Insomnium Design Document Brooks Douan Bryan Johnson Christopher Hill Garrett Webb John Owen Last Revised: Design Document for Insomnium July 28, 2013 Page 1 Table of Contents Table of Contents Table of Contents .......................................................................................................................................... 2 Design History ............................................................................................................................................... 4 Version 1.0 ................................................................................................................................................ 4 Version 1.1 ................................................................................................................................................ 4 Version 1.2 ................................................................................................................................................ 4 Version 2.0 ................................................................................................................................................ 4 Version 2.1 ................................................................................................................................................ 5 Version 2.2 ................................................................................................................................................ 5 Game Overview............................................................................................................................................. 6 Philosophy ................................................................................................................................................. 6 Philosophical Point – Garrett Web........................................................................................................ 6 Philosophical Point – Brooks Douan ..................................................................................................... 6 Philosophical Point – Bryan Johnson .................................................................................................... 6 Philosophical Point – John Owen .......................................................................................................... 6 Philosophical Point – Chris Hill ........................................................................................................ 6 Common Questions .................................................................................................................................. 7 What is the game? ................................................................................................................................ 7 Why create this game? ......................................................................................................................... 7 Where does the game take place? ....................................................................................................... 7 What is the story? ................................................................................................................................. 8 What is the main focus? ....................................................................................................................... 8 How many characters/units/pieces does the player control? .............................................................. 8 What’s different? .................................................................................................................................. 8 Game Theory......................................................................................................................................... 9 Feature Set .................................................................................................................................................. 10 General Features..................................................................................................................................... 10 Game Components ................................................................................................................................. 11 Rules ............................................................................................................................................................ 12 Design Document for Insomnium Page 2 Game Setup............................................................................................................................................. 12 Turn Sequence ........................................................................................................................................ 14 Action Explanations ................................................................................................................................ 15 Flowcharts ............................................................................................................................................... 19 Detailed Rules for Specific Pieces ........................................................................................................... 29 Location Tiles ......................................................................................................................................... 34 Scavenge Cards ....................................................................................................................................... 37 Monster Cards......................................................................................................................................... 41 Winning the Game .................................................................................................................................. 43 Rules Questions ...................................................................................................................................... 43 Play Testing ................................................................................................................................................. 44 Procedure................................................................................................................................................ 44 Survey...................................................................................................................................................... 44 Demographic Results from Testing ......................................................................................................... 45 Survey Results from Testing.................................................................................................................... 45 References .................................................................................................................................................. 49 Design Document for Insomnium Page 3 Design History The design history encompasses all changes made to the game from conception to prototyping. All changes are represented under a version number and a logical order of iterations can be derived from viewing the history. As the design of the game evolves, so will this document. The design history section tracks changes throughout the process so they can be easily retraced and reworked if necessary. From time to time it is beneficial to take a look back and see where you came from, if only to see how far you have come. This design history is a traceable path of the progress we have made on the game. Version 1.0 Version 1.0 is our original concept, and has not been balanced yet. 1. 2. 3. 4. 