Seven Sands is a fun board game based on 'Life in the Desert' - the result of a two-week intensive game design course at IDC School of Design, IIT Bombay. It features intricate mechanics and compelling storytelling, providing a unique and engaging player experience.


Role

Game Designer,

Brand & Packaging

Role

Game Designer,

Branding &

Packaging

Timeline

3 weeks

Collaborators

Laksh Rajpal

Jishnu Diwakar

Me!

The Brief


To design an engaging and educational board game based on a middle school textbook chapter, aimed at children aged 8 and above, the game should facilitate learning through play by reinforcing key concepts and knowledge from the chosen chapter.




The Game


The name is derived from the 7*7 board (or mat in our case) that the game utilises. Players assume the role of nomads journeying across an isolated desert. Their goal is to collect resources by uncovering the game tiles and build a settlement. Players will encounter various challenges as they uncover resources, which may hinder their progress. Additionally players have the opportunity to trade resources and share settlement spaces.

Core Principles of the Game

Challenge & Skill


Striking a balance between strategy vs luck and adaptability

Replayability


Offering variable setups and multiple strategies for endless fun

Replayability


Offering variable setups and multiple strategies for endless fun

Meaningful Choices


Players must make meaningful and mindful decisions while playing.

Meaningful Choices


Players must make meaningful and mindful decisions while playing.

Social Interaction


The game encourages trading and negotiating with other players

Social Interaction


The game encourages trading and negotiating with other players

Balance


Offers a fair playing field with equal opportunity and resource variety

Challenge & Skill


Striking a balance between strategy vs luck and adaptability

Play-tests and Validation


We started by building a pilot version of the game printing desert elements and cutting them into square tiles. These were placed face down in a grid and players collected them by flipping them over (digging through the sand!). Player movements are decided by rolling a D4 (4-sided) die. We then improvised challenges and conditions, ensuring they were logical and strategic through multiple play-tests, until everything made sense for the game.