Dungeon Delve
Check out the game on Table Top Simulator
Team Members: Mikayla Conner, Brittany Fialkowski, Alicia Lee, Christopher Pino
My main contribution to the game was developing the rulebook.

Our first team meeting’s goal was to determine the game mechanics. However, we instantly agreed on the theme when Mikayla jokingly welcomed the group saying, “Here ye here ye and welcome to the first group meeting.“
We had a successful brainstorming session developing ideas that sparked our golden ticket – A Medieval Bank Robbery. Instead of traditional criminals robbing a bank. It would entail medieval characters raiding a dragon’s lair for treasures.
Before our second meeting, we worked on concept art for assets.

Chris and Alicia worked in Table Top Simulator, building the game board and assets. Mikayla designed the map, and I compiled the rules for the game.
Mikayla presented us with a simple map design (which we later learned was too complex) and a more involved design.


From there, we agreed on the map presented below for our playtesting sessions.

Playtests
View the script used for playtests.
Our team was running two separate playtest sessions with different participants in each. The purpose of our early development playtests were to learn valuable information we overlooked as the designers of the game.
View rulebook used for playtesting.
Chris and I hosted the first session.
View original playtest session notes.
Before the second playtest session, I created a document to clarify misunderstood rules to eliminate confusion from the first session to achieve more productive feedback.
View addition rules determined from the first playtest session.
Mikayla and Alicia hosted the second session.
View follow up playtest session notes.
Applying Feedback
After the two playtests, we met back together to discuss what we have learned.
The main areas of concern were the map and rules.
The Rulebook
As for the rules, we learned we had to spoon-feed the players. We originally wanted to create a very simplified rulebook, but the original version was too simple. In the finalized design, we have kept the rules straightforward but explained every component.
Main Changes
- How players turns are utilized
- 2 Actions (previous: 1 movement & 1 action)
- How to interact with other players of the game
- Must be in the same quadrant of the board (previous: anytime)
- How the Dragon navigates the board
- Optimized room locations (previous: any random room)
- How to interact with the Dragon
- Simplified engage or disengage (previous: players had to win too many dice rolls)
Added Gameplay
- Raid the nest
- Chance tokens
- Steal from players
The Map
The playtest determined players did not understand what were tiles, what were walls, and the map is too big.
Mikayla redesigned the board to simplify the navigation throughout the Dragon’s Lair.

Due to the added gameplay of location-based requirements, we color-coded the board. The titles were also enlarged to move quicker throughout the lair. Lastly, we made sure tokens were not placed on top of the room numbers.