5. Decided on theme for game. Created story. Started setting up mechanics. Created location tiles, characters, salvage cards, and monsters for the game. Prepared all loose ends for first playtest. Version 1.1 Version 1.1 contains minor tweaks to characters, monsters, salvage cards, and board tiles. 1. 2. 3. 4. 5. Added ten (10) instant play salvage cards. Lowered player action and mental points. Changed number of barricades allowed on each board tile. Removed action requirement to play cards. Added Boss cards to make final encounter harder. Version 1.2 Version 1.2 includes rules revisions and greater definition of game terms. 1. 2. 3. 4. Reinstituted action point requirement to play cards from hand Clarified board setup, turn sequence, and timer movement rules. Rewrote “game theory” section Lowered player action and mental points further Version 2.0 Version 2.0 makes major revisions to gameplay, how action points are used, and to monster cards. 1. Clarified movement is only horizontal and vertical, and not diagonal. 2. Redefined revive action. 3. Clarified cleanse rules. Design Document for Insomnium Page 4 4. 5. 6. 7. Change priest special ability to only allow cleansing in his current location. Allowed players to choose who goes first for strategy purposes. Changed flowcharts to align with rule changes. Edited all game pieces to go along with new rules. Version 2.1 Version 2.1 helps to greater explain infestation, scavenging, and horde rules. 1. Reworked scavenge rolls to be less likely to produce items and more likely to produce monsters. 2. Clarified and expanded infestation rules to better explain where and how infestation spreads, and how players in infested tiles are affected. 3. Added “Horde Rules” to features to greater explain horde setup. 4. Reworked combat rules with new dice requirements. 5. Added other combat rules to define outlying cases 6. Clarified timer usage in timer rules. Version 2.2 Version 2.2 adds a few final changes to the game for balance, aesthetics, and explanation. 1. 2. 3. 4. 5. Reworked combat rules with new dice requirements. Added other combat rules to define outlying cases Clarified timer usage in timer rules. Added gold rim around boss cards. Updated barricade cards to be seen more clearly. Design Document for Insomnium Page 5 Game Overview Philosophy Philosophical Point – Garrett Web We wanted to make a game that had a lot of replay value. Often times with board games there can only be one way to set up the board and we didn’t want that with Insomnium. We decided to go with a modular approach for the board to give the player’s choice in how they set up the game and how different they want their experience to be each time they play. Philosophical Point – Brooks Douan We want to create a game with true balance. Through extensive testing we will create a game that keeps a high level of tension, and creates obstacles that are difficult but not impossible. Philosophical Point – Bryan Johnson We are making a game where cooperation is a key mechanic. With cooperative and not competitive gameplay the players must work together strategically to complete the game. Insomnium will facilitate open communication and planning, while the players fight against the game and not each other in order to succeed. In doing this teamwork becomes a key element to the success (or failure) of the group of survivors. Philosophical Point – John Owen On a basic level we are hoping to achieve higher player immersion through ownership of the individual characters. In traditional role playing games the player often becomes attached to their character because they have painstakingly crafted it to fit an image that they envision. They identify more with the character and the immersion is greater. We hope to achieve this same level of immersion by giving the players relatable characters whose destiny is in their hands to craft. By making the characters fun and interesting, removing the difficulty and strict rules of a traditional pen and paper role-playing game, and giving the players a strong but fun base to start from with their characters, we hope that they will be compelled to take ownership of the character and in turn be more involved and committed to the game. Philosophical Point – Chris Hill Separating ourselves in the horror genre, we will rely heavily on an original art style that sets the tone, maintains tension, and packs a horrific punch. Most horror games tend to become mundane, Design Document for Insomnium Page 6 cheesy or over-the-top. We look to remedy that, but still pay homage to the horror genre as a whole. Throughout all game components, you will find the art cohesively aiding the mechanics and establishing a truly scary, nightmarish experience. It is important that all art in the game be related in its entirety. We recognize our intended audience will be 13 year old and up that are fans of the horror genre, and this art style will completely appeal to them Common Questions What is the game? Insomnium is a survival-horror board game in which players take on the role of characters caught in a shared nightmare. The players must survive an onslaught of monsters conjured by the Boogieman at the end of each phase. This will be accomplished by Barricading locations around the game board, scavenging for weapons and location materials, and playing cards from your hand to help yourself and other players fight to stay alive. The main goal is to survive until the alarm wakes everyone up thus ending the terrible nightmare. Why create this game? When deciding what kind of game we wanted to make we tossed around a lot of different concepts. We wanted something that was not market standard; we didn’t want to make a generic party game. When the idea of a survival horror board game arose it caught a lot of our attention. After researching the idea we found that while the “survival-horror” genre is thoroughly fleshed out in the video game market, it’s somewhat lacking in the board game area. So to answer the question “Why create this game?”, the best answer would be because it’s a new concept that not a lot of others have tried to do successfully and we wanted a challenge Where does the game take place? Noddingham is a sleepy little town that most people pass through without even noticing. The majority of the locations in exist within a four square block area, and it’s the kind of town where everyone knows their neighbors. Lately a dark cloud has settled over the town. People have gone missing and there are whispers that the beds at the local asylum are filling. When dusk settles over Noddingham and the town is drifting off into a deep slumber, a radically different town emerges in the resident’s dreams. This version of Noddingham is dark and twisted. Zombies wander the streets and Scarecrows come into the town from the fields to terrorize the neighborhoods. Hell has broken loose and the dead have come for dinner. All the streets out of town seem to loop back on themselves and no exit from the town can be found. This nightmare is not only affecting the world of dreams for the townsfolk, but it has begun to take a toll on the sanity and constitution of those awake. Design Document for Insomnium Page 7 What is the story? A priest, a mechanic, and the town drunk walk into a bar. It sounds like the start of a bad joke, but it’s really the stuff of nightmares. This is where they will spend their evening bashing in zombie skulls and trying to keep the dire rats from eating all of the pretzels and nuts. Over the past few months, the people Noddingham have been settling into bed for the night, expecting to sleep like babies, only to find themselves swept into a gruesome nightmarish version of their little town. In this nightmare