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DESIGN DOCUMENT for Mulu Caves
Page 1
Super Chupacabra Squad
Daneon Gangitano
Jason Flaker
John Edwards
Ryan Crockett
Steven-Felix Cho
Mulu Caves
DESIGN DOCUMENT
November 16, 2014
DESIGN DOCUMENT for Mulu Caves
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Table of Contents
Design History
Game Overview
Game Theory
Feature Set
Rules & Mechanics
Turn Sequence: Phases
General Rules
Detailed Rules for Specific Pieces
Assistant Piece
Assailant Piece
Card Terms/Affixes
Weapon/ Armor Material Triangle
1. Event Cards
2. Equipment Cards
1. Weapon Cards
2. Artifact Cards
Card Layout
Flowcharts
End Game Conditions
Rules Questions
DESIGN DOCUMENT for Mulu Caves
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Design History
Version 1.10
Our team is trying toachieve a type of game that involves players to come up with different
strategies and also to have fun. What originally was a capture the flag type of game ended up becoming
a treasure hunt game where a player must get a treasure and make his way out of the cavealive, with
the opponent trying to get it for himself (and at the same time trying to stop you).We feltthat this gave
the game more competitiveness and at the same time more choice forplayers during last week our
team shared several different ideas that were all great. The game that wemade could have taken
several different paths and formed a completely different game. One of the ideas that our team came
up with was the use of cards in our game. Originally our team didn’t really settle on using cards
howeverthe team concluded that including the game cards in the game would give a different type of
game play.
1. Game changed from being a capture the flag game to a treasure hunt game.
2. The treasure moved to the center of the board.
3. Treasure chest were added to incorporate the cards into the game.
4. Treasure tiles were placed on the board to add strategy by allowing players to pick up
items.
5. Concept of goblins (whichserved the same purpose as assailants) was expanded upon to
now include the assistant/ assailant divide.
Version 1.20
Another idea that was incorporated into the gameplay was the mirroring move that the players
can choose to perform in order to switchone of their pieces to the parallel side of the board. This idea
was incorporated into the game to give more strategies to the players. Random event tiles were
lumped into the conceptof the treasure tiles, whichsubsequently lumped what would have been two
different decks into one larger deck. We tweaked the backstory of the game a bit into what it is now,
where a spelunker is exploring the Mulu Caves about a rumored treasure and wishes to bring it to the
attention of the public eye to earn fame. We decided to have units die to speed up gameplay and add
higher stakes to the game. A decision to allow only avatar and assistants to pick up cards was made to
not allow toomany cards to accumulate, in addition to making assailants be there to hinder the
opponent fromgetting cards, as wellas the threat of attack.
1. Random event tiles /were added into treasure cards and taken off the board.
2. The ability to mirror units was added into the game to build off of the conceptof having
units possibly be either an assistant or assailant.
3. Changed backstory of the game to better fit a theme.
4. The Battle Deckwas added into the game in addition to the Treasure Deck to stimulate
the combat.
5. Rewrote the Game Mechanics that is used during game play. One of the mechanics that
was tweaked was to determine if a piece loses a battle, if they would lose a turn or be
removed from the board.
6. Decision was made that only avatar and assistants could pickup cards from treasure
tiles.
DESIGN DOCUMENT for Mulu Caves
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Version 2.00
As a team, we decided that before,only avatars and assistants were the only ones that could
pick up cards, since majority of the time these two kinds of pieces would be using cards. When
thinking about it further, however, allowing assailants to pickup cards as well gave assailants more
strategic levity,especially while in enemy territory;however, this now introduced a problem of the
player having toomany cards, so we implemented this limit. The decision of allowing cards to be used
only by the ones picking it up to give players the choice of whether or not to ‘bring’ cards to the avatar
for team use, rather than individual use. Quadrants were created to help add more tactics tothe setup
phase, while also reducing the potency of certain dominant strategies from the previous way that the
game’s setup previously allowed. Brainstorming of cards was less of a change and more of a natural
progression of the game. Elaboration of card affixes was fortechnical purposes to help reduce the
amount of text in the card whilealso helping to refine on conceptswithin the GDDand give us shared
meaning for much of the nomenclature that was used. The naming of turn phases was very similar to
card affixes in that it helped with the technical documentation and team nomenclature.
1. Decision made that all pieces could pick up cards from the treasure deck, but there is now a
three card equipment limit forthe player.
2. Decision made that specific pieces could only use cards they held, unless the cards were held
by the avatar.
3. Quadrants forstarting locations were set for board set up.
4. Cards were brainstormed and a more firm understanding of the combat system was attained.
5. Card affixes were expanded upon and refined.
6. Turn phases now have a name attached to them.
Version 2.10
The rules that were clarified at this stage to better help represent the game in the GDD. The
cards were updated significantly with each deck getting a new color scheme, revised card descriptions
to reflectthe changes that had been made as new affixes and terms were added in, as well as
rebalancing cards to better fit into the game, such as the Phasers:On card. There were new cards added
to fuel new ideas, such as the fire tiles. The board was updated to reflectthe need forthe zones to be
detailed, as wellas adding in places where event cards can be drawn from. The FAQ section was
expanded upon to help coverany new questions that might arise from the new cards and mechanics.
1. Clarified rules.
2. Updated cards.
3. New Cards.
4. Fire Tiles added.
5. Added affixes to cards.
6. Updated look of board.
7. Added more to FAQ section.
8. Battle Deck removed - added cards into the Treasure Deck.
9. New deckand spaces created: Event tiles. Event cards from the Treasure Deckhave been
removed.
10. Updated map to include event spaces.
Game Overview
Where does the game take place?
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The game takes place in Mulu Caves during modern times. You are entering the caves with
only the items necessary to traverse the depths of the cave system. Anything that youcould use to
help youalong yourjourney will have to be found within these mysterious caves. These caves haven’t
been explored in years and anything that you find willbe of various historical eras.
What is the story?
A legendary treasure has been rumored to be located in the mysterious Mulu Caves. As a
spelunker, the player ventures into the caves seeking the treasure; however, the player is not alone.
There is another spelunker that is also trying to get a piece of the treasure. In order to attain the
treasure, the player must workhis way to the center of the caves to get his piece of the treasure and
subsequently escape withit, while the other player will try to get their individual piece of the treasure
for himself, all while both players send their assailants to stop one another. Be the first to exit the cave
with the treasure in order to stake claim to the discovery.
What is the main focus?
The player wants to be the one to claim credit for the discovery of a mysterious treasure by
being the first to not only claim the treasure but also bring it to the public eye.
How many characters/units/pieces does the player control?
Eachplayer gets eight pieces when they are playing the game. One of the player’s eight pieces
is the player's avatar piece and the other seven are the player’s unit pieces that can be placed
anywhere on the board. For details on each specific piece and whatit can do, please refer to the Rules
and Mechanics section’s sub section for each piece under Detailed Rules forSpecific Pieces.
Game Theory
Symmetry– The game is overall asymmetric, with some symmetry present within the game. The
placement of the player’s unit pieces and the setup of the game board itself make the game
asymmetric. Players can place their unit pieces (excluding the avatar piece) almost anywhere on the
board. For details on the specifics of game setup, please refer to the Rules and Mechanics section’s
subsection forGame Setup. This makes the game asymmetric because they do not reflect the same
setup. However,the game does have some symmetric elements within it. Both players’ avatar piece is
placed in the same spot on opposite sides diagonally across fromthe each other of the board. The exit
for both players is also located in the opposite corner (onthe same half as the player’s avatar). The
treasure is also located in the same position on the board every time, in the middle of the board.
PlayStyle – The game is non-cooperative,aka competitive.Players are pitted against each other to try
and obtain the ultimate treasure in the middle of the caveand reach the exit with it to win the game.
Not only are the players racing against one another, but one of the keysto being successful is doing
your best to move forwardon yourside of the board while impeding the other player’s progress by
slowing them down.
Summation– This game wouldbe considered a non-zero-sum game. For instance, a card like “Lazarus
Stone” when drawn would be a zero-sum action, but when played it would allow you to effectively
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create a new unit. This actionitself wouldnot equal out to zero, because, despite the fact that this is a
‘revived’ unit, something that is effectively and functionally completely new is being put into the game.
Perfect/ImperfectInformation– Dueto the inclusion of cards in the game, the game is one of
imperfect information. The cards create varying states of imperfect information. For instance, the deck
consists of many cards that no one knowsthe order of, also neither player knows what card is on the
top of the deck since the deckis placed face down.However, there is a state of partial knowledge since
each player can draw cards that they concealwithin their hand. Information that is knownby all
players at all times is where everyone’s pieces are at on the board.
Feature Set
General Features
1) Competitive Play:Mulu Caves competitiveplay is based off twoplayers competing against each
other to get the ultimate treasure in the middle of the board.
2) Conflict:Since the objectiveof MuluCaves is getting to the ultimate treasure first. The two
players will be fighting each other using various units to get the treasure first.
3) Race: It’s a race to be the first to discover the covetedtreasure founddeep within the cavesof
Mulu.
4) Strategy: There are multiple strategies players can utilize within MuluCaves.Will youuse your
assailant units to attack your opponent’s avatar and hold them off whileyou are the first to get
the treasure? Or willyou use yourassistant units to help defend your avatar as you make a
blitz to the treasure? There are many different styles and strategies when playing Mulu Caves.
5) Army Management: Playerswill be in charge of a small army, whichthey can choose to change
their units from assistants to assailants and viceversa. They can use this small army to attack
and defend themselves from the opposing play’s army.
Game Components
This is a list of everything that willcome in the box to play Mulu Caves.
Your MuluCaves box should contain:
● 1 Game Board with squares (22 squares * 25 squares)
● 1 Black erase marker to draw the walls onto the game board
● A cloth to erase walls ( as certain cards require such as the Bomb card, see the card
descriptions section for details)
● 1 Green Marker to mark off areas of Sanctuary Tiles or Sanctuary Zones.
● 1 Sub-mat for each player; 2 overall.
● A set of 16 treasure tiles
● A set of 16 event tiles
● A set of 4 “main treasure” tiles.
● 2 sets of 8 uniquely colored unit pieces numbered 1 through 7 and an Avatar piece for a total of
16 unit pieces.
● ~30 red counters to represent Fire Tiles (refer to tiles section)
● A deck of 40 ‘treasure cards’
○ Weapon Cards x22
○ Equipment Cards x11
○ Artifact Cards x7
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● A deck of 30 ‘Event Cards’
○ EventCards x15
○ Enchantment Cards x15
● 2 six-sided dice (Although, 3 D6 are better so that you can roll for battle and not forget what
you rolled formovement.)
● 1 20-sided dice
● Rule Book
Armor # Artifact # Weapon
Triangle
# Other
Weapon
# Total #
Cloth Robes 2 Best of Three 2 Battle Ax 2 Boomerang 2
Chain Mail 2 Lazarus Stone 1 Scythe 2 Bow & Arrow 1
Wooden
Tunic
2 Live After
Death
1 Short Spear 1 Fire Ball Staff 1
Substitute
Aura
1 Sacrificial
Sword
1 Javelin 1 Ice WaveStaff 1
Ashen Armor 2 Relinquish 2 Dual Tridents 1 PickAxe 1
Shield 2 King’s Trident 1 Rapier 1
Hackin’ Sword 2 Retarius’ Net 2
Wind Sword 2 Shears 1
11 7 12 10 40
EventCards # of Enchantment Cards # of Total #
Bomb 2 Biotic Charge 3
Cave In 2 Hermes’ Boots 3
Hydrant 2 Phasers: On 3
Mirror-Mirror 3 TrailBlazer 3
Relocate 2 Transference 3
RockSlide 2
Trap Pit 2
15 15 30
DESIGN DOCUMENT for Mulu Caves
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Rules & Mechanics
Game Setup
Players willbegin by placing their respective avatar pieces at the start tile. Since this is only a
twoplayer game to decide whowill go first, turn order willbe determined by closest birthday (i.e. if it
is November 1st today, a person born on November 15th would go before a person born on October
30th). From here, each player will take turns placing one unit piece on the board, as either an assistant
or as an assailant piece. Placement can be determined by looking at the diagram below.
