DESIGN GOAL
The design goal behind Caper was to make a cooperative game that allowed for customization to enhance the replay value and to create a game where constant tension was being placed on the players. This was accomplished several ways including using tiles to construct the playing area, creating random elements such as triggering alarms, and guard movement and giving each player a unique advantage in performing an action.
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Standard board layout with Alarm Meter and Guard Movement card. |
TILES
- Each tile is a different room that together creates the building (board) that the game takes place in.
- Tiles are binary, either active or inactive.
- active tiles (red side) are said to have their 'alarms' activated and players are not allowed to occupy them.
- inactive tiles (blue side) are not 'alarmed' and players may occupy them if other conditions have been met.
- Using tiles allows players to create content by creating a custom board layout.
GUARD MOVEMENT
- Guard movement is automated via dice rolling.
- Two dice are used, one six-sided die and one eight-sided die.
- The six-sided die references which guard is moved.
- The eight-sided die references a tile with corresponding numbers on each side and corner of the tile. This tells the player which direction to move the guard.
- After each turn, players roll the dice a number of times equal to the alarm meter level.
- Guards change the board as they move.
- Each tile they move onto 'activates' the tiles alarm (flips it to red).
- This creates a dynamic board that players must constantly react to.
- Guards can capture players, moving them to the 'Holding Cell' tile.
- Other players must break out the captured player, forcing cooperation and creating tension.
CHARACTER CARDS
- Each player is dealt a character card, each with a list of actions players may take and the die they roll when attempting those actions.
- Character abilities include unlocking a room and hacking computers, knocking out guards, moving and acting diagonally, and escaping from guards and the holding cell.
- Every character has a limited number of actions they may perform on their turn.
- Differing abilities increase dialogue between players about the best strategy for completing missions.
- Players may draw between 2 and 5 mission cards depending on the length of the game they desire.
- Mission cards state where to place the items players need to collect.
- There are multiple tiles to place each item type, allowing players to choose where they want to place an item increasing customization of the game and replayability.
- There are three of each type of tile listed on the mission cards but only two need to be used for each mission.
END GAME
In order for players to win, they must collect all items and all leave the building at the same time.
- Having players collect all items AND then leave the same way they entered the game creates multiple goals for players to contemplate.
- By making players exit simultaneously we force the cooperation between players after the initial goal of collecting all items.