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2023

ENCHANTERRA

"A whimsical, choice - based quest"

Game Design • Branding • Product Development • Packaging Design

Illustrator
Photoshop
Procreate

I created the game Enchanterra after learning that a lot of people (including myself) have an interest in Dungeons and Dragons but have nobody to teach them how to play and/or do not have time to learn the complex game. Enchanterra captures the soul of Dungeons and Dragons while remaining simple to play. 

This game follows the journey of five characters that are on a quest to save the Ancient Cypress after its magic was stolen by an evil force. 

Enchanterra combines choice and chance, creating hundreds of different outcomes for a board game that is like no other. Each illustration along with the game mechanics were created entirely by me!

BOARD DESIGN

I wanted to create a board that followed a spiral shape, connecting with the sacred geometry that I planned to use in the packaging design. I also sought to make a board that is completely unique from other games.

GAME MECHANICS

Each player begins on one of the symbols around the edge of the board. After each card pull and dice roll, players move between 1-4 spaces forward or backward, depending on the outcome of their turn. A space in the center of the board is left blank for a tree dice roller, representing the ancient cypress. The objective of this game is to be the first player to make it to the tree.

CARD DESIGN

Each of the five card options corresponds with a different color and illustration. One player is chosen as the "card master", and administers the cards to other players as needed.

CARD TYPES

The five card types are events, interactions, items, attributes, and outcomes. At the start of each turn, the player rolls a four-sided die to determine the amount of spaces to move forward. The color space that they land on is what determines which card type they receive.

EVENT CARDS

Corresponding with the yellow spaces on the board, event cards describe new developments in the player's journey. These events include finding an abandoned castle, stumping upon a treasure chest, and spotting a magical looking mushroom.

GAME MECHANICS

The card directs the player on what to do next, either a dice roll or a choice. A 20-sided die is used for these cards, which will lead the player to a numbered outcome card that determines how they progress in the game.

INTERACTION CARDS

Corresponding with the green spaces on the board, interaction cards describe encounters with other non-player characters of the game. These interactions include an old woman approaching, a lost child asking for help, and a hermit offering sanctuary.

GAME MECHANICS

Like event cards, interaction cards direct the player on what to do next, usually offering a choice. The choice made by the player directs them to a specific outcome card, determining their progress in the game. 

ATTRIBUTE CARDS

Corresponding with the pink spaces on the board, attribute cards can either bestow attribute points upon a player or take them away. These cards do not lead to a dice roll or a choice, but can also be acquired through certain outcomes.

GAME MECHANICS

The attributes in this game are magic, intellect, strength, charm, and stealth. Each character possesses a different starting quantity of points toward each attribute. These attributes can assist with certain outcomes.

ITEM CARDS

Corresponging with the blue spaces on the board, item cards bestow a helpful object on the player who receives them. Like attribute cards, item cards do not trigger a dice roll or a choice, but can also be acquired through certain outcomes.

GAME MECHANICS

The items in this game are first aid kits, swords, and medicine. These can assist players with certain outcomes, and must be returned back to the card pile after use.

OUTCOME CARDS

Ourcome cards do not correspond with any spaces on the board, but instead are connected with event and interaction cards. These either prompt a choice or a dice roll.

GAME MECHANICS

Dice roll outcomes are hidden behind orange dots, and cannot be read until after the player rolls the 20-sided die and uses their blue-tinted magnifying glass to reveal the hidden text. This keeps the player in suspense while rolling, as higher numbers are not always better. Outcome cards can also bestow attribute and item cards, and can result in a player moving forward or backward.

CHARACTER DESIGN

The five characters in this game are a wizard, fairy, goblin, witch, and elf. I illustrated all of these myself with the goal of remaining inclusive. These characters are diverse in race and gender, with two of them being male, two female, and one non-binary/gender fluid character.

GAME MECHANICS

Each character has a different number of points for each attribute when starting the game, which changes how players should make their choices. For example, if one choice seems to require more stealth and another more strength, the player should choose depending on the number of attribute points they have in each category

CHARACTER ATTRIBUTE BOOKS

Each player is given a booklet that corresponds with their chosen character. These can be written on with pencil or pen.

GAME MECHANICS

Characters possess different amounts of each attribute, though the total points for each character are the same, ensuring no one has an unfair advantage. These attribute points are updated in these booklets throughout the game, and connect with attribute cards.

DICE ROLLER FABRICATION

Dice rollers are a common purchase for Dungeons and Dragons players, so I wanted to incorporate this into Cypresia. The dice roller sits in the center of the board, representing the Ancient Cypress that each player is aiming towards, and can be used to roll the 20-sided die.

DESIGN & FABRICATION

I first 3D modeled this dice roller, then 3D printed it. The initial goal was to allow players to split it in half for easy storage and transportation in the game box. After 3D printing it with white filament, I perfected the design with sandpaper, hot glue, and acrylic paint and varnish.

PACKAGING DESIGN

My goal was to create packaging that is also unique decor that can be displayed. I illustrated a beautiful cover piece and included the story and all game components on the back. 

PHOTO DOCUMENTATION

This is the final, completely fabricated game. I have completed many play tests among my friends, and it has proven to be an amazing addition to hangouts and is relatively simple to learn. 

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