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Impending Delusion
Design Document
Design Team
Daniel Blakeney, James Browder, Chrissy Stancil & Mason Whitley
Revision Date: March 22, 2015
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Table of Contents
Design History ............................................................................................................................ 4
Version 1.10 ................................................................................................................................4
Version 1.20 ................................................................................................................................4
Game Overview........................................................................................................................... 5
Where does the game take place?...........................................................................................5
What is the story? ......................................................................................................................5
What is the main focus?............................................................................................................5
How many characters/units/pieces does the player control?..............................................5
Game Theory..............................................................................................................................6
Feature Set................................................................................................................................... 6
General Features........................................................................................................................6
Game Components....................................................................................................................6
Rules & Mechanics .................................................................................................................... 7
Game Setup................................................................................................................................7
Setting Up the Board and Cards ....................................................................................................................................7
Champion Selection ...........................................................................................................................................................7
Champion Characteristics ........................................................................................................7
Human.....................................................................................................................................................................................8
Kalokt.......................................................................................................................................................................................8
AI Controller ..........................................................................................................................................................................8
AI Controller Setup....................................................................................................................9
Champion Controller Setup....................................................................................................10
Turn Sequence .........................................................................................................................11
Upkeep Phase...........................................................................................................................11
Champion Controller ........................................................................................................................................................11
AI Controller ........................................................................................................................................................................12
Movement Phase......................................................................................................................13
Champion Controller ........................................................................................................................................................13
AI Controller ........................................................................................................................................................................14
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Attack Phase.............................................................................................................................15
Champion Controller ........................................................................................................................................................15
Weapon Skills.....................................................................................................................................................................16
AI Controller ........................................................................................................................................................................16
End of Turn...............................................................................................................................17
General Rules...........................................................................................................................17
Detailed Rules for Specific Pieces.........................................................................................17
Weapon Skill Cards ..........................................................................................................................................................17
Key Cards ............................................................................................................................................................................17
Key Card Puzzles for Capital Hexagons ...................................................................................................................18
Key Card Puzzles for Gate Hexagons .......................................................................................................................18
Mission Cards.....................................................................................................................................................................18
AI Event Cards ...................................................................................................................................................................18
End Game Conditions..............................................................................................................22
Rules Questions.......................................................................................................................23
Card Appendix .......................................................................................................................... 23
Appendix A - Weapon Skill Cards..........................................................................................23
Appendix B - Key Cards..........................................................................................................26
Appendix C - Mission Cards...................................................................................................29
Appendix D - Event Cards.......................................................................................................30
Appendix E – Identifying Card Information...........................................................................32
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Design History
The Design History shows the readers all of the changes that were made in our game
throughout the creation process. If the changes were minor, this is represented by
changing the number after the decimal and if there are major changes, the number before
the decimal will be changed. This will let the reader know how many major and minor
changes were made and when.
Version 1.10
1. Combat calculations were changed to add in a modifier that is dictated by the space that
the player is currently on. This was done to add strategy by making some parts of the
board more desirable than others.
2. Playable races were paired down from 3 races to 2 races. This created an exact player
amount of up to 6 plus the AI controller.
3. Tweaked the battle system to not rely on calculations for damage and hp, converted it to
a straight out base x/y where x = total attack done and y = total defense (example: 10/7)
4. Included a jpg of the game board area w/legend
5. Included flow updated flowcharts of the turn sequence
Version 1.20
1. Added a new type of robot for the players to encounter.
2. Added movement through water for some characters.
3. Refined rules for robots in Key Card Missions.
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Game Overview
Where does the game take place?
The game takes place on a planet that has only one livable landmass on it. The landmass is
divided into three sectors, each with a different terrain setup. The home base for the enemy
resides in the center of the landmass.
What is the story?
In the height of the Second Cold War, a new Space Race was initiated with the intent of
being the first to step foot on a new habitable planet. With the invention of a hyper drive, the
United States was able to inspect several planets on a single trip. After many years of
searching, the United States went to Gliese 581 d, which is over twenty light years away from
Earth.
When they arrived at Gliese 581 d, the explorers found that the planet was already
inhabited by indigenous lifeforms, which call the planet Kalokt, pronounced Ka-lock-t. The
humans could only live on one landmass due to the others being too uninhabitable as a result of
the weather being too harsh. Some lands were far below sea level, which were constantly
being flooded, others were stricken with extreme heat and extreme cold and couldn’t sustain
plant or human life.
The indigenous creatures were friendly and after many months of cohabitation, the
humans were able to learn how to communicate with them, calling themselves the Kalokta,
pronounced as Ka-lock-ta. The Kalokta, as the humans spell it, are humanoid creatures that
have a thick, rough hide that protects them from the freezing and scorching temperatures. They
are an intelligent race that learns as fast as humans do, so they were able to learn our
languages in the same time that we learned theirs.
After many years, the planet’s weather began to change due to the human’s influence on
it. The humans developed a machine that could control the environment and keep the planet’s
atmosphere in a livable state for all the planet’s creatures. After the program was turned on, it
became self-aware and believed that the life-forms were the reason for the planet becoming
unstable. The program disabled all communications and created machines that were sent to
govern the populous before any life-forms could react to what was happening. The land was
split into three sections: Aegis, Guide, and Span, to make the humans and Kalokt more easily
controlled. The humans and Kalokt must work together to turn off the program before the
program destroys the planet.
What is the main focus?
The players will start out in a Capital of their choosing in one of the three sectors with a mission
to gain the key in that sector. As the player moves through the sector, they gain additional
missions, credits, and skills by drawing cards for missions and using credits to buy skills. The
objective is to unlock the door in each sector so that the player can confront the A.I. controller.
How many characters/units/pieces does the player
control?
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The player will control their own Champion on the board. Also the player will be using dice to
keep track of the credits they earn and use counters to keep track of the skills they’ve bought.
Like the player, whoever controls the A.I. will be keeping track of their power through dice, their
expendable troops and events through Event Cards and tokens.
Game Theory
Symmetry – Impending Delusion is an asymmetric game. Every player will have different skill
cards, credits, and tokens that they will be using throughout the game.
Playing Style – Impending Delusion has a cooperative and a competitive aspect to it. Up to six
players can cooperate and compete against the enemy AI player.
Summation – Impending Delusion is a non-zero-sum game. The player has the chance to earn
and spend credits on various skills to help them when in the mini-battles. Skills are based off the
weapons the player chooses to use on the board. Not every player will have the same skills to
purchase which means that they will have different resources to pull from.
Perfect/Imperfect Information – The players in Impending Delusion will be able to see each
character on the board and they have the option to look at each player’s skills. However, each
players information is imperfect because their opponent (the AI) will be holding Event cards that
affect the way the players move on the board and even if the players continue to play or ‘die’
due to failure to defend themselves properly. There are also puzzles that the players have to
solve that only the AI player knows the solution to.
Feature Set
General Features
 Multiplayer - The game must be played by at least two players and can have up to seven
players playing it at a time. At least one player will control the AI.
 Collecting - The players will be collecting keys from around the map. They will also collect
rewards in the form of Credits and skill counters.
 Puzzle-solving - There are situations where the players must try to figure out how to defeat an
enemy. The solution of the puzzles will be depicted on the Event cards the AI player holds.
 Strategy - The player will have to think of the best way to survive long enough to meet the AI.
This means gathering credits to buy skills, and what skills they will favor and use to get through
the world.
 Buying from the Market - This is where you define your character. A player will buy their skills
and those skills dictate what weapon they are using.
 Capturing capitals – This is the action of the players solving the puzzles given by the key cards
when the first player arrives in a capital.
Game Components
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 1 Hexagonal Game Board
 3 Gold Tokens for Key Pieces
 Cards
 12 Instant Weapon/Skill Cards
 14 Key Cards
 30 Mission Cards
 20 Event Cards
 6 Character Cards
 1 AI Character Card
 27 numbered Robot Health Cards
 18 numbered Policing Robot Health Cards
 7 pairs of percentile dice(various colors)
 7 Stands for Character Cards
 20 Silver Tokens numbered 1 through 20
 18 Gold Tokens with the letter “P” on them numbered 1 through 18
 40 Various glass counters for skills
 1 20 sided die
 7 Gold Tokens numbered 1 through 7
 10 Fire Tokens
 10 Rumble Tokens
Rules & Mechanics
Game Setup
Setting Up the Board and Cards
Place the game board on a flat surface where there is enough room to for each player to
keep his or her cards and tokens from being mixed in with the other players’ items or the items
that are not being utilized at the time. Place all Mission Cards, Weapon Skills Cards, Key
Cards, and AI Event Cards in their own perspective stacks next to the game board. All of the
dice should be placed to the side to be used for later and all of the tokens need to be separated
by color and put in piles next to the game board.
Champion Selection
Players will roll a six-sided die to pick their characters. The player with the highest
roll gets to pick first, the second highest roll picks second, and this continues in descending
numerical order until all of the players have picked an avatar. If two players roll the same
number, they will re roll to see who gets to pick first between themselves. The choice of
who is the AI Controller is an option that can be rolled for or decided on.
Champion Characteristics
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Human
Movement
Humans can move up to three spaces while traveling on a road, bridge or plain
hexagon. Humans can move up to two spaces while traveling on a forest or animal path
hexagon. Humans can travel up to one space while traveling on a mountain hexagon.
Humans are allowed to pass through river and lake hexagons but cannot end their movement
phase on a river or lake hexagon. Humans can move up to three spaces while traveling on a
river or lake hexagon.
Combat
Humans will start with a base attack power of five and a base armor power of ten. After the
armor power has been set to zero, the next hit, no matter the attack damage dealt to the human,
the human that has been attacked will die.
Weapon Skill Counters
Humans can have up to four Weapon Skill Counters at a time.
Kalokt
Movement
Kalokt can move up to three spaces while traveling on a road, bridge or plain hexagon. Kalokt
can move up to two spaces while traveling on a forest, animal path or mountain
hexagon. Kalokt cannot travel through river and lake hexagons.
Combat
Kalokt will start with a base attack power of five and a base armor power of fifteen. After the
armor power has been set to zero, the next hit, no matter the attack damage dealt to the Kalokt,
the Kalokt that has been attacked will die.
Weapon Skill Counters
Kalokt can have up to three Weapon Skill Counters at a time.
AI Controller
Movement
Robots can move up to three spaces while traveling on a road, bridge or plain hexagon. Robots
can move up to two spaces while traveling on a forest, or animal path hexagon. Robots can
move up to one space while traveling on a mountain hexagon. Robots cannot travel through
river and lake hexagons.
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The AI Controller will only be able to move the same number of Robots as there are Champion
Cards on the Game Board.
Policing Robots cannot move until they have been attacked by a Champion.
Combat
Robots will start with a base attack power of one and a base armor power of ten. When the
armor power reaches zero, the Robot will die.
Policing Robots will start a base attack power of the number of Champion Cards plus one and a
base armor power of twenty. When the armor power reaches zero, the Policing Robot will die.
AI Controller Setup
The player that chooses to be the AI Controller (AI Controller) will shuffle the Key Cards and the
AI Event Cards. The AI Controller will then draw the top four Key Cards and place them in front
of him or her (not on the game board) face down. No player is allowed the see the Key Cards at
this point, including the AI Controller. All the other Key Cards will be put to the side and will not
be used for the remainder of the game.
The AI Controller starts out with Armor equal to the number of Champions playing times ten.
They will use a pair of percentile dice to denote the amount of Armor the AI has.
