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Alexander Gomez Brendan Keating Bret Norton Christopher Zapata Raychel Randall Game Design Document for Hack Punk: The Raid on Terrabreak Enterprises Page 1

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Alexander Gomez

Brendan Keating

Bret Norton

Christopher Zapata

Raychel Randall

Latest Revision Date: June 21, 2015Game Design Document for Hack Punk: The Raid on Terrabreak Enterprises Page 1

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Table of Contents

COVER PAGETable of ContentsDesign History

Version 1.10Version 1.2 0 Version 1.21Version 1.22Version 1.23

Game OverviewWhere does the game take place?What is the story?What is the main focus?How many characters/units/pieces does the player control?Game Theory

Feature SetGeneral Features Game Components

Rules & MechanicsGame SetupBoard SetupTurn SequenceGeneral Rules Detailed Rules for Specific Pieces

Character CardsRoom TilesAsset CardsGoal Cards

FlowchartsEnd Game ConditionsRules Questions - EveryoneAppendix I: Character BiographiesAppendix II: Room Tile ListAppendix III: Asset Deck ListAppendix IV: Goal Card List

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Appendix V: Image References

Design History

Hack Punk’s design history is a timeline of important changes and edits, allowing both the team and testers to be kept abreast of the game’s current updates. This history also acts as a summary, allowing the team to quickly reference a group of changes made by any one team member. The numeral place of the increment indicates how critical the change was to the design (eg: from 1.1 to 1.2 was the addition of a major feature, from 1.2 to 1.21 was some minor edits and clarifications.)

Version 1.1

Version 1.1 is our initial pass, with fully detailed rules. Included are detailed descriptions of specific pieces, as well as our complete list of generic rules. We also included all suggestions on our Focus Worksheet, better clarifying our game mechanics.

● The flowchart was its own entity but we decided that it would be a good idea to have an exploded view of specific phases of the player turn for easy readability.

● Added the highly detailed character biographies as an appendix if someone wanted to reference it.

● Added the highly detailed room tile list as an appendix if someone wanted to reference it. ● Added the highly detailed asset deck list as an appendix if someone wanted to reference it. ● Added the highly detailed goal card list as an appendix if someone wanted to reference it. ● Mayhem Meter is now more completely defined● Setting refined and fully explored● Negotiation mechanics are better explained.

Version 1.2

Version 1.2 includes a major feature change: Character abilities. In an effort to make characters more memorable, each has been given a distinct game ability that relates to their story. Also included in this patch is a new character.

● Added character abilities to all characters● Added John Willis character● Art for characters adjusted● Art for room tiles changed.

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Version 1.21

Version 1.21 includes a host of rule clarifications and adjustments for player clarity and game balance.

● Clarified language for goal cards● Clarified language in end step● Clarified police placement

Version 1.22

Version 1.22 features clarifications and slight word alterations on the phases. In this version, the police now scale to the number of players in the game, and are deployed on one player’s turn instead of every player’s turn.

● Clarified end step● Changed police placement to work on one player’s turn instead of every turn.● Clarified multiple turn energy spends on actions.● Cleaned up hacking subsection● Reorganized actions under the “Phase 1” heading● Reworked setting description

Version 1.23

Version 1.23 includes minor editing changes

● Added “use an asset card” to the list of actions to clarify when a player is allowed to use asset cards, and how they are used.

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Game Overview

Where does the game take place?

The game is set in the futuristic world of Venedocia. Skyscrapers that were once beautiful are now tarnished and dingy due to lack of maintenance. The sun that brightly shined down on Venedocia is now fighting with the skyscrapers in order to be seen once more. Fuel and energy, a once booming resource for this city, is scarce and the only people who seem to have access to it are greedy corporations. The bright smiling people of Venedocia are now dark and depressed, hiding in the shadows and trying to survive in the small cracks and alleys between corporations while the executives and C.E.O’s look down on them and wonder how this promising city got to be so bad.

What is the story?

The United Earth Trading Commission is a government created group to oversee corporate business practices and has shut Terrabreak Enterprises down for unlawful energy withholdings. The Earth United Government has been under scrutiny to help Venedocia with much needed fuel and energy resources and has begun cracking down on corporations who overprice and monopolize energy. Third party contractors have been hired by 2 corporations Highstellar Group and Silverlight Directive to retrieve information from Terrabreak Enterprises.

There is one problem that Highstellar and Silverlight forgot to address. They did not inform their contractors that they had hired more than one contractor for the jobs they want done. The players in this game must try to find out on their own who they can trust and who they cannot. Everyone begins as an enemy and an obstacle to their goals.

What is the main focus?

Players will choose 1 of 8 characters in a 4-7 player game. In the game, players will steal, cheat, lie, hack computers, hide from other players, and will try to discover who their teammates are. 3 contractors are hired by Highstellar Group and 3 are hired by Silverlight Directive, and 1 rogue character is hired by an unknown corporation.

How many characters/units/pieces does the player control?

Each player will control 1 character represented by a Character card. They will use 1 goal card that they receive at the beginning of the game to achieve. In addition to the goal card they will draw asset cards that will help them to interact with other players in various ways. There will be 40 asset cards that will give the player the option to perform actions such as:

● unlock a room● move to another room● hack a computer for information● attack another player● steal from another player● Hide from other players

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In addition to the asset card, players will also perform “Diplomacy” with another player like trading an asset card.

