GDD - SuperZeroes

SuperZeroes - Design Document
Updated: 4/22/15 8:22 PM CST
Team:
Nick Zoshak
Austin Steyer
Ivan Tate
Nycolas Christner
Clinton Huish
Miles Von Schriltz
Producer
Art
Lead Mechanics Designer
Lead Story Writer
Lead Tester
Lead Editor
GDD - SuperZeroes 1
Table of Contents
Design History ............................................................................................................................... 3
Version 1.01 ............................................................................................................................................ 3
Version 1.02 ............................................................................................................................................ 3
Version 1.03 ............................................................................................................................................ 3
Version 1.04 ............................................................................................................................................ 3
Game Overview ............................................................................................................................ 4
Where does the game take place?...................................................................................................... 4
What is the story? .................................................................................................................................. 4
What is the main focus? ....................................................................................................................... 4
How many characters/units/pieces does the player control?....................................................... 4
Game Theory ........................................................................................................................................... 5
Feature Set .................................................................................................................................... 5
General Features .................................................................................................................................... 5
Game Components ................................................................................................................................ 5
Rules & Mechanics ....................................................................................................................... 7
Game Setup ............................................................................................................................................. 7
Health System ......................................................................................................................................... 9
Turn Sequence ........................................................................................................................................ 9
General Rules ....................................................................................................................................... 11
Detailed Rules for Specific Pieces..................................................................................................... 11
Flowcharts ............................................................................................................................................ 17
End Game Conditions ......................................................................................................................... 23
Rules Questions ................................................................................................................................... 23
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Design History
In this paragraph, describe to the reader what you are trying to achieve with the design
history. It’s possible that they don’t know what this is for and you need to explain it to
them. In a nut shell, the design history should give readers a good view of how your
design has changed over the course of the design period, including rationale for the
changes made. How many versions you do is up to you, but you should have at least a
couple for Week 2 and a couple more for Week 3 (for when you do the revised GDD).
Make sure to be specific, and give rationale for why you made the changes.
Version 1.01
1. We removed the damage type system that was originally in place for our
Organizational leaders and their units since the amount of time needed to complete
that was not conducive to the project time frame.
2. We designed all the walls and force fields so that they could be placed on lines not
in blocks to conserve the limited space of the board.
3. We increased the health of all Organizational Leaders and their units by
multiplying their original number by five. We did this so that they could have a
fighting chance and the SuperZeroes would not blow through them.
Version 1.02
1. We changed player movement so that two players can go through each other but
must go around enemies; this was done to help prevent players from getting stuck
behind other players. It also prevents players from just running straight through a
zone.
2. We made it so damage and abilities cannot cross-zone borders to prevent the
dominant strategy of just standing at the edge of a zone and attacking across.
Version 1.03
1. We added the option to move diagonally as to not constrict character movement.
2. We added a grid similar to that of battleship so that traps can be properly hidden on
the map.
3. We limited the number of exit doors at the end of each zone.
4. We changed trap rooms so that players could escape if helped by another player.
This was done to fit the theme of the game.
5. We replaced the recon base with bomb shelters.
Version 1.04
1. The mortar attack system was changed to work similarly to how traps are placed.
Each turn it will be revealed whether the attack was a hit or miss.
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Game Overview
Where does the game take place?
Players find themselves in a scientific research facility belonging to the M.O.R.O.N.S.
Corporation. The facility has a high level of security, which will make escaping difficult.
What is the story?
The Municipal Oversight Registry Of Nano-biological Services (M.O.R.O.N.S.) has created
a new batch of experimental superheroes to serve their own purposes. However, the
current batch of test subjects was deemed useless for M.O.R.O.N.S. intended application.
In the process of “disposing” of these failed test subjects, the subjects have gotten loose
and are attempting to escape the facility. These individuals have yet to master control
over their newfound abilities, making them dangerous and unpredictable. As the
Organizational Leader of M.O.R.O.N.S., your job is to contain the situation before these
SuperZeroes find a way to escape into society.
As a SuperZero, players were kidnapped and experimented on, leaving their family and
friends not knowing what happened to them. After months of experimentation and
testing, this entire batch of “Superheroes” were deemed useless for their intended
application and promptly marked for “disposal”. The SuperZeroes have finally found
their chance to escape and must quickly learn to use their new abilities if they ever want
to see their families again.
What is the main focus?
Players can choose to play the game as the Organizational Leader or as a SuperZero.
Organizational Leader: Test subjects from a failed experiment have escaped their cells
and are attempting to leave the facility. Before they can be euthanized, you must
capture them alive so your scientists can remove the test serum from their
bloodstreams.