Figure 1.
Thegreytile signifiestiles that unit pieces cannotbe placedin at the beginningof thegame.black
andbrowntiles signifyquadrants,whereonlyonepiece can occupysaid quadrantatthe beginningof the
game.Thismeansthat if a piece is alreadyplacedthere,anotherunit piece cannotbe placedin that
quadrant.Once all sevenunit pieceshavebeenplaced byeach player,the gamewillbegin.
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Figure 2.
Thefigure abovesignifieswhattheboardlayoutwouldlooklike, including thewalls.The S in the
corner representswheretheplayerswillput their avatarpiece.TheF represents thefinish tile that the
playermustreach after they havegottenthe maintreasurein the center of the board.Thegraysquares
on topof the bluesquaresarethe treasuretile andthe redsquares representeventtiles.
Turn Sequence: Phases
There are four potential turn phases for a player to go through in a turn - not all phases willbe
used each turn. These phases are: Main Phase, Draw Phase, Battle Phase, and End Phase.
Main Phase
The beginning of a player’s turn marks the start of the Main Phase. During the Main Phase, a
player can choose to either roll the die or mirror a unit piece. If a player chooses to mirror a unit piece,
the player willchoose whichunit piece (assistant or assailant) and move said unit piece to the
opposite side of the board and turning the piece into the other type of unit. Mirroring cannot be done if
there is already a unit or avatar piece occupyingthe tile. If a player chooses to mirror a piece, he will
end his turn and willenter the End Phase, followedby the opponent’s Main Phase. Examples of when a
player can mirror can be seen below in the twodiagrams.
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If a player chooses to roll the die, the player cannot choose to mirror a piece in the same turn.
After rolling the die, the player is able to choose any number of pieces to move the number of tiles
shown on the die. A player can choose to use all movement spaces on one piece, or delegate it across
multiple pieces. Ex: if a player rolls a five,he can choose to move one piece five spaces, or five pieces
one space each, etc. A few possible combinations are illustrated below in the next fourdiagrams.
Movement can only be done in four directions (up, down, left, or right) meaning diagonal movement is
not allowed. There can only be a maximum of one piece occupyinga space at a given time, meaning
that a piece cannot end its turn in the same space as another unit. Units cannot movethrough other
units, and must walk around them, unless they are friendly pieces. Once movement is fully concluded
and there have been no Draw Phases or Battle Phases, the player will end his turn and willenter the
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End Phase, followedby the opponent’s Main Phase.
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Draw Phase
If a avatar or unit piece ends its turn on a treasure tile (as indicated on the board), the player
will enter the Draw Phase, where he will be able to draw one card from the Treasure Deck. If a avatar
or unit piece ends its turn on an event tile (as indicated on the board), the player willenter the Draw
Phase, where he willbe able to draw one card from the EventDeck. For details on what kinds of
treasure cards there are, please refer to the Rules and Mechanics section’s sub section for card
descriptions under Detailed Rules for Specific Pieces. Once the card draw has been concluded,if there
are no more additional Draw Phases, no more Battle Phases, or if movement is not possible any more,
the player willend his turn and will enter the End Phase, followedby the opponent’s Main Phase.
Battle Phase
Players decide on whether they want to use equipment cards to augment their rolls, or choose
to forgo equipment and roll. For details on equipment cards, please refer to the Rules and Mechanics
section’s sub section forcard descriptions under Detailed Rules forSpecific Pieces. When decisions
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have been made, both players will take one die and roll simultaneously. Battle card effects are applied
after the roll is concluded. Battle damage is calculated as such: # rolled on die + equipment bonus ±
equipment strength/weakness = total roll. The highest total roll will win the battle and immobilize the
opponent if the piece defeated is an avatar piece. If the piece defeated is a unit piece, the piece is
destroyed and removed from the board. Oncebattle has been concluded,if there are no more Draw
Phases, no more additional Battle Phases, or if movement is not possible any more, the player will end
his turn and will enter the End Phase, followedby the opponent’s Main Phase.
End Phase
The End Phase occurs when the player has concluded all actions of movement, drawing
card(s), and battles and is unable to do anything else that turn, thus ending his turn. The End Phase is
also when any turn modifier effectsget reduced by one turn.
General Rules
For details on each specific piece/card and what it can do, please refer to the Rules and
Mechanics section’s sub section foreach piece/card under Detailed Rules for Specific Pieces.
1. A player can only have access to a maximum of three treasure cards at any given time. This
means that out of the eight pieces the player controls,there can only be a maximum of three
treasure cards in possession. If the player draws another card from the Treasure Deck,the
player must choose whichcard to discard. Once the card has been chosen, it will be placed into
the treasure deck’s discard pile.
2. Once a card has been used, it will be placed into the respective deck’s discard pile.
3. When a unit obtains a card from the treasure deck(or an enchantment card from the event
deck)the card is placed onto the sub-mat on the rectangle whose number corresponds with
the number on the unit whopicked up the card. If it is an avatar place it onto the center
rectangle that has the word “Avatar” on it.
4. If the avatar piece is in possession of treasure cards, the player is able to choose any piece to
utilize the card during battle.
5. If an assistant is in possession of an treasure card(s),the assistant piece that is possessing the
card(s) is the only one whocan use the card(s) unless it ‘brings’ the card(s) to the avatar piece
by moving adjacent to it. Diagonal does not count as adjacent in this case.
6. If an assailant is in possession of a treasure card(s), the assailant piece that is possessing the
card(s) is the only one whocan use the card(s) unless it ‘brings’ the card(s) to the avatar piece
by moving adjacent to it. This means that it must first mirror over and become an assistant
piece first if the player chooses to ‘bring’ the card(s) to the avatar piece.
7. If a player loses a battle witha unit piece that still is in possession of unused treasure cards at
the conclusion of a battle, the opponent will earn these cards as spoils of war.
8. An avatar must end its turn in the ultimate treasure room in order to pick up the treasure.
They willregain movement forthe avatar on the player’s next Main Phase.
9. If a player chose to roll on his Main Phase: whateverthe player rolls on the D6, he willthen be
able to chooseany of their pieces to move based upon the number they rolled. Players can split
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up their movement roll between any of their pieces. Ex: if a player rolls a five,he can choose to
move one piece five spaces, or fivepieces one space each, etc.
10. There can only be a maximum of one piece occupyinga space at a given time, meaning that a
piece cannot end its turn in the same space as another unit. Units cannot move through other
units, and must walk around them, unless they are friendly pieces.
11. The center divider wallis indestructible and cannot be destroyed by the Bomb card.
Detailed Rules for Specific Pieces
Avatar Piece
The avatar piece is the piece that signifies the spelunker whois exploring the caves to obtain
the treasure. This piece cannot be removed from the board by the effectsof cards or by battle, but is
instead immobilized forone turn instead. Certain cards will also affectthe avatar differently from unit
pieces, such as the Trap Pit card. For details on the Trap Pit card and what it can do, please refer to the
Rules and Mechanics section’s sub section for EventCards under Detailed Rules forSpecific Pieces.
Avatars can attack other units, but if it loses a battle, it willbe immobilized for one turn. The avatar
piece is also the only piece that can pick up the ultimate treasure to carry back to the exit.
Unit Piece
The unit piece is a piece that a player can control in addition to the avatar piece. These pieces
signify either an assistant or an assailant, depending on whichside of the board they are on. If a unit
piece is on your ownside of the board, it is considered an assistant piece. If a unit piece is on your
opponent’s side of the board, it is considered an assailant piece. If a unit piece is defeated in battle, it is
destroyed and removed from the board. These pieces can be brought back to the board by the effectof
the Lazarus Stone card. For details on the Lazarus Stone card and what it can do, please refer to the
Rules and Mechanics section’s sub section for EventCards under Detailed Rules forSpecific Pieces.
Assistant Piece
Assistant pieces cannot attack opponents, but they can use equipment cards todefend
themselves. These pieces can be removed from the board by the effectsof cards or by battle.
This unit can has the potential to hold up to three equipment cards, but must still abide by the
rule of “the player can only have access to a maximum of equipment cards at a given time”.
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Assailant Piece
Assailant pieces can attack other unit pieces as well as the avatar. They can also use
equipment cards to augment their attack.These pieces can be removed from the board by the
effectsof cards or by battle. This unit can has the potential to hold up to three equipment cards,
but must still abide by the rule of “the player can only have access to a maximum of equipment
cards at a given time”.
Special Tiles
There are several types of tiles in this game that youmust be aware of. The first type of tiles
are treasure tiles, the second type are event tiles, the third type are sanctuary tiles, the fourth type are
ultimate treasure tiles, and the fifthtype of tiles are fire tiles.
Treasure Tiles
Treasure tiles allow you to access the treasure deck. By having a unit end their movement for
that turn on top of a treasure tile they get to draw from this deck.You can not then movethis unit off of
and backonto this tile on the next turn in an effortto draw more cards; however,if you moveone unit
off of the tile and different unit onto the tile then youare allowed to have this new unit draw from the
treasure deck on the same turn that the other unit moved from the space.
Event Tiles
The Event tiles allow youaccess to the event deck similar to the treasure tiles’ relationship
with the treasure deck. However,unlike treasure tiles, event tiles activatewhenever youwalk over
them whether or not you end a units turn on it. This means you are forced to draw fromthe event
deck. Some of the cards in this deck are good and some of them are bad. For more details on the
categories of cards in this deckrefer to the DeckDescription Section below.There are some nuanced
rules with this type of tile. Similar to a the treasure deck, if youdo end your turn on this tile and then
move off of it and back onto it within the same turn you are not forced, nor allowed, to draw fromit
again. Also, if you pass over the same treasure tile twicein the same turn withthe same unit then you
are not allowed to draw fromit on the second time; however,if you have multiple units cross overthe
same event tile on the same turn then each of these different units must draw fromthe event deck.
Sanctuary Tiles
Sanctuary tiles are used in limited capacity at a few key areas. These areas are a 4 square by 4
square section at the entrance(start) and exit(finish) areas on both sides of the map and also a 4
square wide by 1 square tall area surrounding the ultimate treasure on both sides of the map. This is
better demonstrated on the map earlier in the document. These areas can only be accessed by avatar
units and cannot be accessed by the assistant/assailant units.
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Ultimate Treasure Tiles
These tiles have the ultimate treasure on them. Since these tiles are within the sanctuary tiles
only avatar units can access them. There are two of these tiles on each side of the board, but only one
functional treasure to be picked up by the avatar.
Fire tiles
Unlike all of the other tiles, Fire tiles are not a natural tile that is ingrained into the board’s
game setup and level design, but rather a more interactive tile. There are many cards that cause fire
tiles to be spread, which can be seen below in the card terms/affixes section under the ignite term. To
represent fire tiles you place a red gem counter on each tile that has been set on fire. The number of
red gem counters in each tile represents the number of turns that tile will be on fire. On the ignitor's
next turn you remove one red gem counter fromeach tile that has one. If youcross through a fire tile
you willdie. If one of your units begins their turn in a tile that was ignited on the other players’ turn
then the unit must be moved into a tile that has not been ignited in order for them to survive, in other
words if youleave that unit in the ignited tile then it willdie.
Description for Cards
The decks are used foradding extra flavorto the game. There are twodecks: an EventDeck
and a Treasure Deck.Each deckhas a primary purpose and its own subcategories therein, whichare
detailed below. The EventDeckis drawn from when a unit stops on an event tile on the map. Also if a
player passes through an event tile, they will need to stop before they keep moving and draw from the
EventDeck. If a player draws an event card fromthe EventDeck, they need to use the card
immediately. If a player draws an Enchantment Card fromthe EventDeck they can resume withtheir
movement, and play their Enchantment Card at a later turn.
The second deck, the Treasure Deck,is drawn fromwhen a unit stops on a treasure tile on the
map. There are twomain types of cards in this deck: event cards and equipment cards. Eventcards are
special, random events that may occur,such as a rockslide, whichaffectsthe player’s unit or avatar in
some way.As a general rule of thumb, equipment cards give an edge in combat,such as armor cards, or
offerstrategic waysto combat your enemy, such as the ‘Bow & Arrow’ card adding an element of
range.