Game Theory

Symmetry – Our game is very asymmetric. Each player has a different advantage or disadvantage depending on the character they choose and the decisions they make in the game.

Play Style –Our game is pretty interesting because it can be cooperative or no cooperative depending on who is playing. Players can work together and form an “informal” alliance while not knowing they are on different teams. Or, a player can take a more competitive direction and focus on winning instead of helping people out. It is possible for players to discover others’ identities or reveal their own, altering play style mid match. Since the players possibly won’t know whose team they belong to until the end of the game, either play style can be applied.

Summation -Hack Punk is a non-zero-sum game. Players can only do certain actions if they have enough energy, which they acquire and lose during their turn. For example; let’s say you were in front of the CEO’s personal computer and you wanted to hack into it to expose his dirty laundry, you would not be able to hack unless you had the appropriate amount of energy to carry out said task. Energy is an independent resource and doesn’t affect other players if it is gained or lost during your turn. The only time a player doesn’t have to use energy is when they are trapped in a room with another player.

Perfect/Imperfect Information – Our game has imperfect information. Players don’t know who belong to which group and they also won’t know a player’s action until it is revealed. They can still talk to each other to gain information, but it will be at the player’s discretion just how much they want to tell.

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Feature Set

General Features

● A blend of competitive and cooperative play featuring tense negotiation and diplomacy.● Asset cards featuring an in game benefit that contribute to long term game goals.● Game is for 4 - 7 players, separated on two or three teams.● Features a unique mechanic for odd players, offering slightly asynchronous gameplay. For “the

odd man out”, he is on his own team, and must avoid both other teams, but his goals are worth double or triple points. (Depending on the number of players)

● Players use energy to move or take various actions, allowing for diverse collection of tactics from turn to turn.

● Two unique non-lethal “combat” systems that never take a player out of the game.● Random tile based map layouts allow for a unique experience every game.● Mayhem Meter is similar to traditional turn systems in other games, but allows for higher risk

actions to advance the meter more quickly, making the player have to choose between a potent powers and bringing the end of the game faster.

Game Components -

● 21 Tiles representing rooms for the map● 40 Asset Cards, representing assets, traps, and intel● 9 Player Pawns ● 9 Player Cards● 7 sets of 20 energy tokens.● 21 Police Tokens● 10 “X” tokens for one time use cards.● Rulebook● 18 Goal Cards● 7 Allegiance Cards (3 Silverlight, 3 Highstellar, 1 Rogue)● 1 20-sided die representing the Mayhem Meter● Scratch paper

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Rules & Mechanics

Game Setup

Board Setup

The first stage in game setup is to place the “Entry Room” tile within easy and convenient reach of all players, but with enough room that the building can expand forward from it. Depending on your play space, one method might be to place it along an edge of the table between players.

All players place their pawns in this room, and will move forward from this tile. At the end of the game, the police will begin here as well.

Player Setup

After the initial board tile is placed and the rest of the tiles are randomly shuffled together, players then roll a 6 sided dice to determine character selection order. Highest roll gets to select what character they play as first, and character selection proceeds counterclockwise.

Take an equal number of allegiance cards for each corporation for the number of players. If there is an odd number of players, make sure to include the “Rogue” Allegiance Card. Players are then each randomly given their allegiance card that they must keep secret during the game. Later, revealing your allegiance card (willingly or not) becomes an important part of the mystery of the game.

Note: If a player is the “Rogue”, they get to play a more unique version of the game. Knowing ahead of time that they have no allies, they must attempt to accomplish their goals themselves. Because they are on their own, however, their goals are worth more points! If there are 5 players, the rogue’s goal cards are worth double. If there are 7, the rogue’s goals are worth triple. No other victory point source is multiplied, however.

The goal deck should be shuffled at this point, and each player should be dealt 2 goal cards.Note: Players may only have 1 goal card with “Operation” in its name! If a player has two “Operation” goal cards, they must discard one, and draw until they find a normal goal card. All goal cards discarded this way should be done so face up.

Each player is given 5 energy to start off with. Mayhem meter is set to one and the asset deck is shuffled. Turn order begins with the player who is one position away, clockwise, from the highest roller from above, and proceeds clockwise. Characters are placed in the “Entry Room” tile.

Mayhem Meter

The last player to take his turn manages the “Mayhem Meter”, a 20 sided die. On the first turn, it starts at 1, and adds 1 at the beginning of every one of the last player’s turns. Also, when cards dictate, add that amount to the Mayhem Meter. When the player with the Mayhem Meter begins their turn and the Mayhem Meter is showing 20, begin the end of the game, and the police invade.

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Turn Sequence

1. Start Turn2. Upkeep3. Phase 14. Combat Phase

a. Battle Phaseb. Steal Phase

5. Phase 26. End Phase

Start Turn

The player begins their turn. If the player is holding the 20 sided die representing the Mayhem Meter, and the Mayhem Meter is not at 20, that player should increment the die’s face by 1, if it is not already showing 20.

