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Miracle: Board & Game
CompletedBoardgameTabletopSimulator

Miracle: Board & Game

1–6 Player Cooperative Board Game / Tabletop RPG

Role
Game Designer
Status
GDD Complete
Category
tabletop

Project Overview: Miracle: Board and Game (MBnG)

  • Genre: 1-6 Player Cooperative Board Game / Tabletop RPG
  • The Design Challenge: Streamlining the complex mechanics of traditional Dungeons & Dragons into an accessible, physical grid-based board game experience without losing the depth of class building, stat rolling, and tactical combat.
  • Core Concept: Players roll a d12 to navigate a 13x13 board, clearing enemy tiles to spawn Minibosses. The ultimate goal is to defeat four Minibosses to summon and defeat the final Boss, using positioning, risk-taking, and macro-resource management.

Spatial Co-op: The "Row Combat" System

To solve the common tabletop issue of "player downtime," combat in MBnG is highly dynamic and position-dependent.

  • Dynamic Encounters: When a player lands on an Enemy Tile and initiates combat, all other players currently located on that same row (excluding corners) are instantly pulled into the fight cooperatively.
  • Design Impact: This forces players to strategically coordinate their movement and positioning across the 13x13 grid, ensuring the party stays in formation to support each other during difficult encounters.

The Macro-Economy: Building an Army

Progression is not limited to personal character stats; players must also manage a macro-level resource.

  • The Soldier Mechanic: Winning battles and completing specific tiles rewards the party with "soldiers" based on the tile's difficulty.
  • The Boss Nerf: These soldiers act as a collective army. At the start of the final Boss fight, the Boss's total health is mathematically reduced by the accumulated number of soldiers collected by the players throughout the level. This mechanic cleverly incentivizes exploration and combat over rushing the end-game.

Push-Your-Luck Loot System

Looting involves a high-stakes "Push-Your-Luck" mechanic tied directly to player attributes.

  • Charisma-Based Upgrades: When acquiring an item, a player can attempt to upgrade its rarity (from Common up to Mythical) by rolling a d20 and adding their Charisma modifier.
  • The Gambler's Ruin: If the player succeeds, they can keep pushing to reach the next tier. However, if they choose to roll and fail at any point, the item is lost completely. This creates intense moments of risk assessment at the table.

Streamlined RPG Depth

Despite the accessible board game format, the combat math retains deep RPG roots.

  • Stat Integration: Players choose from six classic classes (Warrior, Rogue, Ranger, Wizard, Druid, Cleric) and utilize the standard six attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma).
  • Combat Math: Attributes directly scale with specific weapon types, while Constitution combined with armor determines a unit's Armor Class (AC).

Feel free to scroll through the full Game Design Document below, or click the top-right corner of the viewer to expand it.

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