The AI Controller will place one gold Key Token on each of the three Capital hexagons.
The AI Controller will place all of the numbered Silver Tokens, numbered Gold Tokens, and
numbered “P” Gold Tokens in front of him or her in separate piles.
The AI Controller will place the Robot Health Cards in a stack next to the numbered Robot
Tokens.
The AI Controller will place the Policing Robot Health Cards in a stack next to the numbered
Policing Robot Tokens.
The AI Controller will place all Fire Tokens in a pile in front of him or her.
The AI Controller will place all Rumble Tokens in a pile in front of him or her.
The AI Controller will stack the AI Event Cards then draw five AI Event Cards from the top of the
deck and keep them in his or her hand without showing them to the other players, if there are
any special instructions on the cards, the AI Controller will follow the instructions during the AI
Controller setup.
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Champion Controller Setup
The Champion Controllers will clip a paperclip on the section marked “10” on their Character
Card.
The Champion Controllers will place their Character Cards in the area around the Base
hexagon in the starting sector (see figure 1), which is not to exceed two adjacent hexagons from
the Base hexagon in the starting sector. The person that picked last in the Character Card
selection, excluding the AI Controller, will be the first to pick his or her starting hexagon location.
This process continues in ascending numerical order until all of the players have picked their
starting location around the first player’s location.
The AI Controller has the option of starting their troops anywhere on the game board they
desire.
Each Champion Controller will place his or her percentage die on fifty facing up in front of him or
her. This shows that each Champion Controller is starting the game with fifty credits that they
can spend.
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Figure 1
Turn Sequence
There are three phases when playing. The Upkeep phase, the Movement phase, and the Attack
phase. After that the turn ends and the next player starts their turn. If at any time a player loses
a battle, they will have to wait till the game ends to play again. There are no respawns in the
game.
Upkeep Phase
Champion Controller
If the Champion Card is located at an Outpost, Base, or Capital that has been captured, the
Champion Controller can choose to purchase a Weapon Skills Card Counters for the Weapon
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Skills Card that he or she chose. If the Champion Controller chooses to purchase Weapon
Skills Card Counters, the Champion Controller will spend the credits that he or she has earned,
including the original fifty credits that are given to each Champion Controller at the beginning of
the game. If a purchase is made, the Champion Controller will rotate his or her percentage die
and/or four sided die to the new amount of credits that he or she has left after the purchase.
If the Champion Controller chooses to switch Weapon Skill Cards, the Champion Controller can
sell the Weapon Skill Card back for half of the credits the Weapon Skill Card originally
cost. The Weapon Skill Card Counters that were on the Weapon Skill Card can be sold back for
all of the credits the Weapon Skill Card Counter originally cost.
If a new Weapon Skills Card is purchased, the Champion Controller will take the Weapon Skills
Card out of the Weapon Skills Card Deck and place it in front of him or her. For every counter
that is purchased, the Champion Controller will place a Glass Counter on the Weapon Skills
Card.
If a Champion needs to repair armor it is during this phase that they can pay 10 credits per
Armor Point to repair their armor.
If playing as a Human, the Champion Controller can have no more than four Glass Counters on
his or her Weapon Skills Card.
If playing as a Kalokt, the Champion Controller can have no more than three Glass Counters on
his or her Weapon Skills Card.
If one of the Champion Cards lands on a Base or Outpost, the Champion Controller of that
Champion Card will draw the top card of the Mission Card Stack and will read it aloud to the
other players. The players will then follow the instructions on the Mission Card.
The Mission Card will be placed in a separate Mission Card Discard Pile after it has been read
and the instructions have been followed. When all of the Mission Cards have been discarded,
the Mission Card Discard Pile will be reshuffled and reused in a new Mission Card Deck.
During each Upkeep Phase, the Champion Character Cards will gain 10 credits.
AI Controller
The AI Controller must draw a new AI Event Card during every turn of the AI Controller. The AI
Controller can have no more than five AI Event Cards in his or her hand at a given time so if the
AI Controller has five cards and then draws another, the AI Controller must place one of the AI
Event Cards into the AI Event Card Discard Pile.
If the AI Controller chooses to use an AI Event Card, the AI Controller reads the AI Event Card
aloud to all players and follows the instructions on the AI Event Card. After the AI Event Card
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has been used, the AI Controller must place the AI Event Card into the AI Event Card Discard
Pile.
When all of the AI Event Cards have been discarded, the AI Event Card Discard Pile will be
reshuffled and reused in a new AI Event Card Deck.
When the AI Controller decides to use an AI Event Card, the AI Controller must use the Robot
Tokens and Policing Robot Tokens that are specifically designed for them. The AI Controller
must announce to the players which card he or she will be using and follow the instructions on
the card. After the AI Event Card has been used, the AI Controller must place that card in the
AI Event Card Discard Pile. When there are no more AI Event Cards in the AI Event Pile, the AI
Controller will reshuffle the AI Event Cards in the AI Event Card Discard Pile and place them in
the AI Event Card Pile to be reused.
When using an AI Event Card that requires the AI Controller to place Robot Tokens onto the
Game Board, the AI Controller will use one of the numbered Silver Robot Tokens. The AI
Controller must match the number on the numbered Silver Robot Token to the number on the
numbered Robot Health Card. The AI Controller will place a glass token on the number “10”
square of the Robot Health Card.
When using an AI Event Card that requires the AI Controller to place Policing Robot Tokens
onto the Game Board, the AI Controller will use one of the numbered Policing Robot
Tokens. The AI Controller must match the number on the numbered Policing Robot Tokens to
the number on the numbered Policing Robot Health Card. The AI Controller will place a glass
token on the number “20” square of the Policing Robot Health Card.
When Mission Cards require the AI Controller to place Robot Tokens onto the Game Board, AI
Controller will use one of the numbered Silver Robot Tokens. The AI Controller must match the
number on the numbered Silver Robot Token to the number on the numbered Robot Health
Card. The AI Controller will place a glass token on the number “10” square of the Robot Health
Card.
Movement Phase
Champion Controller
Human Character Cards can move up to three spaces while traveling on a road, bridge or plain
hexagon. Human Character Cards can move up to two spaces while traveling on a forest or
animal path hexagon. Human Character Cards can travel up to one space while traveling on a
mountain hexagon.
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Human Character Cards are allowed to pass through river and lake hexagons but cannot end
their movement phase on a river or lake hexagon. Human Character Cards can move up to
three spaces while traveling on a river or lake hexagon.
Kalokta Character Cards can move up to three spaces while traveling on a road, bridge or plain
hexagon. Kalokta Character Cards can move up to two spaces while traveling on a forest,
animal path or mountain hexagon. Kalokta Character Cards cannot travel through river and
lake hexagons.
If a Champion Controller chooses to move their Character Card through more than one type of
terrain, the number of spaces that can be moved is based on the terrain the Character Card is
currently on while moving.
Example: If a Character Card moves one hexagon on a road then one on a forest, the
Character Card can no longer move this turn due to forest only allowing two moves. If a
Character Card moves one hexagon space on a forest then moves one on a road, the
Character Card can still move one more hexagon space. If a Character Card begins on a road
and moves one space on a forest, the Champion Controller is allowed to move the Character
Card one more time whether it is on a road, forest, mountain, or animal path.
Character Cards cannot occupy the same hexagon.
If one of the Champion Cards is placed on a Capital hexagon that has not been captured, the
Champion Controller of that Champion Card will select one of the four Key Cards that is face
down by the AI Controller. The AI Controller will then pick up the selected Key Card, without
showing it to any of the other players, and begin to set up the puzzle that the Champion
Controllers must complete in order to gain a Key Token. The Key Card will then be discarded
after the puzzle is solved and the Capital will become a captured Capital Hexagon by removing
the Key Token from the Game Board.
When a Character Card is placed on a Base, Outpost, or Capital that has been captured, that
Character’s armor gets repaired, which lets the player move the paperclip on the Champions
Character Card to either ten as a human or fifteen as a kolakt.
AI Controller
Robot Tokens and Policing Robot Tokens can move up to three spaces while traveling on a
road, bridge or plain hexagon. Robot Tokens and Policing Robot Tokens can move up to two
spaces while traveling on a forest, or animal path hexagon. Robot Tokens and Policing Robot
Tokens can move up to one space while traveling on a mountain hexagon. Robot Tokens and
Policing Robot Tokens cannot travel through river and lake hexagons.
Example: If a Robot Token or Policing Robot Token moves one hexagon on a road then one on
a forest, the Robot Token or Policing Robot Token can no longer move this turn due to forest
only allowing two moves. If a Robot Token or Policing Robot Token moves one hexagon space
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on a forest then moves one on a road, the Robot Token or Policing Robot Token can still move
one more hexagon space. If a Robot Token or Policing Robot Token begins on a road and
moves one space on a forest, the AI Controller is allowed to move the Robot Token or Policing
Robot Token one more time whether it is on a road, forest, mountain, or animal path.
The AI Controller will only be able to move the same number of Robot Tokens and Policing
Robot Tokens as there are Character Cards on the Game Board.
Policing Robot Tokens cannot move until they have been attacked by a Champion.
Robot Tokens and Policing Robot Tokens cannot move through Outpost or Base
hexagons. The Robot Tokens and Policing Robot Tokens cannot move through a Capital
hexagon that has been captured. The Robot Tokens and Policing Robot Tokens can move
through a Capital hexagon that has not been captured.
No more than one Robot Token and/or one Policing Robot Token can occupy the same
hexagon.
Attack Phase
When a player wants to attack a target that is their attack range, the player will announce to all
of the players which target is going to be attacked. The player and target that will be in combat
will mutually cause damage to each other which will reduce the defensive power, whether is it
armor for the humans and Kolakt or health for the robots.
Each playable token has a base attack range that will depend on the terrain they attack on.
Champion Controller
The attack ranges for Champion Character Cards are three hexagons while attacking on and/or
through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on
and/or through a forest and mountain hexagon.
When a Champion Character Card takes damage, the player will move the paperclip on the
Champion Character Card the approximate number of decreasing spaces. After the paperclip is
moved to the zero, the next hit that is received will kill the Champion Character Card and the
Champion Character Card will be removed from the Game Board. All the Weapon Skill
Counters and the Weapon Skill Card that the Champion Controller had in his or her possession
will be returned to their prospective piles.
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After defeating a robot, all of the players with Champion Character Cards involved in the attack
will roll a six sided die (d6). The number that is facing up will be multiplied by ten and this
number will be the amount of credits earned by the Champion Character Cards involved in the
attack.
Weapon Skills
Players can only use Weapon Skill Counters if they have Glass Tokens placed on their Weapon
Skill Cards. Weapon Skill Counters can be used at any time during the game.
When using a Weapon Skill Counter, the player can only use the Weapon Skill Counter when
the enemy is located on a hexagon that is exactly the amount of hexagons away that is
referenced on the Weapon Skill Card. The Weapon Skill Cards have three ranges and the
range of each Weapon Skill depends on the terrain the Champion Character Card is located on
and/or attacking through.
The attack ranges while on and/or attacking through a mountain hexagon is one hexagon for
short attacks, two hexagons for medium attacks and hexagons three for long attacks.
The attack ranges while on and/or attacking through a forest hexagon is one hexagon for short
attacks, two hexagons for medium attacks and two hexagons for long attacks.
The attack ranges while on and/or attacking through a plain, road, river, lake, and bridge
hexagon is one hexagon for short attacks, three hexagons for medium attacks and five
hexagons for long attacks.