If the player holding the Mayhem Meter begins their turn and the Mayhem Meter is at 20, the police arrive, or spread out more. That player places a police officer token in the entry tile. Going clockwise, each player then places a police officer in a room connected to another room with a police officer already inside. The rooms must be connected by doorways, similar to player movement.

After the police begin to arrive, each turn, the player holding the Mayhem Meter places the first police officer token, and each player places 1 token, going clockwise, following the rules above.

Upkeep

The player now receives 3 energy on their turn, up to a maximum of 10 energy. Any energy gains during this phase that exceed 10 are discarded. No cards may be used during this phase, and no other actions may be taken.

Phase 1

This is one of the main phases that takes place during a player's turn. During this phase the player is allowed to do a variety of actions. The player can move to another room, hack, move into stealth, use an asset card or communicate with another player in the same room as them. This phase also has the option to either move into the end step or move into their combat phase if another player is in the room.

If the player decides to take on an action that requires more energy than the player can invest on his turn, he may split the energy cost into multiple turns by placing the spent energy tokens each turn in the room with him. If the character moves out of that room, or takes any other action (not including defending from either type of attack), they lose all progress on the current task.

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Action Descriptions During Phase 1 and Phase 2:

How Skills Play into ActionsIf an action has a skill next to it, players get to use their skill on that action, much like overcoming a challenge with a specific skill. Using a skill on an action means you get a number of free energy to use on that action equal to your skill.

For example, if Jimmy the Hacker is hacking a computer, and has 6 energy and an intelligence of four, he can actually put 10 energy to the task and accomplish it all in one turn.

Move into an existing room tile - 1 energyMove your character to an already placed room adjacent to the room you are currently standing in. Immediately uncover any facedown cards and resolve them. You may only move through doors indicated on tiles. Also, optionally, you may stop on the tile between two rooms, but you must still spend one energy to go into either room on the following turn

Unlock a new room - 4 energy (Agility Skill)Take a new room tile from the stack and place it connected to the room you’re currently standing in. New room must be placed in such a way that it connects one of its hallways to an existing hallway. When placing rooms, attempt to avoid creating dead ends, where possible. A tile cannot block another tile’s exit, the bright red arrows on the card. After placing the room tile, move your character into that new room.

Hack a Computer - 10 total energy (Intelligence Skill)While in a room with a computer, you may begin hacking that computer terminal. Hacking may be done over multiple turns if necessary, by placing spent energy in the room with the computer you are hacking. Once 10 total energy has been spent, the computer has been hacked! Draw 1 asset card from the deck, or 2 if there are only four players.

Note- A computer cannot be hacked by the same user multiple times in a row. Hackers much hack another computer before returning to the first computer. This is to prevent a hacker from remaining in one room and hacking for asset after asset.

Diplomacy (Free)At any point, if you are in the same room as someone else, you can talk to them and attempt to trade items, credits, or help on various tasks. As part of diplomacy, you may opt to reveal your identity. Diplomacy is the primary method with which you discover your allies and enemies, though there are other methods.

Hide - Variable (Agility Skill)At any point, you may spend any amount of energy to “hide” yourself. Keep track of how much energy you spent on your hide. This is your hide difficulty. Every turn, your hide difficulty drops by 1. When hide difficulty drops to 0, your hide ends. Also, any time you move from room to room, your hide difficulty drops by another 1.

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While hidden:● Players cannot act against you● Players cannot attempt to negotiate with you unless you start it● Attacks and Stealing attempts automatically end your hide, but you get 2 bonus free energy to

use on your attack or stealing roll. ● Certain room challenges will treat hidden characters differently.

NOTES:1. You cannot enter stealth the same turn a stealth dropped. You must wait until the beginning of

your next turn. This includes someone finding you with a Seek.2. You cannot enter stealth if someone else is in the room with you.

Seek - Variable (Intelligence Skill)To find a hiding character, you must spend more energy than that character’s hide difficulty. Once found, the player’s stealth ends, and all players can then see him or her.

Use an Asset Card (Varies)You may place an asset card face up in front of you to use its effects as listed. You cannot use an asset card’s abilities without revealing them in this manner. If the asset card has a “Mayhem” rating, add that amount to the Mayhem Meter.

Combat Phase This is a phase a player can move into only if there is another player to interact with in the same room. The initial part of this phase shows that the player will be attacking someone in the room and move into either the sub battle phase or sub stealing phase. A player may either attack or steal, but not both.

Attack another player - Bidding (Strength Skill)Note- Attacking another player while NOT in stealth raises the Mayhem Meter by 1!

When in the same room as another player, you may attack that person with your strength stat. You secretly write down a number of your energy that you choose to spend on that attack on scratch paper (no more than your total energy), and add your strength skill. The defender does the same, except he adds 1 to his strength total. Both players reveal their spent energy, and calculate your combat bonus. Both players then roll two six sided dice, and add their combat bonus. Whoever loses the combat loses all their other energy reserves.

Steal from another player- Bidding (Agility Skill vs. Intelligence Skill)When attempting to steal from another player, you secretly use the scratch paper to write a number of energy you choose to spend on the attempt, and add your agility to it. This is your Theft Bonus. Your opponent secretly spends a number of energy in the same fashion, except he adds his Intelligence bonus. This is your victim’s observation bonus. Both players reveal their “wager”, and roll two six sided dice, adding their respective bonus to the dice. If the total of your roll is better than your opponent’s, you get to look through their asset cards and choose 1 to keep for yourself.

