These photos will give you a good idea of Conduct’s mechanics and what we’re going for with our design.
We start by picking a character: a passenger or member of the crew.
Then we take some items, which will help us move, attack, defend, and support each other.
Movement items set the base number of zones we can move.
Offense items determine the base range, accuracy, and damage of our attacks.
Defense items can help us survive, blocking certain attacks or reducing their effects.
Support items let us help our party members.
We place our items in the slots around our character mat.
Next, we take the deck unique to our character and draw a hand of five cards.
As we expend our cards they end up in our Discard pile and we redraw to five.
As we take actions, we play our cards to improve those actions.
Our decks begin pristine, but throughout the game, troubling cards will be added.
Panic cards are first placed in our Discard piles. If they're in our hand at the start of our turn, they'll take effect, then be returned to the Dealer.
When our health drops to 0, we take a Wound card into our Discard pile. We'll then immediately reshuffle all our cards together. Wound cards typically only leave your hand at the end of a fight.
Hallucination cards and Ongoing Damage cards work like Panic cards, but with different effects. Your teammates can help you ditch them from your Discard pile before they get lodged in your Deck.
Team cards are added to characters' decks after fights and then are passed amongst the group.
Our team moves through the Galley toward the exit.
Now that we've reached the exit of the galley, we can move to the next room.
The ship map shows our location and our progress towards the lifeboats; the event deck guides the narrative and tracks our choices.
Each room will have either an event or fight. Not every path will be open on every play-through.
Ideally, we make it to land: by lifeboat or even by retaking the ship.
In the Boiler Room at GeekGirlCon 2014.
In the Dining Room at GeekGirlCon 2014.