the things that go bump in the night are knocking on their doors and are hungry for blood and brains. The only thing the townsfolk can do is bunker down and try and repel the waves of this hungry horde. The only way out of the nightmare is to wake up. This nightmarish horde is playing for keeps too. Thus far the banker and the high school janitor have woken up from their fitful slumber in a mad rage and have since been relocated to the town’s psychiatric hospital. The janitor was screaming something about vampires in the boy’s locker room and how he would never be able to get all the blood off the ceiling. They are the lucky ones. Others have simply gone to bed never to wake again. In Insomnium the player takes on the role of a random citizen of the town. They have just started to count their little sheep when the world turns on its head and a zombie wanders by their bedroom window. The player must devise a way for their character to survive the night or they will never awaken to tell their tale! What is the main focus? Players are trying to survive the nightmare and repel the monster horde by using their character abilities and barricading the locations that are under attack, and cleansing infested locations. The players must survive the creatures of the night’s onslaught until the alarm wakes them from their slumber. How many characters/units/pieces does the player control? Each Player controls one character token, which they use to move about the game board. Players have character cards, which show their individual character’s special strengths and abilities. The will also be able to place barricade tokens and use upgrade cards to improve their fighting ability. What’s different? We want to take elements of pen and paper roleplaying and board games and integrate them into a co-op experience. Most board games are based on competitiveness, and we want take the nature of a roleplaying game and help to make the game more about banding together to survive. Another thing that is different is that the few horror based tabletop games that allow for cooperative play (Arkham Horror for example) are about completing certain objectives in order to get to the end. What we are trying to do is make something simpler and say to the players, “You just have to survive”. Design Document for Insomnium Page 8 Game Theory Symmetry- Our game Insomnium is a symmetric game with asymmetric setup. The random setup of the location tiles and random character assignment produces randomness and differing play each time. To further this each character has special abilities that grant different ways to approach each given situation. But with that being said the gameplay and mechanics are the same for each character as they play. Each player has a differing way to approach certain actions within play by using their abilities, but all follow the same rules and work together in order to produce a successful outcome. This produces the effect of giving some asymmetric gameplay aspects to a symmetric rule set. Play Style – Insomnium is a cooperative game. The game is designed for all players to work together to defeat monsters instead of trying to fight them off individually. The systems of the game are designed to make going out on your own a poor decision and players are encouraged to strategize and work together. As said in the Symmetry section, all of the respective characters have unique abilities and all of these abilities are designed to work in tandem with one another. The idea behind this was to get players to strategize more and to truly create a tense group mentality. Summation - Insomnium is a non-zero-sum game. While the actions of one player can drastically affect another, in-game resources are player to player and not from a universal pool. For example since the game is cooperative players more or less share resources to achieve goals. Each player has their own resources but as they are playing together they strategize and use them together rather than separately and against one another. To explain it another way the outcome of the game will either be equally good or equally bad for all players depending on how they play the game. Design Document for Insomnium Page 9 Feature Set General Features Co-op gameplay – Teamwork is key if everyone is to survive the night Modular Game Board – Every play-through will have a different town setup for excellent replay value Distinct Characters – Each character has their own abilities and personality, which leads to ownership and storytelling. Monster Combat – Defend against the nightmare horde. Combat is based on strategy, planning and a little bit of luck. Build the Barricades – Plan and place barricades during the day to give you and your team an edge during the night. Tension created by a countdown- as the game progresses, the timer counts down to dawn and the nightmare gets more difficult. Replay value – With random game board setup, various character combinations and multiple equipment selections, players will be faced with different challenges each time they play the game. Strategic Thinking and Management- Do you spend all your points scavenging, barricading or reviving a fallen ally? The player must make hard decisions and manage their time wisely during the day so everyone can survive the nightmare. Design Document for Insomnium Page 10 Game Components ● Modular Board Tiles (16)-The game will include a modular board with 16 tiles. Each modular tile will represent a different section of the nightmare town of Noddingham. These modular pieces will be able to be set up in different, random order each gameplay so that the game will have a high replay value. Certain tiles will be allocated for corner or border spots. ● Character Pieces (8 cards, 8 tokens)-There will be 8 character cards and 8 standing, cardboard character tokens to represent each of the 8 different characters that we have created. The character cards will list the attributes and special abilities exclusive to each of the separate characters. The tokens will be a visual representation of the character and be the piece that is moved throughout the board map. ● Monster Cards (26 monster/4 bosses)- There will be 30 monster cards to represent the monsters that spawn on the board. The monster cards will give a description of the monster, a list of the attacks and damage the monster will deal. ● Dice (7)- A D10 and 6 D6 will be included for use of different actions throughout gameplay. ● Barricade Tokens (50)- These barricade tokens will represent the action of an area being barricaded. The tokens will represent how many hit points it will take to destroy or get through the barricaded entrance. ● Infestation Tokens (15) – Small Cardboard tokens used to denote infested locations. ● Scavenge/Item Cards (90)- The scavenge cards will include different cards that will be helpful or detrimental to the player throughout the game. These will include weapon cards, barricade cards, help cards, hinder cards, and one-time use cards. These will be the cards that represent the player’s hand. ● Timer (1)- The timer will be an alarm clock to aid in the nightmarish aesthetic. The players will set the alarm clock to Day 1 and it will act as a timer in gameplay. This timer will show both the passage of time within the nightmare, and will act as a countdown to daybreak and the end of the game. Slide rule type timer. (1) Time Stone to move along timer. Design Document for Insomnium Page 11 Rules Game Setup Remove all game materials from box. Shuffle board tiles and lay out all sixteen (16) tiles to form game board. Tiles are drawn from top of deck and are laid out from left to right in a 4X4 rectangular grid. Remove