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1 Super Flip Coin to Help the Princesses Escape the Kingdom 2014 Game Design Document Team Nintendo D’Jon Archer Abraham Colon Philip Escobedo Date of last revision 10/19/2014
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TeamNintendo_Wk3TeamProject_1014.docx

1

Super Flip Coin to Help the Princesses Escape the Kingdom 2014

Game Design Document

Team Nintendo

D’Jon Archer

Abraham Colon

Philip Escobedo

Date of last revision 10/19/2014

ContentsGame Overview3Location and Story3Focus3Features3General Features3Game Components3Setup and Rules4Game Setup4Step-by-Step Turn Sequence4General Rules4End Game Conditions5FAQ5Appendix6Location Directions6Printable Pieces8

Game OverviewLocation and Story

The not-so-magical kingdom of Dissme is set on a large flat-ish island, surrounded by three other kingdoms. King Pimps-a-lot rules over this land, and has three daughters who are being forced to wed the Princes from the surrounding kingdoms. The townsfolk know of the unwanted marriages, so a lot of popcorn is created in preparation to view the dismay of the princesses. The night before the weddings, however, the princesses ban together and sneak out of the castle, cloaked. They try to sneak through the town and to the docks to escape. Unfortunately, three handsome townsmen recognize them right away. They immediately fall madly in love and they help the Princesses escape the kingdom.

Focus

Playing as one of the three townsmen, you must help the princesses sneak through the town and to the docks before sunrise. The three of you will take turns moving through obstacles, namely the guards watching over buildings and market stalls. You all will start at the castle, and by flipping a coin, you will make your way to the end of the board for freedom. The first two players are allowed to make it through safely, with the third having one last move to try.

FeaturesGeneral Features

· Multiplayer board game, consisting of 3 players.

· Makes players act out hysterical situations.

· Short and straightforward, without too much thought needed.

Game Components

· 1 Coin (heads and tails)

· 8 Pieces of card stock printer paper (printer and ink not included)

· 1 pair of scissors (please do not run with them)

· Clear scotch tape (ever try sticking it from one side of a door frame to the other?)

· 1 Game board (printable from the Appendix section)

· 3 Player pieces (printable from the Appendix section)

· 3 copies of the Location Directions pages (printable from the Appendix section)

Setup and RulesGame Setup

Before setting up, make sure there is ample space to move around in, as player performances will take up a bit of room. With the printer paper, print and cut out 1 game board (3 pieces), the 3 player pieces (all are on one page), 3 Location Directions copies (there are 2 pages each, one copy for each player, so they can make sure other players are performing all directions appropriately), and the building and market stall pieces. Line up the colored arrows on the board appropriately, and then use tape to keep them together. Follow the instructions provided to fold the player tokens and building pieces, and place according to the provided marked territories (found below). You can use tape to keep the folded buildings to the board, or just set them upon the board if there is no wind. To decide who goes first, players will go by age, with oldest being first, to youngest. If players are the same age, then it will cut down to months, days, and even time if needed. Place the player pieces within the castle square on the board. Player 1 gets to choose their color piece and path first, then 2, and finally 3. No two players can be on the same path. Let the insanity begin.

Step-by-Step Turn Sequence

· Each player will move one square space at a time, starting with Player 1, then Player 2, and finally Player 3.

· Each player will stay on their straight path all the way through.

· When a player lands on a square with a “G” on it (stands for “Guard”), they must flip the coin.

· “G” squares are only placed next to buildings and market stalls.

· Each building and market stall will have the title of the business within their structure.

· If the coin lands on heads, they move on to the next square without performing an action.

· If the coin lands on tails, the current player must look to the Location Directions page to reference the title to that business. They must perform the directions word for word, in which the other players will keep track of.

· This is to show that the player is hiding from the guards until their next turn.

· On the player’s next turn, they will move to the next square.

· If a square does not have a “G” on it, they do not have to flip the coin.

General Rules

· Players cannot cross between paths.

· Players can only move one square at a time.

· The coin must fall on the playing surface, so players cannot cheat by slyly flipping the coin.