If the attack will travel through more than one type of terrain, the terrain that the avatar that is
being attacked is on is the terrain range that will be used.
Example: If the attacker is attacking with a long range Weapon Skill Counter and is on a road
hexagon and the avatar being attacked is on a forest hexagon, the avatar being attacked must
be two hexagons away.
After a Weapon Skill Counter has been used, the player must remove one Glass Token from the
Weapon Skill Card.
AI Controller
Robot Tokens have a base attack power of one and a base health defense of ten.
The attack ranges for Robot Tokens are three hexagons while attacking on and/or through a
road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through
a forest and mountain hexagon.
When a Robot Token’s health reaches zero, the Robot Token is removed from the Game Board.
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Policing Robot Tokens have a base attack power equal to the number of Champion Character
Cards on the Game Board plus one and a base health defense of twenty.
The attack ranges for Policing Robot Tokens are three hexagons while attacking on and/or
through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on
and/or through a forest and mountain hexagon.
When a Policing Robot Token’s health reaches zero, the Robot Token is removed from the
Game Board.
End of Turn
This phase completes the player’s turn whether the player is a Champion Controller or the AI
Controller. There can be no more purchasing, attacking, drawing of cards or moving during this
phase. When a player reaches his or her End Turn Phase, the player will announced that his or
her turn is over to everyone playing the game. Players will alternate taking turns in a clockwise
manner. The next player will then begin his or her Upkeep Phase.
General Rules
At any time during a player’s turn they can spend a counter on one of their skills and activate
one of their skills instantly in order to boost their defense when being attacked or boost their
attack power a bit in order to finish off an opponent. This can lead to a war of countering attacks
with defense and vice versus where each opponent can use all their counters in defending
themselves.
Detailed Rules for Specific Pieces
Weapon Skill Cards
For Weapon Skill Cards List, see Appendix A.
Key Cards
Key Cards are used by the AI Controller when a Champion reaches a Capital to get one of the
three keys and when the Champions have reached the center of the board where the AI is
located. The AI Controller will draw four random cards at the beginning of the game: one for
each Capital and one for the center of the board when all the keys have been gathered.
For Key Card List, see Appendix B.
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Key Card Puzzles for Capital Hexagons
The AI Controller must use the numbered Gold Robot Tokens and must use them in ascending
numerical order.
When spawning Robot Token for the Key Card Puzzles for Capital Hexagons, the AI Controller
must place the numbered Silver Tokens in the area around the Capital hexagon that is being
attacked, which is not to exceed two adjacent hexagons from the Capital hexagon. The Silver
Tokens cannot be placed on the Capital Hexagon.
No more than one Robot Token can occupy the same hexagon
For Key Card List, see Appendix B.
Key Card Puzzles for Gate Hexagons
The AI Controller must use the numbered Gold Robot Tokens and must use them in ascending
numerical order.
If the Key Card Puzzle is for the Final Battle in the center of the Game Board, the AI Controller
must place the numbered Silver Tokens in the area around the Gate hexagons, which is not to
exceed two adjacent hexagons from the Gate hexagons. The Silver Tokens can be placed on
the Gate hexagon but cannot be placed on the black hexagons.
No more than one Robot Token can occupy the same hexagon.
For Key Card List, see Appendix B.
.
Mission Cards
Champions draw one Mission Card at the beginning of each turn whenever they exit a Base,
Outpost, or Capital that has been captured.
For Mission Cards List, see Appendix C.
AI Event Cards
The AI Controller can have no more than five cards in his or her possession at a time. The AI
Controller must draw a new AI Event Card during his or her Upkeep Phase. The AI Controller
may use an AI Event Card during his or her Upkeep Phase.
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For AI Event Cards List, see Appendix D.
Flowcharts
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End Game Conditions
There are two specific ways to end the game beyond mutually quitting the game.
 When everyplayer has died, the game ends.
 When the AI player dies, the game ends.
What this means is during the course of the game the players will have mini-fights with the
minions of the AI controller. There will be skill usage for preventing and doing extra damage
beyond the baseline. It’s up to the player how they use the skills they have to stop themselves
from being taken out. But if the player’s defense is bypassed, the player will end up forced to
quit the game because they have ‘died’.
The players travel through the land, defending, earning credits, doing odd jobs and having to
fight the minions of the AI controller. They have to unlock all three keys to have access to the AI
controller’s location. Once they have gotten all three keys, they can fight the AI and just like the
players, if the AI’s defense is bypassed, they end up ‘dying’ and losing the game.
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Rules Questions
Can a single player control more than one Champion?
Yes. The maximum allowed Champions that can be used during the game is
six. However, if one or more players want to control more than one Champion to make the
game different, the players can. As long as no more than six Champions are in play.
Card Appendix
Appendix A - Weapon Skill Cards
Barrage
Assault Rifle (Barrage) Range - Medium
 Concentrated Fire - The Assault Rifle lays down concentrated fire on a single
opponent, dealing eight points of damage.
 Hip fire - The Champion fires their assault rifle from the hip in order to fire first on
an attacking enemy, dealing six points of damage to the target.
Mini-Gun (Barrage) Range - Medium
 Spray and Prey - The Champion swings the Mini-Gun back and forth in a broad
arc, dealing six points of damage to up to three enemies in range.
 Fill ‘Em Full of Lead - The Champion lays down concentrated Mini-Gun fire on a
single target, dealing ten points of damage to it.
Rocket Launcher (Barrage) Range - Long
 Mortar Fire - The Rocket Launcher enters an alternative mortar firing mode,
gaining the ability to shoot over terrain and dealing ten damage to a single target.
 Big Bang - The Rocket Launcher fires a rocket at an enemy, causing an
explosion that hits all enemies within one space of the target, dealing six points
of damage to each of them.
Saber (Barrage) Range - Short
 Slice and Dice - The Saber lashes this way and that, delivering a flurry of blows,
dealing ten points of damage to a single target.
 Riposte - The Champion uses the Saber to knock the target’s weapons aside and
attempts to run them through, dealing six points of damage to the target and
cancelling its combat phase for the turn.
Shotgun (Barrage) Range - Short
 Pump-Action - The Champion advances on enemies, releasing shot after shot,
dealing five points of damage to up to three targets.
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 Point-blank Blast - The Champion takes advantage of the target’s proximity and
fires a point-blank shot into their chest, dealing nine points of damage to a single
target.
Sidearm - Stiletto (Barrage) Range - Short
 Assassinate - The Champion sneaks into the shadows to stab the opponent in
the back, dealing ten points of damage to a single target.
 Throwing Knife - The Champion can throw their Stiletto at their opponents,
dealing five points of damage to a single target, and gaining a boost in range
from short to medium with the Stiletto while using this skill.
Sidearm - Hatchet (Barrage) Range - Short
 Tomahawk - The Champion can throw their hatchet at their opponents, dealing
seven points of damage to a single target, and gaining a boost in range from
short to medium with the hatchet while using this skill.
 Hack and Slash - Swipe with the Tomahawk at an enemy within melee range,
dealing eight points of damage to a single target.
Sidearm - Survival Knife (Barrage) Range - Low
 First Strike - The Champion rushes in and slashes at an opponent with their
Survival Knife, dealing six points of damage. This attack can be used to strike the
opponent first.
 Vicious Stab - The Champion runs the target through with their Survival Knife,
dealing nine points of damage to a single target.
Sidearm - Flamethrower (Barrage) Range - Short
 Burn It All Down - The Flamethrower deals eight damage to a single target.
 Incinerate - The Flamethrower hits a single target and an enemy in a space next
to the target if there is one, dealing eight points of damage to them.
Sidearm - Silenced Revolver(Barrage) Range - Medium
 Stealth Shot - The Champion sneaks into the shadows to hit an enemy with a
silent shot, dealing eight points of damage to a single target.
 Dead-Eye - Taking careful aim, the Champion takes three shots with the
Silenced Revolver to hit multiple enemies, dealing five points of damage to three
targets within range.
Sidearm - Crossbow (Barrage) Range - Medium
 Heart Shot - The Crossbowtakes aim at the heart of a single enemy, dealing ten
points of damage to the target.
 Pin Cushion(s) - The Champion fires the crossbowtwice and doing five damage
a piece each shot, hitting two separate targets during the turn.
Sniper Rifle (Barrage) Range - Long
 Rapid Reload - The Sniper reloads quickly, taking two shots and doing five
damage a piece each shot, hitting one or two targets during the turn.
 Boom, Headshot! - With a steady aim, the Sniper Rifle takes a headshot, dealing
ten points of damage to a single target.
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Diligence
Assault Rifle (Diligence) Range – Medium
 Cover Fire - The Champion lays down a steady stream of cover fire to protect
themselves and their allies, granting a two point armor bonus to all Champions
until the end of the turn.
 “You Wanna Live Forever?!” - The Champion cries out to boost the morale of his
teammates. All Champions get a one point damage bonus to any damaging
attacks until the end of the turn.
Mini-Gun (Diligence) Range – Medium
 Wall of Bullets – The Mini-Gun lays down a constant stream of defensive fire that
gives the player a five-point armor boost.
 Last Stand - The Champion clings to life, granting the Champion a ten point
armor boost until the end of the turn.
Rocket Launcher (Diligence) Range – Long
 EMP Blast – The Rocket Launcher releases an EMP Rocket that detonates and
stuns any robotic enemy within a one-space radius around the target.
o Special Action: Champion Controller places a gold token on the silver
token that is being stunned. The silver token with the gold token on it
cannot move or attack during this turn and the next turn. After the two
turns are over, remove the gold token.
 Barricade - The Champion sets up a barricade just big enough for them to take
cover behind, granting the Champion a five point armor boost until the end of the
turn.
Saber (Diligence) Range – Short
 Parry – The Saber knocks any short-range attack aside and pushes the enemy
back a space, granting the Champion a five-point boost in armor until the end of
the turn.
 Cut the Red Wire - The Champion uses the Saber to cut a primary circuit on an
enemy Robot, stunning it.
Shotgun (Diligence) Range – Short
 Mule Kick – The Champion takes a quick shot at a single opponent with the
shotgun, aiming for a weak spot and effectively stunning them for a turn.
 Take Cover - The Champion rushes to cover, granting the Champion a five point
armor boost until the end of the turn.
Sidearm – Crossbow (Diligence) Range – Medium
 Arrow to the Knee – The Champion launches an arrow right into the opponents
weak spot, effectively stunning it for a turn.
 “On My Mark…”- The Champion marks a target for their allies, granting all ally
Champions a one point damage bonus to all attacks until the end of the turn.
Sidearm – Flamethrower (Diligence) Range – Short
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 Smokescreen – The Flamethrower lets out a smokescreen instead of flames,
cancelling the combat phase of up to three enemies in range until the end of the
turn.
 Wreathed In Flame - The Champion uses the Flamethrower to set fire to ground
around them, granting the Champion a five point armor bonus until the end of the
turn.
Sidearm – Hatchet (Diligence) Range – Short
 Tuck and Roll - The Champion tucks the Hatchet under them and rolls out of the
way, avoiding all gunfire until the end of the turn.
 Adrenaline Rush - The Champion enters a heightened state of awareness as
adrenaline rages through their body, granting the Champion a five point damage
bonus to all attacks until the end of the turn.
Sidearm – Silenced Revolver (Diligence) Range – Medium
 Camouflage – The Champion sneaks into the shadows, blending into the
environment and avoiding all damage for one turn.