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Phase 2

This phase has all the actions as phase 1, except a player cannot go into combat from this phase. Phase 2 happens after the end of a combat phase to ensure a player cannot just keep attacking a target.

End Phase

This is a step a player moves into when a player wishes to end their turn. If, during the end of the game, a player has entered this phase while an officer is in the room with them, they are eliminated from the game and lose two random asset cards. If, however, a player is not in a room with an officer and has either escaped or still on the board that player's turn ends. If all players have then escaped or been eliminated, the game is over and victory points are added up from asset cards and completion of goals.

General Rules

● Skill Usage - If a card or room tile lists an ability skill while describing a challenge, players may use a number of free energy on that challenge equal to the number they have of that ability.

● Once Per Game - Whenever an action says “Once per Game”, and that action has been used, place one of the red “X” counters on that card or tile. This will help you remember what has been used and not been used for this game.

● Extended Challenges - Unless a challenge says “immediate”, players may take multiple turns to accomplish a challenge. When opting to take multiple turns, denote current energy spent by moving spent energy tokens into the room with your pawn. If you move out of the room at any point, you lose that energy and must start over from nothing.

● No Reciprocity - If you reveal your allegiance at any point, for any reason, the person you reveal your allegiance to CANNOT reveal theirs to you until at least your following turn. This is important because allies would always reveal their allegiance, and enemies never would. This mechanic keeps the diplomacy and deception alive.

● Tile Placement- When placing a tile after unlocking a room, players must connect as many doors to as many other doors as possible. Exits CANNOT be placed adjacent to any other room tile, and likewise tiles cannot be placed adjacent to exits. When placing a tile, never completely seal off placement of further tiles. This includes limiting future tile placement by sealing off the exterior of the map. If legal tile placement is impossible, place the tile on the bottom of the stack and draw another. If no tile placement is possible, (for example in the space next to an exit), then no room unlock is possible there.

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Detailed Rules for Specific Pieces

Character Cards

Example Template:

All character information can be found in Appendix I: Character Biographies

Room Tiles

Example Template:

All room tiles can be found in Appendix II: Room Tile List

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Asset Cards

Example Template:

All card information can be found in Appendix III: Asset Deck List

Goal Cards

Example Template:

All goal card information can be found in Appendix IV: Goal Card List

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Flowcharts

Setup

Start Turn and Upkeep

Phase 1

Combat Phase

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Phase 2

End Phase

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End Game Conditions

Once all players are either eliminated or have made it to an exit to escape the board victory points can then be added up. Each individual adds up points that they have accumulated during the game. Eliminated players lose a goal card and even if they completed the tasks and have the asset card associated with it, they no longer get victory points from that goal card. After points are added up teams are revealed, if they haven't already been. Then points among teammates are added up and the team with the most points wins.

Rules Questions - Everyone

1: How do I know my turn is over?

After you have used up the energy you have available for your turn, you will not be able to do anything else so your turn will be over. You may also end your turn at any point.

2: If two of my goal cards list the same item, do I need one or two of that item?

One item is sufficient to satisfy both goals, but you may want to go for redundancy in case one is stolen!

3: What is the difference between “Operation” goals and regular goals?

“Operation” goals are harder to achieve, because they require two cards that are unique in the asset deck, or other similar more challenging reasons.

4: What determines how many points the rogue player gets?

In a 5 player game the odd player who is on their own team gets double victory points while in a 7 player game they get triple.

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Appendix I: Character Biographies

Notes: Statistics represent Strength, Agility, and Intelligence, which affect various challenges and cards throughout the game. All other sections are for the “Biography” section of the character card.

Annie Xerxes (Handle: Anne X)Stats: S: 2 A: 4 I: 4Strengths: High agility IntelligenceAbility: The player can draw 2 tile pieces and pick 1 to move into for the cost of 5 energy. This counts as a standard move action.Gender: FemaleStory: Anne X is a former employee of Terrabreak Enterprises. She worked in the Research and Development department with a focus on Field operations. She had successfully discovered new ways to import oil (among other things) into the North American Continent through non-standard means. She was fired for undisclosed reasons and will not talk about them. She has a vendetta against the company and has some unusual plans for her visit to Terrabreak Tower.

OnyxStats: S: 3, A: 5, I: 2Strengths: agility and strength Ability: During battle phase Onyx uses an agility check as opposed to a strength check against an opponent.Gender: MaleStory: After a serious run-in with Terrabreak Enterprise which lead Onyx to hide underground, he practically leapt at the opportunity to take back what is his. Terrabreak Enterprise has files upon files that would not only lead to Onyx’s crew to all be killed but also would have him doing serious time in jail, due to the fact that nobody knows he is the leader of one of the most dangerous underground hacking agents despite having very minimal tech experience.

Sarai (Handle: Grim Motoko)Stats: S: 3, A: 2, I: 5Strengths: Intelligence and Strength Ability: Receives 1 free energy to use on all stealth actions.Gender: None (that’s why I’m using they/them/their pronouns)Story: Sarai is a highly intelligent half human half robot whose only mission is to find a computer that can outsmart them. They were top of their class at an elite science academy where only the best of the best survived. They heard Terrabreak Enterprise had some of the toughest computers and joined the best hacking group they could find in order to try their luck.