During setup, the decks are placed off to the side of the game board. The treasure deck consists
of 40 cards, and the event deckconsists of 30 cards for a total of 70 cards. With a variable occurrence
rate, meaning that some cards are repeated more often than other cards. After a card has been used, it
is placed into a discard pile of the respective deck. Onceno cards can be drawn, the discard pile is
shuffled and a new deck is created. For details on how the respective decks function,particularly how
equipment cards work,please refer to the Rules and Mechanics section’s sub-section foreach deck
under Detailed Rules for Specific Pieces.
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Card Terms/Affixes
These areterms used inthe cards’descriptions thatimply a largerconceptthat is used
throughoutmultiple cards.InMagic:TheGatheringthis would be somethinglike FirstStrike.
1. Push: When push is part of a card, it means that the unit will be pushed backward until it hits a
wall. For example, if youare hit from a tile fromyour south, youwill be pushed toward the
north, and viceversa. If a unit comes in contactwith another unit, it will push all units until
they all run into a wall.
a. Cards with push: Boomerang, Hydrant, Biotic Charge,
2. Preempt: Preempt implies that a card has a bonus when it is being used by an aggressor as
opposed to being used by a defender. The bonus will be described after mention of the
keyword.
a. Cards with preempt: Most weapon cards have preempt.
b. Often Preempt and Stalwart will be seen in a pair indicating the bonus forbeing the
aggressor and defender respectively.
3. Stalwart: Stalwart is a bonus given to a card when it is the card being attacked, or in other
words when it is a defender.
a. Cards with stalwart: All armor cards have stalwart.
b. Often Preempt and Stalwart willbe seen in a pair indicating the bonus for being the
aggressor and defender respectively.
4. Vulnerable: Vulnerable is a state in whicha unit cannot defend itself, meaning it can be
destroyed without being able to retaliate. This means that if a unit engages in battle against
another unit that is vulnerable, that unit cannot roll during the battle phase. However,the unit
can still use an equipment card. If youuse a card such as Bow & Arrow to attacka vulnerable
unit youstill must meet the requirement that is set forthon the card.
a. Cards with vulnerable: Bomb, Lazarus Stone, Retiarius’ Net, Trap Pit
5. Line of Sight: Line of sight signifies any unit that has vision of another unit without any
obstruction from walls or other units. The range of line of sight does not have a limit.
a. Cards with line of sight: Bow & Arrow, Boomerang
6. Immobilize: Immobilization is a status effectthat makes it so that a unit cannot move, but the
unit can attackadjacent units, as well as defend themselves. Unless otherwise stated
immobilize only lasts one turn.
a. Cards with immobilize: Bomb, IceWave Staff,Sacrificial Sword, Retiarius’ Net, Live
After Death,
7. Throw:Throw allows you to throw an objectat an opponent. When you throw an item you roll
2D6 die. Whatever the sum of these are youare allowed to target anything within that range
that is in line of sight. Youare not allowed to throw over walls. If there are twotargets in the
same direction of yourline of sight you must target the one that is closest toyou unless
otherwise stated.
a. Card(s) with Throw:Retarius’ Net
DESIGN DOCUMENT for Mulu Caves
Page 19
8. Ignite: This catches tiles on fire. When you ignite a tile(s) youshould place a red gem counter
on it. Refer to Fire Tiles to Fire Tiles to better understand how fire tiles work.Unless the card
otherwise states something special about this form of ice/ ice tile then refer to that section.
a. Card(s) with Ignite: Trailblazer, Ashen Armor, Fire Ball Staff, Hermes’ Boots
9. Quietus: When a unit dies using a card with this affixthen a special thing happens, whichis
listed after the invocation ‘Quietus’ occurs.
a. Cards with Quietus: Scythe of Ice & Snow, Ashen Armor, King’s Trident
10. Firewalker: If a unit is equipped with a card that has firewalker then that unit can walk over
fire tiles or be left sitting on fire tiles at the end of their turn. This is a passive ability and does
not expend the card when utilized.
a. Cards with Firewalker: Ashen Armor, Trailblazer
Weapon/ Armor Material Triangle
Within the armor cards, there are three differenttypes of armor: metal, cloth, and wood. These
armor types are made out of different materials and have basic weaknesses. Within weapons, there are
also three types of categories: swords, spears and axes; however, not all weapons fallinto one of these
categories.
Swords are strong against cloth,but weakagainst wood;Spears are strong against metal, but
weak against cloth;and Axes are strong against wood,but weak against metal. There are some
weapons that take advantage of multiple categories. Because of the intricacies it wouldadd to the
armor cards’ descriptions, these strengths are described on the weapon card, rather than on the armor
card.
Treasure Deck
1. Armor Cards
a. Wooden Tunic:Preempt: +1 to dice roll; Stalwartor sword: +2 to dice roll; Stalwart &
sword: +3 to dice roll
b. Metal Chain Mail: Preempt: +1 to dice roll; Stalwartor ax: +2 to dice roll; Stalwart&
ax: +3 to dice roll
c. Cloth Robes: Preempt: +1 to dice roll; Stalwartor vs. spear: +2 to dice roll; Stalwart&
vs. spear: +3 to dice roll
d. Substitute Aura: Stalwart:+1 to Dice Roll. Quietus: Select a different unit of yours to
die in this one’s place.
e. Shield: This card is only played after dice have been rolled and youlost the roll. You re-
roll; if the new roll is higher than their original roll then your unit stays alive. If your
roll is the same as theirs, then counter-attack and kill the enemy. This can be used in
conjunctionwith equipment card(s), but the re-roll will only affectthe previous roll
and not the equipment bonus. Damage calculation is done as normal.
i. Ex: WoodenTunic used against an attacking sword. You roll a 1, and they roll a
4. Your total roll here wouldbe 4, and their total roll wouldbe 6. You can use
the shield to re-roll your1 to try getting a higher number. If you roll 3 or higher,
you wouldwin this battle.
DESIGN DOCUMENT for Mulu Caves
Page 20
f. Ashen Armor: Preempt:+1 to DiceRoll; Stalwart: +2 to Dice Roll ; Quietus: Ignite the
8 tiles around where the unit died. ;Firewalker
2. Weapon Cards
a. Battle Axe: Preempt: +2 to Dice Roll; Stalwart:+1to Dice Roll; Negate ‘wooden’ armor
b. Short Spear: Preempt:+2 to Dice Roll; Stalwart:+1 to DiceRoll; Negate ‘metal’ armor
c. Hackin’ Sword: Preempt:+2 to Dice Roll; Stalwart:+1to Dice Roll; Nullify ‘cloth’ armor.
d. Rapier: Stalwart:+1 to DiceRoll; Preempt: +2 to DiceRoll; If vs. either ‘metal’ or
‘cloth’ armor, then +3 to dice roll. -1 to Dice Roll vs. ‘wooden’.
e. Pickaxe:Stalwart:+1 to dice roll. If vs. wooden or metal armor, then +3 to dice roll. If
cloth, then -1 to dice roll.
f. Shears: Stalwart:+1 to Dice Roll; Preempt:+2 to dice roll; If vs. either ‘wooden’ or
‘cloth’ armor, then +3 to dice roll. -1 to dice roll vs. ‘metal’ armour.
g. Boomerang: Youcan use this on any enemy in lineofsight.If youroll 3 or higher, then
you hit the enemy and push them. The boomerang is consumed in the process. If you
roll 4 or under then the boomerang returns to you. Any “+x to dice roll” does not apply
to increasing the odds of this card hitting.
h. Bow & Arrow:Attack an enemy in lineof sight.They do not get to roll against you.You
must roll a 5 or 6 to hit. Any “+x to dice roll” does not apply to increasing the odds of
this card hitting.
i. Javelin: Preempt:Attack two spaces away in the cardinal directions, or in the spots
diagonal to you. If used to attack overwalls, then youmust roll a 5 or 6 to hit. Any “+x
to dice roll” does not apply to increasing the odds of this card hitting.+1 to dice roll.
Stalwartfrom 2 squares away or diagonally: then +2 to dice roll.+2 vs. ‘metal’ armor.
j. Ice WaveStaff:Hit all enemy units on the eight adjacent tiles around yourunit. Eachhit
is a separate set of dice rolls. If you win the roll, you freeze the unit forone turn
rendering them immobilized.If youlose a roll, you fail to freeze the unit, but your unit
is not destroyed and can continue to attempt to freeze remaining units. Order is at
caster’s discretion.
k. Fire Ball Staff:Hit all enemy units on the eight adjacent tiles around your unit. Each hit
is a separate set of dice rolls. If you lose one dice roll, yourunit dies and youdo not roll
for the other targets. Order is at caster’s discretion. Eachdead body ignites the square
that it was on.
l. Dual-Tridents: Either 2 uses of:+1 to DiceRoll;+2 vs. metal armor/ Or, 1 use of:+2 to
Dice Roll;+3 vs. metal armor. If you die withone use of twoleft the other unit will
inherit that last use.
m. King’s Trident: Preempt:+3 to Dice Roll; Stalwart:+2to Dice Roll; +3 to Dice Roll vs.
metal armor. Quietus: Pin (Immobilize) theopponent.
n. Retiarius’ Net: Youcan place it on the map as a trap. If an opponent steps on it then it
will make them vulnerable.Anally unit can free the trapped unit from the net. Or,you
can throwthis at an opponent in line of sight to immobilizethem.If yourthrow is
short then it will fall as a trap.
o. Scythe of Ice and Snow: Preempt/Stalwart:hit 2 forwardand both diagonal tiles in
the direction of your opponent. Quietus: Freeze (Immobilize)the opponent for a turn.
+1 to dice roll;+2 vs. woodarmor
p. Wind Sword: Preempt: +2 to Dice Roll; Stalwart:+1 to Dice Roll +3 vs. ‘cloth’ armor;
Quietus: pushall units in a line to the direction of youropponent.
DESIGN DOCUMENT for Mulu Caves
Page 21
3. Artifact Cards
a. Best of Three: Instead of battling once,the twounits in question battle three times and
whoeverwins two battles first destroys the other unit.
b. Sacrificial Sword:Whichever of the two factionsloses must instead sacrifice one of
their other units in place of this unit; the unit that was saved is then immobilized.
Avatars can’t use this card.
c. Lazarus Stone: Bring backa destroyed unit that has been removed from the board. Roll
a D20 to determine its x-coordinate and then its y-coordinate. If the player rolls a 20 for
the first roll foreither coordinate, then the player can roll a D6 to determine their
coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the
highest coordinate (22 and 25 respectively),then the coordinate willautomatically go
into the maximum coordinate. If either coordinates wouldleave the unit on top of
another unit or a wall,and then re-roll that coordinate. If either coordinates would
leave the unit on top of another unit, and then re-roll that coordinate. The unit is
vulnerablefortwoturns. This means that the card cannot perform any action until
these twoturns pass. If a player does not have any deceased units, this card can be kept
for later use.
i. Ex: If a player rolls 23 or higher forthe x-coordinate, then the x-coordinate will
be 22.
d. Relinquish: If avatar: A player willchoose randomly from the opponent’s card(s)at
anytime and take the card forhimself. If the player already has the max number of
cards in hand, then the card is placed at the bottom of the Treasure Deck. If unit: Steal
the card froman aggressor for your ownuse. The aggressor can then choose a different
equipment piece.
e. Live After Death: If unit: Revive the unit when it dies in a state of immobilization.If
avatar: Use it to revive any unit after they have died into an immobilizedstate.
Event Deck
1. Event Cards
a. RockSlide: Move the unit that drew this card backthe number of tiles it moved to get
to this tile. The unit cannot access this treasure tile for twoturns.
b. Cave-In: The opponent moves yourpiece fivetiles. The unit cannot access this treasure
tile for twoturns.
c. Mirror-Mirror: Mirror one of your ownunits without it costing a turn; or, mirror one of
your opponent’s units withoutit costing a turn. This can activate mirror enchantments,
such as biotic charge.
d. Trap Pit: If unit: the unit is leftvulnerableholding onto the ledge of the pit for a turn.