four (4) Monster Bosses from Monster deck Shuffle Scavenge, Boss, and Monster decks and place on right side of the board. (See setup diagram) Set time counter on sliding timer to 1 Day. Put Barricade and infest tokens in piles next to the scavenge deck. Shuffle Character cards and have each player draw one (1). Place matching character token on starting location indicated on character card. Draw one (1) monster card per each player and keep face down. These cards will form the horde. They are placed along the left side of the game board. Play starts with the youngest player taking the first turn and then continuing with the player on his or her left. Design Document for Insomnium Page 12 Setup Diagram Key: 1. Infestation Tokens 2. Barricade Tokens 3. Location Tile/Game Board 4. Character Token 5. Alarm 6. Character Card 7. Monster Horde 8. Scavenge Deck 9. Monster Deck Design Document for Insomnium 10. Boss Deck 11. Six-Sided Dice 12. Ten-Sided Die Page 13 Turn Sequence A complete turn cycle is broke down into the following: Three (3) Day turns: Action One (1) Night turn: Combat and Survive Day Cycle: Action Phase (Give Cards, Draw Cards, Cleanse locations, Movement, Revive): Player may do each of the following actions during the action phase using action points available to their character, each of these actions costs one action point (unless otherwise noted in action explanation.) 1. Move to any adjacent location (see Movement in action explanations) 2. Give another player any card from his or her hand. (see Trade in action explanations) 3. Cleanse an infested location: (see Cleanse in action explanations) 4. Revive other players that have fallen during the night (see Revive in action explanations) 5. Scavenge for equipment/Draw cards (see Scavenge in action explanations) 6. Barricade structures against the impending Monster Attack (see Barricade in action explanations) 7. Cards from a player’s hand can be played and equipped for one (1) AP (action point) at any time during day cycle only. (See Play Card in action explanations) After all players have taken their turns, the alarm clock slide timer is moved to the right by one location and Action points are reset for each player. After three day cycles are complete (All players taking their turns) the players move to the night cycle of play. Night Cycle: At the onset of the night cycle, all monster cards accumulated in the horde are flipped up and revealed. Players then discuss and claim monsters for their characters to engage in combat by placing chosen monster card(s) beside their character card. Combat commences each player taking turns fighting his or her respective monster(s) (See Combat in action explanations) Resolve all combat and place any infestation tokens if needed. (See Infestation in action explanations) Once all combat is resolved return all monster cards to monster discard pile and draw new monster cards (one for each player plus one for each infested location) to place in the horde. Design Document for Insomnium Page 14 Move alarm clock slider timer one location and resume day cycle. General Rules: Player may have up to five cards in his or her hand at any time. Player must discard any cards above five from their hand. Once a player expends all action points, the player’s turn is over. If either scavenge or monster drawing decks are expended, reshuffle the discard pile and place face down. Action Explanations Play Card Any card from a player’s hand may be played at any time during their turn. If a barricade card, discard and then take a barricade token from the token pool and place near your character card. If equipment is played, place card next to character card. If piece of equipment is already equipped on character, discard the old card and replaced with the newly played. Movement The player may spend an action point to move to any adjacent location. The player may continue to move as long as he or she has action points to spend. Note: Players may not move diagonally. Barricade The player may spend an action point to place one (1) barricade token from their inventory on the location they currently occupy. Each location has a maximum number of barricades able to be placed indicated by yellow boxes on each game tile. Trade The player may trade or give another player one (1) card from their hand. To do this the player must occupy the same location as the other player and spend one action point per card traded. If the receiving player has more than five (5) cards in his or her hand at the end of the trade, cards must be discarded in order to bring their hand count back to five (5). Revive The player may revive a downed/knocked out player. To do this the player must occupy the same location as the downed player, have at least one action point, and expend all remaining action points. The revived player must discard all currently equipped gear but may take their turn as usual (with AP and MP restored) during the current turn as long as their place in turn rotation has not passed. Cleanse The player may cleanse an infested location. Two players must occupy the infested location. When any player moves onto the infested location all remaining action points are expended. Also, Priest character may cleanse location by himself once per turn day cycle turn. Design Document for Insomnium Page 15 Scavenge The player may scavenge for equipment and loot (draw a card) by spending one (1) action point while on a location. The player may continue to scavenge (spending points each time) on the same location but must roll a d10 for each subsequent scavenge attempt. Results are as follows: 1-3 – Attempt Successful: Draw one (1) card 4-5 – Attempt failed: No Card drawn 6-10 - Attempt critically failed: No card drawn, add monster card from deck to horde face down. Infest Monsters may infest locations. After combat is resolved any unclaimed monsters are removed from the board and discarded in the Monster discard pile. For each monster discarded this way an infest token is taken and placed on the board starting with the upper left most location. (If location is already infested, location directly below becomes infested. If there is no location below, start infestation at top of next column) This location is considered infested until cleansed (see Cleanse in action explanations) and will produce a monster card to be added to the horde after each turn night turn that it exists. All barricades tokens are removed from infested location. Location may not be barricaded again until cleansed. Also any monster that defeats a player in combat is discarded and infests the location that the player currently occupies. The knocked out player and any other players within that location are moved to an adjacent uninfected location of the players choosing. Notes: Players may not move onto an infested location unless it is to cleanse the location. If no uninfected location is available to move to after a combat loss the game ends. Any infested locations created upon resolution of a night turn (through combat or unclaimed monsters) spawn monsters when placing a new horde. (Horde = +1 monster card for each player + +1 monster card for each infested location) Horde Rules After each night the monster horde reforms to attack the players again. A monster card is drawn per each player. An additional monster card is drawn for each infested location present on the board at the end of a night turn as well. Also as the night progresses (represented by the timer) more monsters and more difficult monsters will appear. Formation After Night#1- +1 Monster card added to horde (on top of all other monsters from players and infested locations) Formation After Night#2- +2 