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Game Design Document

1. Basic Info

Title: 

Addiction: Overcome or Succumb

Players: 

4-5

Length:

25mins

Age: 

13+

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2. Razor

Substance abuse is a pitfall that many fall into, and not many can get out of. Overcome the addiction while ensuring survival throughout the game. Can you be the help of others and yourself?

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3 Slogan

Overcome Addiction, Live a Better Life

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4 Vision Statement & Top level summary of your game idea

Our game is a turn-based, collaborative board game in which players cooperate with each other to overcome the struggles of drug addiction within a certain period of time. Players are set in a town with a fictional character that is in a difficult situation. It will not be a walk in the park so work together and find new ways to recover from drug addiction.

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8 Why Your Project is Innovative?

(a) Innovation

Our board game uses tiles and a dice to determine how many spaces to move. Since players have a limited amount of turns before the game ends, players will have to navigate through the board strategically. We centered our board and mechanics to be co-operative, meaning players will have to ask for help to complete certain tasks because they would not be able to reach all around the map. What makes the game refreshing are the variety of cards that changes the way the player will have to be moving around. There are many cards involving teamwork, for example making the players move to the park together, requiring your teammates to swap places, or your teammates to go to a certain place while you go to another. The randomness creates a brand new playstyle each game. This enhances the way we tell our story. Players are faced with a new situation that helps them relate to people that are drug addicted. At the start of the game, players would have a unique character that explains his backstory and their status, being poor and semi-healthy or being rich but is suffering badly with low recovery. This lets people know how difficult it is to recover from drug addiction even if you're rich or you're in good health.

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(b) Relevance

This project tackles drug addiction that is typically abused around our age group. Using board games as a medium can help reach people in the younger bracket, highschool,13+ and also bring people that are older to play. People may understand that (illegal) drugs are bad but they do not understand why people still do it. The people that are addicted face additional problems because they can not hard stop doing drugs or they will face backlash. In our game there are suggestions on activity that can help reduce drug issues and teamwork elements that let the people know they are not alone. Thus this project aims to reach people early to prevent addiction and cope with people that are addicted to drugs by providing options for help.

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(c) Selling points

Our selling point will be a challenging aspect. People may think drug is easy to stop, or they can stop whenever they want but in our game, it will be difficult. By having our title be teasey, people will want to take on the challenge to prove they can beat our game. Additionally, by making the game be something people are familiar with, a board game with dice roll, the game is more acceptable.

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9 Introduction

The players are set in a city, downtown, where they play as a struggling drug addict that is trying to recover from their addiction. Each character has a different background. The spin of this game is that the players are all working together to all reach full recovery by day 10. If one of the members did not get to full recovery the whole team loses. So players can not let people fall behind, they must communicate and discuss ways to complete the game by day 10.

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10 Narrative/Story 

no strong narrative/story element. 

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11 Game mechanics

This game is played in a group between 4-5 players and is suitable for ages 13+. The intended audience are people that want to play a casual board game with semi-educational information ,a team game, a social game, people that are suffering from drug abuse and drug addiction. The set up is pretty simple, you have a deck of event cards that needs to be shuffled every new game, the day counter set at 1. Every player picks up a character card, they would have to set up the stats to be like that character. Then each character card also states where the player would be starting, they would need to put their piece with the represented color at the starting location. Every player takes a turn to roll the dice then draw an event card. The event card will be stating what would need to be done. After each player takes a turn, the round ends and then they start again but with the day counter moved up. The rules are each player will take turns rolling the dice then picking up an event card. After one person is finished with their turn, the next player goes. Also, each player only picks up one event card per turn. If you don’t have a resource like health to lose then you will lose one point from all other stats instead

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12 Play matrix

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In our game chance has a slight lead over skill, as the player will get a random card that dictates what the person will have to do. Although the player has to choose what task to do, some tasks may be easier than the others.

 

Mental calculation plays a huge role in our game. Players are mostly planning their routes and deciding which reward to take in our game. Since our map has a different path and is not just a circle that straight loops back, players need to organize themselves and other teammates' locations. In terms of physical dexterity, they just need to lift a mouse in order to move the pieces around. Since our game is turn based, physical dexterity is not needed.

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13 Rule Sheet

https://drive.google.com/file/d/1YCw4KVce3vt28R-KqBYKMejm76A4BO9y/view?usp=sharing

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