If no one saves it then it dies. If avatar: the avatar is left vulnerableindefinitely until a
fellow unit comes to pull it out of the pit.
DESIGN DOCUMENT for Mulu Caves
Page 22
e. Bomb: Blow up any walls in the surrounding 8 adjacent tiles. Destroyed walls are
marked withblack counters on the board, or erased. The unit that picks up this card is
made vulnerableuntiltheir next turn. Any units in adjacent spots are immobilized
until the end of that unit’s next turn.
f. Relocate: Movethe unit that drew this card to a random place on the board by rolling a
D20 to determine its x-coordinate and then its y-coordinate.If the player rolls a 20 for
the first roll foreither coordinate, then the player can roll a D6 to determine their
coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the
highest coordinate (22 and 25 respectively),then the coordinate willautomatically go
into the maximum coordinate. If either coordinates wouldleave the unit on top of
another unit or a wall,and then re-roll that coordinate.
i. Ex: If a player rolls 23 or higher forthe x-coordinate, then the x-coordinate will
be 22.
g. Hydrant: When a unit/avatar draws this card, push them in the direction from which
the unit/avatar entered this tile.
2. Enchantment Cards
a. “Phasers: On”:If unit: Youcan move through walls and opponents with this unit the
next time you move it. If avatar: Youcan move through a single wall or opponent with
this unit the next time youmove it. In neithercase can you leave yourpiece on top of
another unit.
b. Hermes’ Boots: The next time youmirror this unit igniteall tiles from point A to point
B.
c. Biotic Charge: The next time you mirror this unit attack any enemies that are directly
adjacent to you and pushany units that are within twospaces of you.
d. Transference: Give a treasure card that one of your units is currently holding to your
avatar. If none of yourunits have a card then this acts as an enchantment and is held
onto until a unit draws a card, at whichpoint you must use it.
e. TrailBlazer: Firewalker;Onthe next turn that youmove this unit it will ignitethe tiles
it has visited. The tile is not ignited until it leaves that space, thus the tile youend your
turn on willnot be ignited.
DESIGN DOCUMENT for Mulu Caves
Page 23
Card Layout
Figure1. Figure2.
Thisis the basetemplatethatall cards willuse. At thetop is thename of thecard. Belowthat is a
windowthathas the picturefor the card, and finally,belowthat is the card’s description.Thecolor
schemeof different cardshints at whattype of card it is.
Figure1 on theleft isan event card fromthe EventDeck.
Figure2 on theright is a weaponcardfrom the treasuredeck, whichhas a different colorscheme.
References
1. Card: Mirror-Mirror
a. Symphony X (2000). “V: The New Mythology Suite” cover art;
http://www.progarchives.com/progressive_rock_discography_covers/325/cover_414
71130112008.jpg
2. Card: Rapier
a. Olympus Mons (2004). “Conquistador” coverart; http://www.metal-
archives.com/images/6/0/0/2/60020.jpg
DESIGN DOCUMENT for Mulu Caves
Page 24
Flowcharts
Board Setup Flowchart
MainPhase Flowchart
DESIGN DOCUMENT for Mulu Caves
Page 25
Draw Phase Flowchart
Battle Phase Flowchart
DESIGN DOCUMENT for Mulu Caves
Page 26
End Phase Flowchart
Full Turn Sequence Flowchart
DESIGN DOCUMENT for Mulu Caves
Page 27
End Game Conditions
The end game condition is when the player’s avatar piece is the first one to obtain the ultimate
treasure by entering the treasure room, and then escaping through the exit, whichis on the other side
of the starting position on the board. The player will lose if they are not the one to escape the cavewith
the treasure. If one of the players grabs the treasure beforethe other, the player withoutthe treasure
does not lose - both players can have a piece of the treasure; however,the first one to escape the cave
with the treasure is the winner. Playershave to watch out forthe other player’s assailants from
stopping their avatar. A player willnot lose if his pieces are all eliminated (minus the avatar, since it
can’t be destroyed only stunned fora turn). A player willnot lose if they eliminate all of the
opponent’s pieces either.
Rules Questions
Q: Howisturn orderdetermined?
A: The closest birthday from the current day will be the first to go. Ex: If it is November 1st, a
person born on November 15th would go before someone born on October30th.
Q: Is therea limit to the numberofunits a playercould haveat any giventime?
A: The maximum number of unit pieces that a player can control is seven.
Q: Is therea limit onhowmany assistantsor assailantsaplayercanhave?
A: No. It is possible to have up to seven assistants or assailants. Ex: Zero assistants, seven
assailants; one assistant, six assailants, two assistants, fiveassailants, etc. up to seven assistants, zero
assailants.
Q: What isthe MainPhase?
A: The Main Phase is where a player has the decision to either roll a die for movement or to
mirror a piece.
Q: What isthe DrawPhase?
A: The Draw Phase is where a player is allowed to draw from either the Treasure Deckor the
EventDeck, depending on prior circumstances.
Q: What isthe BattlePhase?
A: The Battle Phase is where a player declares an attackon another player.
Q: Howisbattle damagecalculated?
A: # rolled on die + equipment bonus ± equipment strength/weakness = total roll. Highest total
roll wins.
Q: Is the avatarpiece ableto attack?
A: Avatars can attackother units, but if it loses a battle, it will be immobilized forone turn.
Q: CanI attack diagonally?
A: Players cannot attack diagonally - only adjacent, unless the unit is in possession of the
Javelin card.
Q: What isthe EndPhase?
A: The End Phase is where the player has concludedall actions of movement, drawing, and
battles and is unable to do anything else this turn, thus ending his turn. The End Phase is also when
any turn modifier effectsget reduced by one turn.
Q: What doesthe sanctuarytiledo?
A: Sanctuary tiles are used in limited capacity at a few key areas. These areas are a 4 square by
4 square section at the entrance(start) and exit(finish) areas on both sides of the map and also a 4
square wide by 1 square tall area surrounding the ultimate treasure on both sides of the map. This is
DESIGN DOCUMENT for Mulu Caves
Page 28
better demonstrated on the map earlier in the document. These areas can only be accessed by avatar
units and cannot be accessed by the assistant/assailant units.
Q: What doesthe treasuretiledo?
A: Treasure tiles allow you to access the treasure deck.By having a unit end their movement
for that turn on top of a treasure tile they get to draw from this deck. Youcan not then move this unit
off of and back onto this tile on the next turn in an effortto draw more cards; however, if you move one
unit off of the tile and differentunit onto the tile then you are allowedto have this new unit draw from
the treasure deckon the same turn that the other unit moved from the space.
Q: What doesthe event tiledo?
A: The Event tiles allow you access to the event deck similar to the treasure tiles’ relationship
with the treasure deck. However,unlike treasure tiles, event tiles activatewhenever youwalk over
them whether or not you end a units turn on it. This means you are forced to draw fromthe event
deck. Some of the cards in this deck are good and some of them are bad. For more details on the
categories of cards in this deckrefer to the DeckDescription Section below.There are some nuanced
rules with this type of tile. Similar to a the treasure deck, if youdo end your turn on this tile and then
move off of it and back onto it within the same turn you are not forced, nor allowed, to draw fromit
again. Also, if you pass over the same treasure tile twicein the same turn withthe same unit then you
are not allowed to draw fromit on the second time; however,if you have multiple units cross overthe
same event tile on the same turn then each of these different units must draw fromthe event deck.
Q: What doesthe ultimatetreasuretile do?
A: These tiles have the ultimate treasure on them. Since these tiles are within the sanctuary
tiles only avatar units can access them. There are two of these tiles on each side of the board, but only
one functional treasure to be picked up by the avatar.
Q: What doesthe firetile do?
A: Unlike all of the other tiles, Fire tiles are not a natural tile that is ingrained into the board’s
game setup and level design, but rather a more interactive tile. There are many cards that cause fire
tiles to be spread, which can be seen below in the card terms/affixes section under the ignite term. To
represent fire tiles you place a red gem counter on each tile that has been set on fire. The number of
red gem counters in each tile represents the number of turns that tile will be on fire. On the ignitor's
next turn you remove one red gem counter fromeach tile that has one. If youcross through a fire tile
you willdie. If one of your units begins their turn in a tile that was ignited on the other players’ turn
then the unit must be moved into a tile that has not been ignited in order for them to survive, in other
words if youleave that unit in the ignited tile then it willdie.
Q: What isthe TreasureDeck?
A: The Treasure Deck is a deckthat a player can draw from when a player’s avatar or unit piece
moves onto a treasure tile.
Q: What areequipmentcards?Is there a limit to them?
A: Equipment cards are treasure cards used to augment battle for avatar and unit pieces. A
player can only have access to a maximum of three treasure cards at any given time. This means that
out of the eight pieces the player controls, there can only be a maximum of three treasure cards in
possession. If the player draws another card fromthe Treasure Deck,the player must choosewhich
card to discard. Once the card has been chosen, it will be placed into the treasure deck’s discard pile.
Q: What arebattle cards?When are theyused?
DESIGN DOCUMENT for Mulu Caves
Page 29
A: Battle cards are cards drawn when a player declares an attack on the opponent. These cards
are used during the battle and cannot be saved for later use.
Q: Howdoestheequipmenttrianglework?
A: Swords are strong against cloth, but weak against wood.Spears are strong against metal, but
weak against cloth. Axes are strong against wood, but weakagainst metal. There are some weapons
that take advantage of multiple categories, and as such in their own description, their weakness to a
certain armor type is mentioned rather than making certain armor also strong against hybrid weapons
within their owndescription.
Q: Howdoesthe Shieldcardfunction?
A: This card is only played after dice have been rolled and you lost the roll. You re-roll; if the
new roll is higher than their original roll then your unit stays alive. This can be used in conjunction
with equipment card(s), but the re-roll willonly affectthe previous roll and not the equipment bonus.
Damage calculationis done as normal. Ex: WoodenTunic used against an attacking sword. You roll a 1,
and they roll a 4. Your total roll here wouldbe 4, and their total roll wouldbe 6. You can use the shield
to re-roll your 1 to try getting a higher number. If youroll a 3 or higher, you wouldwin this battle.
Q: If a Hydrantcardcausesa pieceto ‘runinto’ anotherpiece,howdoesit affect the piece(s)?
A: It will push both pieces until one hits a wall. It does not matter whether it is yourpiece or an
opponent’s piece.
Q: What happensifa unit raisedby LazarusStone gets attacked beforethetwo turnsare up?
A: The defending player is not able to roll and the unit is destroyed after damage calculations.
Q: What happensto a LazarusStonecard ifa playerdoesnot haveany deceasedunits?
A: If a player does not have any deceased units, the player can keep this card forlater use.
Q: Howarewallsdestroyedbya Bombdisplayedasonthe map?
A: Destroyed walls will have blackglass counter placed on them to signify destroyed walls.
Q: Whenis the D20used?
A: The D20 is used to determine coordinates forwhen units from the Lazarus stone card are
resurrected or when a Relocate card is drawn.
Q: Howdo I roll newcoordinatesonthex and y axisto placemy new unit onthe board,using
the LazarusStone andRelocationcards.
A: Players will roll a D20 to determine its x-coordinate and then its y-coordinate.If the player
rolls a 20 for the first roll for either coordinate, then the player can roll a D6 to determine their
coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the highest
coordinate (22 and 25 respectively),then the coordinate willautomatically go into the maximum
coordinate. If either coordinates wouldleave the unit on top of another unit or a wall, and then re-roll
that coordinate.
Q: Howdoesthe boomerang cardwork?
A: You can use this on any enemy in line of sight. If you roll >3 then youhit the enemy and
push them. The boomerang is consumed in the process. If yourroll <4 then the boomerang returns to
you. Any “+x to dice roll” does not apply to increasing the odds of this card hitting.
Q: Howdoesaplayerwin?Howdoesa playerlose?