 Pistol Whip - The Champion sneaks up on an enemy and pistol whips it with the
Silenced Revolver, stunning it.
Sidearm – Stiletto (Diligence) Range – Short
 Dodge – The Champion uses their agility with the light Stiletto to dodge all
incoming attacks until the end of the turn.
 Smoke Bomb - The Champion throws a smoke bomb to the ground beneath
them, cancelling the combat phase of all enemies within one space of the
Champion.
Sidearm – Survival Knife (Diligence) Range – Low
 Disable the Hand – The champion quickly hurls their Survival Knife into the hand
of an opponent, disarming them and preventing their combat phase for one turn.
 “Stand Your Ground!” - The Champion cries out to their allies, granting all
Champions a three point armor bonus until the end of the turn.
Sniper Rifle (Diligence) Range – Long
 Disabling Shot – The Sniper takes a steady aim at a weak point on a single
enemy, before taking the shot and stunning the target for a turn.
o Special Action: Champion Controller places a gold token on the silver
token that is being stunned. The silver token with the gold token on it
cannot move or attack during this turn and the next turn. After the two
turns are over, remove the gold token.
 Rifle Butt - The Champion bashes the target with the butt of their rifle, Cancelling
the target’s combat phase and knocking them back a space.
Appendix B - Key Cards
 Short Range Only
o A player must use a short range attack to destroy the robots. Any type of attack
can be used to decrease the robot health, but only a short range attack can
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DividebyZero GDD for Impending Delusion
destroy the robot. If a robot gets destroyed without using a short range attack, a
new robot will spawn in its place. The amount of robots initially spawned is equal
to the number of Champion Character Cards on the Game Board.
 Skill Kills Only
o A player must use a Weapon Skill Counter to destroy the robots. Any type of
attack can be used to decrease the robot health, but only a Weapon Skill Counter
can destroy the robot. If a robot gets destroyed without using a Weapon Skill
Counter, a new robot will spawn in its place. The amount of robots initially
spawned is equal to the number of Champion Character Cards on the Game
Board.
 Long Range Kills Only
o A player must use a long range attack to destroy the robots. Any type of attack
can be used to decrease the robot health, but only a long range attack can
destroy the robot. If a robot gets destroyed without using a long range attack, a
new robot will spawn in its place. The amount of robots initially spawned is equal
to the number of Champion Character Cards on the Game Board.
 Safe Cracker #1
o The player or players must kill the robots in a sequential order. If a robot is killed
out of order, the robot’s health will be fully revived.
o The sequential orders and number of robots initially spawned are based on the
number of champions and they are as follows:
 1: 2, 1
 2: 2, 1, 3
 3: 4, 2, 3, 1
 4: 3, 4, 1, 2, 5
 5: 1, 5, 2, 6, 4, 3
 6: 5, 3, 7, 4, 2, 1, 6
 Safe Cracker #2
o The player or players must kill the robots in a sequential order. If a robot is killed
out of order, the robot’s health will be fully revived.
o The sequential orders and number of robots initially spawned are based on the
number of champions and they are as follows:
 1: 1, 2
 2: 2, 3, 1
 3: 3, 4, 2, 1
 4: 2, 5, 3, 4, 1
 5: 1, 2, 3, 4, 5, 6
 6: 6, 4, 7, 2, 3, 5, 1
 Safe Cracker #3
o The player or players must kill the robots in a sequential order. If a robot is killed
out of order, the robot’s health will be fully revived.
o The sequential orders and number of robots initially spawned are based on the
number of champions and they are as follows:
 1: 1, 2
 2: 3, 2, 1
 3: 1, 4, 3, 2
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 4: 2, 5, 1, 3, 4
 5: 1, 5, 4, 3, 6, 2
 6: 6, 4, 2, 7, 5, 1, 3
 Safe Cracker #4
o The player or players must kill the robots in a sequential order. If a robot is killed
out of order, the robot’s health will be fully revived.
o The sequential orders and number of robots initially spawned are based on the
number of champions and they are as follows:
 1: 2, 1
 2: 2, 1, 3
 3: 3, 4, 1, 2
 4: 2, 4, 5, 1, 3
 5: 6, 1, 2, 3, 5, 4
 6: 5, 7, 1, 2, 4, 3, 6
 Safe Cracker #5
o The player or players must kill the robots in a sequential order. If a robot is killed
out of order, the robot’s health will be fully revived.
o The sequential orders and number of robots initially spawned are based on the
number of champions and they are as follows:
 1: 2, 1
 2: 3, 1, 2
 3: 2, 1, 4, 3
 4: 1, 5, 3, 2, 4
 5: 6, 1, 5, 2, 4, 3
 6: 4, 2, 5, 1, 7, 6, 3
 Totally Rad Waves
o After the champions destroy all of the robots, spawn another set of robots. The
amount of robots initially spawned is equal to the number of champions. The
amount of waves is equal to the number of Champion Character Cards on the
Game Board.
 No Long Range Deaths
o If a player uses a long range weapon to destroy a robot, a new robot will spawn
in its place. The amount of robots initially spawned is equal to the number of
Champion Character Cards on the Game Board.
 No MediumRange Deaths
o If a player uses a medium range weapon to destroy a robot, a new robot will
spawn in its place. The amount of robots initially spawned is equal to the number
of Champion Character Cards on the Game Board.
 No Short Range Deaths
o If a player uses a short range weapon to destroy a robot, a new robot will spawn
in its place. The amount of robots initially spawned is equal to the number of
Champion Character Cards on the Game Board.
 No Skills
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o If a player uses a skill during an attack, when a robot gets destroyed, a new robot
will spawn in its place. The amount of robots initially spawned is equal to the
number of Champion Character Cards on the Game Board.
 Sometimes They Come Back
o After a robot is destroyed, a new robot will spawn in its place. The number of
robots initially spawned is equal to the number of champions plus one. The
number of respawns is equal to the number of Champion Character Cards on the
Game Board.
Appendix C - Mission Cards
Defending your position (Eight Cards)
 Group
o Your mission is to defend your current location from a robot army. The number
of robots is equal to the number of champions that are in the area. The area is
two adjacent hexagons around the Champion that drew this card.
 Reward: Champions involved in attack gain a skill counter of their choice.
Boring guard duty (Seven Cards)
 Individual
o You have been given a mission to guard the Council as they meet at the Capitol.
 Reward: Gain x credits where x = 3d6 roll. The total of the three dice is
then multiplied by ten. Example: If the player rolls a four, a three, and a
five, the total of the three is twelve. The player will then multiply twelve by
ten giving the player one hundred and twenty credits that were earned.
Scout the Road Ahead (Four Cards)
 Individual
o You are sent to scout ahead.
o The AI Controller rolls 1d6. If the AI Controller rolls an odd number, the AI
Controller draws an Event Card.
 Reward: The player gets an extra movement phase.
Landslide (Two Cards)
 Individual
o While traveling, you come across a dangerous mound of rubble on the path.
 Reward: Skip the movement phase of card holder’s next turn.
Animal Encounter (Three Cards)
 Individual
o While looking around, you see an animal that is about to attack the group. You
decide to attack it before anyone get hurt.
 Reward: Roll 1d6. If player rolls an even number, player gains one skill
counter of his or her choice.
Theft (Three Cards)
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 Individual
o While sleeping, someone comes to your camp and steals from you.
o AI Controller takes one skill token from you.
 Reward: Card holder loses one Weapon Skill Counter. The AI Controller
chooses which Weapon Skill Counter that is lost.
This is the Start of a Beautiful Friendship (Three Cards)
 Individual
o You see that one of your allies is feeling depressed, as a way to make him or her
feel better, you give him or her a gift.
o You must give one skill token to an ally of his or her choosing.
 Reward: Player gives up a Weapon Skill Counter that an ally can place on
any skill of their choosing.
Appendix D - Event Cards
I Want MOAR (Four Cards)
 The AI created more robots to send out into the world.
o Reward: Place the number of Robot Tokens equal to the number of Champion
Character Cards on the Game Board anywhere on the map of the AI Controller’s
choosing.
Policing Guide (Two Cards)
 People from Guide are trying to revolt; the AI sends robots to stop them.
o Reward: The AI Controller places a Policing Robot Token on every Outpost in
Guide. The Policing Robot Token cannot be moved until it has been attacked.
 Restrictions: The AI Controller can only use this card when at least one of the Champion
Character Cards is located on a hexagon in Guide. The AI Controller can only use this
card when there are no Policing Robot Tokens in Guide.
Policing Aegis (Two Cards)
 People from Aegis are trying to revolt, the AI sends robots to stop them.
o Reward: The AI Controller places a Policing Robot Token on every Outpost in
Aegis. The Policing Robot Token cannot be moved until it has been attacked.
 Restrictions: The AI Controller can only use this card when at least one of the Champion
Character Cards is located on a hexagon in Aegis. The AI Controller can only use this
card when there are no Policing Robot Tokens in Aegis.
Policing Span (Two Cards)
 People from Span are trying to revolt, the AI sends robots to stop them.
o Reward: The AI Controller places a Policing Robot Token on every Outpost in
Span. The Policing Robot Token cannot be moved until it has been attacked.
 Restrictions: The AI Controller can only use this card when at least one of the Champion
Character Cards is located on a hexagon in Span. The AI Controller can only use this
card when there are no Policing Robot Tokens in Span.
Guarding the Center (One Card)
 The AI feels threatened by the world and wants to protect the mainframe with extra
robots.
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DividebyZero GDD for Impending Delusion
o Reward: The AI Controller places one Policing Robot Tokens on each of the
three gates to the Mainframe in the center of the board.
Rumble (Three Cards)
 The AI creates a rift in the tectonic plates that causes an earthquake.
o Reward: AI Controller chooses one hexagon to destroy. The AI Controller can
then choose if he or she wants to continue trying to destroy hexagons. If the AI
Controller chooses to continue destroying hexagons, the AI Controller will roll
1d6. If the 1d6 lands on an even number, the AI Controller can then choose an
adjacent hexagon to destroy. The AI Controller can continue this action until the
1d6 lands on an odd number. If the 1d6 lands on an odd number, all of the
destroyed hexagons this turn will be returned to normal.(makes no sense
to have this card)
 When a hexagon gets destroyed, the AI Controller will put a Rumble Token on the
destroyed hexagon.
o The Game Board can have no more than ten destroyed hexagons at a time.
 Special Action: A Champion Card must be placed on a hexagon adjacent to the
destroyed hexagon for two turns in order remove the Rumble Token.
I Have a Feeling we’re Not in Kansas Anymore (Three Cards)
 The AI creates a tornado that whirls through the sectors.
o Reward: The AI Controller rolls 1d20, and then every champion player rolls
1d20. If the AI Controller’s number is higher than the Champion’s number, the AI
Controller can move the lower Champion’s avatar anywhere on the map.
Fire, Fire, Fire (One Card)
 The AI creates a fire that will continue to spread if it is not dealt with.
o Reward: The AI controller chooses one hexagon on the map to be on fire. Every
turn, the AI Controller can choose to roll 1d6 to spread the fire to a touching
hexagon. If the 1d6 lands on an even number, the fire will spread. If the 1d6
lands on an odd number other than one, the fire will not spread this turn. If the
roll lands on one, half of the hexagon fires, rounded up if needed, will be put out
and the AI Controller loses the ability to spread fire.
 When a hexagon gets on fire, the AI Controller will place a Fire Token on the hexagon
that is on fire.
o The Game Board can have no more than ten hexagons on fire at a time.
