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Solar Bears

Jason Bowden, Zachary Herman, Jonathan


Juarez, Cong Shu, & Anthony Wray

DESIGN DOCUMENT for PUGNAE


POTENTIA
March 23, 2014

DESIGN DOCUMENT for PUGNAE POTENTIA

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Table of Contents
Design History................................................................................................................ 3
Version 0.50................................................................................................................ 3
Version 0.75................................................................................................................ 3
Version 1.00................................................................................................................ 3
Version 2.00................................................................................................................ 4
Game Overview.............................................................................................................. 5
Where does the game take place?.............................................................................. 5
What is the story?........................................................................................................ 5
What is the main focus?.............................................................................................. 5
How many characters/units/pieces does the player control?.......................................5
Game Theory............................................................................................................... 6
Feature Set..................................................................................................................... 7
General Features......................................................................................................... 7
Game Components...................................................................................................... 7
Rules & Mechanics.......................................................................................................... 9
Game Setup................................................................................................................. 9
Turn Sequence & Play.................................................................................................. 9
Flowcharts................................................................................................................. 13
Detailed Rules for Specific Pieces..............................................................................14
End Game Conditions................................................................................................ 18
Rules Questions......................................................................................................... 19
References.................................................................................................................... 20

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Design History
Without recording history, we are doomed to repeat it. Our version history offers us
designers and you players a history of the games milestones and a perspective on
where the game is going. We believe that a game works much like a human being and
must always be prepared to adapt and improve.

Version 0.50
Version 0.50 was Pugnae Pontetias original concept document. This version was a
written brainstorm of the basic story, game mechanics, gameplay elements and
aesthetics. It also included a diagram of the playable area of the game board that is
still in use. No earlier versions were documented.

Version 0.75
Version 0.75 represents the key points discussed in the Concept Worksheet with a little
more detail and made some changes across the board, especially in the Mechanics
and Gameplay sections. It made the framework for Pugnae Potentias first Game
Design Document. It was a rough blueprint for a few days.
1. Clarified Damage against a player must outnumber their Power for them to be
eliminated.
2. Elaborated the discarding of an Action Card after it is played, and the placing of Power
equal to said damage in a designated zone until that player is eliminated.
3. Provided a more concrete example of Gameplay, filling in gaps with explanations.
4. 1 Dodecahedron Die (d20) was added to the Game Components for defensive rolls.
5. Character personalities were added to in order to reflect each characters mood.
6. A rough draft Visio flowchart was completed to display Gameplay direction.
7. Using an Action Card was defined as a choice to balance the randomness of Draw
Card.
8. 3 Attribute Card concepts were created for the game deck.
9. General Features were defined and edited to flow more smoothly.

Version 1.00
Version 1.00 implements aesthetic art, playable Action Cards, and Offensive and
Defensive card areas on the board. A developer Q&A and a refined draft of the
gameplay flowcharts were created and added. This Version was all about completing a
playable game design for Alpha testing and making it fun.
10.Character concept art was added for all five game pieces.
11.The entire team gathered to create entertaining Action Cards.
12.Gameplay descriptions, rules and response rolls were added to the Action Card
descriptions.
13.Decided how many of each Action Card would be included in the initial game deck.
14.Game Mechanics were updated to consider exceptions to the rules made by the new
playable Action Cards.
15.Areas for the Defensive Cards, Offensive Cards, Power Counters, Draw Pile and Dead
Pile were outlined in the Game Mechanics and/or draw onto an expansion of the game
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board.
16.Printable refined flowchart draft was completed to set a higher quality standard.
17.Attributes were renamed to Artifacts and a 4th Artifact was implemented.
18.Game Card concept art was added to the document to bring the design closer to
reality.
19.Q&A implemented from questions and answers exchanged by the developers