Monster cards added to horde (on top of all other monsters from players and infested locations) Formation After Night#3- +2 Monster cards and one Boss card added to horde (on top of all other monsters from players and infested locations) Design Document for Insomnium Page 16 Note: The four boss cards are separated from the other monster cards at the start of the game and only come into play during the 3rd night. These cards cannot be discarded with certain instant cards and are treated the same as other monster cards during combat. Combat At the onset of the night phase monster cards in the Horde are flipped and revealed. Each player may choose as many monsters from the horde to face as they wish and place them next to their character card. Combat is as follows: Player Attack = Player declares attack as Mental or Action Player rolls number of D6 indicated on character card Add any plus or minus modifiers from equipment or special abilities Monster Attack = Player rolls number of D6 indicated on monster card Add any plus or minus modifiers from barricades or special abilities The higher number of the two will win combat. If rolls tied, player always wins. If player is the winner: Discard monster card in monster discard pile and draw one (1) scavenge card OR receive one (1) barricade token If monster is the winner: Player is knocked out until revived (see Revive in action explanation) Location is infested (See Infest in action explanations) Monster card is discarded and any players (knocked out or combat ready) are moved to an adjacent, non-infested location. Other Combat Rules NOTE: Boss characters must be claimed and must be fought last on NIGHT 4. If character is knocked out, location is infested and Boss moves to fight next character in turn rotation even if they have already fought. This continues until boss is defeated or all players are downed. Combat will always take place in the location the player ends their third day cycle turn in. Once night falls you can’t move from the location you currently occupy. (Unless moved by combat failure) When attacking player can attack using their D6 as Mental attacks or Action attacks but not both. All monster cards do not have to be claimed. Any extra monsters that are not claimed will infest a location (See Infest under action explanations) When fighting more than one monster the player must face them simultaneously and combine die roll totals for all monsters that are attacking When facing monsters in a barricade location the player may remove any number of barricades that have been placed within that location to reduce the monsters die roll total (-1 to monster roll for each barricade removed). These barricades are destroyed and removed from the board back to token pool. Design Document for Insomnium Page 17 If any final roll totals (Monster vs. Player) result in a tie, the player will always triumph. Character special abilities can reduce the amount of a roll if used during the day cycle. Refer to character card to see these abilities and modifiers. Combat example: Player one (occupying the hospital tile, barricaded 5 times) chooses one monster from the horde to face. Player then rolls two d6 with a resulting score of 10 Player then adds in +3 to attack from chainsaw card that is equipped to character Total Player Attack is 13. Player rolls three (3) d6 for monster as indicated on monster card resulting in a 17 Player removes four (4) barricades from the location resulting in a -4 to monster’s roll. Total Monster Attack is 13. A tie results in the player winning, monster card is discarded and play moves to the left. Design Document for Insomnium Page 18 Flowcharts Below are the flow charts outlining play within Insomnium. We attempted to break everything down into basic parts to make the charts simple and easy to read. This will also assist when we are trying to diagnose a problem with the flow of rules. Design Document for Insomnium Page 19 Design Document for Insomnium Page 20 Design Document for Insomnium Page 21 Design Document for Insomnium Page 22 Design Document for Insomnium Page 23 Design Document for Insomnium Page 24 Design Document for Insomnium Page 25 Design Document for Insomnium Page 26 Design Document for Insomnium Page 27 Design Document for Insomnium Page 28 Detailed Rules for Specific Pieces Character Cards: Front of Character Card: The front of the card displays, at a glance, all the information a player needs to assume the role of that character. Name Short Description of Role Picture with Flavor Text Special Ability Mental Points Action Points Number of Attack Dice Number of Equipment Slots Example: Design Document for Insomnium Page 29 Back of Character Card: The back of the character card displays additional information that does is not needed at all times by the player. Character Biography Picture Starting Location Example: Character Information Table Character Name Character Role Mental Points Fred 2 2 2 1 Greg Conway Michaels Town Drunk Swat Commander Nurse Priest 2 5 6 3 2 2 2 2 2 2 1 1 Jim Paige Pete Tom Gamer Cheerleader Mechanic Survivalist 5 2 4 3 2 3 2 3 2 2 2 2 1 1 2 2 Design Document for Insomnium Action Points Number of Attack Dice Number of Equipment Slots Starting Location O'Malley's Pub Firing Range Hospital Church Apartment Location Mall Truck Stop ValueMart Page 30 Front Layout Diagram: Back Layout Diagram: Design Document for Insomnium Page 31 Character Bios and Special Abilities The amount of equipment a character can equip is represented by the bloody handprint(s) in the lower corner of each card. The amount of dice available to attack with is represented by the dice pictured on the card also. Town Drunk - Fred is the town drunk. As boozers go he’s playful and jovial to a fault. He spends his days down at O’Malley’s Pub drinking away his sorrows and generally attempting to forget the world. Fred is known to play innocent pranks on unsuspecting patrons around the Pub. With Fred around at O’Malley’s it best to never leave your drink unattended for long. What Fred lacks in seriousness and sobriety he makes up for in spirit and his great sense of humor. Special Ability: Drunken Stupor - -2 from all monster rolls. Swat Team Member – Greg was the youngest officer to ever make Commander of the Noddingham SWAT. He joined the Marines at the age of 12 with a fake I.D. and never looked back except to see if someone was on his six. At 22 he left the service and decided to settle in Noddingham. Deadly and deranged, Greg has been known to tie himself up and jump into a pool with weights around his ankles just to see if he can escape. His twisted grin and piercing brow let you know he means business and his favorite pistol Ol’Bessy is never far from his side. Special Ability: Leader from Birth - Any characters in the same location gain +1 to all Action Attack rolls. Nurse – Nurse Conway works at the Noddingham Central Hospital on day shifts and is an avid bookworm by night. Don’t let her librarian glasses and sweet little voice fool you though; this nurse packs a nasty right hook. Years of wrangling unruly invalids and force-feeding perverse patients have granted her nerves of steel and an iron stomach around blood and gore. Nurse Conway is truly a fallen angel disguised in white scrubs and covered in blood. Special Ability: Just a Flesh Wound - Free instant revival of any character in the same location. -1 penalty on mental attack rolls until end of night cycle. This ability may stack up to four (4) times. Priest – Father Michaels preaches fire and brimstone from atop his pulpit in the Noddingham church every Wednesday and Sunday. He prefers to preach to the heathen masses from atop and not