This is the finalized central board mockup, detailing the various trackers, win conditions, lose conditions, and challenge tracker.
Queer Spaces is a board game concept that I made as the final project of my two-quarter Gender and Sexuality in World Civilizations sequence. My goal was to create a board game that simulated the challenge of establishing queer spaces within a community. I landed on a cooperative game where each player plays as a queer advocacy group leader attempting to manage both their own resources and a shared pool of resources. This game was conceptualized and developed over the course of about a week, and as this was an individual project, all aspects, designs, rules, and component mockups were done by me in that time.
My main goal behind this game was a very narrative-based one. I wanted to focus on the real impact that rights activists have towards the marginalized communities they represent. I decided early on that because there isn't one single way to achieve this narrative goal, the setup of the game would involve determining the six possible goals of the game, drawn randomly from a larger Goals deck and placed on the central board. Players need to complete four of the six Goals before meeting any of the three lose conditions: Raising the Peril track to the end (on the left), resetting the Momentum meter (on the top) too many times (tracked on the Momentum Reset track just below it), or not win the game before seven rounds (called Years, marked in the middle-right-ish of the board) have passed. As a result, this game is at its core a race against a couple of different clocks.
One of the Goal card mockups: this card tells the players to max out the Momentum Track the amount of players+1 times
The Player Board mockup. This board tracks player resources (the left three meters), their per-Year resource generation (the top right section), their current played Action cards (the empty box on the bottom) and their Energy to be spent on actions (the bottom right grid).
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Some possible Challenge Cards (left) and Action Cards (right)
In order to play cards, complete goals, and contribute to overcoming Challenge cards, players will need to manage three types of resources: Funds, Support, and Publicity. Each player has their own individual resource tracker on their Player Board (see left), that allows them to play their Action Cards. They can spend actions to transfer their resources to the central board, but at that point they can't really get them back. The central board's resources are used to complete Challenge Cards (which add to the Peril track and can reset the Momentum meter), and finish Goals.
The Challenge Track is the main threat for the players to watch. Challenge Cards are set along the track from top to bottom, and at the end of each Action Phase, the bottom card is resolved. The trick is that the Challenge Deck has two different types of card backings. Some cards have a red X on the back, which means that they are set on the track face-down. This adds the difficulty of needing to prepare for anything when a face-down card is coming up, while also achieving the narrative goal of unforseen circumstances appearing to throw a wrench in well-thought out plans.
The final major feature of the game is the Momentum Track. This was born out of the narrative desire for players to feel like their successes would compound on each other. On the third, seventh, and tenth spaces on the track, there are various rewards. As an action, they can choose to empty the track and claim any rewards they have currently unlocked on it. The rewards compound and get significantly better at each stage, so they are encouraged to push their luck. Alternatively, though, certain Challenge Cards can reset the Momentum Track, and when that happens, a marker is put into the Momentum Reset Track, which has very concerning penalties. These markers can be removed by filling up the Momentum Track. The more momentum you carry with you, the harder it hits you when failure strikes.
As this game was produced only conceptually, no physical playtest was made. The biggest concern that I would look out for in a playtest would be to see how the momentum track is interacted with. Realistically, it would also have a heavy focus on card balance for Action Cards, Challenge Cards, and Goal Cards, but because I only generated two examples for each type of card, that isn't something that I have a current concern about when it comes to how the game flows.
For the Momentum Track, I think the biggest concern would be that it's too hard to fill and too easy to get messed with. Additionally, the penalties from the reset track are extremely damaging and could just spiral the game into an unrecoverable loss. I think that this can be amended by both increasing the reset track, as well as decreasing the length of the Momentum track.
In terms of design, I think a future iteration of the game would be less track- and grid-dependant, because currently it doesn't look very interesting. I think this could even be amended by making some of the tracks wheels as opposed to straight grids, or even revising full mechanics to make it more visually interesting.
An early, now incomplete key
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