Version 2.00
Version 2.00 implements significant changes to shift the game from developer Alpha
testing to player Beta testing. Important sections such as General Features and
Detailed Rules for Specific Pieces went through editing overhauls to clarify gameplay,
while more superficial edits and implementations were made to prepare the GDD for a
transfer from wall of text to playable board game.
20.Terminology for Tiles and Spaces was altered to prevent player confusion.
21.The debuff to player movement when in an opposing players element was better
explained.
22.The map diagram was altered to include detailed information such as colored coded
element key, Offensive Areas, and Defensive Areas.
23.The Ethereal Lance cards Obstacle Pierce effect was limited to 1 for game
rebalance.
24.Defense Card rules were updated to reflect one-at-time and discard upon use to
prevent players from abusing them and becoming pretty much invincible against
attacks.
25.Art for all playable cards completed for usability and aesthetics.
26.Made a card template.
27.Prototype Document cards resized for ease of printability without occupying many
pages.
28.Prototype Document card text truncated for ease of reading without overflowing cards.
29.Updated General Features to match gameplay and mechanics.
30.Visual representation of how Power Counters are transferred to an attacking player.
31.Visual representation of how a player can add Power Counters to their life that are
obtained from doing damage to other players.
32.Explained how Trap/Potential Trap Cards work and what happens if any player -even
the player who laid the card down- picks that card up.
33.All Attack Cards were changed to only have a set range of attack.
34.Removed Comeback Kid and replaced it with the Disarm Trap card.
35.Overhauled common terminology to ensure consistency.

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Game Overview
Where does the game take place?
Ferivu is a very different world. This planet boasts only one known continent, which is
surrounded by impassable waters simply known as The Raging Sea. An extreme North
Pole and two weaker South Poles highlight the odd fact that the Northern Hemisphere
contains the equator and both tropics, keeping it temperate throughout the year.
Massive storms constantly siege the East coast from the East-Northeast, powering the
Stormy City with lightning strikes. Beyond this great city to the West lies the Deadly
Desert, a fiery landscape that traps heat, is deprived of rainfall, and is populated by
dragons and a harsh society of matriarchs. Even further from this sandy land is the
Crawling Jungle, a land that gives foreigners as many nightmares as dreams of wonder
at natures beauty.
South of this jungle is the inland sea, called the Shady Ocean for the suspicious
merchants and greedy pirates that take advantage of the one sea that is safe enough
to sail on, monsters aside. The lands to the South are simply referred to as the
Frostbite Mountains. In this land of short warm seasons and short days, every creature
and every human in a patriarchal society is patient and sturdy.

What is the story?


The Archmage -tasked with harnessing all five magical Elements to protect the worldhas grown old and will soon retire. Each region has selected their best and brightest
magician to compete in Pugnae Potentia, a duel that takes place once every
generation. Each competing magician must gain control of the other Elements besides
their own through ritual combat. The whole known world of Ferviu is the stage for this
grand contest, with any weapons that can be found, spells that can be learned,
Obstacles that had be hidden behind, traps that can be set and the Archmages own
Artifacts as the tools with which to attempt victory. In the end, only one magician will
remain standing. As the new Archmage, they will be the worlds champion and
defender until the need for a successor calls for another contest.

What is the main focus?


The players goal in Pugnae Potentia is to use tools described in cards and the
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environment displayed upon the game board to build strategies and eliminate other
players characters in a highly competitive environment. Success depends upon
caution more than anything, and so the ultimate focus is
survival.

How many characters/units/pieces does


the player control?
During the game, each player will control a single
character that they will keep during the whole playthrough. The character will be selected from the
following five:
Achuchi the Green breaks boulders with vines and
grows his own home every night. His strong attunement
and loyalty to nature enhances his instincts, but he is
among the least social of magicians as a result of this trait. (Earth Element)
Henrietta the Red is a fiery
barbarian mage who eats
scrambled dragon eggs for
breakfast. She is more
benevolent and caring than
most other matriarchs, but
has a legendary temper. (Fire
Element)
Grom the Silver calls down
lightning from the heavens to
power the city and strike his
foes. He is intelligent and
always striving to gain new
knowledge and power.
(Lightning Element)
Finnkel the White can
freeze a whole lake in
minutes and ice skate on it
like a champ. Magic is less of
a weapon to him, and more
of an art form. He is a
respected gentleman in his
homeland. (Ice Element)
Charlotte the Blue is a
swashbuckling pirate who
can snap sailors masts like a
twig in a storm. She is known
for being a troubled
magician, but is more clever and resourceful than most. (Water Element)

