HuntedBakery

4
3 weeks
BoardGame
COOP (3 or 4 player)
Game Plot
Players are trapped in a sinister maze of ever-changing rooms of a hunted Bakery. Together, they navigate the bakery and find 1 cookie per player before the game ends. Get more cookies to get better endings.
My Role
System Design
Narrative Design
Artist


Start
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Setup the game as instructed.
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Each player chooses a colour then roll the coloured die to determine the Starting Player.
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Choose a random "Beginning Story Card" and read it aloud without looking inside it.
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All Players take their own coloured platforms and place one of them in an empty space in the Entrance Room then put their figures on them.
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The first player preforms the 2 actions and the round proceeds clockwise.

The Game Loop
Each Round Consists of a Players Phase and a Maze Phase
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Player Phase(zero to two Actions.):
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An action can be:
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• Moving their figure
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• Placing or moving one of their platforms.
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Accept a Quest if desired and possible
After all players have taken their turn
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Maze Phase:
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draw a Maze Card and follow its instructions​
End
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The game ends when the Doom tracker is completely filled.
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all earned cookies are counted and the corresponding "End Story" is then read aloud.
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The End Story is found within the "Beginning Story Card", which was read at the start of the game.

My contribution
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This was a very collaborative project.
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I took part in
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system design and mechanic ideation.
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narrative fro the begin story card and end story card.
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narrative for the quests.
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playtesting the game & documenting player interactions.
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writing the rule book
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I also worked on the visuals for game including the layout and illustrations.

Overview




Board setup
Player Actions:
Each player has up to two Actions.
An action can be:
• Moving their figure
• Placing or moving one of their platforms.
Players may repeat the same action or choose to skip their turn, forfeiting any actions. Accepting a quest is not considered an action.
Figure Movement:
​Figures may move freely between connected platforms using one action, provided the platforms are connected along their sides.
Diagonal movement is not allowed.
figures may pass each other and may share the same platform.
Placing Platforms:
When placing a platform, it must be connected side by side to at least one other platform.
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A players platform can only be placed adjacent to platforms of a different color.
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Placing a platform is considered 1 Action.
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Players can only place their own platforms.
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Players can only place platforms on top of an empty tile.
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An empty tile is a tile where no platform has been placed on.
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Only platforms without a figure standing on them can be moved.
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Diagonal placements are not allowed.

Player Phase

Completing a Quest is the only way for players to earn cookies.
Quests are the symbols within the purple squares around the map.
You can only accept a quest once per symbol.




Sample Quest Card. Older design

Sample Quest Card. Latest version design
Accepting a Quest:
The active player standing on a Quest symbol may choose to accept a Quest.
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Each player can only have one ongoing Quest at a time.
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Accepting a Quest is not considered an Action.
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Accepting a Quest in between 2 Actions results in the Ending of the first Action. (If you move the figure to a tile, Accept the Quest, and move again, these will be 2 actions)
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When accepted the player receives a Quest card and a Quest token with the matching symbol as the Quest tile they are standing on.
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The Quest token is placed on the Active Quests field corresponding to the player's colour.
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The Quest card is read aloud, and players must follow the instructions.
Fulfilling a Quest:
When a Quest is completed, if any Goodies are specified on the Quest card, the player receives a token with the symbol representing that Goodie.
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Place the Goodies on the cookie tray.
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After the Quest is completed, place the Quest token on an empty slot on the Doom tracker.

Trading isn’t considered as an Action
COOP
It was important for us to have a coop experience and prevent individual progress without cooperation.
we did that by:
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Players can only place their tile next to one from a different color.
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some Quests require cooperation.
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every player needs to have at least one cookie before the game ends.

Quests
After all players have taken their turn, draw a Maze Card and follow its instructions.
After the Maze Phase the round is over and it is the first player´s turn again.

Maze Phase
Maze cards may instruct players to move platforms or rooms. If indicated by the Maze card, roll the color die to select which platform(s) to move. Reroll the Die if there is no player assigned to the color.
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Platforms or rooms that are moving in a direction pushes all platforms or rooms in their path.
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If a platform or a room is pushed or moves out of the board, it reappears on the opposite side.
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Everything on the platform or room moves with it.



Maze Phase
My Experience
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​I loved working on this Board Game design project. It was very fulfilling to make a physical game with an interesting system and narrative.
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Overall, this project taught me a lot about the importance of communication, Fast prototyping, effective pair working, and the need to limit ourselves to working hours in a group setting.
Playtest insights
Some instructions on the quests were not clear and could be interpreted differently. as a result we read the instructions multiple times to fix the phrasing. Pair working helped a lot in this instance.
Key Takeaways
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Fast prototyping and playtesting is the best way to clarify ideas and find the parts that work.
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Silent brainstorming helps prevent the loudest idea from overshadowing the others.
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Brainstorming, making a fast prototype, and then brainstorming again the next day helps with finding ideas the team likes and staying on the same wavelength.
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A narrative structure is needed to keep track of the narrative being reviewed, the feedback, and the priority.
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Have a clear plan for roles during a playtest and how it should be done.
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Pair working during the narrative reviews helps save time.
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Keep all assets up to date in an accessible place for everyone and easy to review.

Lessons Learned
Thanks for Reading