· Players must perform the action that is requested of them via the Location Directions page until their next turn.

· If players do not perform the requested actions word for word, they are returned back to the castle, and must thus start over.

· This is to show that the Guards have caught them, and brought the princess back to the castle.

· Players will flip a coin, with heads allowing them to pass without an action, or tails forcing them to perform the action, while staying on the “G” square, hindering their progress.

· The first two players to reach the docks will win the game automatically. However, the final player has one more move to try and reach the docks before sunrise.

· The final player’s last move is known as the “savior” turn.

· If the final player knows they cannot reach the docks in one last move, they automatically lose.

· Since the final squares before the Docks are “G” square, if the coin flipped lands on tails, the player also automatically loses.

End Game Conditions

There are two End Game Conditions (EGC).

· The first EGC is when the first two players to make it to the docks, without the final player reaching it (even on their savior turn). These two players only will win the game.

· This represents the player left will be caught during sunrise, and thrown in jail, while his princess is forced to marry.

· The second EGC is when the first two players make it to the docks to automatically win, and the final player also manages to make it to the docks on their “savior” turn.

· In essence, the final player can really only win if their next move lands them on the final “G” square in their path, and they flip heads on the coin.

FAQ

Q: What if I only want to act out part of the instructions, and not all of them? Does that count?

A: No. Location Directions must be acted out word for word. Even though body movements are provided, the nature of the movements is derived from such generalized natural functions (at least within the stalls), and that it should not be difficult to do, but still very hilarious.

Q: What if I have a disability that does not allow me to perform all the actions?

A: As long as the disability is known before going into the game by the other players, then that is fine, and the particular action does not need to be acted out. Know that you do not need to state what your disability is in detail, but at least let other players know that some movements may be limited.

Q: What if I really do not know how a certain animal or direction is supposed to look like?

A: It is understandable that this can happen, and you are more than welcome to study the action online through simple research. Quickly review it, and then start performing it. This must all be done before the next player’s turn.

Q: If I am the last player left on the board, I can still win?

A: As the instructions state, if you are the last player left, and your next move puts you on the Gate House “G” square, you still have a fighting chance. Just flip the coin, and if it is Heads, you will also win, but if it is Tails, you will lose. Also, if your next move is NOT on the Gate House “G” square, you will automatically lose as well.

AppendixLocation Directions

MARKET STALLS

· Chicken Coop

· The guards are coming! Climb into the chicken coop and blend in!

· Stand up with your knees slightly bent. Make your hands into fists and bring them to your armpits. Flap your folded arms like wings, and “bawk” like a chicken! Quickly!

· Cow Pen

· The guards are coming! Climb into the cow pen and try not to get noticed!

· Sit on your bottom with legs outstretched and apart in a V-shape. You are going to be milking a cow. Lean slightly forward and put your hands in fists, then move them up and down in opposite motions, making a “moo” sound every now and then like it’s coming from the cow.

· Stables

· The guards are coming! Run into the stables to avoid them!

· Blend in with the horses by giving another player a ride on your back until your next turn! Quickly!

· If the current player is unable to physically give others a horseback ride, they will just stand there on their hands and knees and “neigh.”

· If the riding player must perform an action, they are allowed to dismount the horse and perform their action, while the horse player must stand there and “neigh.”

· Garden

· The guards are coming! They won’t see you if you hide behind the Cherub Garden Fountains!

· Stand on one foot (or both, depending on your balance), and lift the other in the air behind you. Position your arms like you’re shooting an arrow. Curve in your back and protrude your lips like you’re spitting water. Stand perfectly still! Quickly!

· Monkey Cages

· The guards are coming! Nowhere to go but right into the monkey cages!

· Bend your knees and hope from one foot to the other in place. Lift one arm arched over your head, and use your hand from the other arm to scratch at different areas of your body. Make “ee-ee, oo-oo” noises every now and then! Quickly!

· Kennel

· The guards are coming! Quickly hide in the kennel among the litter of puppies!

