“Ages of Plunder” Board Game Design

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Introduction

Ages of Plunder will take you through card strategies and dice tactics, while fighting your opponents with warriors through the ages of time. Battle a clan of ancient warriors with your team of elite super soldiers. Shot the gladiator with a tank. Fence the japanese samurai, with your viking leader.

Setup

Shuffle the small rectangular area cards, and place them in a X times X format, where X  is the number of players in the game, i.e. if there are 3 players, create a 3×3 grid of random area cards. This will be your battle board.

Shuffle the weapon, character, boon and burden cards and place them near the battle board, facedown.

Each player draws one character and five weapon cards.

Round

The player can choose to attack an area, by tabbing a character card and add cards from their hand facedown onto of the character. Then their turn ends. Other players can join this battle by tabbing a character and add weapons to the fight. This will continue, until no player has added new cards and it is the initiators turn. At this state, the cards are revealed and the highest score wins the highground.

If other players joined the area, the winning player can choose to fight another player, using their character and the cards added to the fight from their hand. To use a character, roll dices in sequence of the card.

Ex.: The soldier must roll 2 or higher to make the first shot. Then a 3 or higher to reload his gun and continue shooting. The soldier has a more reliable and possible multiple shoots, but do less damage.

Ex.: The tank must  roll 2 or higher to load, then again 2 or higher to load, then again 2 or higher to load, then on 3 or higher, shoot. The tank takes multiple struggles to get going, though it has a higher reward with a high damage.

When winning an area (opposed or unopposed), each area gives players more weapons, boons and characters to their army.

Instead of attacking, the player can also spend weapon or boon cards, to buy more character, boons or weapons. Cards spent and cards gained are placed in the players discard pile. Character cards are not placed in the discard pile, but instead in front of the player.

When a players turn ends, he will discard his hand.

When a player has no cards in his hand, he will draw 5 new cards from his deck immediately. If there are no cards in his deck, he will shuffle his discard pile, to form his deck, then draw 5 cards. When the player gains boons and burdens, they will dilute the chance of gaining valuable weapon cards into his hand. But, since the other players can’t see what the cards added to an attack is, as they are placed facedown, the players can bluff by using burdens as weapons, to scare the other players away from the attack, though if revealed, they add no value.

When doing damage/burdens, the damaged player takes burden cards from the burden deck. These cards are placed in his discard pile. When buying weapons, the player takes weapon cards from the weapon deck. These cards are placed in his discard pile. When gaining boons, the player takes boon cards from the boon deck. These cards are placed in his discard pile.

Ending the game:  When all areas are attacked, the game ends.

Winning condition: The player with the highest number of boons, subtracted with burdens, win the game.