Prototype: Interdimension

Interdimension Design Document

15 - 30 min
Mechanic: Ground Shifting, Paths
Max Players: 2
Suggested Age: 12+

Story: You are an inter-dimensional traveler caught on an alternate plane of existence, your goal is to get to an exit portal back to your plane of existence. The winner of the game is the first to get to their respective portal.

Necessary Pieces:
6 x 1 Player pawn (dice) red, blue, green, yellow, orange, white.
1 x Rubiks cube.
14 x SPATIAL DISTORTION cards

Setup:

  • Pick up rubiks cube and rotate it until both players feel it is "randomized."
  • Players select their pawn(dice).
  • Place player pawns (dice) on corners of the cube (On the same side), players simply must agree where to start.
  • Shuffle deck of Spatial Distortion cards.
  • Place the cube on grid marker (Note card labeled between 0,0 and 0,3), this is useful for recording a games moves and keeping track of your pawns locations through large numbers of moves.
  • Roll your pawn to determine who goes first (higher number goes first)
  • Exit portals are at the exact opposite diagonal corner of your player start point.

Win Condition: reach the opposite corner from where you started

RULES:
Once Per Turn:
Players can move to one adjacent space of their color. XOR (Exclusive Or)
Draw an unrevealed SPATIAL DISTORTION card view it, then instantly play it, or store it face down in front of them it if it is a "PARADIGM SHIFT."

OTHER RULES:

  • If a card rule conflicts with a rule in this rule book, the card takes precedence.
  • Players can only move onto tiles of their color, however once on a location, tile color no longer matters.
  • Players can move backwards
  • All pawns can move onto white squares
  • White pawns can draw 2 cards per turn, but cannot move onto colored squares like other pawns (without a PARADIGM SHIFT)
  • When a rotation occurs, players stay in their relative location.
  • The exit space stays in the same relative location even through Spatial Distortion induced rotation.
  • Used cards go into a discard pile. The pile is reshuffled when the deck runs out.
  • When it is another players turn, players can play "PARADIGM SHIFT".
  • Playing a "PARADIGM SHIFT" during ones own turn does not consume an action (however drawing one does).
  • If a player moves onto a space where another player is both of them pick up their pawns and roll. The - lower rolling player goes back to their relative spawn.
  • Randomness is created by the board
  • Cards played during your opponents turn go on the stack, resolving one at a time down the stack.

Cut / Implemented mechanics:

  • Each turn a player does not move, they increment their power, up to a maximum of 6, power is used to purchase cards.
  • Pips on the player (dice) have would have represented the player's power.
  • Additional cards were added, some were made less overpowered.

SPATIAL DISTORTIONS:

  • rotate 2 or less rows left (from your orientation)
  • rotate 2 or less rows right (from your orientation)
  • rotate 2 or less rows forward (away from yourself from your orientation)
  • rotate 2 or less rows backward (toward yourself from your orientation)
  • move to an adjacent, non diagonal space that is not your color, this can not be used to win the game.
  • move diagonal to a space that is your color, this can not be used to win the game.
  • rotate the cube backwards
  • rotate the cube forwards
  • rotate 2 or less rows 1 time for each tile on your plane that is your color.

PARADIGM SHIFTS:
- Rotate a single, non middle row any direction. - Move a player backwards onto an adjacent tile of their color. - Rotate the cube toward yourself. - Draw a card and play it now. - Instantly duplicate your opponents Spatial Distortion played this turn and play it instantly.

Due to lack of cards 2 cards were cut from my prototype, they are commented out above.

There are a total of 14! ordered permutation.

Potential future changes:
Some of the cards could be worded using Columns and Rows rather than rows to avoid confusion.