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Project: 04XY (Handle: Zen Oni)Stats: S: 0 A: 5 I: 5 Ability: Hacking costs 8 total energy for her, as opposed to 10.Gender: Female robotStory: Zen is one of the first fully functional robots to ever be trusted to leave Terrabreak Enterprise. Her main purpose and reason for creation is unknown and is rumored to be hidden amongst the files located in the company’s laboratory. Nobody really knows whether or not she’s still working for Terrabreak Enterprise or if she’s trying to get rid of her ties with the company for good.

Stephen Galaxy (Handle: Gridl0ck)Stats: S: 3, A: 4, I: 3Ability: Any asset, trap, or combat step against him will cause the Mayhem meter to increase by 1 additional point.Gender: MaleStory: After witnessing his parents being killed because of the robot wars allegedly started by Terrabreak Enterprise, Stephen left his hometown in Mexico and made it his life’s mission to seek vengeance anyway that he could. He doesn’t like to work in teams and typically does things on his own. When he caught wind of two groups being hired to infiltrate Terrabreak Enterprise, he thought this would be the perfect opportunity to slip in undetected and see what other mayhem he could cause.

Mykal Kane: (Handle: The Gentleman)Stats: S: 3 A: 2 I: 5Strengths: IntelligenceAbility: When a player moves into the combat phase against him, Mykal’s player may spend 7 energy for the opposing player to immediately move into phase 2.Gender: MaleStory: Slow moving but quick-witted, the gentleman’s success has been a direct result of his cunning and charismatic nature. Most notable of accomplishments were when he convinced the sun to go down to let the moon have 12 hours a day. He convinced flies to rub their hands together every time they land. He convinced the sparrow to hop. You obviously don’t want to get on his bad side because he will lose his friendly appeal and become draconian. The gentleman got involved in this mission because of his stakes in the Terrabreak Enterprises. Upon learning of the government’s involvement, he decided to take upon himself the necessary precautions to protect his assets.

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Ben Ignant (Handle: Canoli)Stats: S: 5 A: 4 I: 1Strengths: High strength and above average agilityAbility: When attempting to battle another player. Ben’s player gains 1 energy to wager against an opponent.Gender: MaleStory: Ben was once noted as a kind individual with a particularly strong affection toward a cat named Canoli. He was brought into a human experimentation division at Terrabreak Enterprises. The experimentation took its toll on the consciousness of Ben but the scientists watched unprecedented gains in his strength and agility. As his intelligence dropped to that of a toddler, he became easily manipulated via his undying devotion to Canoli. With this, scientists figured out how to control their experiment.Ben arrives at the doors of Terrabreak Enterprises to find Canoli.

Rekat Stats: S: 1 A: 5 I: 4Strengths: AgilityAbility: When attempting to steal from another player, Rekat gains 1 energy to wager against an opponent.Gender: FemaleStory: Her last ordeal was when she saw an open patrol car. She would steal it and be chased by fleets of police. She caused a total of 4 other accidents before getting into one herself and hiding in an armory. Inside the armory, she found an object that shone brightly. She took it into her hands and it dissolved into her palm. The sounds of sirens wailed ever closer. She thought it would be good idea to steal some time and curiously, she did.

She stole time to when the police were no longer chasing her. She found herself standing before the patrol car; too before she had decided to steal it. She stood for a moment, blinking blankly as she was literally staring at this moment that just occurred. Suddenly, there was the clicks of handcuffs closing upon her wrists. She was under arrest for stealing a priceless painting 1 year ago. She looked back at her palms and it sparkled mysteriously before disappearing.

While in jail, a suited individual came to her and offered a deal to freedom should she retrieve a particular document known to be inside Terrabreak Enterprises. At the offer to receive release, Rekat took up the offer.

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John Willis (Handle: Yippie Ki Yay)

Stats: S: 4 A: 3 I: 3

Strengths: High Strength and agility

Ability: Other characters in stealth do not get a bonus in combat phase or stealing phase against him

from stealth.

Gender: Male

Story: Willis has had his fair share of run-ins with criminals and con artists. He is employed by an unknown corporation and his motives are unclear. There is not much information about Willis in the last 2 years since he retired from the Venedocia Police Department. Willis disappeared after he retired. It was believed that he died but hard evidence was unavailable on his whereabouts until he resurfaced.

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Appendix II: Room Tile List

Note- 2-L Shape means the two doors will be next to each other (IE- North and East). 2-Straight means across from each other (IE- North South).

Because tiles can be rotated, door and exit placement is incidental, so place them wherever it makes sense for art.

Exits will be denoted by a red arrow, indicating that the player can make their escape through that path.

Room Name # of Doors Computers? Exit? Effect

Entry Room 3 No No

Players begin in this room. When the Mayhem Meter hits 20, the police enter

through this room.

Server Room 3 Yes No

Defeat an intelligence challenge of 7 to claim the Server room. If your team has

this room claimed at the end of the game, you get +3 victory points.

