Tabletop Simulator

Tabletop Simulator

Crypt of the Colossi
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i_saved_glados  [developer] 5 Apr, 2017 @ 12:21am
Player Guide
[Assignment]
This game was created for a project in my Game Design & Theory class in college.
“D) Design your own original tabletop game including prototype components.
Grading: Abstract (1 pt), Intro (1 pt), Main body (8 pts), Conclusion/relevance (1 pt), References (1 pt), Artwork (1 pt), Clarity (1 pt), Draft completed (1 pt).”
* List game, genre, audience, intended age group, play time per session, et cetera
* Outline the game concept in terms of the 'big 3': mechanics, dynamics, aesthetics (referencing back to your intended audience)
* Define components, technology, pieces, manufacturing needs, etc
* Define what team size you anticipate and what roles
* Discuss similarities and differences between your game and others in that genre
* Set out a sequence for development (first this gets done, then this). Estimate a timetable for the items. Include playtesting.
* Include where and how you intend to get playtesters.
* Write a short conclusion on why you think people will love your game (and who will love it).

[About the Game]
Crypt of the Colossi is a cooperative dungeon crawling board game. Its intended audience is tabletop gamers, and casual role playing gamers. This game is intended for players 13 and older. Games can take anywhere from 15 to 90 minutes.
The goal of the game is to complete three floors of the dungeon. Players take turns placing tiles on a grid to expand and build the dungeon floor they are exploring. Tiles they encounter can give the player a piece of loot, cause a monster to attack, or even cause a random event to happen! This leaves players in suspense and creates thrill for playing each tile.

[Special Thanks]
To my friends Tom, Snutch, and Andy for helping me make design choices early on in the game.
To Nate for playtesting and really hammering out ideas throughout development.
To Professor Antunes for creating this assignment for our Game Design & Theory class.


[Setup]
Depending on the amount of players, the playable game space is larger or smaller. If one player is playing, the board is a 6x6 grid, marked by a blue border. With two players, it is an 8x8 grid, marked by a green border. With 3 players, the board is a 10x10 grid, marked by a yellow/amber border. When there are 4 players playing, the grid is its maximum size, 12x12, also marked by a red border. Each floor of the dungeon starts off with an exit door and a boss tile revealed on the grid, and has a 2x2 square in the center of the grid where players can start.

The boss room is placed on a random space not within the shaded colour area corresponding to the size of the board. As an example, if there are 3 players, the boss room cannot be placed within the yellow/amber, and subsequently the green and blue shaded tiles. A random location can be made by rolling two dice that are the size of the board, and using them as coordinates. On a 2 player board, for example, a boss room’s location can be generated by making the coordinate (1D8, 1D8), as long as it is not in the green or blue shaded zones. If this method would put the room in an invalid area, re-roll until a valid location is created.

The exit door is placed after the boss room and follows the same rules as the placement of the boss room. An additional rule is that the exit room cannot be placed on the same space as the boss room. Again, a method to make a random location could be rolling dice to create a coordinate pair, like mentioned above.

After the boss room and the exit door are placed, players put their character markers on any of the four cross-hatched squares in the center of the board. Players can place their characters on the same space if desired.


[Materials]
-(6x) D4 Dice (red, green, yellow, black x2, blue)
-(2x) D6 Dice
-(2x) D8 Dice
-(2x) D10 Dice
-(2x) D12 Dice
-(2x) D20 Dice
-(110x) Tiles
-(50x) Normal/Event
-(25x) Monster
-(25x) Loot
-(8x) Hero Closet
-(1x) Boss Room
-(1x) Exit Door
-(1x) Bag for Tiles
-(1x) Game Board
-(40x) Event Cards
-Various print on face of card
-(32x) Item Cards
-(4x) Sword
-(4x) Shield
-(4x) Boots
-(4x) Amulet
-(4x) Key
-(12x) Potion


[How to Play]
Once all characters are placed on the board, and the boss and exit door tiles are placed, the game begins. Starting with any of the players, that player takes their turn. In their turn, a player can move, explore, drink a potion, or attack a boss. These are all explained in greater detail later in this guide. If a player explores, they draw a tile from the bag and must place it so that the hallway connects to the tile they are moving from. Walls are the grey coloured bars along the side of tiles. The ends of the wall of the tile you place and the tile you are coming from must match. This means that someone cannot place a tile that would result in them walking through a wall. Once a player finishes exploring, moving, or did a turn of combat, their turn ends. The next player clockwise then starts their turn. This continues until the end of the floor.

[How to Win]
The point of the game is to exit all the floors of the dungeon. To do so, players need to open the exit door. In order to open the exit door, the player needs a key. Keys can either be found randomly from a loot drop, or as a guaranteed drop from that floor’s boss.

If a player cannot reach the exit door for a floor, either by getting blocked off from it, running out of tiles before reaching it, or failing to get a key for the floor, their character dies. If all characters are dead, then the game is over and all players lose. It is possible for only some players to get out of the exit of the final floor while some others are dead. If this happens, the dead players lose, while those that escaped win.


[Movement]
On each player’s turn, they first decide where they want to move. Players cannot move diagonally, they can only move up, down, left or right.The player, by default, can move up to 2 tiles, if those tiles are “known,” or already played on the board. They player cannot move through walls, shown on tiles. The player can “explore” a tile by moving over an adjacent empty space and drawing a tile from the bag. After drawing the tile, it is placed directly under where the player moved to, in a valid position. To determine if an orientation is valid, the pathway must connect at least to the tile the player had moved from. The final movement option the player can pick is that they can move 1 known tile and then explore a tile. If there is a symbol on the tile, the player then does that action and the next player’s turn begins.