A: A player wins when his avatar piece is the first one to obtain the ultimate treasure and
escape through the exit with it in tow.The player will lose if he is not the one to escape the caves with
the treasure. A player will not lose if he eliminates/loses all pieces.

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Mulu Caves

  • 1. DESIGN DOCUMENT for Mulu Caves Page 1 Super Chupacabra Squad Daneon Gangitano Jason Flaker John Edwards Ryan Crockett Steven-Felix Cho Mulu Caves DESIGN DOCUMENT November 16, 2014
  • 2. DESIGN DOCUMENT for Mulu Caves Page 2 Table of Contents Design History Game Overview Game Theory Feature Set Rules & Mechanics Turn Sequence: Phases General Rules Detailed Rules for Specific Pieces Assistant Piece Assailant Piece Card Terms/Affixes Weapon/ Armor Material Triangle 1. Event Cards 2. Equipment Cards 1. Weapon Cards 2. Artifact Cards Card Layout Flowcharts End Game Conditions Rules Questions
  • 3. DESIGN DOCUMENT for Mulu Caves Page 3 Design History Version 1.10 Our team is trying toachieve a type of game that involves players to come up with different strategies and also to have fun. What originally was a capture the flag type of game ended up becoming a treasure hunt game where a player must get a treasure and make his way out of the cavealive, with the opponent trying to get it for himself (and at the same time trying to stop you).We feltthat this gave the game more competitiveness and at the same time more choice forplayers during last week our team shared several different ideas that were all great. The game that wemade could have taken several different paths and formed a completely different game. One of the ideas that our team came up with was the use of cards in our game. Originally our team didn’t really settle on using cards howeverthe team concluded that including the game cards in the game would give a different type of game play. 1. Game changed from being a capture the flag game to a treasure hunt game. 2. The treasure moved to the center of the board. 3. Treasure chest were added to incorporate the cards into the game. 4. Treasure tiles were placed on the board to add strategy by allowing players to pick up items. 5. Concept of goblins (whichserved the same purpose as assailants) was expanded upon to now include the assistant/ assailant divide. Version 1.20 Another idea that was incorporated into the gameplay was the mirroring move that the players can choose to perform in order to switchone of their pieces to the parallel side of the board. This idea was incorporated into the game to give more strategies to the players. Random event tiles were lumped into the conceptof the treasure tiles, whichsubsequently lumped what would have been two different decks into one larger deck. We tweaked the backstory of the game a bit into what it is now, where a spelunker is exploring the Mulu Caves about a rumored treasure and wishes to bring it to the attention of the public eye to earn fame. We decided to have units die to speed up gameplay and add higher stakes to the game. A decision to allow only avatar and assistants to pick up cards was made to not allow toomany cards to accumulate, in addition to making assailants be there to hinder the opponent fromgetting cards, as wellas the threat of attack. 1. Random event tiles /were added into treasure cards and taken off the board. 2. The ability to mirror units was added into the game to build off of the conceptof having units possibly be either an assistant or assailant. 3. Changed backstory of the game to better fit a theme. 4. The Battle Deckwas added into the game in addition to the Treasure Deck to stimulate the combat. 5. Rewrote the Game Mechanics that is used during game play. One of the mechanics that was tweaked was to determine if a piece loses a battle, if they would lose a turn or be removed from the board. 6. Decision was made that only avatar and assistants could pickup cards from treasure tiles.
  • 4. DESIGN DOCUMENT for Mulu Caves Page 4 Version 2.00 As a team, we decided that before,only avatars and assistants were the only ones that could pick up cards, since majority of the time these two kinds of pieces would be using cards. When thinking about it further, however, allowing assailants to pickup cards as well gave assailants more strategic levity,especially while in enemy territory;however, this now introduced a problem of the player having toomany cards, so we implemented this limit. The decision of allowing cards to be used only by the ones picking it up to give players the choice of whether or not to ‘bring’ cards to the avatar for team use, rather than individual use. Quadrants were created to help add more tactics tothe setup phase, while also reducing the potency of certain dominant strategies from the previous way that the game’s setup previously allowed. Brainstorming of cards was less of a change and more of a natural progression of the game. Elaboration of card affixes was fortechnical purposes to help reduce the amount of text in the card whilealso helping to refine on conceptswithin the GDDand give us shared meaning for much of the nomenclature that was used. The naming of turn phases was very similar to card affixes in that it helped with the technical documentation and team nomenclature. 1. Decision made that all pieces could pick up cards from the treasure deck, but there is now a three card equipment limit forthe player. 2. Decision made that specific pieces could only use cards they held, unless the cards were held by the avatar. 3. Quadrants forstarting locations were set for board set up. 4. Cards were brainstormed and a more firm understanding of the combat system was attained. 5. Card affixes were expanded upon and refined. 6. Turn phases now have a name attached to them. Version 2.10 The rules that were clarified at this stage to better help represent the game in the GDD. The cards were updated significantly with each deck getting a new color scheme, revised card descriptions to reflectthe changes that had been made as new affixes and terms were added in, as well as rebalancing cards to better fit into the game, such as the Phasers:On card. There were new cards added to fuel new ideas, such as the fire tiles. The board was updated to reflectthe need forthe zones to be detailed, as wellas adding in places where event cards can be drawn from. The FAQ section was expanded upon to help coverany new questions that might arise from the new cards and mechanics. 1. Clarified rules. 2. Updated cards. 3. New Cards. 4. Fire Tiles added. 5. Added affixes to cards. 6. Updated look of board. 7. Added more to FAQ section. 8. Battle Deck removed - added cards into the Treasure Deck. 9. New deckand spaces created: Event tiles. Event cards from the Treasure Deckhave been removed. 10. Updated map to include event spaces. Game Overview Where does the game take place?
  • 5. DESIGN DOCUMENT for Mulu Caves Page 5 The game takes place in Mulu Caves during modern times. You are entering the caves with only the items necessary to traverse the depths of the cave system. Anything that youcould use to help youalong yourjourney will have to be found within these mysterious caves. These caves haven’t been explored in years and anything that you find willbe of various historical eras. What is the story? A legendary treasure has been rumored to be located in the mysterious Mulu Caves. As a spelunker, the player ventures into the caves seeking the treasure; however, the player is not alone. There is another spelunker that is also trying to get a piece of the treasure. In order to attain the treasure, the player must workhis way to the center of the caves to get his piece of the treasure and subsequently escape withit, while the other player will try to get their individual piece of the treasure for himself, all while both players send their assailants to stop one another. Be the first to exit the cave with the treasure in order to stake claim to the discovery. What is the main focus? The player wants to be the one to claim credit for the discovery of a mysterious treasure by being the first to not only claim the treasure but also bring it to the public eye. How many characters/units/pieces does the player control? Eachplayer gets eight pieces when they are playing the game. One of the player’s eight pieces is the player's avatar piece and the other seven are the player’s unit pieces that can be placed anywhere on the board. For details on each specific piece and whatit can do, please refer to the Rules and Mechanics section’s sub section for each piece under Detailed Rules forSpecific Pieces. Game Theory Symmetry– The game is overall asymmetric, with some symmetry present within the game. The placement of the player’s unit pieces and the setup of the game board itself make the game asymmetric. Players can place their unit pieces (excluding the avatar piece) almost anywhere on the board. For details on the specifics of game setup, please refer to the Rules and Mechanics section’s subsection forGame Setup. This makes the game asymmetric because they do not reflect the same setup. However,the game does have some symmetric elements within it. Both players’ avatar piece is placed in the same spot on opposite sides diagonally across fromthe each other of the board. The exit for both players is also located in the opposite corner (onthe same half as the player’s avatar). The treasure is also located in the same position on the board every time, in the middle of the board. PlayStyle – The game is non-cooperative,aka competitive.Players are pitted against each other to try and obtain the ultimate treasure in the middle of the caveand reach the exit with it to win the game. Not only are the players racing against one another, but one of the keysto being successful is doing your best to move forwardon yourside of the board while impeding the other player’s progress by slowing them down. Summation– This game wouldbe considered a non-zero-sum game. For instance, a card like “Lazarus Stone” when drawn would be a zero-sum action, but when played it would allow you to effectively
  • 6. DESIGN DOCUMENT for Mulu Caves Page 6 create a new unit. This actionitself wouldnot equal out to zero, because, despite the fact that this is a ‘revived’ unit, something that is effectively and functionally completely new is being put into the game. Perfect/ImperfectInformation– Dueto the inclusion of cards in the game, the game is one of imperfect information. The cards create varying states of imperfect information. For instance, the deck consists of many cards that no one knowsthe order of, also neither player knows what card is on the top of the deck since the deckis placed face down.However, there is a state of partial knowledge since each player can draw cards that they concealwithin their hand. Information that is knownby all players at all times is where everyone’s pieces are at on the board. Feature Set General Features 1) Competitive Play:Mulu Caves competitiveplay is based off twoplayers competing against each other to get the ultimate treasure in the middle of the board. 2) Conflict:Since the objectiveof MuluCaves is getting to the ultimate treasure first. The two players will be fighting each other using various units to get the treasure first. 3) Race: It’s a race to be the first to discover the covetedtreasure founddeep within the cavesof Mulu. 4) Strategy: There are multiple strategies players can utilize within MuluCaves.Will youuse your assailant units to attack your opponent’s avatar and hold them off whileyou are the first to get the treasure? Or willyou use yourassistant units to help defend your avatar as you make a blitz to the treasure? There are many different styles and strategies when playing Mulu Caves. 5) Army Management: Playerswill be in charge of a small army, whichthey can choose to change their units from assistants to assailants and viceversa. They can use this small army to attack and defend themselves from the opposing play’s army. Game Components This is a list of everything that willcome in the box to play Mulu Caves. Your MuluCaves box should contain: ● 1 Game Board with squares (22 squares * 25 squares) ● 1 Black erase marker to draw the walls onto the game board ● A cloth to erase walls ( as certain cards require such as the Bomb card, see the card descriptions section for details) ● 1 Green Marker to mark off areas of Sanctuary Tiles or Sanctuary Zones. ● 1 Sub-mat for each player; 2 overall. ● A set of 16 treasure tiles ● A set of 16 event tiles ● A set of 4 “main treasure” tiles. ● 2 sets of 8 uniquely colored unit pieces numbered 1 through 7 and an Avatar piece for a total of 16 unit pieces. ● ~30 red counters to represent Fire Tiles (refer to tiles section) ● A deck of 40 ‘treasure cards’ ○ Weapon Cards x22 ○ Equipment Cards x11 ○ Artifact Cards x7
  • 7. DESIGN DOCUMENT for Mulu Caves Page 7 ● A deck of 30 ‘Event Cards’ ○ EventCards x15 ○ Enchantment Cards x15 ● 2 six-sided dice (Although, 3 D6 are better so that you can roll for battle and not forget what you rolled formovement.) ● 1 20-sided dice ● Rule Book Armor # Artifact # Weapon Triangle # Other Weapon # Total # Cloth Robes 2 Best of Three 2 Battle Ax 2 Boomerang 2 Chain Mail 2 Lazarus Stone 1 Scythe 2 Bow & Arrow 1 Wooden Tunic 2 Live After Death 1 Short Spear 1 Fire Ball Staff 1 Substitute Aura 1 Sacrificial Sword 1 Javelin 1 Ice WaveStaff 1 Ashen Armor 2 Relinquish 2 Dual Tridents 1 PickAxe 1 Shield 2 King’s Trident 1 Rapier 1 Hackin’ Sword 2 Retarius’ Net 2 Wind Sword 2 Shears 1 11 7 12 10 40 EventCards # of Enchantment Cards # of Total # Bomb 2 Biotic Charge 3 Cave In 2 Hermes’ Boots 3 Hydrant 2 Phasers: On 3 Mirror-Mirror 3 TrailBlazer 3 Relocate 2 Transference 3 RockSlide 2 Trap Pit 2 15 15 30
  • 8. DESIGN DOCUMENT for Mulu Caves Page 8 Rules & Mechanics Game Setup Players willbegin by placing their respective avatar pieces at the start tile. Since this is only a twoplayer game to decide whowill go first, turn order willbe determined by closest birthday (i.e. if it is November 1st today, a person born on November 15th would go before a person born on October 30th). From here, each player will take turns placing one unit piece on the board, as either an assistant or as an assailant piece. Placement can be determined by looking at the diagram below. Figure 1. Thegreytile signifiestiles that unit pieces cannotbe placedin at the beginningof thegame.black andbrowntiles signifyquadrants,whereonlyonepiece can occupysaid quadrantatthe beginningof the game.Thismeansthat if a piece is alreadyplacedthere,anotherunit piece cannotbe placedin that quadrant.Once all sevenunit pieceshavebeenplaced byeach player,the gamewillbegin.
