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Final Boss Battle

ROLE

Designer

DESCRIPTION

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YEAR

2035

GENRE

First-person shooter

PLATFORM

Steam

ROLE

Designer

TYPE

Tabletop - Board

OVERVIEW

You've done it. You're almost at the end. You and your party just have to beat the Final Boss. Enter the dungeon and learn the moves the Boss will use so your party can maneuver and work together to defeat them using each of your unique character skills and abilities. Careful not to anger the Boss too much or the Threat will increase to a level that forces you to change up your strategy.

PLAYERS

2-8

GAMPLAY LENGTH

45 min

CATEGORIES

Board Game Cooperative

Fantasy RPG Combat

DECISION STRATEGY: 5/5

COMPONENT COMLEXITY: 5/5

LUCK'S HELP: 1/5

DETAILS

DESCRIPTION

Final Boss Battle takes a page from the book of video games with the energy of saving your game right before you start a boss fight. Each player selects a character based on classic fantasy tropes such as fighter, wizard, ranger, etc. and enters the dungeon together as a team. Players must work cooperatively and use their unique abilities and powers to attack and defeat the Boss. The Boss has a meter-like Threat Level that goes up as it gets hit and the health is lowered, and the game starts with Boss actions being hidden from the players knowledge. Once all players have taken their turns the action the Boss will take is determined by its Threat Level. The Action consists of a target, and an area of effect. Depending on where the Threat is, different Actions can take place. If the Threat gets too high, a Special Action is performed which could cause things like new Actions to be drawn, a double attack, status effects, and more!

The game gives players a unique character with skills of their own and creates a sort of collaborative party dynamic that mimics that of role-playing video games, but places it on a board where players can talk to one another and truly strategize in real time. It takes the pressure out of reaction times, and replaces it with strategic options. A lot of cooperative games have a sort of problem-solving aspect, but Final Boss Battle is combat-centric; something that usually is reserved for turn-based, competitive games.

ADDITIONAL DESIGN NOTES

With two competitive card games under my belt, I wanted to really change things up and make a cooperative board game. I have a love for games with cool mechanics in a combat system and fantasy themes really provide an endless space of possibilities for what those systems can contain. When it comes to combat games, there are plenty of complex war games with lots of pieces and many games that involve simple maneuvering around a board picking up items and completing objectives. What if everyone was only fighting against a single, big, bad enemy and working together to do so?

In Video Games, boss fights are the ones everyone remembers the most. Designing bosses involves thematics, flavoring of skills, giving sets of abilities that progress. The players spend their time learning what the boss is going to do so they can defeat it and all that repetition solidifies those fights into our memories. Final Boss Battle hones in on those fights where the players learn what the boss is going to do and plan around it to do defeat the boss.

The game is fully playable and due to the cooperative nature I feel like it will be perpetually in playtesting for small tweaks over time.

RESOURCES

Rule Booklet - (Contact for Asset Packages)

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