Kryat
Week 3
This week I looked at solidifying the rules of play for our game and looking into designing a character for the miniatures. I started by writing and noting down the rules we discussed in previous weeks for the different play types/rule sets we had the idea of using.
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Kryat Rule Sets (based off previous chats)
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Card (Verses Play)
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Setup
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Each player gets a miniature player character
Deck of cards (how many undecided)
2 action card decks (event and movement)
10 – Sided die
Custom symbol die
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How to Play
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Players roll die for order of who goes first and the order in which to take turns
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Player who’s turn it is pulls a move card
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Player goes where move cards directs
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Player then pulls an event card
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If the event is poachers roll die for survival chance
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If event is good get an item card (help get higher survival chance???)
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If encounter do the following:
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Pick up one of cards of the region you’re playing in (miniature should be in front)
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Then role 10 – sided die to see if the number your role matches the number on card.
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If does match role the symbol die for bonus points (info on symbols displayed on the cards)
(E.g., mythical creature = 2000 points plus bonus points)
2) If doesn’t match then next players turn
Continue to take turns following the above rules until move card deck runs out
Tally up points (creature rarity and bonuses)
The player who has most points wins the game
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Card (group play)
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The rule book for the game will outline the 3 different difficulties for this rule set of game play.
Follow the same rules as above and then instead of adding points up separately add all the players’ points together and then see if the points collected are larger than the target score of the difficulty you have chosen to play.
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Miniature designing
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Following the games design document for kryat made by Jake (the designer) and found his below designs for character and used them as inspiration for character designing for the miniatures.

These characters are all distinct in their designs with some being in more winter suitable clothing and some in more relaxed calmer weather clothing so to start I looked at the character on the far left and created a list of words I associated with that design, and they were:
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Scruffy
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Dirty
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Brave
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Hunter
Those where a couple words amongst others that I associated with this character, I then took those words ad made a character design based of the far-left character to make it echo those words.

The character is scruffy in this design due to their messy hair and creased shoulders of their jacket. They are dirty which can be seen mostly on the jacket with the darker areas of brown.
The fact they have a bow, and a knife shows that they are one a hunter and two that they are brave as they go into the wilderness of this large alien world with only a bow and arrow and a hunting knife to defend themselves.
The 3D printed pieces would work as play pieces that the players would place in front of the deck of cards of which region their character is in (determined by move cards)
Each character will have their own specialities so for example this character is more of a hunter and may be able to defend against poachers better.

Week 3 Rules chat notes
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Later in this week I had a video call with a group member who oversaw mechanics designing (Dylan) to discuss our rule sets and plans for the rules and the following notes where the results of our chat.
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Renamed movement cards to journey cards (sounds better)
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possible changes to names of other cards?
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RPG
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No journey cards/unless used to prompt the game master or no need for a game master
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no symbol dices
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not prioritise RPG rule sets for time reasons and vertical slice maybe document ideas for this but not prioritise it make if have time
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general notes and ideas
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items help against poachers and then get consumed (one use items)
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by default, you lose the creatures to poachers but if have a defence item can use it to help you.
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if lose creatures players can choose which one of these creatures, they lose to poachers???
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alternatively have the player have choice but limit that choice so games not too easy by for example
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making it so that poachers may only want an animal from the region they are in or one from the area they are
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not in because its rarer in that area.
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(High risk high reward play)
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adds strategy elements as players may want to go back to each region to get an animal they can use as a throwaway in event of poachers if they don’t have items to help them
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The good cards in event deck
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(Items, special abilities etc.)
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items that can help you defend against poachers like swords and other weapons or defence items
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special abilities like "cancel someone’s capture of a creature when use this card"
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this allows players to hinder the game play for opponents but also help themselves with items and slowing down their friends.