Game Development deck

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Special Rules

Goal

The goal is to have the most production points after 5 milestones.

Milestones

Each milestone lasts a certain number of turns and may have special rules and restrictions for each. All players must abide by each milestone, meaning that changes to the timing of a milestone affect all players. When the end of a milestone occurs, all cards left in players' hands and discard pile are shuffled into the deck and new hands are dealt before the next turn begins.

If a milestone would be changed so that it happened before the current turn, the milestone instead happens at the end of the current turn.

If a card has text of the form "<Milestone>:", it means "Each turn during the <Milestone> milestone, instead of playing an Action card you may".

Preproduction

  • 3 turns.
  • Use the separate "Preproduction" deck.
  • Each player may play as many things during their turn as they wish.
  • At the beginning of each player's turn, that player draws until they have 5 cards in hand.

Vertical Slice

  • 3 turns.
  • Use the "Production" deck from now on.

Alpha

  • 3 turns.

Beta

  • 2 turns.

RTM

  • 1 turn.

Resources

Each developer starts each milestone with a number of counters on it equal to 2 x the number of turns in the milestone. These represent the resources available for that developer. When a counter is removed from a developer, the player gains one resource of the card's developer type.

Features/Bugs

Each feature/bug contains a number of production points that the feature is worth at the end of the game.

Each feature/bug may contain any number of developer resources required in the form of "<Resource>: <Cost>".

In order to play a feature, the player must pay the amount given in counters from the named developer resource. The player may pay these counters from one developer or from several of the same type as long as the total cost is paid.

Bugs may be played on any player. The player who owns the bug may pay the cost indicated on the card to destroy the bug.

Points

At the end of the game, each player counts up their points as follows:

  • Each developer is worth 1 production point.
  • 1 extra production point for each Lead.
  • Each feature is worth a number of production points equal to the number in the corner.
  • Each bug subtracts a number of production points equal to the number in the corner.

Other

Programmers, Artists, Level Designers, and Producers are considered Developers.

Developers are considered Leads if they have a Game Designer, Lead Programmer, Lead Level Designer, or Lead Artist title card attached to them.

Card List

Preproduction

Game Designer
Thing - Title
Play only attached to a Producer.
Lead Artist
Thing - Title
Play only attached to an Artist.
Lead Programmer
Thing - Title
Play only attached to a Programmer.
Lead Level Designer
Thing - Title
Play only attached to a Level Designer.
Beastmode B
Thing - Programmer
Magical M
Thing - Programmer
This developer only needs to spend half
Jurassic J
Thing - Programmer
Bioshock B
Thing - Programmer
Wishing W
Thing - Programmer
Wild W
Thing - Programmer
Mickey M
Thing - Programmer
E Machete
Thing - Level Designer
Legendary L
Thing - Level Designer
Beautiful B
Thing - Level Designer
N the Great
Thing - Level Designer
Z the Spy
Thing - Level Designer
Notorious N
Thing - Level Designer
Texas T
Thing - Level Designer
Happy H
Thing - Level Designer
Crazy C
Thing - Level Designer
Awesome A
Thing - Artist
Killer K
Thing - Artist
Bombshell B
Thing - Artist
Wonderful W
Thing - Artist
Mighty M
Thing - Artist
Totally T
Thing - Producer
Austin D
Thing - Producer
Big B
Thing - Producer


Production

Sharing Ideas
Action
Starting with the player on your left, each player takes a card at random from the player on their right.
2
Character Animation
Thing - Feature
Artist: 3
1
Falling out of World
Thing - Bug
Level Designer: 1