SuperZero: You and your fellow captives have escaped your holding cells. You must
now fight for your lives as you try to escape your captor’s facility. All you have at your
disposal are your companions… and these abilities… dear god, what have they done to
you!?!
How many characters/units/pieces does the player control?
An Organizational Leader can control 38-44 pieces after placing the buildings and
defenses on the board. SuperZeroes control only one piece each.
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Game Theory
Symmetry – SuperZeroes is an asymmetric game as both sides (Zeros and
Organizational Leader) has different strategies and goals, as well as abilities to use.
Play Style – SuperZeroes is both cooperative and non-cooperative depending on what
side the player chooses to play. As a SuperZero the game is very cooperative because
these players must work together to get escape the facility. As the Organizational
Leader the game is non-cooperative as your goal is to defeat all the SuperZeroes and
forming an alliance with them would directly hinder your ability to win the game.
Summation – Superzeros is a non-zero-sum game. Each faction, SuperZeroes and
Organizational Leaders, can both gain and lose resources, however this loss or gain does
not directly affect the resource gain or loss of the opposing faction. For example, if the
President character uses his ability to add more units to the playing field, this does not
take anything at all away from any of the SuperZeroes abilities or resources, and vice
versa.
Perfect/Imperfect Information – SuperZeroes is an imperfect information game for
both sides. The SuperZeroes do not know exactly where the Organizational Leader’s
traps are or what cards are in his or her hand. Likewise the Organizational Leader does
not know what cards the other players have in their hands, only which SuperZero they
currently are.
Feature Set
General Features

Multiplayer - 3-4 players (SuperZeroes) will team up against 1 player ***Needs to be less
players***(Organizational Leader). They must make their way through four zones as a team in
order to win.

Solo Play - One player (Organizational Leader) will play against 3-4 other players
(SuperZeroes). This player gets to setup the layout of the four game zones in an attempt to
capture the other players.

Conflict - The SuperZeroes will have to fight their way through the units and obstacles the
Organizational Leader has placed.

Intrigue - The Organizational Leader will set up hidden traps in order to capture, damage, and
slow down the SuperZeroes.
Game Components


1 Game Board (22 x 25) with squares denoting movement spaces
15 Green plastic counters representing SuperZeroes
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15 Silver plastic counters representing the Organizational Leader and special units acquired by
the Organizational Leader
 30 Blue glass counters representing organic units controlled by Organizational Leader
 30 Clear glass counters representing mechanized units controlled by Organizational Leader
**** Where is the design data for all of these? You need to provide a design mockup for
different card types, and you need to detail every piece of relevant data about each card, in
tabular form (no need to create all cards as they will appear in the game – that will be done in
the Prototype). ****
 16 SuperZero Character Cards
 4 Organizational Leader Character Cards
 72 SuperZero Ability Cards
 36 Organizational Leader Ability Cards
 Building markers
o (3) 2x2 Containment Rooms
o (1) 1x3 Control Room
o (2) 1x1 Sniper Nest
o (2) 1x2 Bomb Shelter
o (1) Tetris T shaped Targeting Room
o (2) 1x1 Bunker
o (1) Tetris Z shaped Lake
 Defense Markers
o (2) 1x1 Barricades
o (2) 4x0 Walls
o (2) 1x3 Razor Wire
o (3) 2x0 Force Fields
 1 Four sided die used to determine effectiveness of specific ability cards
 1 Eight sided die for determining SuperZero turn order
 Villain Trap Card denoting the location of traps placed by the Organizational Leader (No Design
for this)
 Rule Book

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Rules & Mechanics
Game Setup
the rules make it sound like the buildings are placed during setup and can vary from
game to game. This diagram makes it seem like these locations are fixed. Be clear
about that.
Zone Layout
Zone 1 - 6 tall and 22 wide with a 2 by 2 box attached to the top right corner
Zone 2 - 6 tall and 20 wide with a 4 by 2 box attached to the top right corner
Zone 3 - 6 tall and 22 wide
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Zone 4 - 7 tall and 22 wide
1. Containment unit
2. Barricade
3. Control Room
4. Zone Door
5. Sniper Nest
6. Wall
7. Bomb Shelter
8. Targeting Room
9. Spikes
10. Force Field
11. Bunker
12. Water
Organizational Leader Setup:
 Select Character
 Draw 9 cards for abilities and perks
 Grab Health card
 Setup Zone 1
What are the rules for placing things? Can I put anything on any space within the
zone? Can I put a unit inside a defense or building?
o Place 2 buildings
o Place 4 traps
o Place 2 defenses
o Place 10 units
 Setup Zone 2
o Place 5 buildings
o Place 5 traps
o Place 2 defenses
o Place 8 number of units
 Setup Zone 3
o Place 2 buildings
o Place 4 traps
o Place 2 defenses
o Place 11 units
 Setup Zone 4
o Place 3 buildings
o Place 3 traps
o Place 3 defenses
o Place 8 units
o Place Organizational Leader in zone four
SuperZero Setup:
 Select Character
 Draw 9 cards for abilities and perks
 Grab Character Sheet
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 Place miniature in start position (Where is this?)
