The Conception
Knightstone: Iteration 1

At this point in my life, I found myself immersed in a board game spree, playing titles such as Catan, Munchkins, Ticket to Ride, and several others. Being a fan of MMORPGs, I felt compelled to craft an action-based RPG featuring two distinct phases of gameplay and diverse character classes. The envisioned game would incorporate player cards, dice rolls, and a traversable map.

The Setting
A clandestine sect has seized control of an ancient relic capable of exerting influence over Lords, Kings, and the common populace. The enigmatic Shar safeguard their prized Knightstone within their castle. Players have the option to select from a pool of 10 character classes, each endowed with distinct features, including health, unique lore, two primary abilities, one combat bonus, one special ability, and a passive class trait.

Phase 1 - PVE
The initial stage of gameplay involves the player traversing the map to reach Shar Castle and reclaim the Knightstone. Along the journey, players draw from the Wilderness Deck, encountering various obstacles designed to deplete resources and impede progress towards the castle. When an Enemy Card is drawn, the player to the right assumes control of it, dropping loot for the drawing player. Occasionally, drawing a Trap Card may hinder travel progression, while a Misfortune Card can only be played against other players.

Phase 2 - PVP
Upon reaching Shar Castle, a player is compelled to confront the Shar Witch to secure the Knightstone. Upon successfully looting the Knightstone, the game seamlessly transitions into Phase 2. To challenge the player holding the Knightstone, one must be in an adjacent hex, initiating a 1v1 battle to the death. The victor is the first player to return to the starting point, thereby winning the game.

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After the Play Test

After conducting several playtests with Iteration 1, I've determined that the game's replayability fell short of my expectations. Additionally, feedback highlighted concerns about the Wilderness Deck and the Loot Deck being overly extensive and somewhat one-dimensional. Player agency was limited to the choice of character class, two abilities, timing for exhausting the one-time special ability, and the utilization of loot items in hand. Recognizing the desire for a more robust character class sheet offering additional options and strategic abilities, I addressed this feedback in subsequent iterations.

Iteration 2

Expansive Design
The goal for iteration 2 is to create more player agency at various degrees of gameplay.

Iteration 2