Tabletop Board Game (3+ Players)
Role: Gameplay and Systems Designer; Writer/Editor
Studio: Erebus Games
Team Size: 4
Welcome to Speculation: A game of big opportunities, big risks, and big profits!
Outsmart competitors through strategic sales, purchases, and manipulation of events.
Winning is simple – just finish the game with more money than your rivals.
But don’t forget that a change in luck can disrupt even the soundest of investment strategies…
Co-developed core systems and game mechanics, including Events and Tactics
Introduced Auctioning system (core mechanic)
Balanced card values and resource availability, structured turn progression to maximize player engagement
Introduced Monopoly Bonus mechanic to add interest to endgame
Co-wrote, edited game's rulebook
In Speculation, players invest in and sell natural resources (minerals, grains, fish, and lumber) to generate wealth. The game features an Auction mechanic, randomized Events that influence players' abilities and gameplay conditions, and a Tactics system that allows players to strategically manipulate gameplay.
This being our first game as a group, we wanted to keep the theme uncomplicated while focusing on solid (and fun) mechanics.
That's why the idea and narrative behind this game are incredibly simple - acquire resources, buy and sell, make profits. (I like to imagine that it's the sort of game a Star-Trek Ferengi would come up with.)
By the same token, please note: Erebus Games does not endorse real-life overextraction of natural resources in the singleminded pursuit of monetary gain!
Development Process - DETAILED CONTRIBUTIONS
Brainstorming: Recommended a "mechanics first" design approach: Working out the mechanics before choosing a theme afforded more time to prototype and iterate. Contributed the core Auction mechanic, loosely inspired by the Dune board game.
Prototyping: Experimented to balance number of cards and values, resource values and availability. Co-developed initial turn structure and phase progression, gameplay loop. Co-wrote first draft of rulebook.
Playtesting: Ran tests with different groups to find "broken" rules, unclear mechanics. Used brief questionnaires to help focus feedback.
Iteration: Co-developed and added Tactics and Event cards based on testers' feedback that initial gameplay felt too repetitive and predictible. Contributed Monopoly Bonus mechanic to keep players engaged throughout endgame. Completed adidtional playtesting and iteration to get the balance just right.
Polishing: Re-wrote game's rulebook for clarity and concision.