· Support yourself by your hands and knees. Put on a big grin and hang out your tongue. Run around everywhere as you make high-pitched “barking” noises! Quickly!

· Snake Charmer

· The guards are coming! Grab a flute and try to blend in with the Snake Charmers!

· Sit on the ground and cross your legs. Put your hands close to your mouth as if holding a flute. Wiggle your upper body left and right as you make flute sounds with your mouth! Quickly!

BUILDINGS

· Freak Show Circus

· The guards are coming! Escape them by running into the circus tent!

· There are a few freak shows going on, so choose one to blend in with!

· The Siamese Twins - Act like you have two heads who are constantly arguing with one another by moving your head left and right to represent each twin.

· The Strong Man - Stand up with your chest out. Flex your muscles as you do poses to show them off, grunting with every pose.

· The Contortionist - Stick one of your legs behind your head and hold it there until your next turn… or just try as far as you can.

· Haunted House

· The guards are coming! Bet they won’t follow you into the known haunted house!

· You must be graceful in your moves. Act like you’re floating in water as you move up behind other players, making extended “boo” sounds.

· Insane Asylum

· The guards are coming! Sounds crazy, but evade them in the insane asylum!

· Sit on the floor with legs straight out. Wrap your arms around your torso like you are in a strait jacket. Rock back and forth while doing a maniacal laughter.

· Pub

· The guards are coming! The pub looks like a good place to get away!

· It’s Irish night! You must do your own version of the river dance/jig until your next turn!

· Jester’s Night Club

· The guards are coming! You could probably lose them in the crowds at the Night Club!

· Tonight is comedy night! Recite the following jokes until your next turn: (Do not read the jokes unless performing)**

· What is an owl’s favorite subject? Owlgebra.

· In what month do people talk the least? February. It has the least amount of days.

· What do you call a lazy baby kangaroo? A pouch potato.

· Where did the dentist go on his vacation? The mouth of the Mississippi.

· What is a fish’s favorite country? Finland.

· When does a doctor get mad? When he runs out of patients.

· What animal has more lives than a cat? A frog. It croaks every night.

· Why are the letters A’s like flowers? Because B’s come after them.

· What goes up but never comes down? Your age.

· What has a head, a tail, but no body? A coin.

· What is in the middle of Paris? The letter R.

· Which side of a mug should you put the handle on? The outside.

· What did the wind say to the screen? Just passing through.

· What is a bow that you can’t tie? A rainbow.

· What’s the funniest bone in your body? The humerus.

· Gatehouse

· You’re almost free but there are guards everywhere! Run into the gatehouse and wait for the guards to change shift.

· Thankfully, you just have to hide out of site from the guards (sit perfectly still).

** These jokes are not our own. They can be found on the backs of Laffy Taffy wrappers.

Printable Pieces

Player Pieces:

Cut out each piece along the outside grey lines. Fold large square up towards the back of image, then fold princess down along bottom line 90 degrees to create the base. Piece should look like an upside down “T” from the side if done correctly.

Super Flip Coin to Help The Princess Escape the Kingdom - Player Tokens

Buildings and Stalls:

Cut out each piece and fold in half along the line, making sure the image faces out. Stand with fold on top.

Super Flip Coin to Help The Princess Escape the Kingdom - Buildings and Stalls

Board:

The following pages contain the three sections of the game board. After cutting out each section, line up the arrows with the matching color and tape the board together. Once done, stand the stalls and buildings in the black areas marked with the numbers as follows:

· 1: Chicken Coop

· 2: Haunted House

· 3: Pub

· 4: Cow Pen

· 5: Stables

· 6: Jester’s Night Club

· 7: Freakshow Circus

· 8: Kennel

· 9: Snake Charmer

· 10: Insane Asylum

· 11: The Garden

· 12: Monkey Cages

· 13: Gatehouse

Super Flip Coin to Help The Princess Escape the Kingdom - Board Section 1

Super Flip Coin to Help The Princess Escape the Kingdom - Board Section 2

Super Flip Coin to Help The Princess Escape the Kingdom - Board Section 3


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