 Special Actions: To put out the fire, the Champions must carry water from a river or lake
and stand on the hexagon that is on fire. The Champions must refill the water after
putting out removing three Fire Tokens.
System Reboot (Two Cards)
 The AI system automatically upgrades.
o Reward: All cards the AI Controller is holding on to must be discarded and
cannot be used for the rest of the game.
 Restrictions: This card must be used when it is dealt.
32 | P a g e
DividebyZero GDD for Impending Delusion
Appendix E – Identifying Card Information
33 | P a g e
DividebyZero GDD for Impending Delusion

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DivideByZero Design Project

  • 1. 1 | P a g e DividebyZero GDD for Impending Delusion Impending Delusion Design Document Design Team Daniel Blakeney, James Browder, Chrissy Stancil & Mason Whitley Revision Date: March 22, 2015
  • 2. 2 | P a g e DividebyZero GDD for Impending Delusion Table of Contents Design History ............................................................................................................................ 4 Version 1.10 ................................................................................................................................4 Version 1.20 ................................................................................................................................4 Game Overview........................................................................................................................... 5 Where does the game take place?...........................................................................................5 What is the story? ......................................................................................................................5 What is the main focus?............................................................................................................5 How many characters/units/pieces does the player control?..............................................5 Game Theory..............................................................................................................................6 Feature Set................................................................................................................................... 6 General Features........................................................................................................................6 Game Components....................................................................................................................6 Rules & Mechanics .................................................................................................................... 7 Game Setup................................................................................................................................7 Setting Up the Board and Cards ....................................................................................................................................7 Champion Selection ...........................................................................................................................................................7 Champion Characteristics ........................................................................................................7 Human.....................................................................................................................................................................................8 Kalokt.......................................................................................................................................................................................8 AI Controller ..........................................................................................................................................................................8 AI Controller Setup....................................................................................................................9 Champion Controller Setup....................................................................................................10 Turn Sequence .........................................................................................................................11 Upkeep Phase...........................................................................................................................11 Champion Controller ........................................................................................................................................................11 AI Controller ........................................................................................................................................................................12 Movement Phase......................................................................................................................13 Champion Controller ........................................................................................................................................................13 AI Controller ........................................................................................................................................................................14
  • 3. 3 | P a g e DividebyZero GDD for Impending Delusion Attack Phase.............................................................................................................................15 Champion Controller ........................................................................................................................................................15 Weapon Skills.....................................................................................................................................................................16 AI Controller ........................................................................................................................................................................16 End of Turn...............................................................................................................................17 General Rules...........................................................................................................................17 Detailed Rules for Specific Pieces.........................................................................................17 Weapon Skill Cards ..........................................................................................................................................................17 Key Cards ............................................................................................................................................................................17 Key Card Puzzles for Capital Hexagons ...................................................................................................................18 Key Card Puzzles for Gate Hexagons .......................................................................................................................18 Mission Cards.....................................................................................................................................................................18 AI Event Cards ...................................................................................................................................................................18 End Game Conditions..............................................................................................................22 Rules Questions.......................................................................................................................23 Card Appendix .......................................................................................................................... 23 Appendix A - Weapon Skill Cards..........................................................................................23 Appendix B - Key Cards..........................................................................................................26 Appendix C - Mission Cards...................................................................................................29 Appendix D - Event Cards.......................................................................................................30 Appendix E – Identifying Card Information...........................................................................32
  • 4. 4 | P a g e DividebyZero GDD for Impending Delusion Design History The Design History shows the readers all of the changes that were made in our game throughout the creation process. If the changes were minor, this is represented by changing the number after the decimal and if there are major changes, the number before the decimal will be changed. This will let the reader know how many major and minor changes were made and when. Version 1.10 1. Combat calculations were changed to add in a modifier that is dictated by the space that the player is currently on. This was done to add strategy by making some parts of the board more desirable than others. 2. Playable races were paired down from 3 races to 2 races. This created an exact player amount of up to 6 plus the AI controller. 3. Tweaked the battle system to not rely on calculations for damage and hp, converted it to a straight out base x/y where x = total attack done and y = total defense (example: 10/7) 4. Included a jpg of the game board area w/legend 5. Included flow updated flowcharts of the turn sequence Version 1.20 1. Added a new type of robot for the players to encounter. 2. Added movement through water for some characters. 3. Refined rules for robots in Key Card Missions.
  • 5. 5 | P a g e DividebyZero GDD for Impending Delusion Game Overview Where does the game take place? The game takes place on a planet that has only one livable landmass on it. The landmass is divided into three sectors, each with a different terrain setup. The home base for the enemy resides in the center of the landmass. What is the story? In the height of the Second Cold War, a new Space Race was initiated with the intent of being the first to step foot on a new habitable planet. With the invention of a hyper drive, the United States was able to inspect several planets on a single trip. After many years of searching, the United States went to Gliese 581 d, which is over twenty light years away from Earth. When they arrived at Gliese 581 d, the explorers found that the planet was already inhabited by indigenous lifeforms, which call the planet Kalokt, pronounced Ka-lock-t. The humans could only live on one landmass due to the others being too uninhabitable as a result of the weather being too harsh. Some lands were far below sea level, which were constantly being flooded, others were stricken with extreme heat and extreme cold and couldn’t sustain plant or human life. The indigenous creatures were friendly and after many months of cohabitation, the humans were able to learn how to communicate with them, calling themselves the Kalokta, pronounced as Ka-lock-ta. The Kalokta, as the humans spell it, are humanoid creatures that have a thick, rough hide that protects them from the freezing and scorching temperatures. They are an intelligent race that learns as fast as humans do, so they were able to learn our languages in the same time that we learned theirs. After many years, the planet’s weather began to change due to the human’s influence on it. The humans developed a machine that could control the environment and keep the planet’s atmosphere in a livable state for all the planet’s creatures. After the program was turned on, it became self-aware and believed that the life-forms were the reason for the planet becoming unstable. The program disabled all communications and created machines that were sent to govern the populous before any life-forms could react to what was happening. The land was split into three sections: Aegis, Guide, and Span, to make the humans and Kalokt more easily controlled. The humans and Kalokt must work together to turn off the program before the program destroys the planet. What is the main focus? The players will start out in a Capital of their choosing in one of the three sectors with a mission to gain the key in that sector. As the player moves through the sector, they gain additional missions, credits, and skills by drawing cards for missions and using credits to buy skills. The objective is to unlock the door in each sector so that the player can confront the A.I. controller. How many characters/units/pieces does the player control?
  • 6. 6 | P a g e DividebyZero GDD for Impending Delusion The player will control their own Champion on the board. Also the player will be using dice to keep track of the credits they earn and use counters to keep track of the skills they’ve bought. Like the player, whoever controls the A.I. will be keeping track of their power through dice, their expendable troops and events through Event Cards and tokens. Game Theory Symmetry – Impending Delusion is an asymmetric game. Every player will have different skill cards, credits, and tokens that they will be using throughout the game. Playing Style – Impending Delusion has a cooperative and a competitive aspect to it. Up to six players can cooperate and compete against the enemy AI player. Summation – Impending Delusion is a non-zero-sum game. The player has the chance to earn and spend credits on various skills to help them when in the mini-battles. Skills are based off the weapons the player chooses to use on the board. Not every player will have the same skills to purchase which means that they will have different resources to pull from. Perfect/Imperfect Information – The players in Impending Delusion will be able to see each character on the board and they have the option to look at each player’s skills. However, each players information is imperfect because their opponent (the AI) will be holding Event cards that affect the way the players move on the board and even if the players continue to play or ‘die’ due to failure to defend themselves properly. There are also puzzles that the players have to solve that only the AI player knows the solution to. Feature Set General Features  Multiplayer - The game must be played by at least two players and can have up to seven players playing it at a time. At least one player will control the AI.  Collecting - The players will be collecting keys from around the map. They will also collect rewards in the form of Credits and skill counters.  Puzzle-solving - There are situations where the players must try to figure out how to defeat an enemy. The solution of the puzzles will be depicted on the Event cards the AI player holds.  Strategy - The player will have to think of the best way to survive long enough to meet the AI. This means gathering credits to buy skills, and what skills they will favor and use to get through the world.  Buying from the Market - This is where you define your character. A player will buy their skills and those skills dictate what weapon they are using.  Capturing capitals – This is the action of the players solving the puzzles given by the key cards when the first player arrives in a capital. Game Components
  • 7. 7 | P a g e DividebyZero GDD for Impending Delusion  1 Hexagonal Game Board  3 Gold Tokens for Key Pieces  Cards  12 Instant Weapon/Skill Cards  14 Key Cards  30 Mission Cards  20 Event Cards  6 Character Cards  1 AI Character Card  27 numbered Robot Health Cards  18 numbered Policing Robot Health Cards  7 pairs of percentile dice(various colors)  7 Stands for Character Cards  20 Silver Tokens numbered 1 through 20  18 Gold Tokens with the letter “P” on them numbered 1 through 18  40 Various glass counters for skills  1 20 sided die  7 Gold Tokens numbered 1 through 7  10 Fire Tokens  10 Rumble Tokens Rules & Mechanics Game Setup Setting Up the Board and Cards Place the game board on a flat surface where there is enough room to for each player to keep his or her cards and tokens from being mixed in with the other players’ items or the items that are not being utilized at the time. Place all Mission Cards, Weapon Skills Cards, Key Cards, and AI Event Cards in their own perspective stacks next to the game board. All of the dice should be placed to the side to be used for later and all of the tokens need to be separated by color and put in piles next to the game board. Champion Selection Players will roll a six-sided die to pick their characters. The player with the highest roll gets to pick first, the second highest roll picks second, and this continues in descending numerical order until all of the players have picked an avatar. If two players roll the same number, they will re roll to see who gets to pick first between themselves. The choice of who is the AI Controller is an option that can be rolled for or decided on. Champion Characteristics
  • 8. 8 | P a g e DividebyZero GDD for Impending Delusion Human Movement Humans can move up to three spaces while traveling on a road, bridge or plain hexagon. Humans can move up to two spaces while traveling on a forest or animal path hexagon. Humans can travel up to one space while traveling on a mountain hexagon. Humans are allowed to pass through river and lake hexagons but cannot end their movement phase on a river or lake hexagon. Humans can move up to three spaces while traveling on a river or lake hexagon. Combat Humans will start with a base attack power of five and a base armor power of ten. After the armor power has been set to zero, the next hit, no matter the attack damage dealt to the human, the human that has been attacked will die. Weapon Skill Counters Humans can have up to four Weapon Skill Counters at a time. Kalokt Movement Kalokt can move up to three spaces while traveling on a road, bridge or plain hexagon. Kalokt can move up to two spaces while traveling on a forest, animal path or mountain hexagon. Kalokt cannot travel through river and lake hexagons. Combat Kalokt will start with a base attack power of five and a base armor power of fifteen. After the armor power has been set to zero, the next hit, no matter the attack damage dealt to the Kalokt, the Kalokt that has been attacked will die. Weapon Skill Counters Kalokt can have up to three Weapon Skill Counters at a time. AI Controller Movement Robots can move up to three spaces while traveling on a road, bridge or plain hexagon. Robots can move up to two spaces while traveling on a forest, or animal path hexagon. Robots can move up to one space while traveling on a mountain hexagon. Robots cannot travel through river and lake hexagons.