Game Theory
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Symmetry Symmetrically, every player is given the same options in player choice,
rules, power, and the same amount of area for setup. Although every character offers
an asymmetrically shaped section, each elemental part of the map brings balance to
the game so no single section dominates the entire game; bringing additional
symmetry to the game board. A difference of available cards creates additional
asymmetry.
Play Style Pugnae Potentia is a non-cooperative game. Players combat each other
until only one remains. Informal cooperative play is sometimes encouraged as some
players can become more powerful than others depending on Artifact Cards and/or
how many elements they control.
Summation Pugnae Potentia is comprised mainly as a non-zero-sum game due to
the existence of various cards the players can acquire over the course of a game.
Players draw one card at the beginning of every turn so power is able to be obtained
without loss from another player. Pugnae Potentia also has aspects of a zero-sum
game based on how Power (hit points) is transferred.

Feature Set
General Features
Character Advancement

Players can build their characters strength by attaining Artifact Cards and
destroying other players for their Power Counters and Elements.
Active Free For All Gameplay

The game is designed to encourage combat in a free for all scenarios. Players
get stronger by hurting or killing other players instead of sitting back and trying to be
the last player alive.
Conquering

Players will get the opportunity to gain other players Element by dealing the
final blow.
Puzzles

Players will have to navigate around obstacles to adjust to varying attack


ranges.

Players have to figure out how and when to advantageously use the cards in
their hand.
Multiplayer

Game rules adjust to create a balanced gameplay experience for 2 to 5 players.


Variety

Every game is different

The obstacles will be set up differently.

The cards that players draw will be different.


Strategy

Players have certain advantages while they are in the region associated with the
Elements they control.

When one player defeats another player they will not only gain some of their
power, but will also gain their Element(s), allowing the player to interact differently.

Players can drop excess cards ambiguously while inside their own Element.
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Game Components

50
4
46
12
12
12
10 Trap
30
5

50
Guide
1 Game

cards
Artifact Cards
Action Cards
Attack Cards
Defense Cards
Spell Cards
Cards
Obstacle Tiles
Miniatures; each assigned to a unique
Element
Power Counters
Book
Dodecahedron Die (d20)
Board

Rules & Mechanics


Game Setup

The game board is laid out on a flat surface with the playable area facing up.
All the Action Cards are shuffled and placed face down on the Draw Pile on the game
board.
All other pieces are placed in piles according to their specifics.
2-5 players gather and select their character Miniatures.
Each game piece corresponds to an elemental affinity.
Players are given an amount of Power Counters equal to their starting Power.
The number of players determines each players starting Power.
With 5 players, the starting Power per character is 10
With 4 players, the starting Power per character is 12
With 3 players, the starting Power per character is 16
With 2 players, the starting Power per character is 25
The total number of power counters cannot equal greater than 50
Players throw their game pieces onto the game board at the
same time. The player with their character nearest the black dot
in the middle of the center space of the board has the first turn
and chooses the turn order.
Players then take turns placing their character on any space that
matches their predetermined element.
Each player takes turns placing one Obstacle Tile on the board
until all 30 are placed.
Creating Dead Ends with the Obstacle Tiles is forbidden.
Dead Ends meaning if a player barricades themselves in a section of the board.
Also completely sectioning off an entire element from another element.

Turn Sequence & Play


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Pre-Movement Phase:
Draw one card from the deck.
A player cannot have more than 3 cards in their hand at a time. If at any point a player
has more than 3 cards, they have to drop any extra cards on their current space or any
empty adjacent space.

I.E. if a player draws a card and that card increases their hand to above 3 the
player can lay down a card that do not want at that time pending they are in their
Element. However later on they can travel back over their card they laid down and
pick it back up and lay down a different card in their hand if now over 3 currently in
hand.

