Looking for graphic design work for En-Garde IndieCade submission.

edited in General
So. At AMAZE last year I made up a game that involves chalk and drawing on the floor while trying not to fall over. @Nandrew and @AequitasZA (and a bunch of people that we've played it with since) have helped me polish the experience up to the point that I'm comfy sending it to something like IndieCade, which has a neat focus on physical games.

At GDC this year we tried to get people interested in playing the game, but ran afoul of poor rule communication: It takes a while for you to explain the rules of the game to someone else. I would like to build a 1 page graphical explanation of the rules that can be both printed out and put on a website. Ideally I'd like to skin a simple site for the game as well, but that's something for later. Right now the major need is to explain the rules so that people can play without constantly having to check things with me.

En-Garde:

En-Garde is a polite dueling game. Players take turns drawing chalk lines to stand on in an attempt to draw into their opponent's safe area to claim both victory and bragging rights. Players are not allowed to shove each other with their hands, but leaning is considered acceptable in certain circles and En-Garde clubs.

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Starting a game:

Duelists, having declared their desire to duel, make sure they have useable, differently coloured chalk to their opponent. They then stand back-to-back on a surface that can hold chalk lines (lest their duel prove fruitless). On the signal to go (which may or may not be a dropped handkerchief making contact with the floor) each takes exactly one large step forward, whirls around to face their opponent and sizes them up. The first to hold up a hand, clutching their dueling chalk and shout "En-Garde!" has chosen that hand as their Drawing Hand and ceded the first turn to their opponent, who must use their opposite hand as their Drawing Hand. (Example: Player A holds up their right hand and shouts "En-Garde!", that means that Player B must draw with their left hand, but takes the first turn in compensation)

Having decided on hand rules and turn-order, the players each draw a straight line across their paths, perpendicular to the direction their opponent is in. This instantly (technically at least 0.04s pass before true ownership is established, but that's beside the point) becomes that player's Safe Zone, in which they can stand freely and must protect from the other player's marauding chalk at any cost. Note that Safe Zones extend to the sides indefinitely and may need their chalk borders extended in extremely wandering games.

Players then draw a single line from the edge of their Safe Zone outwards, straight towards their opponent, as far as they can reach. This is their starting line and is the first line players are permitted to stand upon in the dueling arena. The player who did not shout "En-Garde!" now takes the first turn of the game...

Taking turns:

A turn in En-Garde is simple: During your turn you may either Draw a single solid line on the ground starting from your Safe Zone or any series of lines currently connected to your Safe Zone (with your Drawing Hand only, lines may not be angled, although they may be curved) OR you may Advance by lifting one foot and place it on a single line that is currently connected to your Safe Zone and does not have another foot on it already (feet must run parallel to the direction of lines, they can not be shifted after being placed - that would be a turn). Note that you cannot shift your feet once they're on a line, sliding around is uncouth and may be considered cheating! A player's turn ends as soon as their chalk leaves the dueling area or their foot makes contact with the dueling area, after which it is the other player's turn.

While it is not your turn, you may try to touch the forearm (from elbow to chalk-tip) of your opponent's Drawing Hand while their chalk is in contact with the Dueling Area with your non-Drawing Hand, hereafter called your Defensive Hand. If your Defensive Hand makes contact with an actively Drawing Hand, your opponent is immediately "Knocked Off" their line (see below) and it is your turn. Be aware that it is possible to actively protect or even "claim" areas of the dueling area with good positioning and an active Defensive Hand!

Turns continue in an orderly fashion until one player Draws a line into their opponent's Safe Zone, thus Winning the game! In some situations it is also acceptable to for a polite duelist to concede defeat against an overly well-positioned opponent. There has only been one recorded En-Garde stalemate so far, but it may happen again.

Events that perturb gameplay, but not etiquette:

Being Knocked Off your line: - Should your actively Drawing Hand be touched by a player's Defensive Hand, or any part of your body other than your feet and your chalk come into contact with the floor. You are have been Knocked Off your lines and must immediately retreat to your Safe Zone. It becomes your opponent's turn and you must wait until their turn ends before Advancing or Drawing. You may attempt to Defend from your Safe Zone. While in your Safe Zone you may reposition your feet at will. Falling over is extremely rude, but simply results in you being Knocked Off your line.