If a tile is explored, the new tile may have a symbol on it. The symbols are a monster, a chest, a person, and an exclamation point. A monster symbol means that a monster attacks you and you must go to combat (which will be explained later on). A chest symbol means you get a roll for the loot table (loot mechanic explained later as well). A person symbol is a hero room, where if a player’s character has died, that player then gets a new character to play with. Finally, an exclamation point means that you draw a card from the event deck and follow the text on the card you drew.


[Combat]
Combat is based off of dice rolls to determine “attack rolls.” By default, a player rolls a D6 for their attack roll. The player to the left of that player rolls a die for the monster or boss. Monsters use a die based on the floor they are on. If on the first floor, monsters roll a D4 for attack rolls. On the second floor, they default to a D6, and on the third floor, they default to a D8. Bosses also roll a die depending on the floor. On the first floor, they default to a D8; on the second floor, bosses by default roll a D10. On the final floor by default, bosses roll a D12. Combat is done by comparing the result of both rolls. If the player has an equal or higher roll than the monster/boss, that monster or boss takes 1 HP (health point) of damage. If attacking the boss of a floor, after winning an attack roll, the player moves back to the tile they started that turn from. If the player has a lower total roll, that player takes one HP of damage and moves back to the space they moved from, and the monster is still on the tile it was found on. Monsters have 1 HP by default, bosses have 3 HP, and players have a maximum of 4 HP.

If a monster or boss’s HP goes to 0, that creature is defeated. Similarly, if a character’s HP goes to 0, that character dies, and all items and equipment they had disappears, except for a key, which is dropped on the tile the character died.

To respawn a dead character, the team either needs to complete the floor, or find a hero tile. If a player is respawned in either of these ways, they get a character with 2 HP and no items or equipment.

Defeating a monster (not boss) results in the chance to get an item from the loot table. The player takes the difference of the attack rolls including equipment modifiers (the player’s total attack roll minus the monster’s total attack roll) and adds it to the result of a D20 roll. If the resulting number is greater than or equal to 20, that player gets a roll on the loot table.



[Loot]
There are several types of loot in this game: equipment, potions, and keys. Players can swap items if they are both on the same tile.

There are three ways to get loot: through a loot tile, from an event tile, and from defeating a monster. Defeating a monster (not boss) results in the chance to get an item from the loot table. The player takes the difference of the attack rolls including equipment modifiers (the player’s total attack roll minus the monster’s total attack roll) and adds it to the result of a D20 roll. If the resulting number is greater than or equal to 20, that player gets a roll on the loot table.

Equipment consists of swords, shields, boots, and amulets. Players can only have one of each type of equipment, regardless of level. A player can replace lower level equipment with higher level ones. Equipment can be destroyed, and is lost upon a character dying. Both swords and shields have levels. These levels are indicated on the item cards. Levels are based off the floor that the item is acquired on, for example a level 2 sword can be gotten on the second floor.
-Swords add value to a player’s base attack rolls, depending on the level. At level 1, swords add +1 to the roll, at level 2, they add +2 to the roll, and at level 3, they add +3 to the attack roll.
-Shields subtract value from a monster or boss’s base attack rolls, depending on level. At level 1, swords subtract 1 from the roll, at level 2, they subtract 2 from the roll, and at level 3, they subtract 3 from the attack roll.
-Boots are equipment that do not have a level. Boots allow the equipped player to move an additional known tile during their turn. Boots also have the unique effect to prevent any damage the wearer would take from a trap, but are destroyed after doing so.
-Amulets allow a player to draw another tile from the bag. To do so, the player states they are using their amulet, and draw another tile before replacing the old tile. The player must use the new tile. Upon use, an amulet is destroyed. Players may only have one amulet at a time.

Potions are one time use items that have various effects. Players can have a maximum of 3 potions at one time. Potions can be destroyed, and are lost on death. Upon getting a potion, that player rolls a D20 to see what type of potion it is. There are several effects potions can have:
-Teleportation: Upon use, the player teleports to a random, non-Boss, tile on the board.
-Strength: For 2 turns after use, any time the player would deal damage, they deal an additional point of damage.
-Skill: For 2 turns after use, any time the player would roll an attack die, that player uses the next largest die type. ie D6 to a D8, D12 to a D20
-Stone: For 2 turns after use, any time the player would take damage, prevent up to 1 of that damage.
-Dodge: For 2 turns after use, any time a monster or boss would roll an attack die against the player, that monster or boss rolls the next smallest die type. ie D12 to D10, D6 to D4
-Health: Upon use, the player gains 2 HP, up to a maximum of 4.

Keys are an item and are required to exit a floor. They can either be gotten off a roll from the loot table, or as a guaranteed drop from that floor’s boss. In order for the key to open the exit door, the player that has it has to be on the exit door space. Once a door is opened, players may leave for the next floor by walking into the exit room tile. Upon leaving a floor, any existing keys are destroyed. Keys are dropped if a character holding one dies, and can be picked up by another player.
Last edited by i_saved_glados; 5 Apr, 2017 @ 12:26am