Who plays as the Organizational Leader?
If only one person wants to be the Organizational Leader, they get to be the
Organizational Leader. If no players or multiple players want to be the Organizational
Leader, each of those players will roll an eight-sided dice. The player who rolled the
highest number is the Organizational Leader. If multiple players tie for the highest roll,
those players will roll the dice again until one person has rolled the highest number. All
remaining players will play as SuperZeroes.
Who goes first?
Each player (who is playing a SuperZero) will roll an eight-sided dice. The player who
rolled the highest number goes first. If multiple players tie for the highest roll, those
players will roll the dice again until one person has rolled the highest number.
Who goes second? You need to establish a complete turn order. This is classically
done by going clockwise from the first player, in most board games.
You actually clear this up two sections down in the Turn Sequence, but it belongs
here in setup.
Health System
Each individual miniature has a health dial located on its base. As damage is done or
health is increased for an individual piece, it is the owning player’s responsibility to
adjust the dial accordingly.
How do you plan on portraying this in the Prototype, since not everyone will have
miniatures with Clix-like dials.
Unless stated differently on a player’s card, they take the amount of damage listed on
the attacking players card.
Turn Sequence
Is your turn sequence to be done in the order you give? Can I attack and then move?
You should combine things like tracking health and leveling up as part of a single “maintenance
phase.” Unless you want to confer absolute order, just lump those maintenance activities together. In
fact, tracking of health should be done the moment damage is inflicted, in the attack phase.
SuperZero
Step Description:
 Movement - SuperZeroes move first, at the beginning of the game all SuperZeroes
will roll a D8 die to determine who moves first in the game, and then the turn
order for SuperZeroes goes in clockwise order. (are we keeping this part or
moving it?) This is a part of game setup, not turn sequence of game play.
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But, how do they move? Movement phase needs to be detailed. Can units move
through other units? Move diagonally? Occupy the same space? Move through
barriers/walls? What about the “sniper nest?” This is described as a building –
can another player move through it? What about water – surely this impacts
movement?
Characters can move the number of spaces specified on the cards they have
played, in any direction including diagonally. no two characters can occupy the
same space. Characters can move through allies but not enemy units. characters
can not move through walls or objects on the board. When moving through a door
characters can not move diagonally.
 Attack –
Again – how is combat conducted? You need a lot more detail here.
Players attack by first selecting which attack they wish to use. Each attack as a
specific range of efficacy and damage that they deal. Damage is dealt directly to
health and subtracted. Players can not attack through walls, zone boundaries, or
enemy unit unless specified by a card. players can only attack once per turn unless
specified by a card. Players cannot attack diagonally through a doorway. players
cannot attack diagonally around buildings and other objects
 Ability Use -If and only if SuperZero is in range, they have the decision to use their
ability based on their card. Ability cannot be used if player attacked
 Track health - Adjust health dials for individual units as it is decreased or
increased during the Attack phase.
 Level Up -
Does this really reward the player for an achievement? I am not sure, yet. You always want to tie
reward to achievement in a strategy game, not just arbitrarily crossing a certain point (unless getting
to that point really takes some effort).
Leveling up process only happens when the SuperZero successfully crosses the
advancing zone line (here is this, exactly?) indicated By the green Doors. Once
crossed, the player controlling the SuperZero will draw from his/her deck and
place the appropriate level up zone card for the new zone the SuperZero is
currently in.
Organizational Leader (This section suffers from the same problems as the
previous one.)
Step Description:
 Move troops - Will move after all SuperZeroes have gone, but the Organizational
Leader will only be able to move the troops in currently activated zones. (What
does this mean?) zones with Enemy players in them.
 Attack - If and only if SuperZeroes are in the Organizational Leader or their
subordinate’s range can the Organizational Leader make the decision to attack or
not.
 Ability Use - If and only if SuperZeroes are in the Organizational Leader or their
subordinate’s range can the Organizational Leader make the decision to use their
ability or not
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 Track health - Adjust health dials for individual units as it is decreased or
increased during the Attack phase.