Cutting an opponent's line: - You may Draw a line such that it crosses the lines of your opponent. When you do this, you have split those lines into two. Only lines connected to a Safe Zone are legal lines that can be Drawn from or Advanced onto, so it is possible to protect yourself from an aggressive opponent by Cutting exposed lines and moving them back toward their Safe Zone. If an opponent is standing on a freshly Cut line that is now no longer connected to their Safe Zone, they are said to have had their Leg Cut off and must respond as below...

Having your Leg Cut: - If you find yourself standing on a line that is no longer connected to your Safe Zone, you must make immediate efforts to rectify the situation during your next turn and Advance that leg (and it's corresponding foot) back to a legal line that is connected to your Safe Zone (or to your Safe Zone itself, if necessary). Should both your Legs be Cut, you must first Advance the one furthest from your Safe Zone. You may not Draw at all while any of your Legs are Cut, but you may still Defend. If you fall over while trying to Advance to a legal position, you have been Knocked Off your line and must proceed accordingly.

Reconnecting: - It is possible to Draw lines such that you reconnect a section of lines that was previously Cut and was not connected to the Safe Zone. This reconnects that section of lines to the Safe Zone, making them legal Drawing and Advancing points again. Note that the line which was previously Cut now counts as a single line again (as it did originally) and may only bear one foot at a time.

The complexities of Cutting, Reconnecting and Drawing in haste may create a confusing dueling area. This is most undesirable, as expert duelists are said to create duels of beauty and grace, but should you find your duel hard to make heads or tails of, it is possible that a referee or exceedingly honourable opponent might allow you to reinforce important connecting lines or highlight cuts for clarity. If any Advance or Draw is disputed, examine the dueling area carefully to determine if it is legal or not and take back any illegal moves.

YAY! En-Garde!

The game creates some awesome floor patterns, it's also quite funny to watch when played well. The biggest problem is running out of (or breaking) chalk, so make sure you have enough. I recommend large coloured chalk sticks if you can find them, as they create the most interesting games.

Optional rules and modifiers:

-Play with a 30 second move-timer. This creates a hectic game with lots of opportunities for successful Defenses and lots of action. If you don't have a timer, then the defending player must count up slowly as soon as their previous turn ends. If they reach the limit (10, 20 or 30, agreed upon in advance) before the other player starts counting (having made a move), it becomes their turn again.

-Play contact En-Garde. Normally players are not allowed to push each other with their hands. Remove this restriction for lots of Knocking Off and interesting Advances.

-Play drinking En-Garde. Nominate a drink at the start of the game. The loser drinks this at the end... This can get messy.
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Comments

  • Questions about what the crap all that up there actually means and feedback on rule clarity would be awesome. I really want to get it down to a simple set of images if at all possible...

    En-Garde makes pretty patterns:
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    Thanked by 1hanli
  • I'll send this off to some students who could possibly help if that's ok?

    What I love most about the game is the traces it leaves showing bodily movement in space. It actually has great potential for study as an art game because of this. The way that the play activity remains evident after the play act is done is phenomenal.

    The rules would need to be condensed, but this should be possible with clear illustrations. The students I have in mind have worked with graphical representations of long rulesets before, so they should be able to handle them ok.
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    Just had to share the image of my first En-Garde game. It was really pretty.
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  • haha, that actually looks really cool :D maybe it can be modified into a drinking game ;)
  • saw you posted that under optional rules, nice thinking :)
  • This game unfairly discriminates against unfit people who can't bend over well :(
  • edited
    @aodendaal: Sorry about that! I wanted a game that would make people fall over, something that had a physical aspect to it. The basic idea for En-Garde just popped up as soon as the chalk challenge was set, but the eventual shape of the game needed a lot of poking to make it avoid bad situations.

    Did you organise a session to test it out? If so, did the rules make sense?

    You can always play an extra support version: If you allow players to put their Defensive hands down while Drawing, it's less physically demanding but still allows for tactics to emerge.
  • *bump*

    Still looking for art help on this... Actually, any kind of posable stick figure tool would be great as well, then I could take a stab at the condensed rules before Indiecade submission deadline :)
  • I'll follow up with my guys again as well.
  • What's the deadline?
  • For a stick-figure tool have you tried Spriter with it's bones animations that I find works very simply and well.
  • So there's a late submission deadline for the 30th of June.