If the card a player lays down in their Element is a Trap Card and later on if no
one else has sprung that Trap by traversing over it, the player who laid it down may
choose to traverse over it and place it in a different space that within 1 adjacent space
of their character and within their controlling Element(s).
A player can drop any cards face down on their current space or any empty adjacent
space at the start of their turn only in their controlling Element(s).
Cards cannot be dropped on a space with another card, an enemy, or an Obstacle Tile.
If a player drops a card on an Element that they do not control, the card is
automatically placed in the Dead Pile.
If the Draw Pile is empty, shuffle the Dead Pile back into the Draw Pile.
The Dead Pile is every card that has been used. No one may draw from it until it is
reshuffled back into the Draw Pile.
If the Dead Pile and Deck Pile are both empty, players skip the draw. This ensures that
players have to pick up cards from the game board if the game reaches a stalemate
and expose themselves to potential traps.
Players may choose to use a Spell or Attack Card.
Players may only use 1 Spell or Attack Card per turn.
Movement Phase:
Players must move to adjacent spaces.
Players have three spaces of movement if there are five players. For every player less
than five, each player will gain +1 to movement.
Players are able to move from Element to Element. Moving to another players
Element could cause reduced movement speed unless you have a counter element.
Obstacle Tiles are tiles that players cannot move through or land on.
Any time a player moves through a card that has been dropped in a space, they have
to read it. Trap Cards are activated as they are moved through and other cards may be
picked up. The owner of the Trap Card is whoever currently controls the Element that
the Trap was on.
Players cannot move onto a space that is occupied by another player.
Post-Movement Phase:
Players may choose to use a Spell or Attack Card before or after they move their
character, but not both.
Again, players may only use 1 Spell or Attack Card per turn.
End players turn.
How Attacks Work:
The range of Spells is two spaces if there are five players. For every player less than
five, Spell range is increased by 1 unless an Action Card states otherwise. Spells will be
more important as the game progresses and players are eliminated.
Attack Cards have a set range of attack that remains the same.
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Spell Cards range of damage:


Five players, Spell Card range 3.
Four players, Spell Card range 4.
Three players, Spell Card range 5.
Two players, Spell Card range 6.
Attacks or Spells must be performed in a straight line across adjacent spaces.
Unless an Action Card states otherwise.
Obstacle Tiles are tiles that players cannot attack through or bend attacks around.
Unless an Action Card states otherwise.
All damage done to an opponent is taken away from the opponents Power Counters.
The player who initiated the damage receives these power counters, but cannot use
them as life until the opponent is killed. Shown in Figures 1-3.

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When a player plays an Artifact Card or Defense Card, it is played in their designated
Defensive area, but without the same limitations of a Defense Card.
When a player is damaged by an Attack Card, Spell Card or Trap Card, the card that
damaged them is displayed face up to the other player(s). The attacker then states
their intent. ex. I am going to attack Bobby with my Enchanted Blade!
Designated Defensive and Offensive Areas: On every side of the pentagonal board,
there is printed the character name of the owner of that side surrounded by an
elemental motif to the left, followed by the other characters in the game listed to the
right.
The owners motif on their side of the board is their designated Defensive area for
playing Artifact Cards and Defense Cards.
The plain printings to the right of a characters owned side of the board are designated
Offensive Areas.
Once players are able to determine how much damage is dealt to the player, the card
is then moved to the Dead Pile and the amount of power counters that are done in
damage are then transferred from the player who received the damage to the
corresponding Offensive Area of the character who inflicted said damage.
Once a players Power falls to 1 point below ZERO, their Power Counters are
distributed to other players according to the amount in each corresponding Offensive
Area.
The player who dealt the finishing blow to the fallen character gains any Artifact Cards
and any Power Counters from other attacking players not yet in the game.
The Player that the dealt the most overall damage and is still standing gains the fallen
players Element. If there is a tie, the Element goes to the player who struck sooner.