  • 9. DESIGN DOCUMENT for Mulu Caves Page 9 Figure 2. Thefigure abovesignifieswhattheboardlayoutwouldlooklike, including thewalls.The S in the corner representswheretheplayerswillput their avatarpiece.TheF represents thefinish tile that the playermustreach after they havegottenthe maintreasurein the center of the board.Thegraysquares on topof the bluesquaresarethe treasuretile andthe redsquares representeventtiles. Turn Sequence: Phases There are four potential turn phases for a player to go through in a turn - not all phases willbe used each turn. These phases are: Main Phase, Draw Phase, Battle Phase, and End Phase. Main Phase The beginning of a player’s turn marks the start of the Main Phase. During the Main Phase, a player can choose to either roll the die or mirror a unit piece. If a player chooses to mirror a unit piece, the player willchoose whichunit piece (assistant or assailant) and move said unit piece to the opposite side of the board and turning the piece into the other type of unit. Mirroring cannot be done if there is already a unit or avatar piece occupyingthe tile. If a player chooses to mirror a piece, he will end his turn and willenter the End Phase, followedby the opponent’s Main Phase. Examples of when a player can mirror can be seen below in the twodiagrams.
  • 10. DESIGN DOCUMENT for Mulu Caves Page 10 If a player chooses to roll the die, the player cannot choose to mirror a piece in the same turn. After rolling the die, the player is able to choose any number of pieces to move the number of tiles shown on the die. A player can choose to use all movement spaces on one piece, or delegate it across multiple pieces. Ex: if a player rolls a five,he can choose to move one piece five spaces, or five pieces one space each, etc. A few possible combinations are illustrated below in the next fourdiagrams. Movement can only be done in four directions (up, down, left, or right) meaning diagonal movement is not allowed. There can only be a maximum of one piece occupyinga space at a given time, meaning that a piece cannot end its turn in the same space as another unit. Units cannot movethrough other units, and must walk around them, unless they are friendly pieces. Once movement is fully concluded and there have been no Draw Phases or Battle Phases, the player will end his turn and willenter the
  • 11. DESIGN DOCUMENT for Mulu Caves Page 11 End Phase, followedby the opponent’s Main Phase.
  • 12. DESIGN DOCUMENT for Mulu Caves Page 12
  • 13. DESIGN DOCUMENT for Mulu Caves Page 13 Draw Phase If a avatar or unit piece ends its turn on a treasure tile (as indicated on the board), the player will enter the Draw Phase, where he will be able to draw one card from the Treasure Deck. If a avatar or unit piece ends its turn on an event tile (as indicated on the board), the player willenter the Draw Phase, where he willbe able to draw one card from the EventDeck. For details on what kinds of treasure cards there are, please refer to the Rules and Mechanics section’s sub section for card descriptions under Detailed Rules for Specific Pieces. Once the card draw has been concluded,if there are no more additional Draw Phases, no more Battle Phases, or if movement is not possible any more, the player willend his turn and will enter the End Phase, followedby the opponent’s Main Phase. Battle Phase Players decide on whether they want to use equipment cards to augment their rolls, or choose to forgo equipment and roll. For details on equipment cards, please refer to the Rules and Mechanics section’s sub section forcard descriptions under Detailed Rules forSpecific Pieces. When decisions
  • 14. DESIGN DOCUMENT for Mulu Caves Page 14 have been made, both players will take one die and roll simultaneously. Battle card effects are applied after the roll is concluded. Battle damage is calculated as such: # rolled on die + equipment bonus ± equipment strength/weakness = total roll. The highest total roll will win the battle and immobilize the opponent if the piece defeated is an avatar piece. If the piece defeated is a unit piece, the piece is destroyed and removed from the board. Oncebattle has been concluded,if there are no more Draw Phases, no more additional Battle Phases, or if movement is not possible any more, the player will end his turn and will enter the End Phase, followedby the opponent’s Main Phase. End Phase The End Phase occurs when the player has concluded all actions of movement, drawing card(s), and battles and is unable to do anything else that turn, thus ending his turn. The End Phase is also when any turn modifier effectsget reduced by one turn. General Rules For details on each specific piece/card and what it can do, please refer to the Rules and Mechanics section’s sub section foreach piece/card under Detailed Rules for Specific Pieces. 1. A player can only have access to a maximum of three treasure cards at any given time. This means that out of the eight pieces the player controls,there can only be a maximum of three treasure cards in possession. If the player draws another card from the Treasure Deck,the player must choose whichcard to discard. Once the card has been chosen, it will be placed into the treasure deck’s discard pile. 2. Once a card has been used, it will be placed into the respective deck’s discard pile. 3. When a unit obtains a card from the treasure deck(or an enchantment card from the event deck)the card is placed onto the sub-mat on the rectangle whose number corresponds with the number on the unit whopicked up the card. If it is an avatar place it onto the center rectangle that has the word “Avatar” on it. 4. If the avatar piece is in possession of treasure cards, the player is able to choose any piece to utilize the card during battle. 5. If an assistant is in possession of an treasure card(s),the assistant piece that is possessing the card(s) is the only one whocan use the card(s) unless it ‘brings’ the card(s) to the avatar piece by moving adjacent to it. Diagonal does not count as adjacent in this case. 6. If an assailant is in possession of a treasure card(s), the assailant piece that is possessing the card(s) is the only one whocan use the card(s) unless it ‘brings’ the card(s) to the avatar piece by moving adjacent to it. This means that it must first mirror over and become an assistant piece first if the player chooses to ‘bring’ the card(s) to the avatar piece. 7. If a player loses a battle witha unit piece that still is in possession of unused treasure cards at the conclusion of a battle, the opponent will earn these cards as spoils of war. 8. An avatar must end its turn in the ultimate treasure room in order to pick up the treasure. They willregain movement forthe avatar on the player’s next Main Phase. 9. If a player chose to roll on his Main Phase: whateverthe player rolls on the D6, he willthen be able to chooseany of their pieces to move based upon the number they rolled. Players can split
  • 15. DESIGN DOCUMENT for Mulu Caves Page 15 up their movement roll between any of their pieces. Ex: if a player rolls a five,he can choose to move one piece five spaces, or fivepieces one space each, etc. 10. There can only be a maximum of one piece occupyinga space at a given time, meaning that a piece cannot end its turn in the same space as another unit. Units cannot move through other units, and must walk around them, unless they are friendly pieces. 11. The center divider wallis indestructible and cannot be destroyed by the Bomb card. Detailed Rules for Specific Pieces Avatar Piece The avatar piece is the piece that signifies the spelunker whois exploring the caves to obtain the treasure. This piece cannot be removed from the board by the effectsof cards or by battle, but is instead immobilized forone turn instead. Certain cards will also affectthe avatar differently from unit pieces, such as the Trap Pit card. For details on the Trap Pit card and what it can do, please refer to the Rules and Mechanics section’s sub section for EventCards under Detailed Rules forSpecific Pieces. Avatars can attack other units, but if it loses a battle, it willbe immobilized for one turn. The avatar piece is also the only piece that can pick up the ultimate treasure to carry back to the exit. Unit Piece The unit piece is a piece that a player can control in addition to the avatar piece. These pieces signify either an assistant or an assailant, depending on whichside of the board they are on. If a unit piece is on your ownside of the board, it is considered an assistant piece. If a unit piece is on your opponent’s side of the board, it is considered an assailant piece. If a unit piece is defeated in battle, it is destroyed and removed from the board. These pieces can be brought back to the board by the effectof the Lazarus Stone card. For details on the Lazarus Stone card and what it can do, please refer to the Rules and Mechanics section’s sub section for EventCards under Detailed Rules forSpecific Pieces. Assistant Piece Assistant pieces cannot attack opponents, but they can use equipment cards todefend themselves. These pieces can be removed from the board by the effectsof cards or by battle. This unit can has the potential to hold up to three equipment cards, but must still abide by the rule of “the player can only have access to a maximum of equipment cards at a given time”.
  • 16. DESIGN DOCUMENT for Mulu Caves Page 16 Assailant Piece Assailant pieces can attack other unit pieces as well as the avatar. They can also use equipment cards to augment their attack.These pieces can be removed from the board by the effectsof cards or by battle. This unit can has the potential to hold up to three equipment cards, but must still abide by the rule of “the player can only have access to a maximum of equipment cards at a given time”. Special Tiles There are several types of tiles in this game that youmust be aware of. The first type of tiles are treasure tiles, the second type are event tiles, the third type are sanctuary tiles, the fourth type are ultimate treasure tiles, and the fifthtype of tiles are fire tiles. Treasure Tiles Treasure tiles allow you to access the treasure deck. By having a unit end their movement for that turn on top of a treasure tile they get to draw from this deck.You can not then movethis unit off of and backonto this tile on the next turn in an effortto draw more cards; however,if you moveone unit off of the tile and different unit onto the tile then youare allowed to have this new unit draw from the treasure deck on the same turn that the other unit moved from the space. Event Tiles The Event tiles allow youaccess to the event deck similar to the treasure tiles’ relationship with the treasure deck. However,unlike treasure tiles, event tiles activatewhenever youwalk over them whether or not you end a units turn on it. This means you are forced to draw fromthe event deck. Some of the cards in this deck are good and some of them are bad. For more details on the categories of cards in this deckrefer to the DeckDescription Section below.There are some nuanced rules with this type of tile. Similar to a the treasure deck, if youdo end your turn on this tile and then move off of it and back onto it within the same turn you are not forced, nor allowed, to draw fromit again. Also, if you pass over the same treasure tile twicein the same turn withthe same unit then you are not allowed to draw fromit on the second time; however,if you have multiple units cross overthe same event tile on the same turn then each of these different units must draw fromthe event deck. Sanctuary Tiles Sanctuary tiles are used in limited capacity at a few key areas. These areas are a 4 square by 4 square section at the entrance(start) and exit(finish) areas on both sides of the map and also a 4 square wide by 1 square tall area surrounding the ultimate treasure on both sides of the map. This is better demonstrated on the map earlier in the document. These areas can only be accessed by avatar units and cannot be accessed by the assistant/assailant units.
  • 17. DESIGN DOCUMENT for Mulu Caves Page 17 Ultimate Treasure Tiles These tiles have the ultimate treasure on them. Since these tiles are within the sanctuary tiles only avatar units can access them. There are two of these tiles on each side of the board, but only one functional treasure to be picked up by the avatar. Fire tiles Unlike all of the other tiles, Fire tiles are not a natural tile that is ingrained into the board’s game setup and level design, but rather a more interactive tile. There are many cards that cause fire tiles to be spread, which can be seen below in the card terms/affixes section under the ignite term. To represent fire tiles you place a red gem counter on each tile that has been set on fire. The number of red gem counters in each tile represents the number of turns that tile will be on fire. On the ignitor's next turn you remove one red gem counter fromeach tile that has one. If youcross through a fire tile you willdie. If one of your units begins their turn in a tile that was ignited on the other players’ turn then the unit must be moved into a tile that has not been ignited in order for them to survive, in other words if youleave that unit in the ignited tile then it willdie. Description for Cards The decks are used foradding extra flavorto the game. There are twodecks: an EventDeck and a Treasure Deck.Each deckhas a primary purpose and its own subcategories therein, whichare detailed below. The EventDeckis drawn from when a unit stops on an event tile on the map. Also if a player passes through an event tile, they will need to stop before they keep moving and draw from the EventDeck. If a player draws an event card fromthe EventDeck, they need to use the card immediately. If a player draws an Enchantment Card fromthe EventDeck they can resume withtheir movement, and play their Enchantment Card at a later turn. The second deck, the Treasure Deck,is drawn fromwhen a unit stops on a treasure tile on the map. There are twomain types of cards in this deck: event cards and equipment cards. Eventcards are special, random events that may occur,such as a rockslide, whichaffectsthe player’s unit or avatar in some way.As a general rule of thumb, equipment cards give an edge in combat,such as armor cards, or offerstrategic waysto combat your enemy, such as the ‘Bow & Arrow’ card adding an element of range. During setup, the decks are placed off to the side of the game board. The treasure deck consists of 40 cards, and the event deckconsists of 30 cards for a total of 70 cards. With a variable occurrence rate, meaning that some cards are repeated more often than other cards. After a card has been used, it is placed into a discard pile of the respective deck. Onceno cards can be drawn, the discard pile is shuffled and a new deck is created. For details on how the respective decks function,particularly how equipment cards work,please refer to the Rules and Mechanics section’s sub-section foreach deck under Detailed Rules for Specific Pieces.
