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Cold Bomb

Game Design Document


Weston Senatore, Carlos Gonzales, Zane Helton

Index
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2.
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b.
3.
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b.
c.
4.
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b.
c.
5.
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Index
Game design
Summary
Gameplay
Technical
Rules of play
Mechanics
Dynamics/Advanced rules
Level design
Setting
Objects
Challenges
Development
Conclusion

Game Design
Summary
The cold war was a period of time when the USSR and U.S. were at
each others throats. Your objective is to build the atomic bomb as quickly as
possible and destroy foreign nations. By collecting resources and intel cards,
youll be able to build the a-bomb and defeat your enemies.

Gameplay
The goal is to have all of the components of the a-bomb before your
opponents.

Rules of play
When a player rolls the die, they may move on the board however
many they rolled. If the player decides to land on a resource card spot, they

must stop. To pick up an intel card, the player must roll the number on the
back of the intel card and then may place it into their hands.

Mechanics
1. Player rolls the die
2. Player moves however many spaces theyre allowed to move unless
forced to stop by a resource area
3. A player now has the chance to roll for a resource card if all of the
resources are in the possession of the player, if the player rolls the
number on the back of the intel card, they may place it into their hands
4. The player now has the opportunity to trade with other players, this
includes resource and intel cards. All trades must be mutually agreed
upon
5. The players turn is now over

Level Design
* bring up giant board *

Setting
Our game is set in the war time of the Cold War spanning across all
nations actively involved in the Cold War.

Objects
Resource Cards- These cards allow you to build different parts of an atom
bomb to win the game. These resources include Uranium, Steel, Gold, Oil,
and Copper
Intel Cards- These cards allow to show what you need to build and how
much of each resource you need

Challenges
The challenges in our game is you rush to construct the Atom Bomb and
the first one to construct it wins. Another challenge would be that you
would be dependent on many things in the game because there are many
things that you have to roll the die to get.

Development
We wanted a war game, but not in the traditional tone, so someone
suggested we make it about the Cold War and from there the idea began to
sprout. Next was to suggest a goal, an end-game, this is where the intel and
resource cards come into play, to win the game. After working out a few

kinks in the system that may allow players to become owners of all of the
resources and potentially stall the game, we had a release candidate.

Conclusion
This is the area where you make any closing remarks that you wish to about
the game. What would you like to see happen with it in the future. What were
some particular difficulties that you had to or have to overcome?

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