  • 9. 9 | P a g e DividebyZero GDD for Impending Delusion The AI Controller will only be able to move the same number of Robots as there are Champion Cards on the Game Board. Policing Robots cannot move until they have been attacked by a Champion. Combat Robots will start with a base attack power of one and a base armor power of ten. When the armor power reaches zero, the Robot will die. Policing Robots will start a base attack power of the number of Champion Cards plus one and a base armor power of twenty. When the armor power reaches zero, the Policing Robot will die. AI Controller Setup The player that chooses to be the AI Controller (AI Controller) will shuffle the Key Cards and the AI Event Cards. The AI Controller will then draw the top four Key Cards and place them in front of him or her (not on the game board) face down. No player is allowed the see the Key Cards at this point, including the AI Controller. All the other Key Cards will be put to the side and will not be used for the remainder of the game. The AI Controller starts out with Armor equal to the number of Champions playing times ten. They will use a pair of percentile dice to denote the amount of Armor the AI has. The AI Controller will place one gold Key Token on each of the three Capital hexagons. The AI Controller will place all of the numbered Silver Tokens, numbered Gold Tokens, and numbered “P” Gold Tokens in front of him or her in separate piles. The AI Controller will place the Robot Health Cards in a stack next to the numbered Robot Tokens. The AI Controller will place the Policing Robot Health Cards in a stack next to the numbered Policing Robot Tokens. The AI Controller will place all Fire Tokens in a pile in front of him or her. The AI Controller will place all Rumble Tokens in a pile in front of him or her. The AI Controller will stack the AI Event Cards then draw five AI Event Cards from the top of the deck and keep them in his or her hand without showing them to the other players, if there are any special instructions on the cards, the AI Controller will follow the instructions during the AI Controller setup.
  • 10. 10 | P a g e DividebyZero GDD for Impending Delusion Champion Controller Setup The Champion Controllers will clip a paperclip on the section marked “10” on their Character Card. The Champion Controllers will place their Character Cards in the area around the Base hexagon in the starting sector (see figure 1), which is not to exceed two adjacent hexagons from the Base hexagon in the starting sector. The person that picked last in the Character Card selection, excluding the AI Controller, will be the first to pick his or her starting hexagon location. This process continues in ascending numerical order until all of the players have picked their starting location around the first player’s location. The AI Controller has the option of starting their troops anywhere on the game board they desire. Each Champion Controller will place his or her percentage die on fifty facing up in front of him or her. This shows that each Champion Controller is starting the game with fifty credits that they can spend.
  • 11. 11 | P a g e DividebyZero GDD for Impending Delusion Figure 1 Turn Sequence There are three phases when playing. The Upkeep phase, the Movement phase, and the Attack phase. After that the turn ends and the next player starts their turn. If at any time a player loses a battle, they will have to wait till the game ends to play again. There are no respawns in the game. Upkeep Phase Champion Controller If the Champion Card is located at an Outpost, Base, or Capital that has been captured, the Champion Controller can choose to purchase a Weapon Skills Card Counters for the Weapon
  • 12. 12 | P a g e DividebyZero GDD for Impending Delusion Skills Card that he or she chose. If the Champion Controller chooses to purchase Weapon Skills Card Counters, the Champion Controller will spend the credits that he or she has earned, including the original fifty credits that are given to each Champion Controller at the beginning of the game. If a purchase is made, the Champion Controller will rotate his or her percentage die and/or four sided die to the new amount of credits that he or she has left after the purchase. If the Champion Controller chooses to switch Weapon Skill Cards, the Champion Controller can sell the Weapon Skill Card back for half of the credits the Weapon Skill Card originally cost. The Weapon Skill Card Counters that were on the Weapon Skill Card can be sold back for all of the credits the Weapon Skill Card Counter originally cost. If a new Weapon Skills Card is purchased, the Champion Controller will take the Weapon Skills Card out of the Weapon Skills Card Deck and place it in front of him or her. For every counter that is purchased, the Champion Controller will place a Glass Counter on the Weapon Skills Card. If a Champion needs to repair armor it is during this phase that they can pay 10 credits per Armor Point to repair their armor. If playing as a Human, the Champion Controller can have no more than four Glass Counters on his or her Weapon Skills Card. If playing as a Kalokt, the Champion Controller can have no more than three Glass Counters on his or her Weapon Skills Card. If one of the Champion Cards lands on a Base or Outpost, the Champion Controller of that Champion Card will draw the top card of the Mission Card Stack and will read it aloud to the other players. The players will then follow the instructions on the Mission Card. The Mission Card will be placed in a separate Mission Card Discard Pile after it has been read and the instructions have been followed. When all of the Mission Cards have been discarded, the Mission Card Discard Pile will be reshuffled and reused in a new Mission Card Deck. During each Upkeep Phase, the Champion Character Cards will gain 10 credits. AI Controller The AI Controller must draw a new AI Event Card during every turn of the AI Controller. The AI Controller can have no more than five AI Event Cards in his or her hand at a given time so if the AI Controller has five cards and then draws another, the AI Controller must place one of the AI Event Cards into the AI Event Card Discard Pile. If the AI Controller chooses to use an AI Event Card, the AI Controller reads the AI Event Card aloud to all players and follows the instructions on the AI Event Card. After the AI Event Card
  • 13. 13 | P a g e DividebyZero GDD for Impending Delusion has been used, the AI Controller must place the AI Event Card into the AI Event Card Discard Pile. When all of the AI Event Cards have been discarded, the AI Event Card Discard Pile will be reshuffled and reused in a new AI Event Card Deck. When the AI Controller decides to use an AI Event Card, the AI Controller must use the Robot Tokens and Policing Robot Tokens that are specifically designed for them. The AI Controller must announce to the players which card he or she will be using and follow the instructions on the card. After the AI Event Card has been used, the AI Controller must place that card in the AI Event Card Discard Pile. When there are no more AI Event Cards in the AI Event Pile, the AI Controller will reshuffle the AI Event Cards in the AI Event Card Discard Pile and place them in the AI Event Card Pile to be reused. When using an AI Event Card that requires the AI Controller to place Robot Tokens onto the Game Board, the AI Controller will use one of the numbered Silver Robot Tokens. The AI Controller must match the number on the numbered Silver Robot Token to the number on the numbered Robot Health Card. The AI Controller will place a glass token on the number “10” square of the Robot Health Card. When using an AI Event Card that requires the AI Controller to place Policing Robot Tokens onto the Game Board, the AI Controller will use one of the numbered Policing Robot Tokens. The AI Controller must match the number on the numbered Policing Robot Tokens to the number on the numbered Policing Robot Health Card. The AI Controller will place a glass token on the number “20” square of the Policing Robot Health Card. When Mission Cards require the AI Controller to place Robot Tokens onto the Game Board, AI Controller will use one of the numbered Silver Robot Tokens. The AI Controller must match the number on the numbered Silver Robot Token to the number on the numbered Robot Health Card. The AI Controller will place a glass token on the number “10” square of the Robot Health Card. Movement Phase Champion Controller Human Character Cards can move up to three spaces while traveling on a road, bridge or plain hexagon. Human Character Cards can move up to two spaces while traveling on a forest or animal path hexagon. Human Character Cards can travel up to one space while traveling on a mountain hexagon.
  • 14. 14 | P a g e DividebyZero GDD for Impending Delusion Human Character Cards are allowed to pass through river and lake hexagons but cannot end their movement phase on a river or lake hexagon. Human Character Cards can move up to three spaces while traveling on a river or lake hexagon. Kalokta Character Cards can move up to three spaces while traveling on a road, bridge or plain hexagon. Kalokta Character Cards can move up to two spaces while traveling on a forest, animal path or mountain hexagon. Kalokta Character Cards cannot travel through river and lake hexagons. If a Champion Controller chooses to move their Character Card through more than one type of terrain, the number of spaces that can be moved is based on the terrain the Character Card is currently on while moving. Example: If a Character Card moves one hexagon on a road then one on a forest, the Character Card can no longer move this turn due to forest only allowing two moves. If a Character Card moves one hexagon space on a forest then moves one on a road, the Character Card can still move one more hexagon space. If a Character Card begins on a road and moves one space on a forest, the Champion Controller is allowed to move the Character Card one more time whether it is on a road, forest, mountain, or animal path. Character Cards cannot occupy the same hexagon. If one of the Champion Cards is placed on a Capital hexagon that has not been captured, the Champion Controller of that Champion Card will select one of the four Key Cards that is face down by the AI Controller. The AI Controller will then pick up the selected Key Card, without showing it to any of the other players, and begin to set up the puzzle that the Champion Controllers must complete in order to gain a Key Token. The Key Card will then be discarded after the puzzle is solved and the Capital will become a captured Capital Hexagon by removing the Key Token from the Game Board. When a Character Card is placed on a Base, Outpost, or Capital that has been captured, that Character’s armor gets repaired, which lets the player move the paperclip on the Champions Character Card to either ten as a human or fifteen as a kolakt. AI Controller Robot Tokens and Policing Robot Tokens can move up to three spaces while traveling on a road, bridge or plain hexagon. Robot Tokens and Policing Robot Tokens can move up to two spaces while traveling on a forest, or animal path hexagon. Robot Tokens and Policing Robot Tokens can move up to one space while traveling on a mountain hexagon. Robot Tokens and Policing Robot Tokens cannot travel through river and lake hexagons. Example: If a Robot Token or Policing Robot Token moves one hexagon on a road then one on a forest, the Robot Token or Policing Robot Token can no longer move this turn due to forest only allowing two moves. If a Robot Token or Policing Robot Token moves one hexagon space
  • 15. 15 | P a g e DividebyZero GDD for Impending Delusion on a forest then moves one on a road, the Robot Token or Policing Robot Token can still move one more hexagon space. If a Robot Token or Policing Robot Token begins on a road and moves one space on a forest, the AI Controller is allowed to move the Robot Token or Policing Robot Token one more time whether it is on a road, forest, mountain, or animal path. The AI Controller will only be able to move the same number of Robot Tokens and Policing Robot Tokens as there are Character Cards on the Game Board. Policing Robot Tokens cannot move until they have been attacked by a Champion. Robot Tokens and Policing Robot Tokens cannot move through Outpost or Base hexagons. The Robot Tokens and Policing Robot Tokens cannot move through a Capital hexagon that has been captured. The Robot Tokens and Policing Robot Tokens can move through a Capital hexagon that has not been captured. No more than one Robot Token and/or one Policing Robot Token can occupy the same hexagon. Attack Phase When a player wants to attack a target that is their attack range, the player will announce to all of the players which target is going to be attacked. The player and target that will be in combat will mutually cause damage to each other which will reduce the defensive power, whether is it armor for the humans and Kolakt or health for the robots. Each playable token has a base attack range that will depend on the terrain they attack on. Champion Controller The attack ranges for Champion Character Cards are three hexagons while attacking on and/or through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through a forest and mountain hexagon. When a Champion Character Card takes damage, the player will move the paperclip on the Champion Character Card the approximate number of decreasing spaces. After the paperclip is moved to the zero, the next hit that is received will kill the Champion Character Card and the Champion Character Card will be removed from the Game Board. All the Weapon Skill Counters and the Weapon Skill Card that the Champion Controller had in his or her possession will be returned to their prospective piles.
