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Maelstrom (School Project)

Our Gamer's Eye View

    How to play Maelstrom

    Board Game

      

    ⚓ How Maelstrom Is Played

    🎯 Objective

    Work together to collect a set number of treasures(5, 10, or 15) before being overwhelmed by hazards, enemies, or status effects. All players win or lose as a team.

      

    🧩 Setup

    • Choose      your roles:
      • Captain       (Level 3)
      • Navigator       (Level 2)
      • Pirate       (Level 1) (Add a second Pirate in 4-player games)
    • Each      player draws 3 cards from their role-specific deck.
    • Set      up the five shared decks:
      • Island       Deck
      • Seafaring       Deck
      • Enemy       Deck
      • Item       Deck
      • Treasure       Deck
    • Everyone      starts at Adventure Level 1, tracked with paper and pencil.
    • Place      the 6-sided die nearby for early encounters.

      

    🔄 Turn Structure

    Each player takes a turn in clockwise order, going through the following phases:

    1. Draw Phase

    • Draw      1 card from your role-specific deck (up to a hand limit of 3).

    2. Encounter Phase

    • Choose      to play a card from your hand, triggering an Island, Seafaring, or      Enemy encounter.
    • Roll      the 6-sided die to determine the level of the card’s challenge.
      • Once       the team has collected 6 treasures, you upgrade to using       the 12-sided die for all card levels.

    3. Resolve Encounter

    • Use      your character's level + items to overcome the card’s effect or enemy.
    • If      under-leveled, roll the 12-sided die to attempt a win.
    • Apply      outcomes:
      • Defeat:       Earn Adventure Points, possibly draw Treasure or Item cards.
      • Failure:       Trigger status effects (e.g., scurvy, storm damage).

    4. Item Use / Strategic Phase

    • Use or      trade Item cards (max 2 per player).
    • Discuss      strategy, recover from effects, or level up if enough points are gained.

      

    🧗 Leveling Up

    • Gain Adventure      Points (AP) from defeating cards.
    • When      you accumulate enough AP, your character level increases.
      • This       increases success chances against higher-level encounters.
      • Some       Item or Treasure effects scale based on level.

        

    🏁 Game End

    • The      game ends once the team collects the agreed-upon number of Treasure      cards (e.g., 5, 10, or 15).
    • If all      players are defeated (or can no longer progress), the game ends in      failure.

      

    🃏 Deck & Card Count Breakdown

       

    Deck


    Cards


    Purpose

     

    🏝️ Island Deck


    2 sets of 10 (20 total)


    Captain-only deck. Includes status effect zones, cursed   islands, and loot opportunities. Some have buffs like drawing extra Treasure   cards.

     

    🌊 Seafaring Deck


    2 sets of 10 (20 total)


    Navigator-only deck. Includes environmental challenges   (whirlpools, ghost ships, storms, scurvy-inducing rivers).

     

    ⚔️ Enemy Deck


    2 sets of 10 (20 total)


    Pirate-only deck. Includes monsters, rival pirates, and   ambushes. Some may be avoided with item use or dice rolls.

     

    💰 Treasure Deck


    15 cards


    Reward deck. Gained by overcoming tougher challenges or   certain Island cards. Needed to win the game.

     

    🧪 Item Deck


    20 cards


    Strategic tools. Includes buffs, healing, temporary level   boosts, and risky effects (e.g., Bottle of Rum, Orange Fruit). Limit 2 per   player.

     

    🎭 Role Decks


    ~10–12 cards each (3 total roles)


    Each player has a personal deck of action/event cards   unique to their role (Captain, Navigator, Pirate). Draw and play from these   during turns.

      

    👥 Player Count and Scaling

       

    Players


    Setup Changes

     

    Solo (1P)


    Control all 3 roles (or 2 roles with simplified actions)

     

    2P


    One player controls 2 roles

     

    3P


    Standard: 1 Captain, 1 Navigator, 1 Pirate

     

    4P


    Add second Pirate (same deck, shared level or independent)

    🏴‍☠️ Maelstrom: Turn-by-Turn Gameplay Example

    Players:

    • Captain      (Level 3) – Dillon
    • Navigator      (Level 2) – Mariah
    • Pirate      (Level 1) – Dain

    Game Goal: Collect 10 Treasures before the crew is wiped out or overwhelmed.

    Starting Setup:

    • All      players draw 3 cards from their personal role decks.
    • Shared      decks (Island, Seafaring, Enemy, Treasure, Item) are shuffled and placed.
    • Everyone      begins at Adventure Level 1.
    • The      team is using the 6-sided die until they reach 6 Treasures.

      

    ⚓ Turn 1: Captain (Dillon)

    1. Draw Phase

    • Dillon     draws 1 card from their Captain deck (now has 3).

    2. Play Phase

    • Dillon     plays an Island Card: “Volcanic Island – Level determined by      die roll.”

    3. Roll for Challenge

    • Rolls      a 3 on a d6, so the island is Level 3.

    4. Resolve Encounter

    • Dillon     is Level 3 – an exact match.
    • No      need for an extra die roll.
    • The      island is conquered!

