BOARD GAME - CONCEPT PRESENTATION
BOARD GAME -
CONCEPT PRESENTATION
Constraints of the board Game
• Global constraints :
• 1 – 4 Players + 1 A.I.
• Designed to ensure high mobility
• Specific constraints :
• Random Board
• Territory Conquest
Physical elements• 1 Foldable board of 12x12 squares
• 5 Markers (Red, Yellow, Green, Blue and Black)
• 1 Eraser
• Cards (Between 20 – 30)
• Pawns
Player pawns
Unit pawns (cards)
• 1 Twelve-sided die
• 1 Six-sided die
Game’s story and objective
• In Kingdom Conquest, the players embody kings who want to be the unique rulers of a new territory.
• The territory is represented by the board, and the conquered places by colors. (One color for each player / White = free)
• The game is mostly strategic based but there are also some elements of luck (Drawing cards, Random Board and A.I.)
• The A.I. corresponds to unnatural forces which will prevent the players from conquering the territory.
• Goal : The objective of the game is to be the only one left on the board (= when there is only one color.)
The board
FRONT BACK
Physical element’s second option:• The board could be also made out of Lego pieces too, and could look like this (during a
game) :
• During the presentation, we will take the example of the first board to explain the game, as it easier to show mockups with it..
Game Mechanics
Determining the board
• The top-left quarter of the board only will be used when only one player is playing. This
makes a 6x6 board.
• The whole 12x12 board will be used when there are two or more players.
• There are two obstacles randomly created on the 6x6 board and four on the 12x12 board
at the beginning of the game.
• Obstacle’s creation : The obstacles will be determined using three dice-throws. They are
then colored in black
The first dice throw determines the obstacle size (six-diced die)
The second dice throw determines the X-position of the obstacle (six or twelve-diced die
depending on the board’s size).
The third dice throw determines the Y-position of the obstacle (idem)
The obstacles
• The dark-gray square corresponds to the obstacle’s origin, used to determine its X and Y
position.
• If obstacles are overlapping, this is not a problem. They will be considered as one big
obstacle.
Size 1 Size 2 Size 3 Size 4 Size 5 Size 6
Board at the beginning of a game
• Each player chooses a board’s corner to start. The starting corner will be filled by a 2x2
square of the player’s color. The youngest player starts the game.
• An obstacle can’t overlap this starting corner. If some square of an obstacle overlap it,
ignore them.
• This is an example of
what a 3 players and one
player starting board can
look like :
3 players 1 player
The A.I. : Artificial intelligence
• The A.I. has a different role depending if the game is played by one player or several
players.
• Two or more players : The A.I. will randomize the board at the beginning of the game
and each turn by creating obstacles.
The maximum number of obstacle is four, so one obstacle is created an another one
deleted each turn. The oldest obstacle is the one deleted.
• One player : The A.I. is the player’s opponent. The obstacles will be considered as
territories conquered by an other player. The player’s goal will be to get rid of all of
these. Thus, these obstacles are different from the multiplayer’s version, as they can be
conquered.
There is no obstacle restriction.
How to conquer a territory
• This is the basic mechanic of the game. The players can conquer every free (white)
square on the board (by coloring it with a marker). But to conquer an opponent’s territory,
the players will have to encircle it with at least two squares.
On this example, the blue
square will become red.
Board evolution
• The board will evolve differently depending if the board is single-player or multiplayer.
• Single player board : Each turn, a new obstacle will appear. This can be considered as
the “A.I turn”. The obstacles can be destroyed only when they are conquered by the
player.
• Multiplayer board : When each player has played, a new obstacle appears. Then, the
older obstacle on the board is destroyed, leaving free squares. (remember to know which
obstacle is the oldest.) The obstacles are here “true” obstacles and can’t be conquered.
• Obstacles overlapping conquered territories : When an obstacle appears, it destroys
everything under it. (exception : at the beginning of the game, the player’s squares can’t
be overlapped)
The units and spells
• There are also cards in Kingdom Conquest that corresponds to units and spells the player
can use on the board. Each player starts the game with three cards, randomly drawn from
the deck, previously shuffled.
