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Rush was created for my Game Mechanics I class. We were randomly given a genre and a game type to develop a board game from. I drew 'Space' and 'Exploration'. Forgoing the immediately obvious games involving the words final and/or frontier, I tried to create a game somewhat akin to Stratego or Memory, but with Chess-like gameplay. This game originally gave a significant advantage to the first player, who would always be one move ahead of the second player, barring any kind of intentional mistakes. To counter this, I created a set of alternate victory conditions that would let the second player take advantage of the resources revealed by the first player. However, this wasn't enough of an equalizer, and so I gave the second player a starting space station on the board before the game began. This turned out to be such an advantage that it gave the second player a slight edge. However, with the alternate win conditions, it meant that Player 1 could now use the any knowledge gained by Player 2 to make a comeback, as well as retaining the ability to stay one turn ahead. In the end, this means that, while both players have the same options open to them each turn, there are multiple distinct ways to try to win. Map Quadrants (Save link or open to view full size images)
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