- Home Page

- Research

- Focus Group

- Prototype Ideas

- Initial Prototype

- Escape Cards

- User Testing 1

- New Prototype

- Atk/Dfc Cards

- User Testing 2pt1

- User Testing 2pt2

- User Testing 3

- User Testing 4

- User Testing 5

- Box Design

- Card Design

- Characters

- Trade

- Manual

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Game Manual

 

This is the current manual but will later be updated for the final game. Writing this manual helped me a great deal in my user testings as the players better understood the rules of the game making it easier for me to user test. This manual also helped me discover what factors were missing from the manual when users asked questions that could not be answered with the existing manual.

Game Content

 

 8 Rooms.

        - Cells

        - Entrance

        - Guard Room

        - Laundry

        - Medicine

        - Solitary

        - Trade

        - Warden

48 Attack Cards

43 Defence Cards

8 Escape Cards

8 Blueprint Cards

8 Tools

4 Characters

 

Game Start

 

Players begin the game by rolling the dice for first choice of a cell and for the first starting move. That cell will remain yours for the remainder of the game, so choose wisely.

 

After the inmates have decided their starting cells, they are dealt their attack and defence cards. Each inmate receives 2 attack cards and 4 defence cards.

 

 Movement

 

Action Points:

Inmates are rewarded 8 points at the start of each turn and expire once they end their turn (you can not carry the action points across to your next turn). Action points are necessary to navigate the board, enter rooms, to escape and to attack other inmates with the use of attack cards.

 

Players may end their turn before their 8 action points are finished. Some reasons for this may be that you feel safer where you are further from other inmates and want to give yourself more space, or simply feel that you cannot achieve anything with your remaining action points.

 

Action points however vary in number depending what the inmate has choosen to do; costing one point to move over each square of the grid, two points to enter a room, and 5 escape points to escape. As I previously stated it costs only 2 points to enter a room, however it only costs 1 point to exit.

 

An action point on an attack card depends upon the card that is played; - for example the spy card costs only one action point whereas the poison card costs 2 action points. An inmate can attack another inmate, enter a room, collect a card and continue to use his remaining action points if he/she wishes to do so, until his turn is over.

 

Obtaining Cards

 

In order to acquire cards the inmates must navigate the board and enter the rooms matching the colour of the card they wish to go for; for example red room to obtain a red escape route card.

 

Escaping

 

In order to escape the inmates must be on top of the required escape route and have 5 action points spare to escape and the corresponding cards to that route.

 

Page 2 >