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Flowcharts
Game Setup:

Main Phase:

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Combat Phase:

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Detailed Rules for Specific Pieces

Game Miniatures: When a player is defeated and their Element is captured, their
character is forfeited to the victor as proof of owning their Element.
Obstacle Tiles: There is no moving them, attacking through or around them or moving
right through them unless an Action Card indicates otherwise.
Elemental Powers and Counters:
Elemental Powers are active when any character is standing on a space within their
own element. Elemental Powers cause any other players who enter their Element to
automatically and immediately lose 1 space of Movement for the next turn; only if the
owner of the Element is within that Element. This effect goes away when the Element
owner leaves that Element.
Crawling Jungle
Stormy City
Deadly Desert
Frostbite Mountain
Shady Ocean
If a player has a counter of the Elemental Power then they are not affected by the
Elemental Power.
Crawling Jungles Counter = Stormy City or Deadly Desert
Stormy Citys Counter = Crawling Jungle or Frostbite Mountain
Deadly Deserts Counter = Frostbite Mountain or Shady Ocean
Frostbite Mountains Counter = Deadly Desert or Shady Ocean
Shady Oceans Counter = Crawling Jungle or Stormy city
Example: If a player has Stormy City or Deadly Desert then they resist Crawling
Jungles Elemental Power and do not lose movement per turn.
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Artifact Cards (Theoretically are articles of clothing the current Archmage has that
has given up to allow a new Archmage to rule)
When a player obtains an Artifact Card, he or she reveals the card and places it face
up in front of him. This card no longer counts as part of his 3 card hand limit, but
rather a semi-permanent power-up.
If someone who has an Artifact is destroyed their Artifact Cards will be obtained by the
player who landed the killing blow.
Artifact Cards give the player a certain special ability.
Archmages Cloak of Invisibility: The spell portion of any
Spell Card misses (Only the damage applies).
Archmages Shield of Power: Resists 1 damage from all
sources. Damage cannot be reduced below 1.
Archmages Boots of Speed: The player has a +3 roll of
any dice on the d20 (for the resistances).
Archmages Evil Staff: Adds damage to any Action Card
(that deals damage) dealt directly to a player after the
player has tried to counter the attack. (regardless, the
player attacked will be dealt damage)
If d20 roll is 1-11 add +1 damage.
If d20 roll is 12-18 add +2 damage.
If d20 roll is 19 or 20 add +3 damage.
Spell Cards
Not only do Spell Cards cause damage but they also
have the chance to paralyze or stun the opponent.
Offensive Spell Cards have a resistance roll and the
defending player must roll a d20.
Spell resist rolls are modified by the elements of the
defending player.
For each Element weak against the spell, the required
resist roll increases by 2.
For each Element strong against the spell, the required
resist roll decreases by 2.
Fireball: Deal 2 damage. Ignite enemy player. (At the
start of every turn, roll d20 to resist; any roll greater
than 10 cancels the ignite. Ignited players take 1
damage at the start of every turn until the effect is
resisted.). (1 exists)
Roll d20 to resist; any roll greater than 16 resists this
spell
Fire Element Spell
Tomb of Ice: Deal 3 damage. Enemy cannot move next
turn (but can still drop cards and attack). (1 exists)
Roll d20 to resist; any roll greater than 14 resists this spell
Ice Element Spell
Ring of Death: Every player in the game is stunned (stunned players cannot move or
attack) and forfeits one turn except the player who played it. This is a global spell. (1
exists)
Restore Power: Replenish any 2 Power Counters given up to other players. This is a
global spell. (The player who casted this spell can choose 2 power counters he or she
has given up to other players and restore them). (1 exists)
Shocking Bolt: Deals 2 points of damage to a single player, and also stuns the player
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for one turn (stunned players cannot move or attack). (1 exists)


