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Formal Game Analysis

1. Objective:

a. What are the game objectives?
Race, Escape, Capture
b. What is the primary object of your game?
The Main objective would be to get all five of your pieces across the board and into camp before the
other players
c. What are the secondary objectives of your game?
The Secondary objective would be to escape all your opponents properties and to outwit players by
coming up with property configurations.
2. Player Interaction:

a. What type of player interaction is your game?
Multilateral

3. Rules & Procedures:

a. What are the starting action procedures of your game?
-Select Game Pieces
-Roll the die (however has the highest # gos first and the order goes clockwise from that player)
-Select Properties around the board
b. What are the progression of action procedures?
-You can only have two hunterz on the board at once
-Start moving pieces based on rolls
-Try to avoid player traps
-Place new traps based on landed on spaces
c. Are there any special action procedures? What are they and when are they executed?
-If you land on an opponent space you will get bounced back to the start square.
-If the player lands on the corner space then the has a option based on the square
- If two players land on the same blank spot then the first player that landed there goes back to start,
if it is not a blank spot then this rule is ignored
-If a player then moves his/her trap to a blank spot and you land on it then the previous player goes
to start
-If you land on a blank spot and you move your trap you cant roll again
d. What are the resolving action procedures?
-When you have four pieces already home you will need to roll an exact number to get your fifth
piece home
e. What are the explicit rules?
-The players each select a color of property markers if there are three or four players, while two
players select two colors of property markers
-The first player chooses a property on the board and places his marker on it, then other players in
clockwise order also choose a property,
-This continues until all property markers are used up
-Now the players select their set of hunters to move (set of 4)
-The first player rolls the die and moves one hunter
-Then the next player rolls in clockwise order moving their one hunter piece according to the roll
-The players continue in a clockwise fashion until their first piece approaches the end
-The end piece is moved off the board, and a next hunter is selected to move
- The game continues a before with rolling and moving hunter across board, until all hunters go
across
- When a player lands on a space marked by another player, the players hunter has to go back to
their camp
-Only When a player lands on a blank space, the player may move one of their property markers to
this space
- When the player lands on the player trap move square, the player may move one of his property
markers to any blank space on the board
- When the player lands on the opponent trap move square, the player may move one of his
opponents property markers to any blank space on the board
- When the player lands on a rope space, the player may move one of any opponents property
markers to any blank space on the board
-When one hunter has reached their starting camp then they place that piece inside their RV
4. Game Resources:

a. What are your resources?
-16 hunters (4 different colors)
-1 Game Board with 40 spaces
-12 Traps
b. Does it have utility? Yes the hunters are the pieces moved around the board, the traps are placed
on the board to mark actions, and the game board is necessary to move
c. Is it scarce? Yes there are a defined number of property markers and property spaces

5. Game Mechanics:

You should be able to justify how you are incorporating at least 3 of the following mechanics:

a. Turn/Move? The die will be used to determine the movements of the pieces.

b. Action Points? You will move your hunters as the number of spaces as on the die. You are trying to
jump and evade enemy traps while trying to get back to your RV.

c. Auction or Bidding? N/A

d. Randomness? N/A

e. Capture? The traps/crosshairs that are placed around the map by players are used to where if
opponents land on them they have to go back to their camps.

f. Catch-Up? Player must roll an exact number to get their hunter into camp
g. Role-Playing? N/A

h. Tile Laying? This element is what the traps are used for they are placed to make the game harder
by bouncing player back to their camps.

i. Victory? First person with all pieces move to their RV.

6. Conflict:

a. Conflict? You have to roll the die and hope that you get the number that is needed to get to the
blank or owned square. Competition? Roll the highest number to help get your pieces to the end the
quickest time.

i. Opponent? They are used to add a sense of purpose for playing the game.

ii. Obstacle? They would be the challenge of rapidly landing on your owned properties and avoiding
opponents pieces.

iii. Dilemma? The dilemma would be the challenge of moving own properties to give you the best
chance to win.

7. Boundaries:

a. What are your game boundaries? The boundaries would the game board the game is played on.
Also the die that determines the number of spaces you move.

b. What separates your game from real life?

8. Outcome:

a. How is the end/winner determined? The winner is determined by the first person to get all four
hunterz inside their RV first.

b. Zero-Sum or Non-Zero Sum game? Zero Sum

9. Probability:

a. What type of randomization tool will you incorporate into gameplay? (Dice, Spinners, Cards,
Coins, etc.) Die

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