• Units : They can be placed on a conquered square. It makes this square stronger (more
difficult to be re-conquered, more powerful to conquer other squares…). They are
represented on the board by pawns placed over the colored square. A unit is destroyed
when its square is conquered. When a unit is used, the card goes under the deck.
• Spells : They can be used only one time. They can have several effects, like destroying territories
or blocking the game. When a spell is used, the card goes under the deck.
Player’s possible actions
• Each turn, the player has the choice between 3 actions :
Conquer a territory : Placing a conquered territory where he/she wants on a free
square.
Drawing a card from the deck
Playing a card from his/her hand.
End of the game
• Single player : The game ends when there is only one color on the board (ignoring
white). If it is black (A.I.’s color), then the player has lost. If it is the player’s color, then
the player has won.
• Multiplayer : The game ends when there is only one color on the board (ignoring
white). The A.I. can’t win. When a color disappear from the board, the player
corresponding is eliminated and can’t play until the end of the game.
• Alternative ending : For shorter games, the players can prefer to limit the number of
turn. When this number of round is reached (10 for example), the game ends, and the
player who has the highest number of conquered squares wins.
In-game conflicts
Free conquest restriction
• When a player conquers a free-territory (= when he/she colors a white square), he/she
can’t conquer a free-territory on the same row and column the following turn.
This rule is here to prevent the players from creating squares with one color, which are
quite difficult to conquer.
• To remember the last free-territory conquered, a “checkpoint-pawn” is placed on the last white
square colored. At the beginning of the game, no pawns are placed, the player(s) can conquer
where he/she/they want.
On this example, the
last square conquered
is represented in
dark-blue. The light-
blue represents the
squares that can’t be
conquered the next
turn.
Conquest conflict
• In Kingdom Conquest, there are often “conflicts” between colors.
To solve this problem, the last conquered/colored square is considered as the strongest
(when the forces are equal, of course) and wins the conflict (= conquer the contentious
territory).
On this example, the
square with a star is
the last colored
square. Then, the
conflict ends with the
red square
conquering the blue
one, and not the
opposite.
Chain reactions
• An action often triggers a “chain reaction”. This is normal, and some tiny conquests can
have huge consequences.
• Here is a chain reaction example :
Situation at
the beginning
A red square is added
(star)
Because of the
conquest conflict rule,
the red player conquers
the blue territory
And here begins the
chain reaction…
…until everything gets
red
Player in difficulty
• When a player has only three squares conquered or less, he/she can do two actions in the
same turn.
• When a player starts losing, it can be very hard for him/her to get back in the game
without losing very quickly. This rule is here to prevent this kind of situation.
• The changes involved by the actions (even chain reactions) happen after each action, not
after each turn.
A few mockups
A few examples of units and spells
A few examples of pawns (in case of a non-Lego board)
These are the “checkpoint”
pawns used to indicate the last
free territory conquered.
These are the “unit” pawns used
to represent unit cards on the
board.
Example of a board (in case of a Lego one)
Business aspects
Unique Selling Points
• A strategic game playable alone, but also with more than two players (up to 4).
• Situation twists can happen at any moment because of the random board evolution and
the chain reactions.
• High tactic and decision-taking skill are required from the player.
Lego or white board ?
• Two choices for the physical elements : Lego or white board.
• White board :
Advantages : Not so expensive + easy for the players to make change on the board + easy to
make an artistic board
Disadvantages : Pawns can fall + One marker color needed is rare (yellow/orange)
• Lego :
Advantages : Not expensive at all + very easy to create the prototype with it +
nothing can fall (pawns can be fixed)
Disadvantages : Little pieces can easily be lost + board can’t be very artistic +
boring for the player to change big areas on the board (a lot of pieces to remove)
Cost estimation
• Cost will change according to the type of board chosen.
• In both case, max price will be around 100 dollars.
• Lego board will be easier to purchase, but not necessarily cheaper.
THANK YOUMERRY CHRISTMAS AND A HAPPY NEW YEAR
DERNONCOURT
FRANCOISPAUL
DIPAYANAND