General Rules
The organizational leader’s “General rules” are not rules at all, but just statements of fact. A
rule is a method for accomplishing something, not just a statement of fact or strategy.
All of the Organizational Leader’s units have health and the ability to move, attack,
and resist damage, which is determined by unit type.
● If target has a higher resistance than attacker target receives 1 point in damage.
● Organizational Leaders and SuperZeroes have the capability to place cards that
improve stats, add another attack, heal, or various other abilities at the end of a
zone.
 Traps are Activated when stepped on by an enemy unit.
 A turn is over only when the player taking that turn has declared that they are
finished taking their turn.
 A player may only use one attack per turn per unit they control.
 A player may only use one Ability per turn per unite that they control.
 If a player uses an ability that deals damage they may not attack and vise
versa.
 players can not move diagonally through a doorway
●
Detailed Rules for Specific Pieces
Organizational Leader Units
Zone 1 Commander:
Name: Captain
Ability – This Zone Commander is capable of deploying his own personal barricade,
which has twice the health of a standard barricade. While he is only allowed one, it
is moveable. Once destroyed, he cannot create another one.
Perks – While this Mini-Boss is alive, all units have bulletproof vests (take half
damage, damage dealt can’t drop below 1.)
Zone 1 Traps:
Laser Trip wires
Number of traps – 2
When tripped exploded across doorway for 1 damage. Must be put in doorways.
Trap doors
Number of traps – 2
Opens door under player’s feet and drops them down into a trap. Lose a turn.
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Zone 1 Defenses:
Barricades
Number of defenses – 2
Fills a one block space and protects from attacks as long as in between attacker and
victim. Has a health of 5.
Zone 1 Buildings:
Control Room
Number of buildings – 1
This is a three by one room. Has a self-destruct button for all turrets in the zone.
Containment Rooms
Number of buildings – 1
A 2 by 2 box (so there is room for all heroes) where players are sent when defeated.
There is 1 in each zone.
Zone 2 Units:
Snipers:
Number of units - 2
Movement - 1
Attack range – 3
Attack Damage – 2
Health – 5
Ability – If two players are in line, first target can be penetrated to hit second target.
Can't shoot through walls or buildings to hit target.
Class two Agents:
Number of units - 5
Movement - 2
Attack range – 2
Attack Damage – 2
Health – 10
Ability – Can reactivate traps.
Zone 2 Commander:
Name: Cracker Jack
Number of units - 1
Movement - 2
Attack range – 4
Attack Damage – 2
Health – 15
Resistance – none
Ability – Poison darts deal 1 point of initial damage and 1 extra point of damage
each round for two rounds.
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Perks – While this Zone Commander is alive he allows for an extra mortar to be
fired.
Zone 2 Traps:
Trap rooms:
Number of traps – 2
Player walks in and the walls trap them. If trapped, the player is trapped for 1 turn,
then moved to containment room. Can be deactivated by another hero on the
outside of building next to trap.
Mines:
Number of traps – 3
Standard mine, deals 2 points of damage
Zone 2 Defenses:
Walls:
Number of defenses – 2
Walls are four long and placed on lines
Zone 2 Buildings:
Sniper nest:
Number of buildings – 2
This is a building elevated one space above the board so that the units inside can
only be attacked with a range of 2 or greater.
Bomb shelter:
Number of buildings – 2
These are designed like the 2x1 pieces. These are the main protection from mortar
fire.
Containment Rooms:
Number of buildings – 1
A 2 by 2 box (so there is room for all heroes) where players are sent when defeated.
There is 1 in each zone.
Zone 3 units:
Mortars:
Attack range – Organizational Leader writes where the mortar will land and on the
next turn reveals to other players if they have been hit or not. Can only attack zones
in front of or behind the zone where Mortar is placed.
Attack Damage – 2 points of damage in the center square and 1 for the outlying
zones
Ability – Splash damage. Cannot hit SuperZeroes in buildings
Recovery team:
Ability – Stuns SuperZeroes which causes them to lose a turn and if attacked again
within Organizational Leader’s next turn, they are instantly transferred to
containment room no matter health.
Super M.O.R.O.N.S.:
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Ability – Is allowed to take damage that a SuperZero has dealt to another unit and
removes the damage from his own health instead.
Zone 3 Commander:
Name: The Wiz
Ability – Can make a SuperZero attack a teammate - range 1.
Perks – While this Zone Commander is alive each kill causes the killing SuperZero to
lose a turn due to guilt.
Zone 3 Traps:
Sonic bomb
Number of traps – 1
Knocks out the character that activates it and knocks back characters in a one-block
radius back one block.
Swinging logs
Number of traps – 3
Logs come down and crush player for 2 points of damage. Must be outside.
