Tide of Plague


Board game | Toy Design



INDIVIDUAL  PROJECT
Game Design
Art

TIMELINE
2024/06-2024/08

TOOLS
Procreate
Rhino
Laser Cutting

Inspired by the Great Plague of Marseille, ‘Tide of Plague’ is an immersive board game designed for four players. Each participant plays as Merchant, Pope, Sailor, or Aristocrat and embarks on a perilous journey over several rounds, called 'tides'. Uniquely, each player carries a hidden infectious token in one of their pieces. With limited resources and opportunities to escape, it will be interesting to see the cooperation and competition between players.








Inspiration


Who is the sinner?

Looking at the history of human pandemics, you will be surprised to find that there has been a major plague almost every 100 years, ever since 1346.  During these pandemics in history, people's choices about public health and personal rights have largely determined the course of the epidemic.

References & Further Inspirations

After deciding on the main vibes of the game, I wanted to find some inspiration about making immoral decisions and competition under extreme conditions.

the history of human pandemics
target experience
Manila
theories


Theme -- Public Health & Personal Rights

Each participant plays as Merchant, Pope, Sailor or Aristocrat and embarks on a perilous journey over several rounds, called 'tides'. Uniquely, each player carries a hidden infectious token in one of their pieces.

Before the game ends, players have to protect their healthy pieces to arrive at safe shores and use the infectious pieces to interfere with others' tides.






The Game

The game is played in several consecutive tides(turns).
Each tide is played in the following order:

1. infection phase
2. labor phase
3. battle for the lifeboat
4. tides to the shore (by boat or swimming




RULEBOOK
Core Mechanics
Labor Phase

Gallery



Insights

1. Don’t try to put everything in! Making a concise game mechanic could be a lot harder but the game could be much more interesting and playable.
2. A simple mechanic could be variable as well.
3. It is my duty to maintain the player’s interest.
More in Mumblings



I design for experiences.
nelliesalley@2024