Clouds of Conquest Design Doc
Design Document for:
Clouds of Conquest
Army vs. Army
All work Copyright ©2017 by Mad Gear Games
Written by Cassidy Hawley, Justin Reyes, Yama Hareb, and Hector Orozco
Version # 1.10
Tuesday, February 07, 2017
Table of Contents
Design History
This is the design document for the game Clouds of Conquest. Following is an overview of the game, some answers to some questions you might have about it, and a list of all the features in the game.
Version 1.10
Version 1.10 includes the basic structure made for the design doc of this game, expanded on initial questionnaire answers.
Added bulk of information to doc
Implemented ideas team discussed in descriptions
Titled game
Game Overview
Philosophy
Philosophical point #1
We are trying to make a tabletop game which has gameplay elements familiar to those who love the real-time strategy genre of videogames, but also with a different aesthetic twist.
Philosophical point #2
The decision to make this a board game came about as a product of technical limitations, but we also felt it would be an interesting medium to convey our concepts through. Tabletop gaming has had a huge influence on video games; why not make a tabletop game influenced by video games?
Common Questions
What is the game?
Clouds of Conquest is a tabletop strategy game in which players face each other’s armies and try and gain control of the opposing city.
Why create this game?
We like strategy games! Also, this game could be a fun way for fans of RTS videogames and Dungeons & Dragons-type tabletops to introduce their more casual friends to the genre.
Where does the game take place?
Set in a fantasy world made up of many different landmasses floating midair, with a steampunk influence to the design. The game itself takes place between two warring city-states in this world.
What do I control?
Players choose an avatar from a selection to act as the “commander” of their army. Different commanders have different stats and abilities attached to them, which will aid the player in various strategic ways. The actual game consists of players moving their army units around a grid game board.
How many characters do I control?
Each player will have twenty (20) units on their team, as well as their commander avatar. Amongst the 20 army units, there is a variety of classes.
What is the main focus?
The main focus for each player is to try and strategically attack and take command of their enemy player’s city. This is achieved by moving army pieces across the game board and into the space occupied by the enemy city. Enough damage must be dealt by the player’s units to the city for it to be able to be captured. Players will have units with different strengths and weaknesses, and should think about the effects of the stats as they fight towards the goal. Resources that affect the units’ stats come into play as certain map squares which must be moved on and “collected.” Victory can also be reached through full elimination of the enemy’s army.
What’s different?
Clouds of Conquest would have a different feel from other tabletop strategies; a departure from the standard high-fantasy aesthetic and complicated battle systems of the usual fare. It’s much easier for any player to pick up, while still retaining enough elements to be interesting to fans of the strategy genre.
Feature Set
General Features
Two player tabletop strategy game
Grid-based game board
Game pieces representing army units
Steampunk fantasy influence
Player avatar
Dice rolling
Unit and player statistics
Collectable resources
Unlockables
Customization
Interchangeable game board tiles
Different game pieces/unit figurines
Players could choose to create their own avatar
Possibility for expansion through more figure/map packs
Gameplay
Player-versus-Player
Controlling an army to attack the enemy city
Dice rolling to affect moving units and battle damage
Adjacent units engage in battle
Ability to collect resources from certain map squares
Weather cycles randomly affecting stats
Unlock unit upgrades/buffs through certain condition (maybe battles won?)