behind the pulpit because of his unusually short stature. He seeks to be both seen and heard, and heard he is. Many worshipers have been scared away before even entering the door; such is the mighty nature of his vociferous sermons. It is said Father Michaels once stood toe to toe with the devil, and Satan wet himself and begged for forgiveness before the good father even opened his mouth. Special Ability: Hand of Gawd – May instantly cleanse an infested location he occupies once per day cycle turn for free. Design Document for Insomnium Page 32 Gamer – Jim hasn’t seen the sun for years. Pale and frail, he spends most of his time inside battling zombies and aliens from the comfort of his couch. An emergency in the book of Jim is a lack of munchies and energy drinks, and his handy dandy mini-fridge magically never seems to empty. Jim is quite the lady’s man. He has probably saved the princess from the lunatic turtle at least a few dozen times. Don’t let this soft side of Jim fool you though, in his chest beats the heart of a warrior. At a moment’s notice Jim can transform into a nerd-raging, noob-slayer tyrant bent on the conquest of the free-to-play Internet world. Special Ability: Monster Hunter - Grants +1 to Mental attacks for any character in same location Cheerleader – Paige is likely the luckiest cheerleader to have shopped at the Noddingham mall. Her excessive clumsiness has caused her to fall from the top of the cheer pyramid three times thus far, and she has walked away without a scratch. Paige has been captain of the cheerleaders for three years straight now, and in her senior year in high school she has been voted most likely to walk in front of a bus. Paige’s upbeat and peppy attitude is only overshadowed by her bloodcurdling scream whenever she is told about the weekly shoe sale at the mall. Special Ability: Pep Rally - Can instantly teleport any one player to her location. -1 to mental attack rolls until end of night cycle. The penalty can stack up to four (4) times. Mechanic – Pete the mechanic is anything but a grease monkey. Underneath the dirt and engine grim lies a sophisticated mind the likes of which is rarely seen in Noddingham. Pete could fix most any problem with a slinky, a stick of gum, and a small bit of duct tape. While not always practical but always punctual, he always find a way to fix any problem. Pete’s truck stop is the best repair shop in town. Pete slings a wrench like a soldier slings a gun, and when he sets his sight on something you best watch out. Special Ability: Always Use Protection – Receives two barricades per barricade card. Survivalist – Tom is the Valuemart warrior, poacher of produce, and King of the camping department. He has worked in the sports department of the Noddingham’s Valuemart since the day it has opened and has fashioned himself into a self-proclaimed survival expert. He has been quoted saying that he could survive in the wild for a week living off only his urine and squeeze packet of ketchup. While Tom might not be the brightest burning blub in Valuemart, he more than makes up for it with his willingness to take things farther than most would ever imagine. He possess a special talent for making something out of nothing. Special Ability: Dumpster Diving - +1 to the total of each d10 scavenge roll Design Document for Insomnium Page 33 Location Tiles Location tiles are used to form the game board. Each tile is ringed by a half-portion of road so the tiles will fit together and maintain visual fidelity. Yellow squares on each tile represent spots that can be barricaded to help defend against the monsters of the horde. A location may not be barricaded more times than there are open spots. There are 16 location tiles that when laid out randomly form the town of Noddingham. The actual location tiles are larger than the examples portray. Example: (Shown is smaller than actual tile) Location Information Table Location Name O'Malley's Pub Firing Range ValueMart Noddingham Hospital Noddingham High School Gas Station Apartment Location Restaurant City Hall Number of Barricade Spots Design Document for Insomnium 2 1 6 7 5 2 4 3 3 Page 34 Church Mall Bank Coffee Shop Junk Yard Drive-In Theater Truck Stop 3 8 4 2 4 2 3 Layout Diagram: Design Document for Insomnium Page 35 Barricade Token Players receive barricade tokens to assist in defeating monsters. These tokens can be placed on any unoccupied barricade square on their current location. The cost to place a barricade is one action point. Below is an example of the barricade token. Their size is much smaller than it appears here. Example: (Shown is much larger than actual token) Infestation Token Infestation tokens are used to mark a location as being infested. Players will place an infestation token on any location that becomes infected during play. When a location is cleansed this token is returned to the pile. Example: (Shown is actual size of token) Design Document for Insomnium Page 36 Scavenge Cards Scavenge cards are numerous and come in many forms. Below you will find examples of each type of card and layout diagrams of a scavenge card. These cards will help or hinder the players throughout the play session. Barricade Cards Barricades are used by the player to absorb excess damage from monster attacks. They are obtained by finding a card granting the player a barricade or by defeating a monster and choosing to receive one. Layout Diagram: Card Example: Armor Cards Armor cards provide the player with equip-able items that will negate monster damage. These cards subtract an indicated number from the monster’s total roll. Design Document for Insomnium Page 37 Layout Diagram: Card Example: Weapon Cards Weapon cards are another type of scavenge card that provides the player with an equip-able item. These cards add to the player’s total attack roll the indicated number. Layout Diagram: Design Document for Insomnium Example Card: Page 38 AP Boosts AP boost cards allow the player to either recover AP, or they provide an equip-able item that will boost the player’s AP as long as the item is worn. Layout Diagram: Example Card: Mental Boosts Mental boost cards provide the player with and equip-able item. These items boost the total mental attack roll of a player by adding on the indicated amount. Design Document for Insomnium Page 39 Layout Diagram: Card Example: Instant Cards Instant cards are played as soon as they are drawn from the scavenge deck. They direct the player to perform and action that will either help or hinder. The cards are specific and state exactly what is to be done when drawn. Design Document for Insomnium Page 40 Layout Diagram: Example Card 90 Total Scavenge Cards Monster Cards Monster cards show a visual representation of the monster, the number and type of attack dice, and a bit of flavor text for the creature. These are the monster cards (and Bosses) included in the game: Boss Monsters Design Document for Insomnium Page 41 Layout Diagram: Example Card: 30 Total Monster Cards (26 Regular/4 Boss) Design Document for Insomnium Page 42 Timer The timer is a representation of time passing in the real world. The counter starts at Day 1 (first turn) and advances after all players have completed their individual turns. Player that takes the first turn is responsible to move timer before starting turn. The nightmare gets worse as time marches on, so after each night more monster appear. (See Horde Rules in Action explanations) Winning the Game Wining: Players must survive the night to win the game. If the players are able to live through four day/night cycles until the alarm clock goes off and they wake up, they escape from the nightmare with their sanity and live to tell their tale. Losing: If at any point during play all players are unconscious and no one possesses a way to revive or all sixteen (16) locations are infested the players go mad and never wake from the hellish nightmare. Rules Questions Horde is the collection of monster cards that is drawn at the end of each night turn. They should be drawn and placed face down so everyone can count the number but not know what enemies they will be facing. Each character has two (2) d6 for rolls during combat. We will be testing the use of taking away tiles for 2-3 player games. Cards can be played during both day and night phases instantly Dies can only be rerolled if they fall off play space. Otherwise respect the roll. Design Document for Insomnium Page 43 Play Testing Procedure Testers played the game under the guidance of a designer. They played between 1-5 full game sessions and were then asked to fill out a survey. Demographic and survey information was collected and then collaborated into a data set. The data set was then discussed and used to help iterate the design. Survey Tester Profile 1. 