Roll d20 to resist; any roll greater than 14 resists this spell
Lightning Element Spell
Crown of Thorns: Deals 2 damage to target player, if target player is in the jungle
region the player will be stunned (stunned players cannot move or attack) for one
turn. (1 exists)
Roll d20 to resist; any roll greater than 16 resists this spell.
Earth Element Spell
Mystical Maelstrom: Deals 2 damage to any character within the same element. If
controlled by a player that is in control of the Shady Ocean Element, same effect and
every player within that element are washed back to original Element including the
player who plays the card (players pick a space to be washed up on.) (1 exists)
Roll d20 to resist; any roll greater than 16 resists this
spell.
Water Element Spell
Magic Missile: Launch a player within attack range in a
straight line through any obstacles or traps (player
absorbs traps) to the edge of the map. (2 exist)
Pirate Lore: Allows the player to trade up to 2 cards in
their hand with a player that is within attacking range
and then sail off to the Shady Ocean Element and avoid
all traps, pick a space. (Players place their hands face
down and the player who deals the damage gives up to
2 cards away to the other player and takes card(s) of
their choosing up to the same amount given. (1 Exists)
Player that was stolen from has up to 5 turns to catch
the pirate in attacking range and return the favor.
Telekinesis: Moves an obstacle within attack range up to
3 spaces. If the obstacle is moved on top of or through
another player, he or she takes 2 damage. (2 Exist)
If an obstacle lands on top of a player, they must move
1 space immediately to get out from under the obstacle.
If an obstacle lands on top of a trap, it is discarded. If an obstacle lands on top of an
obstacle, it stays there and the stack resists future Telekinesis attempts.
Attack Cards
Attack cards do damage and have different ranges or
different effects based on range.
Attack cards generally cannot be resisted.
Blast Wand: Deal 3 damage. Range: 2 (2 exist)
Elven Longbow: Deal 2 damage. Range: 3 (2 exist)
Dwarven Crossbow: Deal 1 damage to every player
within 2 adjacent spaces. (3 exist)
Enchanted Blade: Deal 2 damage. If player using this
attack is in one of their own elements, attack damage is
increased to 4. Range: 1 (3 exist)
L.A.D. (Lightning Arc Device): Deal 1 damage; ignores
straight line rule and may curve around Obstacle tiles.
Range: 4 (1 exists)
Ethereal Lance: Deal 2 damage. Can pierce 1 Obstacle
Tile to reach desired opponent. Range: 4 (1 exists)
Trap Cards
Trap Cards are activated when a player lands on them or
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passes through them.


Power Plate: Take 1 damage; the player who set this trap chooses a 3-space additional
movement for your character and your turn ends. (2 exist)
Roll d20 to resist; any even roll reduces damage to
ZERO
Any odd roll above 1 resists Movement effect
Any roll divisible by 5 resists End Turn effect
Rolling 1 causes 1 additional damage
Snare Trap: Take 2 damage and lose 2 movements next
turn. (2 exist)
Roll d20 to resist; any roll greater than 10 reduces
damage to 1
Rolling 20 reduces damage to ZERO
Any roll that is divisible by 3 reduces movement loss to
1
Disarming Trap: Take 2 damage and discard 1 card into
the Dead Pile (2 exist)
Roll d20 to resist; any roll greater than 10 reduces
damage to 1
Any roll that is divisible by 4 prevents Discard effect
Power Siphon: Take 2 damage. The Power Counter(s)
immediately count as part of the trap setters Power
Counters (2 exist)
Roll d20 to resist; any roll greater than 12 reduces damage to 1
Iron Maiden: Take 1 damage at start of every turn until escaping from this trap (2 exist)
Roll d20 at the end of every turn; any roll divisible by 3 escapes
Defense Cards
Defense Cards can be activated when a player takes damage. The defending player
can choose if/when he or she wants to use these cards.
Only one Defense Card can be played in the Defensive Area at once.
A Defense Card must be played into the defending players Defensive Area during their
own turn in order to be applied in response to an Attack Card or Spell Card.
Only one Defense Card may be applied to an Attack Card or Spell Card at once.
Once a Defense Card is used to block damage, the player must place the Defense Card
in the Dead Pile.
Disarm Trap: Counter the effect of any trap that is
activated and discard it (2 exist)
Magic Shield: Any damage taken is reduced by 3 (2
exist)
Attacker may roll d20 to try to work through Magic
Shield
Rolling any number 10-14 reduces Shield to 2
Rolling any number 15+ reduces Shield to 1
Rolling any number below 6 reflects the attack onto the
attacker
A Magic Shield cannot reflect a reflection or counter a
counter
Reflection Cloak: For every 2 points of damage inflicted
on the player, 1 point of damage is inflicted on the
caster (2 exist). Damage resulting in character death
voids use of this card.
Dragons Breath: Any Action Card that does 1 or 2 points
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of damage is resisted and met with the fury of the Dragons Breath and the attacking
player is surrounded by a wall of fire for one turn unable to move. Allowing the other
player to retreat to any Elemental square that they control (Only 2 exists)
Stolen Identity: If a player attacks you with an Attack Card you are able to resist the
damage and place their character anywhere on the board that is unoccupied. (2 exist)
Victim has to roll d20, if roll is 1-10 players keep current Elements. If roll is 11-20
players trade Elements.
Spell Thief: If a player attacks you with a Spell, play this card in response to avoid
damage and effects and... Steal the Spell Card. (1 exists)
Late Bloomer: Trade unspent Power Counters with an attacking player unless their
attack kills you. (1 Exists)
Victim of Late Bloomer rolls d20 to resist; divisible of 5 escapes

End Game Conditions

Players lose if their Power is less than 0.


The last player left in the game wins.

Rules Questions

How come after a player places an Obstacle Tile, they cannot be move it again until
they get the Telekinesis spell?
It forces the player(s) in the game to adapt to the predetermined strategy from the
Obstacle Tiles placed. Too much change can break that mechanic.
If we allow a player to move Obstacle Tiles without any sort of required Spell Card,
then the game begins to become formed very much towards that players point of
view.
Why would players choose to form temporary alliances in a competitive free for all?
Some players may gain the incentive to want to take out a stronger player on the
board that has control of more Elements/Artifact Cards by forming temporary alliances.
Some players may want to speed up or slow down the process of the game and by
forming these temporary alliances they can change the pace of the game.
Some players might just prefer to start the game in a more cooperative or team-based
environment before having to betray everyone to win as part of their strategy.
Why do the Spells and Attacks vary so widely, and
We dont believe the player should have just one given strategy throughout the entire
course of the game. Once players become predictable, the game gets boring.
Why may we only carry three cards?
If the player has too many cards at their disposal, they have the potential to adapt to
too many situations at once and become too powerful.
Three feels like a balanced number in a game that is quickly paced and urges players
to not just trap and attack, but also defend and retreat.
How do Power Counters work in this game?
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Bob starts the game with 10 Power Counters.


Jenny does 8 damage to Bob.
Bob rolls for damage saves and reduces the damage to 6.
Bob places the card(s) Jenny dealt to damage Bob in the Dead Pile.
Bob places 6 Power Counters next to the name of Jennys character on his side of the
pentagonal board.
David does 5 damage to Bob.
Bob rolls for damage saves and reduces the damage to 4.
Bob is still in play because Damage does not outnumber his playable Power.
Bob places 4 Power Counters next to the name of Davids character on his side of the
pentagonal board.
Bob stumbles into a trap and takes 1 more damage, and his character is dead.
David receives 4 Power Counters.
Bobs Artifact cards go to David (because of the killing blow).
Jenny receives 6 Power Counters.
Jenny receives Bobs elemental affinity (because of most damage dealt).
Why do the Spell Cards have a resistance effect?
The reason why we added some resistance chance to certain Spells are because we
want Spells to have some risk compared to attack cards. Spell Cards are generally
stronger, but have a chance of failure.
When does the game end?
Players keep moving and attacking until only one player remains.
Last player remaining becomes the Archmage.

References
- Bowden, J. [Artist]. (2014). Pugnae potentia game board 2.01 and Pugnae potentia map center
example diagram [Digital Art].
- Bowden, J. [Artist]. (2014). Magic Missile [Drawing].
- Bowden, J., Herman, Z., Juarez, J., Shu, C., & Wray, A. [Designers]. (2014). Pugnae Potentia
[Board Game]. Solar Bears.
- Bowden, M. [Artist]. (2014). Solar Bears [Logo].
- Juarez, J. [Artist]. (2014). Achuchi the Green, Henrietta the Red, Grom the Silver, Finnkel the
White, Charlotte the Blue, Archmages Shield of Power, Fireball, Iron Maiden, and Magic Shield
[Drawing].
- Cong, S., Bowden J. [Designers]. (2014). Game setup, Player movement, Player combat, and
Endgame check [Flowchart].

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