  • 18. DESIGN DOCUMENT for Mulu Caves Page 18 Card Terms/Affixes These areterms used inthe cards’descriptions thatimply a largerconceptthat is used throughoutmultiple cards.InMagic:TheGatheringthis would be somethinglike FirstStrike. 1. Push: When push is part of a card, it means that the unit will be pushed backward until it hits a wall. For example, if youare hit from a tile fromyour south, youwill be pushed toward the north, and viceversa. If a unit comes in contactwith another unit, it will push all units until they all run into a wall. a. Cards with push: Boomerang, Hydrant, Biotic Charge, 2. Preempt: Preempt implies that a card has a bonus when it is being used by an aggressor as opposed to being used by a defender. The bonus will be described after mention of the keyword. a. Cards with preempt: Most weapon cards have preempt. b. Often Preempt and Stalwart will be seen in a pair indicating the bonus forbeing the aggressor and defender respectively. 3. Stalwart: Stalwart is a bonus given to a card when it is the card being attacked, or in other words when it is a defender. a. Cards with stalwart: All armor cards have stalwart. b. Often Preempt and Stalwart willbe seen in a pair indicating the bonus for being the aggressor and defender respectively. 4. Vulnerable: Vulnerable is a state in whicha unit cannot defend itself, meaning it can be destroyed without being able to retaliate. This means that if a unit engages in battle against another unit that is vulnerable, that unit cannot roll during the battle phase. However,the unit can still use an equipment card. If youuse a card such as Bow & Arrow to attacka vulnerable unit youstill must meet the requirement that is set forthon the card. a. Cards with vulnerable: Bomb, Lazarus Stone, Retiarius’ Net, Trap Pit 5. Line of Sight: Line of sight signifies any unit that has vision of another unit without any obstruction from walls or other units. The range of line of sight does not have a limit. a. Cards with line of sight: Bow & Arrow, Boomerang 6. Immobilize: Immobilization is a status effectthat makes it so that a unit cannot move, but the unit can attackadjacent units, as well as defend themselves. Unless otherwise stated immobilize only lasts one turn. a. Cards with immobilize: Bomb, IceWave Staff,Sacrificial Sword, Retiarius’ Net, Live After Death, 7. Throw:Throw allows you to throw an objectat an opponent. When you throw an item you roll 2D6 die. Whatever the sum of these are youare allowed to target anything within that range that is in line of sight. Youare not allowed to throw over walls. If there are twotargets in the same direction of yourline of sight you must target the one that is closest toyou unless otherwise stated. a. Card(s) with Throw:Retarius’ Net
  • 19. DESIGN DOCUMENT for Mulu Caves Page 19 8. Ignite: This catches tiles on fire. When you ignite a tile(s) youshould place a red gem counter on it. Refer to Fire Tiles to Fire Tiles to better understand how fire tiles work.Unless the card otherwise states something special about this form of ice/ ice tile then refer to that section. a. Card(s) with Ignite: Trailblazer, Ashen Armor, Fire Ball Staff, Hermes’ Boots 9. Quietus: When a unit dies using a card with this affixthen a special thing happens, whichis listed after the invocation ‘Quietus’ occurs. a. Cards with Quietus: Scythe of Ice & Snow, Ashen Armor, King’s Trident 10. Firewalker: If a unit is equipped with a card that has firewalker then that unit can walk over fire tiles or be left sitting on fire tiles at the end of their turn. This is a passive ability and does not expend the card when utilized. a. Cards with Firewalker: Ashen Armor, Trailblazer Weapon/ Armor Material Triangle Within the armor cards, there are three differenttypes of armor: metal, cloth, and wood. These armor types are made out of different materials and have basic weaknesses. Within weapons, there are also three types of categories: swords, spears and axes; however, not all weapons fallinto one of these categories. Swords are strong against cloth,but weakagainst wood;Spears are strong against metal, but weak against cloth;and Axes are strong against wood,but weak against metal. There are some weapons that take advantage of multiple categories. Because of the intricacies it wouldadd to the armor cards’ descriptions, these strengths are described on the weapon card, rather than on the armor card. Treasure Deck 1. Armor Cards a. Wooden Tunic:Preempt: +1 to dice roll; Stalwartor sword: +2 to dice roll; Stalwart & sword: +3 to dice roll b. Metal Chain Mail: Preempt: +1 to dice roll; Stalwartor ax: +2 to dice roll; Stalwart& ax: +3 to dice roll c. Cloth Robes: Preempt: +1 to dice roll; Stalwartor vs. spear: +2 to dice roll; Stalwart& vs. spear: +3 to dice roll d. Substitute Aura: Stalwart:+1 to Dice Roll. Quietus: Select a different unit of yours to die in this one’s place. e. Shield: This card is only played after dice have been rolled and youlost the roll. You re- roll; if the new roll is higher than their original roll then your unit stays alive. If your roll is the same as theirs, then counter-attack and kill the enemy. This can be used in conjunctionwith equipment card(s), but the re-roll will only affectthe previous roll and not the equipment bonus. Damage calculation is done as normal. i. Ex: WoodenTunic used against an attacking sword. You roll a 1, and they roll a 4. Your total roll here wouldbe 4, and their total roll wouldbe 6. You can use the shield to re-roll your1 to try getting a higher number. If you roll 3 or higher, you wouldwin this battle.
  • 20. DESIGN DOCUMENT for Mulu Caves Page 20 f. Ashen Armor: Preempt:+1 to DiceRoll; Stalwart: +2 to Dice Roll ; Quietus: Ignite the 8 tiles around where the unit died. ;Firewalker 2. Weapon Cards a. Battle Axe: Preempt: +2 to Dice Roll; Stalwart:+1to Dice Roll; Negate ‘wooden’ armor b. Short Spear: Preempt:+2 to Dice Roll; Stalwart:+1 to DiceRoll; Negate ‘metal’ armor c. Hackin’ Sword: Preempt:+2 to Dice Roll; Stalwart:+1to Dice Roll; Nullify ‘cloth’ armor. d. Rapier: Stalwart:+1 to DiceRoll; Preempt: +2 to DiceRoll; If vs. either ‘metal’ or ‘cloth’ armor, then +3 to dice roll. -1 to Dice Roll vs. ‘wooden’. e. Pickaxe:Stalwart:+1 to dice roll. If vs. wooden or metal armor, then +3 to dice roll. If cloth, then -1 to dice roll. f. Shears: Stalwart:+1 to Dice Roll; Preempt:+2 to dice roll; If vs. either ‘wooden’ or ‘cloth’ armor, then +3 to dice roll. -1 to dice roll vs. ‘metal’ armour. g. Boomerang: Youcan use this on any enemy in lineofsight.If youroll 3 or higher, then you hit the enemy and push them. The boomerang is consumed in the process. If you roll 4 or under then the boomerang returns to you. Any “+x to dice roll” does not apply to increasing the odds of this card hitting. h. Bow & Arrow:Attack an enemy in lineof sight.They do not get to roll against you.You must roll a 5 or 6 to hit. Any “+x to dice roll” does not apply to increasing the odds of this card hitting. i. Javelin: Preempt:Attack two spaces away in the cardinal directions, or in the spots diagonal to you. If used to attack overwalls, then youmust roll a 5 or 6 to hit. Any “+x to dice roll” does not apply to increasing the odds of this card hitting.+1 to dice roll. Stalwartfrom 2 squares away or diagonally: then +2 to dice roll.+2 vs. ‘metal’ armor. j. Ice WaveStaff:Hit all enemy units on the eight adjacent tiles around yourunit. Eachhit is a separate set of dice rolls. If you win the roll, you freeze the unit forone turn rendering them immobilized.If youlose a roll, you fail to freeze the unit, but your unit is not destroyed and can continue to attempt to freeze remaining units. Order is at caster’s discretion. k. Fire Ball Staff:Hit all enemy units on the eight adjacent tiles around your unit. Each hit is a separate set of dice rolls. If you lose one dice roll, yourunit dies and youdo not roll for the other targets. Order is at caster’s discretion. Eachdead body ignites the square that it was on. l. Dual-Tridents: Either 2 uses of:+1 to DiceRoll;+2 vs. metal armor/ Or, 1 use of:+2 to Dice Roll;+3 vs. metal armor. If you die withone use of twoleft the other unit will inherit that last use. m. King’s Trident: Preempt:+3 to Dice Roll; Stalwart:+2to Dice Roll; +3 to Dice Roll vs. metal armor. Quietus: Pin (Immobilize) theopponent. n. Retiarius’ Net: Youcan place it on the map as a trap. If an opponent steps on it then it will make them vulnerable.Anally unit can free the trapped unit from the net. Or,you can throwthis at an opponent in line of sight to immobilizethem.If yourthrow is short then it will fall as a trap. o. Scythe of Ice and Snow: Preempt/Stalwart:hit 2 forwardand both diagonal tiles in the direction of your opponent. Quietus: Freeze (Immobilize)the opponent for a turn. +1 to dice roll;+2 vs. woodarmor p. Wind Sword: Preempt: +2 to Dice Roll; Stalwart:+1 to Dice Roll +3 vs. ‘cloth’ armor; Quietus: pushall units in a line to the direction of youropponent.
  • 21. DESIGN DOCUMENT for Mulu Caves Page 21 3. Artifact Cards a. Best of Three: Instead of battling once,the twounits in question battle three times and whoeverwins two battles first destroys the other unit. b. Sacrificial Sword:Whichever of the two factionsloses must instead sacrifice one of their other units in place of this unit; the unit that was saved is then immobilized. Avatars can’t use this card. c. Lazarus Stone: Bring backa destroyed unit that has been removed from the board. Roll a D20 to determine its x-coordinate and then its y-coordinate. If the player rolls a 20 for the first roll foreither coordinate, then the player can roll a D6 to determine their coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the highest coordinate (22 and 25 respectively),then the coordinate willautomatically go into the maximum coordinate. If either coordinates wouldleave the unit on top of another unit or a wall,and then re-roll that coordinate. If either coordinates would leave the unit on top of another unit, and then re-roll that coordinate. The unit is vulnerablefortwoturns. This means that the card cannot perform any action until these twoturns pass. If a player does not have any deceased units, this card can be kept for later use. i. Ex: If a player rolls 23 or higher forthe x-coordinate, then the x-coordinate will be 22. d. Relinquish: If avatar: A player willchoose randomly from the opponent’s card(s)at anytime and take the card forhimself. If the player already has the max number of cards in hand, then the card is placed at the bottom of the Treasure Deck. If unit: Steal the card froman aggressor for your ownuse. The aggressor can then choose a different equipment piece. e. Live After Death: If unit: Revive the unit when it dies in a state of immobilization.If avatar: Use it to revive any unit after they have died into an immobilizedstate. Event Deck 1. Event Cards a. RockSlide: Move the unit that drew this card backthe number of tiles it moved to get to this tile. The unit cannot access this treasure tile for twoturns. b. Cave-In: The opponent moves yourpiece fivetiles. The unit cannot access this treasure tile for twoturns. c. Mirror-Mirror: Mirror one of your ownunits without it costing a turn; or, mirror one of your opponent’s units withoutit costing a turn. This can activate mirror enchantments, such as biotic charge. d. Trap Pit: If unit: the unit is leftvulnerableholding onto the ledge of the pit for a turn. If no one saves it then it dies. If avatar: the avatar is left vulnerableindefinitely until a fellow unit comes to pull it out of the pit.