2. 3. 4. NameAgeGenderTabletop experience- Survey 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. What did you most enjoy about the game? What did you enjoy least? Rate the replay-ability. (1=lowest – 10=highest) How can we improve upon replay-ability? How well is the game balanced? (1=lowest – 10=highest) Where do you feel there are flaws in the balance? Do the characters make you feel immersed in the gameplay? Do you feel you play a different role as each character? Rate the aesthetics. (1=lowest – 10=highest) What can be done to improve on the look of the game? Can you think of any game that Insomnium reminds you of? How? Design Document for Insomnium Page 44 Demographic Results from Testing Name Journey Julia Bret Tim Patrick Courtney Age Gender 28 26 41 27 27 23 Male Female Male male Male Female Experience Settlers, Pandemic, Fireball Island, MTG Monopoly, Clue D&D, Shadowrun Extensive Moderate Board games only Survey Results from Testing What did you most enjoy about the game? Character design The art Art The barricading mechanic I liked the scavenge system The backstory and characters were great. I liked the different locations as well What did you enjoy least? Game seemed very slow Not enough going on during the day Monsters seemed too weak. Monster balance, lack of mental energy mechanics explanation, not hard enough Action point system is unbalanced The monsters and bosses seemed to easy to beat Rate the replay-ability (1=lowest, 10=highest) 2 3 1 8 9 10 Design Document for Insomnium Page 45 How can we improve replay-ability? Make each character fit more into a job. Remove mental or make it more useful. Less day cycles or less ap. Add more multiples of monster, all monsters should be stronger, force more strategy into game, increase difficulty as time passes, add character conflicts Force some competition between characters, maybe a survival mechanic for food or water, ammo or weapon durability would help I think the game is easy to replay because of all the different layout of the board and options for the characters How well is the game balanced? (1=lowest, 10=highest) 3 2 4 6 7 5 Where do you find there are flaws in the balance? Difficulty difference between regular monsters and boss. Players had more ap than they needed to function. Too much time to prepare for monsters. Characters should have a point pool to be balanced from, number of items equipped needs to be tweaked or better explained, more random infestations, more random monsters during day Surviving monsters after a character is knocked out need to infest locations Enemies were too weak – some characters had too much power Do the characters make you feel immersed in the gameplay? No No No No, more character Interaction needed. Each location could have an effect that helps or hinders the players yes Design Document for Insomnium Page 46 Do you feel you play a different role as each character? Players different abilities were never really used. The ony real differences were in the number of items we could equip. It felt just as easy to survive as the cheerleader or the swat team member. Almost, further character development needed Each character feels like their own person. They were all interesting yes Rate the aesthetics. (1=lowest, 10=highest) 9 10 9 9 9 10 What can be done to improve upon the look of the game? Miniatures for characters maybe. Make barricades stand out, or even stand up. It was pretty close to perfect. Color scheme for better viewing. More 3d locations The look of the game board was fabulous. What if any game did Insomnium remind you of? Battle masters but battle masters was way better. Never played anything like it. Kinda like a simplified D&D Zombie RPG tabletop game at ReaperCon. Nope no Design Document for Insomnium Page 47 Comments: Reduce ap for all characters. Make monsters more difficult. Make the mental more useful or remove it. Remove some daytime rounds. None None Design Document for Insomnium Page 48 References 1000 DPI Full View. Retrieved from http://vallejogallery.com/objects/whaling%20harpoon%20guns/WW%20GREENER%20HARPO ON%20GUN%20SHIP%20KARA%202/1000%20dpi%20full%20view3.jpg 1269196501_1. 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Retrieved from: http://levelsave.com/reviews/amy-good-ideas- trapped-under-a-pile-of-smelly-code/ AS-50 British World Guns. Retrieved from http://1.bp.blogspot.com/HX63IrExwk8/UXqzPKEiQPI/AAAAAAAAAlw/FJZcU66FCi8/s400/AS-50British-world.guns_.ru_.jpg Asphalt road texture with stripe. Retrieved from: http://us.cdn4.123rf.com/168nwm/marifa/marifa1204/marifa120400139/13403366-asphaltroad-texture-background-with-yellow-strip.jpg Backdoor Survival (2012). Beacon_Survivalist_Clr. Retrieved from: http://www.flickr.com/photos/66751160@N07/7245557222/in/photolist-c3gnJo-6aM7c6dZEVEm-9Hb8o7-a3o9UL-cK8MP-9REgPD-7tGFQM-buMU3U-bFrWGM-a1RyCF-9vJskb-apBiurdwJ2rK-5SReT-eht3NR-7ufgJh-4Acg4t-348xn4-9WrLAK-e5Pb4w-7rLPYS-fasD5E-dxqikN-8YFjaZDesign Document for Insomnium Page 49 5yzBs5-dC4VET-c Banshee. Retrieved from http://lava360.com/wp-content/uploads/2012/10/Banshee.png Bface. Retrieved from http://bloodyknife23.webs.com/bface1.JPG Bineli Shotgun. file://localhost/Retrieved from http/::www.theblaze.com:wpcontent:uploads:2011:04:bineli-shotgun-620x278.jpg Black and White Grunge. Retrieved from: http://www.bittbox.com/freebies/free-texturetuesday-black-and-white-grunge Blood Stained Paper. Retrieved from: http://www.sxc.hu/pic/m/m/ms/msdotty/1067417_blood-stained-paper_2.jpg Blood Stains on Old Paper. Retrieved from http://graphicswag.com/wpcontent/uploads/2013/03/Blood-Stains-on-Old-Paper-GraphicSwag-com-5.jpg Blue background with distressed vintage grunge texture and dark black edges on elegant wallpaper illustration. Retrieved from: http://www.123rf.com/photo_15308244_bluebackground-with-distressed-vintage-grunge-texture-and-dark-black-edges-on-elegantwallpaper-ill.html Blue Upholestry Fabric with Stripes. Retrieved from: http://www.wallibs.com/desktopwallpaper/3888x2592/blue-upholstery-fabric-texture-withstripes-12545.html Boogeyman. Retrieved from http://faithandsurvival.com/wpcontent/uploads/2011/11/boogeyman.jpg Brain http://christiaanrendle.com/images/blue-brain-logo.jpg Brown Wood Texture with Natural Patterns. Retrieved from: http://www.123rf.com/photo_9311191_brown-wood-texture-with-natural-patterns--vintagegrunge-style-background.html Burnt Orange Grunge Metal Texture. Retrieved from: http://www.flickr.com/photos/pinksherbet/6818119160/ Camelback. Retrieved from http://www.designworldonline.com/uploads/Imagegallery/Camelback.jpg Design Document