    5. Rewards

    • Island      card effect: “Draw 1 Treasure and 1 Item card.”
    • Dillon     draws:
      • Treasure:       "Gemmed Kraken Tooth" (adds +1 to future Island encounters)
      • Item:       "Bottle of Rum" (boosts level by +2 temporarily, but forces d12       roll in combat)

    6. End of Turn

    • Dillon     equips the item (holds 1 of max 2).
    • Team      now has 1 Treasure.

      

    🌊 Turn 2: Navigator (Mariah)

    1. Draw Phase

    • Mariah     draws 1 Seafaring card (now has 3).

    2. Play Phase

    • Mariah     plays “Ghost Ship Encounter – Level TBD.”

    3. Roll for Challenge

    • Rolls      a 5 on d6 – Level 5.

    4. Resolve Encounter

    • Mariah     is Level 2 – underleveled.
    • She      chooses to roll a d12 to try to succeed.

    → Bree rolls a 9 on the d12 – success!

    5. Rewards

    • Seafaring      effect: “Draw 1 Item card and gain +1 Adventure Point.”
    • Item:      "Orange Fruit" (heals scurvy if affected later).
    • Adventure      Points now: Bree (1), Team (1 Treasure)

      

    ⚔️ Turn 3: Pirate (Dain)

    1. Draw Phase

    • Dain     draws 1 Enemy card (now has 3).

    2. Play Phase

    • Plays      “Cursed Buccaneer – Level TBD.”

    3. Roll for Challenge

    • Rolls      a 2 on d6 – Level 2 enemy.

    4. Resolve Encounter

    • Dain     is Level 1 → underleveled.
    • He      rolls d12 → result is 4 → Success!

    5. Rewards

    • Enemy      defeated → gain 1 Adventure Point and draw an Item.
    • Item:      “Rusty Saber” (+1 in combat if Level ≤ 2)
    • Adventure      Points: Carlos (1), Team (still 1 Treasure)

      

    🔁 Next Round – Team Plan

    • Dillon      (Captain) has a Treasure that boosts Island encounters—plans to tackle a      higher-level Island.
    • Mariah      (Navigator) is near leveling up and wants to risk a storm card.
    • Dain      (Pirate) now has a bonus item—might target a mid-level enemy next turn.

      

    🎯 Summary After 1 Full Round:

       

    Player


    Role


    Level


    AP


    Items


    Notes

     

    Dillon


    Captain


    3


    0


    Bottle of Rum


    Holding Treasure

     

    Mariah


    Navigator


    2


    1


    Orange Fruit


    Success on Ghost Ship

     

    Dain


    Pirate


    1


    1


    Rusty Saber


    Beat Level 2 Enemy

     

    Team


    —


    —


    —


    —


    1 Treasure Collected

      

    🎮 Next Steps

    As the team progresses:

    • More      dangerous encounters will appear.
    • Once      they reach 6 Treasures, they switch to 12-sided die only for      encounter rolls.
    • At      certain AP thresholds, players will level up, making it easier to      conquer higher-level cards.
    • Strategic      Item use becomes more important, and cooperation is key.

    🏴‍☠️ Maelstrom Player Aid

    🎯 Goal

    Work together to collect 5, 10, or 15 Treasure cardsbefore your crew is defeated.

      

    🎲 Turn Overview

    Each Player’s Turn:

    1. Draw      Phase
          Draw 1 card from your role deck (max 3 in hand).
    2. Play      Phase
          Choose a card to play from your hand:
      • Captain      → Island card
      • Navigator      → Seafaring card
      • Pirate      → Enemy or Hazard card

    1. Roll      Phase
          Roll a die to determine card level:
      • Use       a d6 until 6 Treasures are collected
      • Switch       to d12 afterward

    1. Resolve      Encounter
      • If       your level ≥ card level → auto success
      • If       under-leveled → roll a d12
        • Success:        gain rewards
        • Failure:        suffer penalties (status effects, etc.)

    1. Item      Use / End Turn
      • Use       or equip 1 Item (max 2 held)
      • Check       if anyone levels up with Adventure Points

        

    📈 Leveling & Adventure Points

    • Earn      Adventure Points (AP) from victories.
    • At      AP thresholds (e.g., 3, 6, 10), level up.
    • Higher      level = easier wins, access to stronger effects.

      

    🧪 Item Mechanics

    • Max 2      Items per player
    • Use      Items before or after a card is played
    • Examples:
      • Bottle       of Rum: +2 Level this turn, but use d12 for any combat
      • Orange       Fruit: Cures Scurvy from Seafaring cards
      • Rusty       Saber: +1 vs enemies if Level ≤ 2

        

    🏆 Victory & Defeat

    ✅ Victory: Team collects agreed number of Treasure Cards
    ❌ Defeat: All players are incapacitated or no longer able to progress

      

    👥 Player Roles

       

    Role


    Starts At


    Focus


    Deck Type

     

    ⚓ Captain


    Level 3


    Exploration, Buffs


    Island Deck

     

    🌊 Navigator


    Level 2


    Hazards, Events


    Seafaring Deck

     

    ⚔ Pirate


    Level 1


    Combat, Enemies


    Enemy Deck

      

    📦 Quick Component List

    • 5      Decks (Island x20, Seafaring x20, Enemy x20, Treasure x15, Item x20)
    • 3      Role Decks (Captain, Navigator, Pirate)
    • 6-sided      die (early game)
    • 12-sided      die (later game + combat)
    • Paper      & pencil for Level and AP tracking

    Lead Game Design

    Dillon Anderson

     

    As the lead designer and project coordinator for Maelstrom, I was responsible for guiding the overall vision of the game, from mechanics to player experience. I also coordinated testing, documentation, and visual development.