Laboratory 2- Straight Yes No Intelligence +1 while in this room

CEO's Office 1 Yes Yes

Upon unlocking this room, immediately pass an intelligence challenge of 5, or add

1 Mayhem

Break Room 2- L Shape No Yes

Vault 1 No NoPass an Agility Challenge of 7 to gain an

asset card, once per game

Conference Room 2- Straight No Yes

Upon unlocking this room, immediately pass an agility challenge of 5, or add 1

Mayhem

Basement 1 No Yes

Cubicles 4 Yes No

Secretary's Office 1 Yes Yes

Accountants office 2- L Shape Yes Yes Upon unlocking this room, gain 5 energy

Intern's Office 4 Yes NoInterns don't get access to the good stuff.

Hack checks require 12 energy here.

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Room Name # of Doors Computers? Exit? Effect

Generator Room 1 No No

Pass a strength check of 10 to put "Blackout" tokens in 4 rooms, and remove

them on your next turn. Rooms with blackout tokens cannot be used for hacks.

Cluttered Storeroom 2-Straight Yes Yes

Every time you pass through this room, lose 1 extra energy

Atrium 2-Straight No No

Library 2-L Shape Yes No

Gallery 3 No NoPass a Strength Challenge of 7 to gain an

asset card, once per game.

Security Office 1 Yes YesPass an Intelligence Challenge of 10 to reduce Mayhem by 2, once per game.

Employee Gym 2-Straight No Yes

Show room 2-Straight No YesSpend 4 energy and gain 2 mayhem to

gain an asset card, once per game

Loading Dock 1 No Yes

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Appendix III: Asset Deck List

Name Picture description EffectMayhem Penalty

Prototype Weapon Futuristic gun

When physically attacking, gain 2 free energy to use on your roll 2

Prototype Weapon Lightsaber sword

When defending from a physical attack, gain 2 free energy to use on your roll

Key CardMicrochip aesthetic

security card Once per turn, unlock a room for free 1

Key CardMicrochip aesthetic

security card Once per turn, unlock a room for free

Key CardMicrochip aesthetic

security card Once per turn, unlock a room for free

Zipline Spy zip lineUse on your turn or after any combat to move

to any room up to 4 rooms away

Zipline Spy zip lineUse on your turn or after any combat to move

to any room up to 4 rooms away 2

Hacking Flash Drive Flash drive

Once per game, activate this at the end of your turn and skip your next turn to hack a

computer in your room for free 1

Hacking Flash Drive Flash drive

Once per game, activate this at the end of your turn and skip your next turn to hack a

computer in your room for free 1

Prototype Goggles Cyberpunk goggles

When finding a hiding player, gain 2 free energy to use toward the challenge 1

Zero grade Armor

Slim, futuristic bulletproof vest

When defending, gain 2 free energy to use on your roll

Zero grade Armor

Slim, futuristic bulletproof vest

When defending, gain 2 free energy to use on your roll

Floor mapMap on a tablet or computer screen

When unlocking a room, instead, draw 2 tiles and choose one. Place the other back in the

tile stack, on the bottom.

2 (When acquired

)

Floor mapMap on a tablet or computer screen

When unlocking a room, instead, draw 2 tiles and choose one. Place the other back in the

tile stack, on the bottom.

Stealth boots Mechanical boots When hiding, add 2 to your stealth total

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Stealth boots Mechanical boots When hiding, add 2 to your stealth total

Name Picture description EffectMayhem Penalty

EMP watch Futuristic watchDisables a trap or computer. Can only be used

once per game.

Weaponized ECM

A digital evil looking sprite representing a

virus

Once per game, activate this to prevent someone spending energy on a hack this turn.

This can be activated at any time.

Key Log Program

Some sort of digital representation of a

program

Use during another player's turn to reveal an asset card that was just acquired. Can only be

used once per game

M1DA5 Backdoor

Digital representation of King Midas? Gain one extra energy every turn.

Neural serumVial of some weird

liquidUse after losing a physical combat to revive yourself, and regain half the energy you lost.

Noise Dampener (Working title) Gun with flat surface

Use to negate any one addition to the Mayhem Meter from any source.

Damning Evidence

Digital files and documents

You may trade this asset to a player to force them not to attack you this turn, and

immediately escape to an adjacent room.

Forged Police Badge Futuristic police badge

You may escape for free as soon as the Mayhem Meter hits 20, and the police begin to arrive. This may only be used when the

Mayhem Meter hits 20, not after!

The DossierA manila folder with

attached picture

Usable once per game. While in the room with another player, force them to show their

allegiance card.

CatalogueData file with a money

icon

When drawing from the asset deck, draw 2 cards, pick one to keep, and put the other on

the bottom of the deck. After, shuffle the deck.

New Intel Shiny computer

Reveal at the end of the game. If you also own The Dossier and the Virus asset cards, your

team scores X Victory Points.

Fake IDSplit faced on a

computer screen

When someone else forces you to reveal your allegiance, or if you agree to reveal your

allegiance, you may instead reveal this card, thus protecting your allegiance.

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Name Picture description EffectMayhem Penalty

Siphon Golden Apple

Activate this card to steal up to 4 energy from a player in the same room as you, or in an

adjacent room. Usable once per game.

