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Three Musketeers

Three Musketeers. GDC 2004. Rules for Three Musketeers. Players take turns moving one of their pieces. No diagonal moves. Musketeers move by capturing a nearby enemy. Cardinal’s men move to a nearby empty space. Cardinal wins if the Musketeers are in the same row or column.

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Three Musketeers

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  1. Three Musketeers GDC 2004

  2. Rules for Three Musketeers • Players take turns moving one of their pieces. No diagonal moves. • Musketeers move by capturing a nearby enemy. • Cardinal’s men move to a nearby empty space. • Cardinal wins if the Musketeers are in the same row or column. • Musketeers win if they cannot move. Starting Board

  3. Observations?

  4. Discussion Questions • What’s a good strategy for the Musketeers? For the Cardinal?

  5. Discussion Questions • What interesting rule variants or modifications can we come up with?

  6. Aesthetic Breakdown What are the aesthetics of Three Musketeers? Can we come up with aesthetic models?

  7. Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn?

  8. Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn? 2. How many first moves are there?

  9. Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn? 2. How many first moves are there?

  10. Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn? 2. How many first moves are there? 3. How many last moves are there?

  11. Discussion Questions What does this graph look like? Choices Time

  12. Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown:

  13. Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown: • Adapt the rules to accommodate 3 players.

  14. Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown: • Adapt the rules to accommodate 3 players. • Adapt the rules to accommodate 4 players.

  15. Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown: • Adapt the rules to accommodate 3 players. • Adapt the rules to accommodate 4 players. • Can you come up with a single rules set that accommodates 2-4 players?

  16. Return to this room tomorrow morning to continue this exercise. If you want to work on the exercise tonight, feel free to take supplies with you. But PLEASE return them. We need them!

  17. Elective Classrooms C1: Creativity Exercises C3: Putting the Cart before the Horse C4: Real-Time Tuning

  18. Welcome Back! If you weren’t here yesterday, please come to the front of room C1 and check in. Everyone else: • Go to your Three Musketeers classroom. • Continue working on your Three Musketeers changes. • Try to have something playable by the 11AM coffee break.

  19. Time for Coffee! • Take a break, then come back and playtest your designs. • If time permits, give your design to another group to try.

  20. Discussion • Let’s compare solutions. What different approaches did we take?

  21. Discussion Questions • How many possible board positions does your game have? • How does it compare to the original game?

  22. Discussion Questions Consider the problem of adding multiplayer capability to a single-player digital game. • How is this exercise similar? • How is it different? What about converting a multiplayer game into a massively multiplayer game?

  23. Any Final Observations?

  24. Please Come to C1 for the intro to Exercise III.

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