       

       Specific Contributions:

    • Core Game Design
      I created the foundational gameplay loop, defined the cooperative mechanics, and structured the progression system based on Adventure Points and treasure collection.
       
    • Role & Deck Development
      I designed unique player roles (Captain, Navigator, Pirate) and developed five specialized decks (Island, Seafaring, Enemy, Treasure, Item), ensuring each contributed to player synergy and tension.
       
    • Dice-Based Mechanics
      I implemented the dual-die system (d6 and d12) to dynamically scale encounters and player abilities, creating an evolving difficulty curve.
       
    • Balance & Prototyping
      I balanced card effects, adjusted item power levels, and set appropriate win conditions. I also led internal test sessions and collected feedback for refinement.
       
    • Tabletop Simulator Integration
      I prepared card assets, built a CSV import template, and created a prototype playable in Tabletop Simulator to simulate real sessions and test player flow.
       
    • Documentation & Sprint Planning
      I organized product and sprint backlogs, defined Epics and Features, and documented gameplay processes and role functionality for development tracking.

    Linkedin

     www.linkedin.com/in/rumrunnergamess 

    Lead Art Design

    Mariah Royster

     

    Responsibilities:

    As the Lead Art Designer for Maelstrom, Mariah was responsible for establishing and executing the game’s visual identity. She developed the gritty fantasy-pirate aesthetic and ensured that all visual assets, from cards to icons, were cohesive, atmospheric, and immersive.

      Specific Contributions:

    • Visual Worldbuilding
      Mariah conceptualized and illustrated the visual tone of the game, blending dark fantasy themes with pirate lore to create a unique and memorable aesthetic.
       
    • Card Art & Layout Design
      She designed the templates and illustrations for each of the five decks (Island, Seafaring, Enemy, Treasure, and Item), ensuring that each card type had a distinct style while maintaining visual harmony.
       
    • Role Identity & Iconography
      She created symbolic icons and visual markers to represent the Captain, Navigator, and Pirate roles, making it easy for players to identify role-based mechanics at a glance.
       
    • Tabletop Simulator Asset Prep
      Mariah formatted and optimized artwork for Tabletop Simulator, helping build the digital prototype by preparing card sheets, back designs, and import-ready files.
       
    • UI/UX for Player Aid and Components
      She designed a printable player aid that clearly presented turn structure, dice rules, and item usage, enhancing both clarity and accessibility.
       
    • Collaboration & Feedback Integration
      Mariah worked closely with the design team to iterate on visuals based on gameplay testing and player feedback, adjusting clarity, contrast, and theme where needed.

    Linkedin

     www.linkedin.com/in/mariah-royster-75b883378 

    Lead Writer

    Dain Wiseman

     

    Responsibilities:

    As the Lead Writer for Maelstrom, Dain was responsible for crafting the narrative voice, world lore, and written content that gave the game its identity and atmosphere. His writing helped bring the gritty fantasy world to life and gave context to gameplay mechanics, enhancing player immersion.

      Specific Contributions:

    • Worldbuilding & Lore
      Dain developed the backstory of the Maelstrom world—a dark and storm-wracked fantasy ocean filled with cursed islands, haunted seas, and eccentric pirates. His narrative framework unified the art, design, and gameplay into a cohesive experience.
       
    • Character & Role Flavor Text
      He wrote compelling flavor descriptions for the Captain, Navigator, and Pirate roles, giving each one a personality and purpose within the crew that supported roleplaying and strategic thinking.
       
    • Card Text & Thematic Writing
      Dain authored the card names, descriptions, and effects text across all five decks (Island, Seafaring, Enemy, Treasure, Item), ensuring each card reflected the setting’s tone while staying concise and readable during gameplay.
       
    • Item & Treasure Descriptions
      He created unique names and lore snippets for items like Bottle of Rum and Orange Fruit, weaving humor and world flavor into strategic components without distracting from the mechanics.
       
    • Narrative-Driven Rulebook & Player Aid Text
      Dain wrote the rulebook’s narrative intro, turn structure explanations, and in-game examples in a voice consistent with the world of Maelstrom, helping new players quickly understand their objectives while feeling immersed in the setting.
       
    • Story Hooks for Expansion
      He also drafted outlines for potential story-based expansions or campaign modes, including cursed seas, rival pirate factions, and supernatural threats tied to the treasures players collect.

    Linkedin

    https://www.linkedin.com/in/dain-wiseman-8955685b/

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