Outbreak
Tuesday, May 22, 2012
Rules
- The game is played on a 10x10 grid.
Two different viruses are fighting each other on the grid,
each virus is a team.
The game is played by a minimum of 3 people per team.
- Each team moves in a different way, one move in diagonal the
other straight back and sideways.
The goal of the game is to infect the opposite team until
they all turn into the virus you’re representing, once a player is turned he
adopts the virus’s movement pattern.once everyone has been turned into the same virus the game is over.
- Each teams starts on the first and last line on the grid
and players must be separated by at least one empty square.
Players move on the grid by throwing a ball around and
moving one square once the ball in hand. Each team gets the ball once then has
to throw it to a person of choice on the other team to their advantage.
If any player from a team riches the other end of the grid
he gets to turn a player of his choice.
- Once two viruses meet on the grid, the one reaching first to
the other virus challenges the other by throwing a dice, each side of the dice
has a different effect on players:
1.
Infect – Turns the player challenged into the
virus attacking him
2.
Infect+2- Turns the player challenged and grants
him two moves
3.
Backfire- Turns the virus attacking into the
virus he challenged
4.
Switch- each player switches team.
5.
Back- moves the challenged virus back to the
start of the grid
6.
Wall- challenger lays down on the grid in any
direction to the advantage of his team by blocking others
Sunday, May 20, 2012
Abstract
Outbreak is a radical game that brings Real Time Strategy
(RTS) into a physical playing field. Players have to work together to “infect”
opponents whilst looking out for themselves and their team mates. The novelty
of this game is that no one has really tried to make this work.; a grid-like
setup with rules, but also freedom of physically changing the game according to
your agility. This makes players work together to try and convert the other
team’s players to their own.
The contribution of this game is that it demonstrates that
we can expand our view on strategy and board games. Board games are a dying breed, and RTS games
have always been exclusively online only. This is another way of looking at
things, and demonstrating that it can be done.
We are trying to bring back exertion gaming, but digital
elements could also be implemented. Examples include an interactive grid floor
with colours representing which team you’re in illuminated underneath. Also,
hazards that could appear on the playing field such as lava or cracks in the
ground. The “wall” move would also be portrayed on the grid instead of the
players having to physically lye down.
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