Zone 3 Defenses:
Razor wires
Number of defenses – 2
These are a three by one defense placed on a line. These are a ground defense that
slow down characters with super speed and deal one point of damage when walked
through.
Zone 3 buildings:
Targeting rooms
Number of buildings – 1
These are designed like the T shaped pieces from Tetris and can deactivate all
mortars in zone.
Containment Rooms:
Number of buildings – 1
A 2 by 2 box (so there is room for all heroes) where players are sent when defeated.
There is 1 in each zone.
Level 4:
Jeeps:
Ability – Can hit players, but must stop moving the space before player they hit deals 2 points of damage, ignores resistance.
Clean up Crew:
Ability – Have an AoE ability that stretches out in a radius of 2 does 1 damage
ignores resistance. (Friendly fire)
Tank:
Ability – also has a turret that does 2 damage at a range of 1
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Zone 4 Commander:
Name: Minitor:
Ability – Can fire two heat seeking rockets each dealing 2 points of damage each
at a single target or deploy a force field in front of him for a turn.
Perks - While this Zone commander is alive all hero AOE’s do 1 point less
damage.
Zone 4 Traps:
Tranquilizer darts:
Number of traps – 2
Sleeping dart that stop characters in their track. This trap makes players lose a turn.
Electrified Net:
Number of traps - 1
Covers a 2 by 2 area and traps everyone in the area. Must be activated during
M.O.R.O.N.S. leader’s turn.
Zone 4 Defenses:
Force Fields:
Number of defenses – 3
These are a two block wide defenses placed on a line. This defense cannot be
phased through.
Zone 4 Buildings:
Bunker:
Number of buildings – 2
One space that can have multiple units on it, as to hide them and protect from
attacks. (Enemy units only) once out they cannot go back in
Lakes/body of water:
Number of buildings – 1
These are designed like the Z shapes in Tetris. Allows SuperZeroes and Operational
Leader’s units to avoid attack by going under water, if used for more than 1
consecutive round, character takes 1 point of damage each round they stay under
water. Is unaffected by scorch effect.
Special Units:
Name: Left
Number of units - 1. If player has correct ability card
Ability – Can fire two heat-seeking rockets, each rocket deals 2 points of damage.
Rockets can both be used on a single target or at two different targets with a range
of 3. Or a mini gun can be activated which fires one square in front and two beside
the initial at a damage of 2.
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Name: Right
Number of units - 1. If player has correct ability card
Ability – Deploy a force field in front of Left and himself for a turn or repair left for 5
points of health. use - 3
Name: Apprentice
Number of units - 1. If player has correct ability card
Movement – Teleports a distance between 2 and 4.
Ability – Can make a SuperZero move range 2.
Name: Sentries - 2. If player has correct ability card
Movement – Attached to S.M.A.R.T.
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Flowcharts
Board Setup Flowchart
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Organizational Leader Selection / Setup Flowchart
You cover things like saving a player in a holding cell, which do not appear in the
rules. No new rules should appear in the flowcharts. They serve only to show the
flow of actions, not to define rules.
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SuperZero Movement Flowchart
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SuperZero Zone Level Up Flowchart
Trap Flowchart
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President / M.O.R.O.N.S. Facility Movement Flowchart
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Damage Tally Flowchart
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End Game Conditions
Organizational Leader:
Capture all SuperZeroes, none may be on the open board, by reducing their health to
zero or capturing them via traps or abilities.
Zeros:
Progress through all four zones and defeat the Organizational Leader guarding the exit
spaces. If a SuperZero is defeated during the final encounter with the Organizational
Leader, then they stop taking turns, but are not returned to containment. If the rest of
the party does defeat the leader, then all SuperZeroes move to the exit space and win
the game.
Rules Questions
Q. What if my attack is less than the target’s resistance?
A.
Then target takes 1 point of damage.
Q. Can I use an attack and ability in the same turn?
A.
You can use one attack and one ability per turn as long as the ability does not
deal damage.
A.
You can use one attack and one ability per turn as long as the ability does not
deal damage.
Q. Can I move in only cardinal directions or can I move in a 360-degree space?
A.
You can move in a 360-degree space.
Q. Can I attack in only cardinal directions or is my attack able to be aimed at any 360
degree space?
A.
You aim your attack in a 360-degree space unless specified by a card.
Q. What happens if my hero dies during the game?
A.
As long as the hero is not in battle with the final boss, they are transported to a
containment room and can be rescued by other active heroes.
Q. What happens if I die in zone 4?
A.
Your hero stops taking turns and cannot be revived. If the other heroes defeat
the final boss then you still win.
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