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Na Celtigh
(The Celts)




Ludology & Gameplay - Board Game
Team 2- Bernhard Raml
       Fabrizio Velero Covone
       Marc O Donoghue
Contents
•   Initial Brainstorming


•   Theme & Design


•   Game Mechanics


•   Initial Playtests & Findings
Initial Brainstorming
•   God / Gods theme / functionality

•   Epic scale (God of War, etc.)

•   Folklore

•   Economy/ Resource management

•   Influences:
    –   Age of Empires
    –   From Dust
    –   Celtic Village (mini-game)
    –   Risk
    –   Celtic folklore & art (Tuatha de Danann, knot-work, etc.)
    –   Anno Games
Theme & Design
             • Celtic Society,
                 History & Mythology
             •   Art (metalwork,
                 sculpture,
                 Illumination)
             •   Buildings
             •   Resources
             •   Societal roles
             •   Events
             •   Warfare
             •   Technology &
                 advancement
Game Mechanics
                                                          .

•   2-6 players

•   5 turns per era, 2 eras

•   Players choose a civilization / identity & starting region
    –     Druid, Sage, Bard

•   Each player throws a dice to decide the starting player: highest roll wins. Turn
    rotation is clock-wise

•   Main Goal
    –     Every 5 rounds, each player has to gather enough resources to progress to the
          new Era
    –     At the beginning of each new era all the players have to pay the era’s
          progression target
    –     A new era allows placement of more buildings & a refresh of building cards’
          hand
    –     If a player cannot afford to progress, they are out of the game
Game Mechanics
Each turn is divided into five phases:

•     Draw Building Card: The player can draw a card from the Building Deck only by
      paying 3 Knowledge resources

•     Pay Maintenance on Buildings: The player will have to pay the maintenance for all
      the buildings he/she placed into his/her region.

•     Gathering Resources: The player will gather the resources he/she planned to
      produce by placing buildings into his/her counties.

•     Draw Event Card: The player has to draw a card from Event’s Deck and follow the
      instructions described on it.

•     Production Plan: During this phase the player has to plan his/her income by placing
      and/or changing a building into the available counties. Placing strategy will be based
      on his/her needs.
Game Mechanics
Buildings                    Event Cards


   -   Farm,                    -   Vintage     -   Cataclysm
   -   Distillery,                  Year        -   Fanaticism
   -   Secluded Monastery,      -   Mysticism   -   Great
   -   Offering Altar,          -   Robbery         Feast
   -   School,                  -   Discovery   -   Advanced
                                -   Famine          Research
   -   Mystic Circle
                                -   Explosion   -   Peace
                                                -   War
Game Mechanics
•   Civilizations have certain         •   Resources (Wealth, Knowledge &
    inherent bonuses                       Faith)
                                           –    Must be spent to maintain
                                                buildings and progress to
                                                next era
    –    Bard (Distillery and Farm
         maintenance is free)              –    Each player will start with 5
                                                units of each resource type
    –    Druid (Offering Altar and              (i.e.: 5 Wealth, 5 Knowledge
         Secluded Monastery                     and 5 Faith)
         maintenance is free)              –    Knowledge: pay 3 to draw
    –    Sage (School and Mystic                another building card
         Circle maintenance is free)       –    Wealth: pay 5 to place a
    –    Players draw building cards            building into a county
                                           –    Faith: pay 5 to draw another
                                                event card
                                           –    Resources are useful trading
                                                goods, they can be spent to
                                                maintain buildings and they
                                                will let the player to go
                                                forward into the game
Initial Playtests & Findings
•   Balancing resource production & cost •     Imagining different board layouts &
    of era progression                         functions

•   Finding a meaningful way to            •   Eventually removing the idea of a
    integrate the 3 resources                  ‘board’ completely

•   Finding ways of forcing the player to •    Discussing design direction, art style
    spend their resources (creating a          & possible stories
    challenge)

•   Designing a challenging but
    achievable goal within each era

•   Weighing up the effects of the event
    cards on the players’ chances of
    survival

•   Massively cutting the game length (8
    eras - 2 eras)

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Presentation

  • 1. Na Celtigh (The Celts) Ludology & Gameplay - Board Game Team 2- Bernhard Raml Fabrizio Velero Covone Marc O Donoghue
  • 2. Contents • Initial Brainstorming • Theme & Design • Game Mechanics • Initial Playtests & Findings
  • 3. Initial Brainstorming • God / Gods theme / functionality • Epic scale (God of War, etc.) • Folklore • Economy/ Resource management • Influences: – Age of Empires – From Dust – Celtic Village (mini-game) – Risk – Celtic folklore & art (Tuatha de Danann, knot-work, etc.) – Anno Games
  • 4. Theme & Design • Celtic Society, History & Mythology • Art (metalwork, sculpture, Illumination) • Buildings • Resources • Societal roles • Events • Warfare • Technology & advancement
  • 5. Game Mechanics . • 2-6 players • 5 turns per era, 2 eras • Players choose a civilization / identity & starting region – Druid, Sage, Bard • Each player throws a dice to decide the starting player: highest roll wins. Turn rotation is clock-wise • Main Goal – Every 5 rounds, each player has to gather enough resources to progress to the new Era – At the beginning of each new era all the players have to pay the era’s progression target – A new era allows placement of more buildings & a refresh of building cards’ hand – If a player cannot afford to progress, they are out of the game
  • 6. Game Mechanics Each turn is divided into five phases: • Draw Building Card: The player can draw a card from the Building Deck only by paying 3 Knowledge resources • Pay Maintenance on Buildings: The player will have to pay the maintenance for all the buildings he/she placed into his/her region. • Gathering Resources: The player will gather the resources he/she planned to produce by placing buildings into his/her counties. • Draw Event Card: The player has to draw a card from Event’s Deck and follow the instructions described on it. • Production Plan: During this phase the player has to plan his/her income by placing and/or changing a building into the available counties. Placing strategy will be based on his/her needs.
  • 7. Game Mechanics Buildings Event Cards - Farm, - Vintage - Cataclysm - Distillery, Year - Fanaticism - Secluded Monastery, - Mysticism - Great - Offering Altar, - Robbery Feast - School, - Discovery - Advanced - Famine Research - Mystic Circle - Explosion - Peace - War
  • 8. Game Mechanics • Civilizations have certain • Resources (Wealth, Knowledge & inherent bonuses Faith) – Must be spent to maintain buildings and progress to next era – Bard (Distillery and Farm maintenance is free) – Each player will start with 5 units of each resource type – Druid (Offering Altar and (i.e.: 5 Wealth, 5 Knowledge Secluded Monastery and 5 Faith) maintenance is free) – Knowledge: pay 3 to draw – Sage (School and Mystic another building card Circle maintenance is free) – Wealth: pay 5 to place a – Players draw building cards building into a county – Faith: pay 5 to draw another event card – Resources are useful trading goods, they can be spent to maintain buildings and they will let the player to go forward into the game
  • 9. Initial Playtests & Findings • Balancing resource production & cost • Imagining different board layouts & of era progression functions • Finding a meaningful way to • Eventually removing the idea of a integrate the 3 resources ‘board’ completely • Finding ways of forcing the player to • Discussing design direction, art style spend their resources (creating a & possible stories challenge) • Designing a challenging but achievable goal within each era • Weighing up the effects of the event cards on the players’ chances of survival • Massively cutting the game length (8 eras - 2 eras)