    Still hoping to make some more concise/visual rules for the game before then. Got some feedback from some UK game devs that gave it a go and they said it took a while to figure everything out... Want to really get that initial "figuring it out" time down.
  • edited
    Hey guys, I took some time and put together this, I think it's almost there and has most of it covered. It's vector but I'm attaching an image so it will show here. Do think another page with additional rules (cutting legs etc) might be "needed".

    [edit] Crud, just realised a step 5 is needed - drawing that first line out. Hmmmmmm gonna have to shuffle some things around...

    Though that first line could be interpreted as part of the game loop...

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  • edited
    Fucking sweet! This is awesome :) I really like the colour choices to make the two sides stand out.

    Here's what I think it needs to move towards being functionally complete as a game helper:

    1. Change Home Line to Safe Zone. The zone isn't a line, you can't stand on it, for example, only behind it (anywhere behind it). Actually, wanting to stand on the line (as depicted in the hand explanation part of the diagram) is probably the cause of this confusion. Let's nuke it in the bud by not having players standing on that particular line in the image. This means that the Objective text need to change too (I'm also thinking about making that say "Win!" as a heading) so that it says "Draw into your opponent's Safe Zone". The Knocked Off section should accordingly say "return to your Safe Zone" - Retreat is a different verb in the game.

    2. I'd like to emphasise the connectedness of lines when Drawing, seeing as connection is what Cutting is all about. Maybe we could show a diagram if valid lines? Would also help to indicate not drawing angled lines too... Something like showing a couple of lines with an arrow at the bottom labeled "connected to Safe Zone", with a bunch of valid and in-valid lines with big ticks and X's next to them?

    3. I'd like to show the standing rules implicitly in the Advance option. Would it make sense to show a set of lines with feet on them (maybe even just from above?) with ticks and X's on them if they're allowed/not allowed? So show that you can only have 1 foot per line and feet must face the direction of a line.

    4. I think that Cutting would be explained really easily if we added a 3rd block during your turn about Retreating. You have to Retreat a foot that is standing on a line that is no longer connected. A diagram of a game-state with a foot that needs to Retreat would make the Cutting seem obvious. Also, we need to explain that you can only Retreat 1 foot per turn.

    5. I'd move the game rules and the quick start guide onto different pages. That way you've got 1 page thing to check during play for ALL those rules, and you've got a special-purpose page that's only useful when starting a game. That would also mean we could change the starting rules (like chalk handedness, spacing, etc.) really easily without needing tons of new print runs.

    6. I'd like to emphasise the circular nature of taking turns with design elements that made the eye flow from one box/state to the next. So from your turn, to your opponent's turn, to the end game condition. It's almost there as it stands now ;)

    7. Change the colouring of the areas in the Knocked Off explanation (or swap the colours of the hands) to show that it's the Drawing player that has to Return to their Safe Zone.

    8. I'm wondering if we need to say explicitly that you can't move your feet during your opponent's turn. I'd consider a whole "Not Move Your Feet" box to drive that home.

    9. "Gentlemanly" seems gendered in the sub-heading. I'd switch that to "Courteous" or "Polite". That's also why I was thinking of stick figures for the illustrative people, these are obviously men ;)

    What are the vectors in, Illustrator?
  • edited
    Yeah I was thinking of doing two pages just like you said to separate the starting rules to the running rules. Right now I'm separating it into the rules you need to get the gist of things, then second page into details like what you can/can't do, the special cutting rules, etc. The point being that you can understand the game from one page, then if situations arise look at the second page (or more likely read it before hand but it's all categorised there).

    I wanted to get the gist of the thing across in as little as possible to start, or it gets really heavy really quickly.

    And yea it's Illustrator :)
  • Yeah, I think that Cutting is really important, more important than the starting ritual at least. So I'd split the core rules and the starting rules onto diff pages. Makes sense that way.

    I also feel like the best way to understand the game is to show diagrams of what the played lines end up looking like. Right now you would need to include an extra photo of the game being played to show that.
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