Biomass Infector Syringe

Play on any other character, usable once per game. They now own this card. Choose any

one statistic. The affected player has -2 of that statistic, to a minimum of 1. At the beginning of your turn, pay 1 energy or end this effect. The victim still keeps the card, but may not

use it.

Trap Cards

Bad LeftoversSome kind of moldy

food

You absentmindedly eat a moldy piece of leftovers, and are doubled over in pain. Pass

an energy challenge of 8 to overcome this card.

Trojan virusElectronic device

resembling a mine

This card does not prevent you from moving or taking actions. While this card is affecting you, hacks require 13 energy. To defeat this

challenge, pass a strength check of 8.

Jammed LockLock with a broken

pin stuck in it

You can't get out! The lock is jammed! Pass a strength challenge of 10 to overcome this

card.

Surveillance Cameras A camera on a wall

Cameras have spotted you! Immediately pass an intelligence challenge of 7. If you don't,

add 2 to the mayhem meter.

Data Worm

Some kind of virus featuring a monstrous

worm

Your data has been hacked! Immediately pass an intelligence challenge of 7. If you don't,

reveal one of your goal cards to the player on your right.

Tripwire

A thin wire, potentially connected to an

explosive

You've been trapped by a series of tripwires! Pass an agility challenge of 10 to overcome

this card.

Alarm lasersLaser grids, like in Mission Impossible

This room has been rigged with a laser alarm system! Pass an agility challenge of 10 to

overcome this card, or progress the mayhem meter by 2 to overcome this card.

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Name Picture description EffectMayhem Penalty

Guard Dogs Vicious attack dogs

Guard dogs are pinning you in the room! Pass a strength or agility challenge of 10 to

overcome this card.

ElectrolockElectronic lock, with

keypads

Some kind of electronic device you don't recognize bars your exit! Pass an intelligence

challenge of 10 to overcome the lock, or a strength challenge of 10 to overcome the

door... forcefully.

Explosive Trap

Some kind of bomb with a computer

attached

You found a bomb! Quickly defuse it! Pass an intelligence challenge of 10 or an agility challenge of 10 to overcome this card.

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Appendix IV: Goal Card List

Name RequirementsVictory Points

Opening the Gates M1DA5 Backdoor, Keycard 5

Spy's Arsenal Stealth Boots, Weaponized ECM 5

Armaments Prototype Weapon, Noise Dampener 5

Those Wonderful Toys Zero Grade Armor, Zipline, Prototype Weapon 5

The Next Big Score Floor Map, Catalogue 5

Next Gen Hacking Siphon, Hacking Flash Drive 5

The New Disease Biomass Infector 5

Crimes Against Humanity Damning Evidence 5

The Phoenix Initiative Key Card, Neural Serum 5

Line of Duty Forged Police Badge, Keycard 5

Inside Job Hacking Flash Drive, Floor Map, Key Card 5

Concealment Stealth Boots, Fake ID 5

Setting the Stage Key Log Program, Floor Map 5

Operation: Samaritan Biomass Infector, Damning Evidence 9

Operation: Fisher Prototype Goggles, Catalogue 7

Operation: Goldmine M1DA5 Backdoor, Siphon 7

Operation: Doppleganger Fake ID, The Dossier 7

Operation: Black OpsPrototype Weapon, Zero Grade Armor, Weaponized

ECM 7

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Appendix V: Image References

Office Objects:https://sp.yimg.com/ib/th?id=JN.pg9GIykepdZPaBB93%2blUAw&pid=15.1&P=0 Rooms: http://www.gharexpert.com/Image_Strip/Single_full_Image_for_all_new.aspx?ImageId=24049# http://www.conceptdraw.com/samples/resource/images/solutions/building_plans/Building-Plans-office_plan.png http://www.fitnesstechdesign.com/files/3dsamples/3dimages/3d-gym-pullman-hotel-spa-top-view.jpg Asset Image Reference List http://imaxgen.com/blog/weapon24.jpg http://fc05.deviantart.net/fs70/i/2013/335/6/d/prototype_weapons_concept_designs_by_benedickbana-d6wc5ri.jpg http://s5.best-desktop-wallpaper.net/images/640/71/ed762d3e3cebc47a87e725337e90801c.jpg http://snowslickers.org/wp/wp-content/uploads/2012/11/Key-Card-2.jpg http://adventureropegear.com/cart/images/zip500-000md.jpg http://assets.hardwaresphere.com/uploads/2008/07/ironkey-flash-drive-self-destruct-when-hacks-attempted-cryptochip.jpg http://1.bp.blogspot.com/-zHyUH8sGhoI/T3kP0xObBPI/AAAAAAAAww0/aT-eRYi-Bw0/s640/834_battle_armor.jpg http://image.shutterstock.com/display_pic_with_logo/640609/640609,1315313539,2/stock-photo-futuristic-computer-with-screen-showing-different-graphs-charts-and-world-map-84116812.jpg http://tikulicious.files.wordpress.com/2010/10/h3odst_preparetodropcinematic.jpg http://payload64.cargocollective.com/1/7/253180/3585777/prt_400x381_1344750418.png http://www.racerxcanada.com/images/news/_JKL0695.jpghttp://fgadgets.com/wp-content/uploads/2011/04/Slyde-HD3-Watch-Jorg-Hysek-01.jpg