  • 16. 16 | P a g e DividebyZero GDD for Impending Delusion After defeating a robot, all of the players with Champion Character Cards involved in the attack will roll a six sided die (d6). The number that is facing up will be multiplied by ten and this number will be the amount of credits earned by the Champion Character Cards involved in the attack. Weapon Skills Players can only use Weapon Skill Counters if they have Glass Tokens placed on their Weapon Skill Cards. Weapon Skill Counters can be used at any time during the game. When using a Weapon Skill Counter, the player can only use the Weapon Skill Counter when the enemy is located on a hexagon that is exactly the amount of hexagons away that is referenced on the Weapon Skill Card. The Weapon Skill Cards have three ranges and the range of each Weapon Skill depends on the terrain the Champion Character Card is located on and/or attacking through. The attack ranges while on and/or attacking through a mountain hexagon is one hexagon for short attacks, two hexagons for medium attacks and hexagons three for long attacks. The attack ranges while on and/or attacking through a forest hexagon is one hexagon for short attacks, two hexagons for medium attacks and two hexagons for long attacks. The attack ranges while on and/or attacking through a plain, road, river, lake, and bridge hexagon is one hexagon for short attacks, three hexagons for medium attacks and five hexagons for long attacks. If the attack will travel through more than one type of terrain, the terrain that the avatar that is being attacked is on is the terrain range that will be used. Example: If the attacker is attacking with a long range Weapon Skill Counter and is on a road hexagon and the avatar being attacked is on a forest hexagon, the avatar being attacked must be two hexagons away. After a Weapon Skill Counter has been used, the player must remove one Glass Token from the Weapon Skill Card. AI Controller Robot Tokens have a base attack power of one and a base health defense of ten. The attack ranges for Robot Tokens are three hexagons while attacking on and/or through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through a forest and mountain hexagon. When a Robot Token’s health reaches zero, the Robot Token is removed from the Game Board.
  • 17. 17 | P a g e DividebyZero GDD for Impending Delusion Policing Robot Tokens have a base attack power equal to the number of Champion Character Cards on the Game Board plus one and a base health defense of twenty. The attack ranges for Policing Robot Tokens are three hexagons while attacking on and/or through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through a forest and mountain hexagon. When a Policing Robot Token’s health reaches zero, the Robot Token is removed from the Game Board. End of Turn This phase completes the player’s turn whether the player is a Champion Controller or the AI Controller. There can be no more purchasing, attacking, drawing of cards or moving during this phase. When a player reaches his or her End Turn Phase, the player will announced that his or her turn is over to everyone playing the game. Players will alternate taking turns in a clockwise manner. The next player will then begin his or her Upkeep Phase. General Rules At any time during a player’s turn they can spend a counter on one of their skills and activate one of their skills instantly in order to boost their defense when being attacked or boost their attack power a bit in order to finish off an opponent. This can lead to a war of countering attacks with defense and vice versus where each opponent can use all their counters in defending themselves. Detailed Rules for Specific Pieces Weapon Skill Cards For Weapon Skill Cards List, see Appendix A. Key Cards Key Cards are used by the AI Controller when a Champion reaches a Capital to get one of the three keys and when the Champions have reached the center of the board where the AI is located. The AI Controller will draw four random cards at the beginning of the game: one for each Capital and one for the center of the board when all the keys have been gathered. For Key Card List, see Appendix B.
  • 18. 18 | P a g e DividebyZero GDD for Impending Delusion Key Card Puzzles for Capital Hexagons The AI Controller must use the numbered Gold Robot Tokens and must use them in ascending numerical order. When spawning Robot Token for the Key Card Puzzles for Capital Hexagons, the AI Controller must place the numbered Silver Tokens in the area around the Capital hexagon that is being attacked, which is not to exceed two adjacent hexagons from the Capital hexagon. The Silver Tokens cannot be placed on the Capital Hexagon. No more than one Robot Token can occupy the same hexagon For Key Card List, see Appendix B. Key Card Puzzles for Gate Hexagons The AI Controller must use the numbered Gold Robot Tokens and must use them in ascending numerical order. If the Key Card Puzzle is for the Final Battle in the center of the Game Board, the AI Controller must place the numbered Silver Tokens in the area around the Gate hexagons, which is not to exceed two adjacent hexagons from the Gate hexagons. The Silver Tokens can be placed on the Gate hexagon but cannot be placed on the black hexagons. No more than one Robot Token can occupy the same hexagon. For Key Card List, see Appendix B. . Mission Cards Champions draw one Mission Card at the beginning of each turn whenever they exit a Base, Outpost, or Capital that has been captured. For Mission Cards List, see Appendix C. AI Event Cards The AI Controller can have no more than five cards in his or her possession at a time. The AI Controller must draw a new AI Event Card during his or her Upkeep Phase. The AI Controller may use an AI Event Card during his or her Upkeep Phase.
  • 19. 19 | P a g e DividebyZero GDD for Impending Delusion For AI Event Cards List, see Appendix D. Flowcharts
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  • 21. 21 | P a g e DividebyZero GDD for Impending Delusion
  • 22. 22 | P a g e DividebyZero GDD for Impending Delusion End Game Conditions There are two specific ways to end the game beyond mutually quitting the game.  When everyplayer has died, the game ends.  When the AI player dies, the game ends. What this means is during the course of the game the players will have mini-fights with the minions of the AI controller. There will be skill usage for preventing and doing extra damage beyond the baseline. It’s up to the player how they use the skills they have to stop themselves from being taken out. But if the player’s defense is bypassed, the player will end up forced to quit the game because they have ‘died’. The players travel through the land, defending, earning credits, doing odd jobs and having to fight the minions of the AI controller. They have to unlock all three keys to have access to the AI controller’s location. Once they have gotten all three keys, they can fight the AI and just like the players, if the AI’s defense is bypassed, they end up ‘dying’ and losing the game.
  • 23. 23 | P a g e DividebyZero GDD for Impending Delusion Rules Questions Can a single player control more than one Champion? Yes. The maximum allowed Champions that can be used during the game is six. However, if one or more players want to control more than one Champion to make the game different, the players can. As long as no more than six Champions are in play. Card Appendix Appendix A - Weapon Skill Cards Barrage Assault Rifle (Barrage) Range - Medium  Concentrated Fire - The Assault Rifle lays down concentrated fire on a single opponent, dealing eight points of damage.  Hip fire - The Champion fires their assault rifle from the hip in order to fire first on an attacking enemy, dealing six points of damage to the target. Mini-Gun (Barrage) Range - Medium  Spray and Prey - The Champion swings the Mini-Gun back and forth in a broad arc, dealing six points of damage to up to three enemies in range.  Fill ‘Em Full of Lead - The Champion lays down concentrated Mini-Gun fire on a single target, dealing ten points of damage to it. Rocket Launcher (Barrage) Range - Long  Mortar Fire - The Rocket Launcher enters an alternative mortar firing mode, gaining the ability to shoot over terrain and dealing ten damage to a single target.  Big Bang - The Rocket Launcher fires a rocket at an enemy, causing an explosion that hits all enemies within one space of the target, dealing six points of damage to each of them. Saber (Barrage) Range - Short  Slice and Dice - The Saber lashes this way and that, delivering a flurry of blows, dealing ten points of damage to a single target.  Riposte - The Champion uses the Saber to knock the target’s weapons aside and attempts to run them through, dealing six points of damage to the target and cancelling its combat phase for the turn. Shotgun (Barrage) Range - Short  Pump-Action - The Champion advances on enemies, releasing shot after shot, dealing five points of damage to up to three targets.
  • 24. 24 | P a g e DividebyZero GDD for Impending Delusion  Point-blank Blast - The Champion takes advantage of the target’s proximity and fires a point-blank shot into their chest, dealing nine points of damage to a single target. Sidearm - Stiletto (Barrage) Range - Short  Assassinate - The Champion sneaks into the shadows to stab the opponent in the back, dealing ten points of damage to a single target.  Throwing Knife - The Champion can throw their Stiletto at their opponents, dealing five points of damage to a single target, and gaining a boost in range from short to medium with the Stiletto while using this skill. Sidearm - Hatchet (Barrage) Range - Short  Tomahawk - The Champion can throw their hatchet at their opponents, dealing seven points of damage to a single target, and gaining a boost in range from short to medium with the hatchet while using this skill.  Hack and Slash - Swipe with the Tomahawk at an enemy within melee range, dealing eight points of damage to a single target. Sidearm - Survival Knife (Barrage) Range - Low  First Strike - The Champion rushes in and slashes at an opponent with their Survival Knife, dealing six points of damage. This attack can be used to strike the opponent first.  Vicious Stab - The Champion runs the target through with their Survival Knife, dealing nine points of damage to a single target. Sidearm - Flamethrower (Barrage) Range - Short  Burn It All Down - The Flamethrower deals eight damage to a single target.  Incinerate - The Flamethrower hits a single target and an enemy in a space next to the target if there is one, dealing eight points of damage to them. Sidearm - Silenced Revolver(Barrage) Range - Medium  Stealth Shot - The Champion sneaks into the shadows to hit an enemy with a silent shot, dealing eight points of damage to a single target.  Dead-Eye - Taking careful aim, the Champion takes three shots with the Silenced Revolver to hit multiple enemies, dealing five points of damage to three targets within range. Sidearm - Crossbow (Barrage) Range - Medium  Heart Shot - The Crossbowtakes aim at the heart of a single enemy, dealing ten points of damage to the target.  Pin Cushion(s) - The Champion fires the crossbowtwice and doing five damage a piece each shot, hitting two separate targets during the turn. Sniper Rifle (Barrage) Range - Long  Rapid Reload - The Sniper reloads quickly, taking two shots and doing five damage a piece each shot, hitting one or two targets during the turn.  Boom, Headshot! - With a steady aim, the Sniper Rifle takes a headshot, dealing ten points of damage to a single target.
