Author: Group 4
Game Overview
Game Concept
The group set out to make a board game that included physical interaction from the players instead of just letting them roll dice and move pieces on a board. We wanted to make it fast-paced and exciting while still retaining tension and skill.
What we came up with is a reaction-based game where the players are set up with duels and are required to compete in shooting each other with toy pistols before they get shot themselves.
The game also includes some aiming skills.
Feature Set
A unique and western theme deck of cards containing the following:
- 6 Color indicator cards, Pink, Brown, Yellow, Green, Marine blue, Light Blue
- 30 Split color cards, 2 Brown/Pink, 2 Light Blue/Pink, 2 Yellow/Pink, 2 Green/Pink, 2 Maine blue/Pink, 2 Green/Yellow,2 Marine Blue/Yellow, 2 Brown/Yellow, 2 Light Blue/Yellow, 2 Light Blue/Green, 2 Marine blue/Green, 2 Brown/Green, 2 Marine Blue/Brown,2 Light Blue/Brown and 2 Light Blue/Marine Blue.
- 2 Protection cards
- 2 Switch hand Cards
- 2 Tequila Cards
- 2 Out of bullets Card
- 2 Switch Cards
- 2 Dead Man walking Cards
- 1 Free for all Card
2 Toy revolvers with plastic bullets.
Western themed health indicators.
Target Audience
Our game caters to people who like fast paced skill based games. It works well as a party game or social game because of it’s short play time and action based gameplay. It is not focused towards hardcore board game enthusiasts who like long games deep mechanics.
Because of the small risk of minor injuries the players should probably be at least 12 years old.
Game flow
The game shall make the players to always be on the edge and ready to react to what is happening in the game. At first the game will go fast and players will be eliminated if they don’t react quick enough. However in the mid to late game the game will slow down in order to create tension as the players will be low on health and want to stay alive.
The end of the game shall go quick and feel impactful so that the players will want to play a second round of the game.
Aesthetic goals
Our aesthetic goal for the project was to incorporate tension and suspense for the players.
We a wanted to give them a real adrenaline kick and let there be a lot of room for spectacular failure, because of this the group agreed on that the main gameplay should be reaction and skill based.
Thematically we wanted the players to feel like they were sitting at a old western poker table just waiting for an opportunity to shoot one of the other players away with their revolvers.
Gameplay
Mechanics
- Flipping cards on the deck in order to duel other players
- Reacting to the card by either doing as the card tells or grabbing the toy gun and shooting people
Toy Revolvers
The toy guns are used to shoot the other players to remove one of their three lives. They can be loaded with one plastic bullet at a time and they are “armed” by pulling a plastic bar which stretches the spring. The spring is then locked in a stretched position until a player presses the trigger.
Cards
Flat colour cards
These cards lies in front of each player and represents their current color.
The Deck
The cards below are shuffled into a single deck and the players take turns to flip up cards.
Split colour cards
Example of split colour cardThese cards are what induces the duels. Each of the cards have two colors on them that corresponds to the players colors. As soon as one of these cards are flipped up a duel is started between the two players who has their colors on the card.
They are then supposed to grab one of the guns and try to shoot each other, the player manages to hit the other player with a shot first wins the duel and the loser loses a life. If both players misses their shots the duel ends in a draw.
Tequila card
This card regenerates a life for the player who flips it up to a maximum of three lives (the amount that all players start with). If the player already has three lives nothing happens.
We added this to give players who has been damaged a chance to get back into the game.
Body armour card
This card is placed in front of the player who flips it up. He/she can now survive one extra shot regardless of how many lives he has i.e. someone who has three lives and gets the body armour can survive four shots.
After a player who has body armour gets shot the card is discarded.
We felt that we wanted this card to give an extra edge over the tequila card.
Free-for-all card
When this card is flipped up all of the players can reach for a revolver and shoot a player of their choice anyone who gets shot loses a life, if someone gets shot twice (by different players) they lose two lives. This card was added so that players could not just wait for their color to come up but needed to keep up their focus for this as well.
Dead man Free-for-all card
This card works like the free-for-all card except that players who has already been eliminated can grab a revolver as well and shoot a player of their choice. If someone who is already eliminated gets shot again nothing happens.
This card gives eliminated players a possibility for revenge and also gives them a reason to stay at the table and be active in the game even if they can not win the game.
Out of bullets card
When this card is flipped up the “bullets” are removed from the revolvers and placed next to them on the table. On the next duel the players need to pick up both the revolvers and the shots and load their revolvers before they can shoot. After one duel (or free-for-all card) the duels return to normal. The thought behind this card was that we wanted to add extra challenge and break some monotony in the game.
Switch hand card
When the switch hand card is flipped up all players need switch what hand they use to flip cards and draw the revolvers with. This card is in effect until after one duel, after that the game goes back to normal again. The reason for this card is basically the same as for the out of bullets card, to mix it up and add some extra challenge.
Switch color cards
If this card is flipped up all players switch their color i.e. they send their color card clockwise. This adds a lot of confusion to the game and forces the players to really think about what they are doing when a duell card comes up.
Rules
Playing the game
Made for 3-6 players.
Object of the game
The object of the game is to become the last player standing. In order to eliminate each player, a player has to react and snatch up one of two pistols and shoot the other player who is part of the “duel”, see under “Playing the game”.
Preparation
- Each player that participates in the game chooses a color indicator. Put back all cards that has a color that is not part of the game in the box.
- Take the remaining cards and shuffle them and place them in a deck in the middle of all players.
- Load the toy revolvers with the plastic bullets.
- Place the toy revolvers in front of the first player next to the deck, one placed over the deck to the right with the handle up and the other placed under the deck at the left with the handle down. The deck and guns should be placed in equal distance to all the players.
- Each player receives 3 Health indicators and place those in so all the players can see.
- The player who most resemble a cowboy will be the starting player.
Playing the game
- One player at a time, in clockwise order, flips quickly the top card face up of the deck placed in the middle, with the NON DOMINANT HAND, so that all the players can see. Move the revolvers, so the player who flips the card has them as in the same position as the last player.
- If a card with two colors is flipped up, the owner of those colors with duel.
- Each player who duels will have to quickly snatch a toy revolver with their DOMINANT HAND, lift the gun from the table, and shoot the other player. The first player who is hit by the bullet loses the duel and loses one Health indicator. Reload the revolvers and place them in the same way as before.
- If a player that is not part of the duel interferes by taking one of the guns or prevents the dueling players in another way, then that player removes one of their Health indicators and the rest of the duel doesn’t matter and it becomes the next player turn.
End of the game
- When only two players remain, remove all but one health indicator each from the remaining players.
- Place the pistols in front of each player.
- One of the eliminated players flips card. If a color of any of the remaining players is flipped or any card that would invoke a duel, a Duel happens.
- The last player standing is declared the fastest and greatest bandito in the west and the game ends.
Special Case
- If both bullets hits each other at the same time or if it is impossible to determine who hit first, those two players place the gun in front of them with the bullet beside it.
- Another player counts down from 3. On one both players has to grab the gun, load it and shoot the other player. The player that is not hit is determined the victor and the player that was hit loses 1 health indicator.