See full Game Design Document and Rulebook here
Here’s a brief overview of Chronundrum
Pawns:
- Player Identification: Each player can choose a unique Trivial Pursuit piece (like a pie wedge) as their pawn. These pieces can easily distinguish players from one another.
- Color-Coding: Assign different colors to the Trivial Pursuit pieces, and use this color-coding to match players with their corresponding color-coded Portal Energy Cards and collected Artifact Cards.
- Portal Charge Indicators: Attach small, color-coordinated tokens to the pawns to represent portal charges. For example, for every three tokens attached to the pawn, it indicates that the player has accumulated enough charges for one portal use.
Collection of Cards:
- Card Holders: The Trivial Pursuit pieces can serve as card holders. Players can attach their Portal Energy Cards and Artifact Cards to their chosen piece.
- Pie Wedge Sections: If the Trivial Pursuit pieces have sections or compartments (like pie wedges), players can use these sections to organize and display their collected cards. Each section can represent a specific category or type of card, making it easy for players to access and manage their cards.
By repurposing Trivial Pursuit pieces in this way, you add a tactile and visual element to the game that enhances player engagement and organization. Players can easily identify their pawn, track portal charges, and manage their collection of cards using these familiar game components.
So now I’d like to hear your thoughts. My game design class runs from relatively light text-based interactive fiction games using the Twine Engine, to loaded builds in Construct 3. This present autumn semester at Mizzou brings a fresh perspective to the games industry as over a dozen blossoming game designers take to the challenge of producing meaningful educational games/serious games.
Chronundrum is just one ingredient in our goulash!
Cheers, and thank you for joining me-
-Bumi


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