artifactions Page 13 not move through other items, players, or walls with the exceptions being the Artifactand Teleport spaces. Once a player has ended their movement they willcontinue to the Combat phase. Combat Phase The Combat phase allows players to engage in meaningful battles with other players and summoned creatures. This is a large aspect of the gameplay and is intentionally hard to avoid. Avoiding offensivecombat would be an interesting strategy, but has distinct drawbacks.Players may only use one Armory card per turn. Armory cards consist of weapons and defensive items. Base damage dealt by both players and summons will default to 3 HP. When a player equips a weapon, the base damage is overwrittenby the damage value indicated on the card. Weapon cards may only be used to attacka player or summoned creature that is in adjacent space to the player using them. After the equipped card has been through one corresponding battle, the item is destroyed, and added to the Armory deck discard pile. To recap, the basic changes to combat include: ❖ Equipped weapons overwritethe base damage with whatevervalue is listed on the card. ❖ Attacking player’s damage is calculated against the defending player’s damage mitigation to see how much, if any, damage is done. This is the traditional X-Y=Zcombat style. ❖ If the attacking player chooses to attack another player’s summon, the player does direct damage to the summon’s health. ❖ Summons may not attack other summons. ❖ Any weapons or defensive cards used in combat are discarded at the end of the Combat Phase. Once all Combat phase elements have been completed, the Combat phase ends. The player may then proceed on to the Draw phase. Draw Phase The draw phase is used to replenish the current player’s hand to a total of five cards. The player must draw the necessary amount of cards needed to return their hand card total to four.Players may choose to draw from anydeck they desire. If no more cards are available in a certain deck, reshuffle the discard pile forthat deckand then draw fromthe newly shuffled deck. Special Case:The Loot deckmay not be reshuffled once depleted. At that point the game willcontinue without any new Lootcards. End Phase
  • 14. Game Design Doc v5.0 for Artifactions Page 14 The end phase is used to signify the ending of the current player’s turn. Oncethe turn has ended the person that is next in order, see PlayerSetup, will begin their turn. General Rules SkippingPhases -A player may chooseto skip any of their phases if they so desire. Players may not revisit any skipped phases or skipped turns within phases until the next turn. This adds a layer of player choiceand allowsplayers to use tacticalthought within their phase decisions. See Turn Sequence. LootDeck - Once all cards in the Lootdeck are used, the deck is not reshuffled. ArtifactDrop - If player whohas the Artifact dies, Artifactis dropped on the space where the player holding it died. A player may also choose to drop the Artifact,but doing so replaces their ability to use an Item/Armory card forthat turn. If an Item/Armory card has already been used, the player may not drop the artifact until their followingturn. ArtifactDebuff - See Action Phase. Deathin Artifactions -If a player is killed while playing Artifactions,all of their associated pieces (Token,Summons, etc.) are removed from the game board. All of the defeated player’s cards are added to their respective discard piles and the player is removed from the game permanently. Detailed Rules for Specific Pieces Action Phase Detailed Rules Heal Cards - Heal cards can be used to heal either the player using them, or a designated target. After the distance has been decided, see Action Phase, the player using the card must decide how to use the heal. The three options are listed below: ❖ Playermay heal himself/herself forthe amount specified on the card. ❖ Playermay heal another player forthe amount specified on the card. ❖ Playermay use the heal on any active summon on the board, but the amount healed is halved. Health of a summon or player may not exceed the maximum respectively. If the Heal card would bring the health overthe maximum total, then the healed summon or player would only receive healing to their original maximum health. The remainder of the Heal card would be disregarded. After a Heal card is used, it is discarded to the Item deck discard pile. Heal cards are used in the same turn as equipped items, but do not replace them. Instead they actindependently and heal the chosen target. (10x Heal [+2], 5x Heal [+4])