  • 22. DESIGN DOCUMENT for Mulu Caves Page 22 e. Bomb: Blow up any walls in the surrounding 8 adjacent tiles. Destroyed walls are marked withblack counters on the board, or erased. The unit that picks up this card is made vulnerableuntiltheir next turn. Any units in adjacent spots are immobilized until the end of that unit’s next turn. f. Relocate: Movethe unit that drew this card to a random place on the board by rolling a D20 to determine its x-coordinate and then its y-coordinate.If the player rolls a 20 for the first roll foreither coordinate, then the player can roll a D6 to determine their coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the highest coordinate (22 and 25 respectively),then the coordinate willautomatically go into the maximum coordinate. If either coordinates wouldleave the unit on top of another unit or a wall,and then re-roll that coordinate. i. Ex: If a player rolls 23 or higher forthe x-coordinate, then the x-coordinate will be 22. g. Hydrant: When a unit/avatar draws this card, push them in the direction from which the unit/avatar entered this tile. 2. Enchantment Cards a. “Phasers: On”:If unit: Youcan move through walls and opponents with this unit the next time you move it. If avatar: Youcan move through a single wall or opponent with this unit the next time youmove it. In neithercase can you leave yourpiece on top of another unit. b. Hermes’ Boots: The next time youmirror this unit igniteall tiles from point A to point B. c. Biotic Charge: The next time you mirror this unit attack any enemies that are directly adjacent to you and pushany units that are within twospaces of you. d. Transference: Give a treasure card that one of your units is currently holding to your avatar. If none of yourunits have a card then this acts as an enchantment and is held onto until a unit draws a card, at whichpoint you must use it. e. TrailBlazer: Firewalker;Onthe next turn that youmove this unit it will ignitethe tiles it has visited. The tile is not ignited until it leaves that space, thus the tile youend your turn on willnot be ignited.
  • 23. DESIGN DOCUMENT for Mulu Caves Page 23 Card Layout Figure1. Figure2. Thisis the basetemplatethatall cards willuse. At thetop is thename of thecard. Belowthat is a windowthathas the picturefor the card, and finally,belowthat is the card’s description.Thecolor schemeof different cardshints at whattype of card it is. Figure1 on theleft isan event card fromthe EventDeck. Figure2 on theright is a weaponcardfrom the treasuredeck, whichhas a different colorscheme. References 1. Card: Mirror-Mirror a. Symphony X (2000). “V: The New Mythology Suite” cover art; http://www.progarchives.com/progressive_rock_discography_covers/325/cover_414 71130112008.jpg 2. Card: Rapier a. Olympus Mons (2004). “Conquistador” coverart; http://www.metal- archives.com/images/6/0/0/2/60020.jpg
  • 24. DESIGN DOCUMENT for Mulu Caves Page 24 Flowcharts Board Setup Flowchart MainPhase Flowchart
  • 25. DESIGN DOCUMENT for Mulu Caves Page 25 Draw Phase Flowchart Battle Phase Flowchart
  • 26. DESIGN DOCUMENT for Mulu Caves Page 26 End Phase Flowchart Full Turn Sequence Flowchart
  • 27. DESIGN DOCUMENT for Mulu Caves Page 27 End Game Conditions The end game condition is when the player’s avatar piece is the first one to obtain the ultimate treasure by entering the treasure room, and then escaping through the exit, whichis on the other side of the starting position on the board. The player will lose if they are not the one to escape the cavewith the treasure. If one of the players grabs the treasure beforethe other, the player withoutthe treasure does not lose - both players can have a piece of the treasure; however,the first one to escape the cave with the treasure is the winner. Playershave to watch out forthe other player’s assailants from stopping their avatar. A player willnot lose if his pieces are all eliminated (minus the avatar, since it can’t be destroyed only stunned fora turn). A player willnot lose if they eliminate all of the opponent’s pieces either. Rules Questions Q: Howisturn orderdetermined? A: The closest birthday from the current day will be the first to go. Ex: If it is November 1st, a person born on November 15th would go before someone born on October30th. Q: Is therea limit to the numberofunits a playercould haveat any giventime? A: The maximum number of unit pieces that a player can control is seven. Q: Is therea limit onhowmany assistantsor assailantsaplayercanhave? A: No. It is possible to have up to seven assistants or assailants. Ex: Zero assistants, seven assailants; one assistant, six assailants, two assistants, fiveassailants, etc. up to seven assistants, zero assailants. Q: What isthe MainPhase? A: The Main Phase is where a player has the decision to either roll a die for movement or to mirror a piece. Q: What isthe DrawPhase? A: The Draw Phase is where a player is allowed to draw from either the Treasure Deckor the EventDeck, depending on prior circumstances. Q: What isthe BattlePhase? A: The Battle Phase is where a player declares an attackon another player. Q: Howisbattle damagecalculated? A: # rolled on die + equipment bonus ± equipment strength/weakness = total roll. Highest total roll wins. Q: Is the avatarpiece ableto attack? A: Avatars can attackother units, but if it loses a battle, it will be immobilized forone turn. Q: CanI attack diagonally? A: Players cannot attack diagonally - only adjacent, unless the unit is in possession of the Javelin card. Q: What isthe EndPhase? A: The End Phase is where the player has concludedall actions of movement, drawing, and battles and is unable to do anything else this turn, thus ending his turn. The End Phase is also when any turn modifier effectsget reduced by one turn. Q: What doesthe sanctuarytiledo? A: Sanctuary tiles are used in limited capacity at a few key areas. These areas are a 4 square by 4 square section at the entrance(start) and exit(finish) areas on both sides of the map and also a 4 square wide by 1 square tall area surrounding the ultimate treasure on both sides of the map. This is
  • 28. DESIGN DOCUMENT for Mulu Caves Page 28 better demonstrated on the map earlier in the document. These areas can only be accessed by avatar units and cannot be accessed by the assistant/assailant units. Q: What doesthe treasuretiledo? A: Treasure tiles allow you to access the treasure deck.By having a unit end their movement for that turn on top of a treasure tile they get to draw from this deck. Youcan not then move this unit off of and back onto this tile on the next turn in an effortto draw more cards; however, if you move one unit off of the tile and differentunit onto the tile then you are allowedto have this new unit draw from the treasure deckon the same turn that the other unit moved from the space. Q: What doesthe event tiledo? A: The Event tiles allow you access to the event deck similar to the treasure tiles’ relationship with the treasure deck. However,unlike treasure tiles, event tiles activatewhenever youwalk over them whether or not you end a units turn on it. This means you are forced to draw fromthe event deck. Some of the cards in this deck are good and some of them are bad. For more details on the categories of cards in this deckrefer to the DeckDescription Section below.There are some nuanced rules with this type of tile. Similar to a the treasure deck, if youdo end your turn on this tile and then move off of it and back onto it within the same turn you are not forced, nor allowed, to draw fromit again. Also, if you pass over the same treasure tile twicein the same turn withthe same unit then you are not allowed to draw fromit on the second time; however,if you have multiple units cross overthe same event tile on the same turn then each of these different units must draw fromthe event deck. Q: What doesthe ultimatetreasuretile do? A: These tiles have the ultimate treasure on them. Since these tiles are within the sanctuary tiles only avatar units can access them. There are two of these tiles on each side of the board, but only one functional treasure to be picked up by the avatar. Q: What doesthe firetile do? A: Unlike all of the other tiles, Fire tiles are not a natural tile that is ingrained into the board’s game setup and level design, but rather a more interactive tile. There are many cards that cause fire tiles to be spread, which can be seen below in the card terms/affixes section under the ignite term. To represent fire tiles you place a red gem counter on each tile that has been set on fire. The number of red gem counters in each tile represents the number of turns that tile will be on fire. On the ignitor's next turn you remove one red gem counter fromeach tile that has one. If youcross through a fire tile you willdie. If one of your units begins their turn in a tile that was ignited on the other players’ turn then the unit must be moved into a tile that has not been ignited in order for them to survive, in other words if youleave that unit in the ignited tile then it willdie. Q: What isthe TreasureDeck? A: The Treasure Deck is a deckthat a player can draw from when a player’s avatar or unit piece moves onto a treasure tile. Q: What areequipmentcards?Is there a limit to them? A: Equipment cards are treasure cards used to augment battle for avatar and unit pieces. A player can only have access to a maximum of three treasure cards at any given time. This means that out of the eight pieces the player controls, there can only be a maximum of three treasure cards in possession. If the player draws another card fromthe Treasure Deck,the player must choosewhich card to discard. Once the card has been chosen, it will be placed into the treasure deck’s discard pile. Q: What arebattle cards?When are theyused?
  • 29. DESIGN DOCUMENT for Mulu Caves Page 29 A: Battle cards are cards drawn when a player declares an attack on the opponent. These cards are used during the battle and cannot be saved for later use. Q: Howdoestheequipmenttrianglework? A: Swords are strong against cloth, but weak against wood.Spears are strong against metal, but weak against cloth. Axes are strong against wood, but weakagainst metal. There are some weapons that take advantage of multiple categories, and as such in their own description, their weakness to a certain armor type is mentioned rather than making certain armor also strong against hybrid weapons within their owndescription. Q: Howdoesthe Shieldcardfunction? A: This card is only played after dice have been rolled and you lost the roll. You re-roll; if the new roll is higher than their original roll then your unit stays alive. This can be used in conjunction with equipment card(s), but the re-roll willonly affectthe previous roll and not the equipment bonus. Damage calculationis done as normal. Ex: WoodenTunic used against an attacking sword. You roll a 1, and they roll a 4. Your total roll here wouldbe 4, and their total roll wouldbe 6. You can use the shield to re-roll your 1 to try getting a higher number. If youroll a 3 or higher, you wouldwin this battle. Q: If a Hydrantcardcausesa pieceto ‘runinto’ anotherpiece,howdoesit affect the piece(s)? A: It will push both pieces until one hits a wall. It does not matter whether it is yourpiece or an opponent’s piece. Q: What happensifa unit raisedby LazarusStone gets attacked beforethetwo turnsare up? A: The defending player is not able to roll and the unit is destroyed after damage calculations. Q: What happensto a LazarusStonecard ifa playerdoesnot haveany deceasedunits? A: If a player does not have any deceased units, the player can keep this card forlater use. Q: Howarewallsdestroyedbya Bombdisplayedasonthe map? A: Destroyed walls will have blackglass counter placed on them to signify destroyed walls. Q: Whenis the D20used? A: The D20 is used to determine coordinates forwhen units from the Lazarus stone card are resurrected or when a Relocate card is drawn. Q: Howdo I roll newcoordinatesonthex and y axisto placemy new unit onthe board,using the LazarusStone andRelocationcards. A: Players will roll a D20 to determine its x-coordinate and then its y-coordinate.If the player rolls a 20 for the first roll for either coordinate, then the player can roll a D6 to determine their coordinate - the sum of the two rolls will be the coordinate. If a sum is greater than the highest coordinate (22 and 25 respectively),then the coordinate willautomatically go into the maximum coordinate. If either coordinates wouldleave the unit on top of another unit or a wall, and then re-roll that coordinate. Q: Howdoesthe boomerang cardwork? A: You can use this on any enemy in line of sight. If you roll >3 then youhit the enemy and push them. The boomerang is consumed in the process. If yourroll <4 then the boomerang returns to you. Any “+x to dice roll” does not apply to increasing the odds of this card hitting. Q: Howdoesaplayerwin?Howdoesa playerlose? A: A player wins when his avatar piece is the first one to obtain the ultimate treasure and escape through the exit with it in tow.The player will lose if he is not the one to escape the caves with the treasure. A player will not lose if he eliminates/loses all pieces.