This is my first prototype in the Fall Final project, which stands to represent my idea in a form. All you can see is just a bunch of cards, but let me take you through what this is and how it works.
- If you look closely there are 7 orange cards and only 6 purple cards. The 7 are for the new wonders and the 6 are for the ancient wonders that are today non-existent or destroyed, with only the Pyramids of Egypt, the yellow (or golden) card, still standing.
- I intend to make the Pyramid card as the Ace card in the pack – let me call it the Apex.
- The gameplay will be with cards with a central idea surrounding the current round of play or a monument conquest or a race to exchange all cards, or something similar.
What was interesting to me, is that just by creating this concept prototype, it generated so many ideas of game rules that I could use or build upon:
- The Pyramid as the Apex card, and the winner with highest cards (monument conquest) wins. The one with the Pyramid goes to the ancient world, so while he has the apex advantage, the user only stars with 6 of the ancient wonders. The other user doesn’t have the apex advantage but starts with 7 (new) wonders.
- Keeping just these 14 cards as a constraint I can simply build game rules within only these many cards.
- The Apex card can function as a trick-or-trade card – where it can pass on its power to another card and therefore, there will be a hidden Apex card. Now all 14 wonders are competing to defeat or spot this hidden apex card, and the player who has it either knows about the advantage or doesn’t and the other will try to figure it out.
These are some rules that jogged my mind and I was pleasantly surprised with it. Also, I am assuming these for just two players or two teams – but this assumption might have risen from the prototype itself which has just two packs, two teams, two colors, etc. This is just a start, and I will need to build more focused prototypes while I start building and testing some game rules and gameplay.