  • 15. Game Design Doc v5.0 for Artifactions Page 15 Combat Phase Detailed Rules SummonCards - Summons are used to create obstacles forother players and give players more opportunities to create combat scenarios. Summons may only attack a player that is in an adjacent space, and cannot movefrom the space that they were summoned. Summons may not be summoned on any occupiedspace. Summons may not be summoned in a space that already has a summon adjacent to it. Summons do a base damage of 3 HP. Once defeated, summons are removed from the game board. If the player whoused the Summon card is killed before the summon, all summons made by that player are removed the board. The player who kills the summon gets to draw one card from the Loot deck, if any Loot cards remain. If a summon kills a player, then the owner of the summon gets to draw from the Loot deck, followingthe rules forthe Lootdeck. If a summon is next to two or more enemy players, the casting player must choose whichplayer to attack. They may only attack one player per turn. There are a total of 15 summon cards which are all identical. WeaponCards - Weapon cards are used to replace a players base attack damage of 3 HP and give them a chance to attack witha higher amount. For instructions on how to use weapon cards see the Combat Phase above. If the target, whether it be a player or summon, drops down to 0 HP they are considered dead and must remove their token fromthe board. There are a total of 15 varying weapon cards (3x Zweihander, 3x Cutlass, 3x Dagger, 3x Khukuri, and 3x Katana). LootCards - These cards are a special reward for defeating a summon, a player, or if a player’s summon defeats an enemy player. Lootcards are powerful versions of cards that can be found in the Armory deck, and therefore follow the same rules and restrictions. After the card is used, it is removed from the game permanently. Eachplayer can only have one Lootcard in their hand at one time. There are a total of 20 Loot cards with 10 special Weapon and 10 special Armor cards (5x Sword of Strength, 5x Sword of Dexterity, 5x Enchanted Armor, and 5x Lightweight Mythril). Miscellaneous Detailed Rules Artifact- If a player is in their movement phase and they pick up the Artifact,it ends their movement portion forthat turn. A player doesn’t need to pickup the Artifact if they pass over it, but may choose to simply land on the spot or move through it withoutpicking it up. Special note- A player may drop the Artifact, but the act of dropping the Artifactuses up the item part of the Action Phase.
  • 16. Game Design Doc v5.0 for Artifactions Page 16 Teleportspaces -If a player ends their turn on a Teleport space, it blocksit to other players. At the start of your next turn, youmust move off of the Teleport space and back if you wish to use it again. Normal rules then apply. Defensive Items - Only defensive items break when mitigating damage received.. If a player has a weapon card equipped when attacked, it does no mitigation and stays intact.
  • 17. Game Design Doc v5.0 for Artifactions Page 17
  • 18. Game Design Doc v5.0 for Artifactions Page 18 Flowcharts Artifactions - Setup Phase
  • 19. Game Design Doc v5.0 for Artifactions Page 19 Artifactions - Item and Movement Phases
  • 20. Game Design Doc v5.0 for Artifactions Page 20 Artifactions - Combat and Draw Phases
  • 21. Game Design Doc v5.0 for Artifactions Page 21 End Game Conditions The end game conditions for Artifactions include: ❖ One player bringing backthe Artifactto their ownstarting spot ❖ One player eliminating every other player in the game If neither of these conditions are met, keep playing! Rules Questions If a playerdoesn’thavea combatcard, can they initiatecombat? Yes, a player can initiate combat,but no other effectswill be applied. Base damage of 3 HP is applied. See General Rules. Why can’t playersplace asummondirectly ontop of anotherplayer,orothersummon? The reason players are not allowed to do this is to avoidplayers stacking multiple enemies on top of a player and effectively instantly trapping or killing them. See Detailed Rules. If a playerhas the Artifact, can theydropit andrun? Yes. The player who holds the Artifacthas the ability to drop it during their turn. See Action Phase.
  • 22. Game Design Doc v5.0 for Artifactions Page 22 References/Appendix References Flow Chart Maker & Online Diagram Software.(n.d.). Retrieved September 10, 2015. Card Backings ArmoryCardBack Item CardBack Lootcard back
  • 23. Game Design Doc v5.0 for Artifactions Page 23 Card Front Designs Combat Cards (Weapons)
  • 24. Game Design Doc v5.0 for Artifactions Page 24 Combat Cards (Armor) Item Cards
  • 25. Game Design Doc v5.0 for Artifactions Page 25 Loot Cards Player Token with Stand Examples
  • 26. Game Design Doc v5.0 for Artifactions Page 26 Summons With Stands Examples