  • 25. 25 | P a g e DividebyZero GDD for Impending Delusion Diligence Assault Rifle (Diligence) Range – Medium  Cover Fire - The Champion lays down a steady stream of cover fire to protect themselves and their allies, granting a two point armor bonus to all Champions until the end of the turn.  “You Wanna Live Forever?!” - The Champion cries out to boost the morale of his teammates. All Champions get a one point damage bonus to any damaging attacks until the end of the turn. Mini-Gun (Diligence) Range – Medium  Wall of Bullets – The Mini-Gun lays down a constant stream of defensive fire that gives the player a five-point armor boost.  Last Stand - The Champion clings to life, granting the Champion a ten point armor boost until the end of the turn. Rocket Launcher (Diligence) Range – Long  EMP Blast – The Rocket Launcher releases an EMP Rocket that detonates and stuns any robotic enemy within a one-space radius around the target. o Special Action: Champion Controller places a gold token on the silver token that is being stunned. The silver token with the gold token on it cannot move or attack during this turn and the next turn. After the two turns are over, remove the gold token.  Barricade - The Champion sets up a barricade just big enough for them to take cover behind, granting the Champion a five point armor boost until the end of the turn. Saber (Diligence) Range – Short  Parry – The Saber knocks any short-range attack aside and pushes the enemy back a space, granting the Champion a five-point boost in armor until the end of the turn.  Cut the Red Wire - The Champion uses the Saber to cut a primary circuit on an enemy Robot, stunning it. Shotgun (Diligence) Range – Short  Mule Kick – The Champion takes a quick shot at a single opponent with the shotgun, aiming for a weak spot and effectively stunning them for a turn.  Take Cover - The Champion rushes to cover, granting the Champion a five point armor boost until the end of the turn. Sidearm – Crossbow (Diligence) Range – Medium  Arrow to the Knee – The Champion launches an arrow right into the opponents weak spot, effectively stunning it for a turn.  “On My Mark…”- The Champion marks a target for their allies, granting all ally Champions a one point damage bonus to all attacks until the end of the turn. Sidearm – Flamethrower (Diligence) Range – Short
  • 26. 26 | P a g e DividebyZero GDD for Impending Delusion  Smokescreen – The Flamethrower lets out a smokescreen instead of flames, cancelling the combat phase of up to three enemies in range until the end of the turn.  Wreathed In Flame - The Champion uses the Flamethrower to set fire to ground around them, granting the Champion a five point armor bonus until the end of the turn. Sidearm – Hatchet (Diligence) Range – Short  Tuck and Roll - The Champion tucks the Hatchet under them and rolls out of the way, avoiding all gunfire until the end of the turn.  Adrenaline Rush - The Champion enters a heightened state of awareness as adrenaline rages through their body, granting the Champion a five point damage bonus to all attacks until the end of the turn. Sidearm – Silenced Revolver (Diligence) Range – Medium  Camouflage – The Champion sneaks into the shadows, blending into the environment and avoiding all damage for one turn.  Pistol Whip - The Champion sneaks up on an enemy and pistol whips it with the Silenced Revolver, stunning it. Sidearm – Stiletto (Diligence) Range – Short  Dodge – The Champion uses their agility with the light Stiletto to dodge all incoming attacks until the end of the turn.  Smoke Bomb - The Champion throws a smoke bomb to the ground beneath them, cancelling the combat phase of all enemies within one space of the Champion. Sidearm – Survival Knife (Diligence) Range – Low  Disable the Hand – The champion quickly hurls their Survival Knife into the hand of an opponent, disarming them and preventing their combat phase for one turn.  “Stand Your Ground!” - The Champion cries out to their allies, granting all Champions a three point armor bonus until the end of the turn. Sniper Rifle (Diligence) Range – Long  Disabling Shot – The Sniper takes a steady aim at a weak point on a single enemy, before taking the shot and stunning the target for a turn. o Special Action: Champion Controller places a gold token on the silver token that is being stunned. The silver token with the gold token on it cannot move or attack during this turn and the next turn. After the two turns are over, remove the gold token.  Rifle Butt - The Champion bashes the target with the butt of their rifle, Cancelling the target’s combat phase and knocking them back a space. Appendix B - Key Cards  Short Range Only o A player must use a short range attack to destroy the robots. Any type of attack can be used to decrease the robot health, but only a short range attack can
  • 27. 27 | P a g e DividebyZero GDD for Impending Delusion destroy the robot. If a robot gets destroyed without using a short range attack, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board.  Skill Kills Only o A player must use a Weapon Skill Counter to destroy the robots. Any type of attack can be used to decrease the robot health, but only a Weapon Skill Counter can destroy the robot. If a robot gets destroyed without using a Weapon Skill Counter, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board.  Long Range Kills Only o A player must use a long range attack to destroy the robots. Any type of attack can be used to decrease the robot health, but only a long range attack can destroy the robot. If a robot gets destroyed without using a long range attack, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board.  Safe Cracker #1 o The player or players must kill the robots in a sequential order. If a robot is killed out of order, the robot’s health will be fully revived. o The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows:  1: 2, 1  2: 2, 1, 3  3: 4, 2, 3, 1  4: 3, 4, 1, 2, 5  5: 1, 5, 2, 6, 4, 3  6: 5, 3, 7, 4, 2, 1, 6  Safe Cracker #2 o The player or players must kill the robots in a sequential order. If a robot is killed out of order, the robot’s health will be fully revived. o The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows:  1: 1, 2  2: 2, 3, 1  3: 3, 4, 2, 1  4: 2, 5, 3, 4, 1  5: 1, 2, 3, 4, 5, 6  6: 6, 4, 7, 2, 3, 5, 1  Safe Cracker #3 o The player or players must kill the robots in a sequential order. If a robot is killed out of order, the robot’s health will be fully revived. o The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows:  1: 1, 2  2: 3, 2, 1  3: 1, 4, 3, 2
  • 28. 28 | P a g e DividebyZero GDD for Impending Delusion  4: 2, 5, 1, 3, 4  5: 1, 5, 4, 3, 6, 2  6: 6, 4, 2, 7, 5, 1, 3  Safe Cracker #4 o The player or players must kill the robots in a sequential order. If a robot is killed out of order, the robot’s health will be fully revived. o The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows:  1: 2, 1  2: 2, 1, 3  3: 3, 4, 1, 2  4: 2, 4, 5, 1, 3  5: 6, 1, 2, 3, 5, 4  6: 5, 7, 1, 2, 4, 3, 6  Safe Cracker #5 o The player or players must kill the robots in a sequential order. If a robot is killed out of order, the robot’s health will be fully revived. o The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows:  1: 2, 1  2: 3, 1, 2  3: 2, 1, 4, 3  4: 1, 5, 3, 2, 4  5: 6, 1, 5, 2, 4, 3  6: 4, 2, 5, 1, 7, 6, 3  Totally Rad Waves o After the champions destroy all of the robots, spawn another set of robots. The amount of robots initially spawned is equal to the number of champions. The amount of waves is equal to the number of Champion Character Cards on the Game Board.  No Long Range Deaths o If a player uses a long range weapon to destroy a robot, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board.  No MediumRange Deaths o If a player uses a medium range weapon to destroy a robot, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board.  No Short Range Deaths o If a player uses a short range weapon to destroy a robot, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board.  No Skills
  • 29. 29 | P a g e DividebyZero GDD for Impending Delusion o If a player uses a skill during an attack, when a robot gets destroyed, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board.  Sometimes They Come Back o After a robot is destroyed, a new robot will spawn in its place. The number of robots initially spawned is equal to the number of champions plus one. The number of respawns is equal to the number of Champion Character Cards on the Game Board. Appendix C - Mission Cards Defending your position (Eight Cards)  Group o Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card.  Reward: Champions involved in attack gain a skill counter of their choice. Boring guard duty (Seven Cards)  Individual o You have been given a mission to guard the Council as they meet at the Capitol.  Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned. Scout the Road Ahead (Four Cards)  Individual o You are sent to scout ahead. o The AI Controller rolls 1d6. If the AI Controller rolls an odd number, the AI Controller draws an Event Card.  Reward: The player gets an extra movement phase. Landslide (Two Cards)  Individual o While traveling, you come across a dangerous mound of rubble on the path.  Reward: Skip the movement phase of card holder’s next turn. Animal Encounter (Three Cards)  Individual o While looking around, you see an animal that is about to attack the group. You decide to attack it before anyone get hurt.  Reward: Roll 1d6. If player rolls an even number, player gains one skill counter of his or her choice. Theft (Three Cards)
  • 30. 30 | P a g e DividebyZero GDD for Impending Delusion  Individual o While sleeping, someone comes to your camp and steals from you. o AI Controller takes one skill token from you.  Reward: Card holder loses one Weapon Skill Counter. The AI Controller chooses which Weapon Skill Counter that is lost. This is the Start of a Beautiful Friendship (Three Cards)  Individual o You see that one of your allies is feeling depressed, as a way to make him or her feel better, you give him or her a gift. o You must give one skill token to an ally of his or her choosing.  Reward: Player gives up a Weapon Skill Counter that an ally can place on any skill of their choosing. Appendix D - Event Cards I Want MOAR (Four Cards)  The AI created more robots to send out into the world. o Reward: Place the number of Robot Tokens equal to the number of Champion Character Cards on the Game Board anywhere on the map of the AI Controller’s choosing. Policing Guide (Two Cards)  People from Guide are trying to revolt; the AI sends robots to stop them. o Reward: The AI Controller places a Policing Robot Token on every Outpost in Guide. The Policing Robot Token cannot be moved until it has been attacked.  Restrictions: The AI Controller can only use this card when at least one of the Champion Character Cards is located on a hexagon in Guide. The AI Controller can only use this card when there are no Policing Robot Tokens in Guide. Policing Aegis (Two Cards)  People from Aegis are trying to revolt, the AI sends robots to stop them. o Reward: The AI Controller places a Policing Robot Token on every Outpost in Aegis. The Policing Robot Token cannot be moved until it has been attacked.  Restrictions: The AI Controller can only use this card when at least one of the Champion Character Cards is located on a hexagon in Aegis. The AI Controller can only use this card when there are no Policing Robot Tokens in Aegis. Policing Span (Two Cards)  People from Span are trying to revolt, the AI sends robots to stop them. o Reward: The AI Controller places a Policing Robot Token on every Outpost in Span. The Policing Robot Token cannot be moved until it has been attacked.  Restrictions: The AI Controller can only use this card when at least one of the Champion Character Cards is located on a hexagon in Span. The AI Controller can only use this card when there are no Policing Robot Tokens in Span. Guarding the Center (One Card)  The AI feels threatened by the world and wants to protect the mainframe with extra robots.
  • 31. 31 | P a g e DividebyZero GDD for Impending Delusion o Reward: The AI Controller places one Policing Robot Tokens on each of the three gates to the Mainframe in the center of the board. Rumble (Three Cards)  The AI creates a rift in the tectonic plates that causes an earthquake. o Reward: AI Controller chooses one hexagon to destroy. The AI Controller can then choose if he or she wants to continue trying to destroy hexagons. If the AI Controller chooses to continue destroying hexagons, the AI Controller will roll 1d6. If the 1d6 lands on an even number, the AI Controller can then choose an adjacent hexagon to destroy. The AI Controller can continue this action until the 1d6 lands on an odd number. If the 1d6 lands on an odd number, all of the destroyed hexagons this turn will be returned to normal.(makes no sense to have this card)  When a hexagon gets destroyed, the AI Controller will put a Rumble Token on the destroyed hexagon. o The Game Board can have no more than ten destroyed hexagons at a time.  Special Action: A Champion Card must be placed on a hexagon adjacent to the destroyed hexagon for two turns in order remove the Rumble Token. I Have a Feeling we’re Not in Kansas Anymore (Three Cards)  The AI creates a tornado that whirls through the sectors. o Reward: The AI Controller rolls 1d20, and then every champion player rolls 1d20. If the AI Controller’s number is higher than the Champion’s number, the AI Controller can move the lower Champion’s avatar anywhere on the map. Fire, Fire, Fire (One Card)  The AI creates a fire that will continue to spread if it is not dealt with. o Reward: The AI controller chooses one hexagon on the map to be on fire. Every turn, the AI Controller can choose to roll 1d6 to spread the fire to a touching hexagon. If the 1d6 lands on an even number, the fire will spread. If the 1d6 lands on an odd number other than one, the fire will not spread this turn. If the roll lands on one, half of the hexagon fires, rounded up if needed, will be put out and the AI Controller loses the ability to spread fire.  When a hexagon gets on fire, the AI Controller will place a Fire Token on the hexagon that is on fire. o The Game Board can have no more than ten hexagons on fire at a time.  Special Actions: To put out the fire, the Champions must carry water from a river or lake and stand on the hexagon that is on fire. The Champions must refill the water after putting out removing three Fire Tokens. System Reboot (Two Cards)  The AI system automatically upgrades. o Reward: All cards the AI Controller is holding on to must be discarded and cannot be used for the rest of the game.  Restrictions: This card must be used when it is dealt.
  • 32. 32 | P a g e DividebyZero GDD for Impending Delusion Appendix E – Identifying Card Information
  • 33. 33 | P a g e DividebyZero GDD for Impending Delusion