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http://www.safe-girl.co.uk/blog/wp-content/uploads/2012/11/firework1.jpg http://www.bluechillies.com/graphics/screens/the_keys_program-23681.gif http://upload.wikimedia.org/wikipedia/commons/d/d6/Midas_gold2.jpg http://www.fyeahtheojames.com/wp-content/uploads/2015/05/Art_Prop_NeuralSerum_Dart_Concept_3qtrSide_20130403_CS_V12_WIP.jpg http://www.thecrossbowstore.com/v/vspfiles/photos/TP-HCA-13813-2.jpg http://1.bp.blogspot.com/_9NVip3QeuPE/S-xZ_9fjVeI/AAAAAAAAAEw/UeSMHKp4FlA/s1600/evidence.jpg http://r2.cygnuspub.com/files/cygnus/image/OFCR/2013/MAY/600x400/badge-comp_10938823.jpg http://icons.iconarchive.com/icons/harwen/pleasant/256/Program-Group-icon.png http://thumbs.dreamstime.com/z/set-money-icons-19060241.jpg http://www.shinyshiny.tv/assets_c/2011/01/1608dell-thumb-400x268-101568.jpg http://www.youfinishit.com/youfinishit/usrimage/cat101.jpg http://img3.wikia.nocookie.net/__cb20120922103032/assassinscreed/images/a/af/AssassinsCreed_Al_Mualim_holding_the_Piece_of_Eden.png http://blog.timesunion.com/opinion/files/2011/01/0131_WVvaccine.jpg Trap Cards https://sp.yimg.com/ib/th?id=JN.aIbleaiYEnWk29ZvH3FdkA&pid=15.1&P=0

http://img2.wikia.nocookie.net/__cb20141105013611/elite-dangerous/images/4/46/Image_Weapon_Mining-Laser.jpg

http://www.cdlocksmiths.co.uk/wp-content/uploads/lock-broke-300pxl.png

http://www.losangelessecuritycameras.com/images/survillance-security-camera1.jpg

http://i.telegraph.co.uk/multimedia/archive/02706/worm_2706607k.jpg

http://www.jmcremps.com/images/SpyLazerTripwire_WEB.jpg

http://www.resallaser.nl/images/SpecialeProjecten/MissionImpossible_Laser_Game_01.jpg http://hintonalfert.com/images/dog-attacks.jpg

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http://sammyhub.com/wp-content/uploads/2012/11/shs-3320.jpghttp://www.sciencemuseum.org.uk/images/object_images/277x265/1983-1462_(0003).jpg Buildings https://farm6.staticflickr.com/5471/9726321237_095cfd08f4_b.jpg http://img0.joyreactor.com/pics/comment/full/art-Sci-Fi-city-future-626437.jpeg http://i.ytimg.com/vi/Gb8k7pkGKKA/hqdefault.jpg

http://i.imgur.com/FMCe3.jpg

Allegiances http://www.seamslikereality.com/images/Fractals/Stellar%20nursury.jpg http://www.poyrycapital.com/assets/images/splash-images/Chemicals.jpg https://www.lifesizestandups.com.au/media/catalog/product/cache/2/image/650x650/9df78eab33525d08d6e5fb8d27136e95/j/a/james-bond-silhouette-1.jpg Character References: https://www.pinterest.com/knuckledragger7/hot-chicks-with-guns/http://freepspthemeswallpapers.blogspot.com/2011/07/motorcycles-wallpapers.html http://duncantrussell.com/forum/discussion/8730/found-this-obama-hope-poster-tossed-out-for-garbage-pickup/p1http://www.was-mann-wissen-sollte.de/echte-maenner-bilder.html https://uk.pinterest.com/pin/576390452282003753/https://www.pinterest.com/pin/380413499751261139/ https://s-media-cache-ak0.pinimg.com/236x/b0/52/df/b052df83e2d6c1597c95bb80af22a702.jpg https://s-media-cache-ak0.pinimg.com/236x/af/20/98/af2098c1d58c97edf7b761ce6e758a5b.jpg http://media-cache-ak0.pinimg.com/736x/26/1a/4e/261a4e59d1a8e1cee0053e14ae125b92.jpg https://s-media-cache-ak0.pinimg.com/236x/34/20/41/342041d90ff43ac0f01e472a0efadce0.jpg http://fembotwiki.com/images/thumb/b/b0/Pitgirl-female-robot-concept-design-front+rear-1.jpg/518px-Pitgirl-female-robot-concept-design-front+rear-1.jpg

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https://herpnthederp.files.wordpress.com/2014/01/apocalyspe.jpg https://s-media-cache-ak0.pinimg.com/474x/42/62/95/4262956c04f9cff22e9193908def79b0.jpg http://images.askmen.com/photos/michael-caine/79426.jpg http://www.gentlemansemporium.com/store/media/vict_mens_21_full.jpg http://graphic-muscle.deviantart.com/art/alpha-1-365270114 http://cdn.whatanart.com/wp-content/uploads/2012/09/cyber-cat-3d-sci-fi-art.jpg

www.comediansatlaw.com/?p=4752

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