DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 2 | P a g e Red r ulebook Table of Contents Overview ................................ ................................ ................................ ................ 3 Objective ................................ ................................ ................................ ................ 4 Components ................................ ................................ ................................ .......... 5 Set Up ................................ ................................ ................................ .................... 5 How to play ................................ ................................ ................................ ............ 7 Game Ending Condition ................................ ................................ ....................... 11 DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 3 | P a g e Overview Red is a hexagon tiles board game for 2 players where both players compete to connect the two sides of the board through a capturing mechanic. The players are assigned a color and their goal is to capture the other player’s stone to connect their side of the board with the opposite edge; the stone capturing is based on random mechanics. The theme of the game is the graphical visualization of a network , the two players take the role of two different subnets that try to make their wa y to the o pposite end of the main net. In the middle of the ne t reside s RED (Really Evil Directory) , an AI that is trying to run away from the core of the net. DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 4 | P a g e Objective The objective of RED is to be the first to reach the opponent’s side of the board through a random ca pturing mechanic and node control. The Player s must reach th eir goal before Red run away from the net. DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 5 | P a g e Components ● 1 Board composed by 70 Nodes ● 90 stones ○ 35 black stones ○ 35 white stones ○ 20 red stones ● 6 x D6 : ○ 2X ○ 2x ○ 2x Legend: Black face White face Red face DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 6 | P a g e Set Up Set up the board by placing all 35 white stones on the 35 white nodes and all the 35 black stones on the 35 black nodes. Take 1 di e for every kind for a total of 3 dice Take 1 white stone and 1 black stone and hide 1 in each hand without showing the color to your opponent. Close your hands in a fist and show your closed hands to your opponent. Your opponent chooses a hand. You open that hand and reveal the color. Your opponent is assigned the color inside the hand he chose. You play the unchosen color. The white moves first. (Set Up Layout) DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 7 | P a g e How to play 1. Choose 2 stones, 1 white and 1 black and put them inside the hexagon they share. Only 2 a dj acent stones can be c hosen. (If there is n ’ t any stone in between the 2 stones you chose they are considered ad j acent.) 2. Roll the dice; the roll may have 4 possible outcomes: 1) Same color of your stones roll: a) If the 3 dice you roll result in 2 dice of the same color you're playing then capture the opponent stone from the declared stones (point 1.). (for example If you roll 2 white and you play white remove a black stone from the declared hexagon). DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 8 | P a g e b) If the 3 dic e you roll result in 3 dice of the same color you're playing then capture the opponent stone from the declared stones (point 1.) and then capture one more stone adjacent to the one captured for a total of 2 stones. 2) Opposite color of your stones roll: a) If the 3 dice you roll result in 2 dice of the opposite color you're playing then remove one of your color’s stones from the declared (for example if you are playing black and you roll 2 white, remove one black stone). b) If the 3 dice you roll result in 3 dice of the opposite color you’re playing then your opponent capture your stone from the declared stones (point 1.) and then the opponent proceeds to capture another of your stone adjacent to the first one. 3) 2 Red roll: If the 2 of the 3 dice show red color re place the stone of the dice thrower with a R ed stone . (If Red cut a node, all the stone s cut by the node become red) DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 9 | P a g e 4) 3 Red roll: if 3 dice result in 3 red color rolls replace both stones with Red stones.(If Red cut a node, all the stoned cut by the node be come red) 5) Different colors roll: If you roll 3 different colors you lose the turn and you pass the turn to your opponent. Different colors are as follow: Black - White - Red. The capturing phase continues until one of the stones is captured. 3. If you capture a s tone that disconnects other nodes, remove all the stones connected to that node. DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 10 | P a g e Roll Table R oll results Action % of success Black c apture s the first white stone ; then capture 1 more adj acent stone 5 O r Black captures the white stone 27 White c apture s the first white stone ; then capture 1 more adj acent stone 5 O r White captures the bla ck stone 27 The player pass es the turn 21 O r R ED cap t ures the dice thrower stone 11 R ED captured both stones 0.92 DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 11 | P a g e Game Ending Condition The first player to connect his side of the board with the opposite side of the board wins. If the red stones connect the red hex with any edge, both pl ayers lose. DDG11 1 Principle of Intera ctive Design Federico Marocchi ©202 1 Digital Design and Technology 12 | P a g e