Fate Quest
The Gods have chosen you! Why? Who knows? The Fates are mysterious. But it is now your duty to take up this quest you are tasked with. Seek mythical artifacts, gain ultimate wisdom, or plan the most epic party. Anything can happen, the only limit is your imagination!
Fate Quest is a role-playing board game that can be completed in a couple hours and doesn’t require a game master. It is a storytelling experience where players will work together to connect the dots from encounter to encounter using their unique character powers and a shared pool of actions. And since encounters are paired with attributes that create unique scenes within your narrative each time you play no two stories will ever be the same.
You will embark on a quest lasting three Acts. At the end of each you will encounter an important threshold in your story; finding a lost artifact, a stranger to aid you or an enemy to overcome. After you encounter the third threshold you have accomplished your goal and won the game! But if any one player tries the patience of the Fates too much the quest and game is lost.
Role: Game Designer, Graphic Designer, Illustrator
Skills & Tools: UX, UI, User Research (Playtesting and workshopping), Interactive Multi-User System Design, Visual Design, Illustration, Layout, Copy Writing including creating a Procedural Document, Print Production, InDesign, Illustrator
Full table set up for 3 player game
The challenge in making a board game is creating an interactive system that is engaging and provides a fun, memorable experience for multiple players. It’s not enough that it just “works.” It needs to entice people into playing, keep them engaged and deliver on the promise that they’re going to have a great time.
Designing a board game is a highly iterative process.
It’s important to get it on the table in front of people as soon as possible. Pencil and paper prototypes are great for this since they’re not precious and easily editable. Every time a group of players interacts with the game something breaks; an interaction, math doesn’t work or someone gets bored or confused. Each time I take notes on questions, pain points and most importantly moments of delight. Then a revision and the cycle continues until the game plays smoothly from when players open the box to the end and you hear “I can’t wait to play again!”
Playtested by over 40 people!
Full rule book:
Dual layer boards help keep cubes in place
Mood boards:
Main reference mood board with color palette
Typography exploration:
Example of illustration process for an encounter card: