SETTING UP DÉCOR DASH

Game System
In our game system the kinds of fun that are involved are Expression, Challenge, Sensation, and Fantasy. Since our targeted player types are Socializers and Achievers, the conflicts players face are Human vs Human and Human vs System. All players are against each other as well as the societal system which dictates their job (how much money they make) and item prices (how much the furniture costs).​
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The players have Currency, Inventory, and Mail Cards as their resources in Décor Dash. Players can only move forward around the board by determination of a 6 sided dice roll. They should only want to purchase items that match their aesthetic in order to gain the most points.
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Game Mechanics
Roll dice → Draw cards → Move across board → Money system → Collect Items
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Core Gameplay Loop
Collect items → Decorate room → Moving across board → Rolling Dice → Drawing Cards → Strategic shopping

Player Goals
The players goal is race against other players to gather decor from the board and furnish their room.
In order to complete this, they have two subgoals to complete:
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Subgoal 1: Arrange your room with furniture (Alignment & Construction)
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Subgoal 2: Cover the living room with your furniture as much as possible (Capture)
Rule Book
Setting up the game
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Organize cards into correct stores
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Set out placeholder pieces (1 block and 2 block)


Starting the game
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Pick a character
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Gives you a preferred aesthetic
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Pick a job
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Gives you a salary that you collect during the game
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Jobs: Fast food, CNA, Car Salesman, Grocery Store, Teacher, Bartender, Waiter, Mailman, Hair Stylist, DMV Clerk
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Playing the game (Mall)
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All players start from the starting space at the entry of the mall
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All players must roll the dice, whoever has the highest roll goes first
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Players roll dice to travel across the mall and buy decor
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Players can only move in one direction
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When landing on a store
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Players can choose whether or not to buy a certain item
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Money: Can the player afford it
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Points: Does it help the player fill out their game board
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Aesthetics: Does it match the players' aesthetics (Does it matter?)
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If a player buys the item, it moves into their room. If a player chooses not to buy an item, the item moves to the back of the store's deck and the next turn is started
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When landing on a mail center
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Multiple card types can be drawn from the mail center that can help or hurt a player
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Bills: Players will have to pay the bill listed on the card; if the player can't pay, an item must be sold to pay the bills. Cannot sell hand-me-down items. Within two turns the bill must be paid. If not paid, you don’t collect money on the next payday.
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Bonus: You’ve done a great job at work recently, have a bonus. Must be played immediately
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Hand-me-downs: These are items sent by family :), they may or may not help you and you can't get rid of them. Must be played immediately.
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Refund card: You can send an item of your choice back to the store for a full refund. Cannot be used on hand-me-down items
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Repo: Steal an item from another player. Doesn’t have to be played immediately
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When passing payday
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Get paid the wage listed on your job card
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Playing the game (Apartment)
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When you collect items, they are added to your apartment
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Your apartment has a certain amount of open spaces that can be filled with decor
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1 block and 2 block spaces
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You will use placeholder blocks to represent the decor in your room
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Your goal is to fill all the blocks in your apartment with the most points possible
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You also want to furnish as quickly as possible because you want to unlock the living space to fill with extra items that can help you in the final point count
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The living space is only unlocked after your apartment is filled
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When all spaces are filled, tally the total points
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Highest point count wins!
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If there is a tie, tally the number of furniture items that match your character’s aesthetic and whoever has the highest number between the players who tied wins the game.
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Narrative Design
The story takes place at the apartment where they all live together.
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Since our protagonists all want the same thing but are in each others’ way, triumph or defeat is what’s at stake. Player’s will feel achievement to have won with the pressure during the game. They want to solve this conflict because they all want to win the challenge of who has the best room. They want to show that their style is the best one.
Plot Setup
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Setup of Conflict
All characters move in with each other. They each have different styles they want, and needs that have to be met in order for their rooms to be complete. Their jobs affect their ability to purchase the items they need or want and other players can get in the way as well.
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Confrontation of Conflict
The players must move around the board to collect income through payday spots, purchase items at different stores, decorate their rooms. What is not apparent to the players is the trap cards. They are a dose of bad luck that can turn the tide of any game. They must confront various conflicts within the trap cards, such as, bills cutting down their budget, hand-me-down items using up much needed space, and other players stealing your furniture. Using the given mechanics strategically, they can overcome the conflicts, collect points, and win!
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Resolution of Conflict
Once each player has filled their room, they will tally up the points which decides how satisfied their character is with their room. The character most satisfied with their room arguably has the best room and will be eager to invite over their roommates. They win the game and they get to live in the room of their dreams.
World Design
The story of Decor Dash takes place in two different environments. The first, being the main game board, is the mall where players collect their decor. The second is the apartment, where players decorate their rooms.
Reference pictures of the environment
The mall board is a top down view of the shopping center with a cartoonish vibe.




Reference pictures of the experience
We would like the game environment to be fun but stressful.




Reference pictures of the landscape
The landscaping of the environment is a mall setup. It is an indoor setting that could be in any city.




Reference pictures of the habitat
Living elements include animals (pets) that can be bought at the pet store and house plants that can be bought as decor.




Reference pictures of the architecture
Our main architecture elements are modern but cartoonish. Different styles of decor can come from multiple different environments




Protagonists and reference pictures
The protagonists are the four played characters (roommates) that race around the game board buying decor for their apartment. Their names are Marc, Celeste, Kamala, Sam, Valeria, and Ruby. They’ve all recently started new jobs and have moved into a new place together. They are all racing to decorate their new rooms in their shared place, while also fighting to decorate their main shared space. They all have individual preferred aesthetics that they like to shop too and all come with a character bonus.
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Opposing force (Antagonist)
They are internally creating conflict between each other. Each character has an aesthetic preference that can clash with each other. They also are fighting their budgets, as different decor items will wipe out their bank accounts. They must balance both style and budget if they want to win.