for Insomnium Page 50 Car crushed. Retrieved from http://truthmattersblog.files.wordpress.com/2013/03/carcrushed.jpg Caution. Retrieved from: http://ikedabarry.com/InkTex/tag/caution/ Chainmail Shirt Quarter Sleeve. Retrieved from http://www.a2armory.com/images/chainmail/chainmail-shirt-quarter-sle.jpg Checkered floor Intro. Retrieved from http://1.bp.blogspot.com/__lKAPG3mt5k/TEFLWk47Q3I/AAAAAAAAAJU/Otam6RsVBLc/s400/ Checkered+Floor+Intro.jpg Cinema 01. Retrieved from http://cdn.graphicsfactory.com/clipart/image_files/image/6/1294896-cinema_01_08122006.gif Clean Stove Top. Retrieved from: http://hymn-addict.blogspot.com/2008/02/clean-stovetop.html Connected car logo. Retrieved from http://gigaom2.files.wordpress.com/2013/01/connectedcar-logo.png?w=600 Crate Spider. Retrieved from http://www.thehorrordome.com/images/products/detail/CrateSpider.jpg Dark Floorboard Wood Background. Retrieved from: http://www.psddude.com/tutorials/resources-images/over-100-amazing-wood-textures/dark--floorboardwood-background-texture.jpg Die_Final. Retrieved from: http://maximus-dev.com/images/die_final.png Dirtygentleman(ND). Red Grunge Textur. Retrieved from: http://fc02.deviantart.net/fs70/i/2010/236/d/c/Red_Grunge_Texture_by_dirtygentlemen.jpg Dracula. Retrieved from http://www.whitbyseafishing.com/images/dracula.jpg DSC_7755. Retrieved from http://www.textureking.com/content/img/stock/big/DSC_7755.JPG Dudjinni, B. Fountain pool. Retrieved from http://www.dundjinni.com/forums/uploads/Neyjour/7C8_Fountain-Pool_bg_by_Bogie__Dundjinni_forum.png DVIDSHUB. Corporal Leadership Course Conducts field operation (2010). Retrieved from: http://www.flickr.com/photos/28650594@N03/5164523623/in/photolist-8SnwWK-8sLkUQDesign Document for Insomnium Page 51 4RpF9r-eW3suS-6pdiqW-4f3Qtx-eocgxH-ayP5QV-7t8myJ-6qes7F-8MAWW7-8hCt1V-8hJsy89MtvoK-787m6o-aabw6e-zu7Ju-yPCE2-8BaezY-z8qiT-ayLCGa-az7o57-ag5bs5-ayLBWp-ayPiKSayPi2d-dc2BX4-7FsmxH-51V7Hp-c26Zju-9BxvKP-9YUj6S-4yHuZM-5L3Vgp-6aEjRe-6a4Ai4c277Gw-c2748Q-c26Lrb-c27aaU-c26SD3-c27bTm-c271ey-c274Zd-c26MAm-c26T55-c276UQc26KcE-c26LPd-c278tG-c26QJ3 Europe Crossbow 2. Retrieved from http://fourriverscharter.org/projects/Inventions/images/europe_crossbow2.jpg Falln Deerlodge Floors 1. Retrieved from: http://www.turbosquid.com/FullPreview/Index.cfm/ID/620549 Flesh Golem for Talisman. Retrieved from http://th04.deviantart.net/fs71/200H/f/2012/100/e/b/flesh_golem_for_talisman_by_feliciaca no-d4vo611.jpg FM-02. Retrieved from http://www.wymann.info/DoctorMarvel/FrankensteinMonster/FM02.jpg Football Pad. Retrieved from http://www.f-three.com/data/photos/11_1football_pad.jpg Fred Perry Resistant Randshell Backpack. Retrieved from http://hypebeast.com/image/2009/11/fred-perry-resistant-randshell-backpack.jpg Free concrete texture. Retrieved from http://texturez.com/textures/concrete/3477 Friday the 13th Ralph. Retrieved from: http://somewhatnerdy.com/home/raz’s-1midnightmacabre-horror-review-“friday-the-13th”/ FullSail300. Retrieved from: http://www.animationschool.net/img/fullsail300.jpg Green Grunge Texture. Retrieved from: http://us.cdn4.123rf.com/168nwm/gow27/gow271202/gow27120200166/12449690-greengrunge-texture.jpg Grunge floor 1. Retrieved from http://i683.photobucket.com/albums/vv200/theonlychad/grungefloor-1.png Handheld mp3 player with earbud headphones. Retrieved from http://images.wisegeek.com/handheld-mp3-player-with-earbud-headphones.jpg Harvest of Evil Garden Scarecrow Statue. Retrieved from http://www.geekalerts.com/u/Harvest-of-Evil-Garden-Scarecrow-Statue.jpg Design Document for Insomnium Page 52 Hotel Reception Marble 31793. Retrieved from: http://www.tinkytyler.com/velade/marblefloor-design-patterns Image 687018: Rusty Jail Bars. Retrieved from: http://images.crestock.com/680000689999/687018-xs.jpg IMG_4701a. Retrieved from: http://2.bp.blogspot.com/D3eLXbISAKg/T4gq8zGM8cI/AAAAAAAACcg/4mDlWBNuUCk/s1600/IMG_4701a.JPG Instant Superhero Costume. Retrieved from http://www.casadetrucos.com/ProdImages/instant-superhero-costume-x1018.jpg Killer Clown 3.Retrieved from: http://fc05.deviantart.net/fs70/i/2010/301/9/f/killer_clown_3_by_themortalimmortald31q24x.jpg Japanese Swords Ritersteel Katana Ninja. Retrieved from http://www.swordsoftheeast.com/ProductImages/rittersteel/japanese-swords-rittersteelkatana-ninja.jpg JustinSuit Boot. 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Retrieved from http://www.studiesweekly.com/img/currentevents/wpcontent/uploads/2012/04/Rubix_cube_in_colours.jpg Scale. Retrieved from http://fsb.zedge.net/scale.php?img=Ni82LzcvOC8xLTIzMTI3MzEtNjY3ODk2Ni5qcGc&ctype=1& v=4&q=81&xs=620&ys=383&sig=a814e91f2e91e952377008c1564f2e64bfce466d Scary Ghost In Mansion. Retrieved from http://www.flash-screen.com/free-wallpaper/darkscary-ghost-wallpaper/scary-ghost-in-mansion,1366x768,55506.html Scraped Super Hero Cape. Retrieved from http://d3njdrvxpbru17.cloudfront.net/ssli/ssli_70953_scraped_superherocape1352826944_large.jpg Scratch Texture. Retrieved from: http://www.wexphotographic.com/blog/wpcontent/uploads/2010/10/Texture-Scratch-texture-e1287582382466.jpg Scrapping Cars a Big Waste. Retrieved fromhttp://media.treehugger.com/assets/images/2011/10/Scrapping-Cars-a-Big-Waste.jpg Seamless Stone Concrete Floor Block Tiles. Retrieved from http://4.bp.blogspot.com/Design Document for Insomnium Page 55 k5rNBSKgLSM/UBQJotL5UoI/AAAAAAAAB50/Y_88LwoLGf4/s200/Seamless+floor+concrete+st one+block+tiles+texture.jpg Small Spell Book Red. Retrieved from http://static.tvtropes.org/pmwiki/pub/images/Small_spell_book_red.jpg Staff. Retrieved from http://preview.turbosquid.com/Preview/2010/12/04__15_10_00/Staff.jpgc7aa9774-591a4453-ae8f-11dbbff8615bLarger.jpg Stained Concrete wall. Retrieved by http://fc06.deviantart.net/fs35/i/2008/296/6/c/Stained_Concrete_Wall_by_GrungeTextures.j pg Strategy Guides. Retrieved from http://gamerfitnation.com/wpcontent/uploads/2012/05/strategy-guides.jpg Sourtextures (ND). Asphalt Damage. Retrieved from: http://www.cgtextures.com/texview.php?id=25704&PHPSESSID=hko166u3oel9p9v17t1t6iaa7 3 Stock-footage-grunge-ink-or-blood-splats. Retrieved from: http://ak4.picdn.net/shutterstock/videos/557068/preview/stock-footage-grunge-ink-or-bloodsplats.jpg Tablet Pc Computer with Blue Sky Background. Retrieved from http://us.123rf.com/400wm/400/400/shtanzman/shtanzman1205/shtanzman120500020/138 47022-tablet-pc-computer-with-blue-sky-background-on-the-touchscreen-and-colorful-apps-3d-image.jpg Tactical Vest. Retrieved from http://www.expoarmy.com/images/prod/thumbs/large/20070816162429_tactical_vest_mod. sudafrica_vo_Thumb_Large.jpg Texture 3654. Retrieved from http://texturez.com/textures/concrete/3654 Tighty Whitey. Retrieved from http://www.punchnels.com/wp-content/uploads/tightywhitey.jpg Top View Car. Retrieved from http://us.cdn3.123rf.com/168nwm/avlas/avlas1006/avlas100600001/7094597-top-viewcar.jpg Design Document for Insomnium Page 56 Trashcan Lid. Retrieved from http://fc04.deviantart.net/images/i/2001/28/9/d/trashcanlid.jpg VB_Large_3732308. Retrieved from http://www.visionbedding.com/cached_images/large/VB_Large_3732308_dUM7ipU4sMWgO APv4QwnBkJBYEtD1LcU.jpg W-900Tunker. Retrieved from http://3.s3.envato.com/files/29071253/w-900tunker.jpg Wood 0013-600. Retrieved from http://www.textureaday.com/wpcontent/uploads/wpsc/product_images/wood-0013-600.jpg Willis, S. Survivor Grindhouse (2009). Retrieved from: http://www.flickr.com/photos/88188908@N00/3881262418/in/photolist-6UYu6y-F4aW39CKRWj-cxuE2s-dq9xSb-9p4ZnK-5yGcjH-dm9zRC-7cGtAT-eZ5SLe-7mrkAp-aD7Upi-rR1Ah7ppfTs-8QYqPR-8N4zcV-4MdUDF-7ppgwq-aAiXAX-aAmFAo-97ddEN-dW9upf-8PKowB7pkmT2-9Gycb7-9Gycis-9Gyctd-c2nHa5-5fvduS-7acP1W-dnnDrA-8MX9p5-7cboNQ-dry8tGdrxYfZ-dry8PN-drxWXT-dry9pj-dry91y-chNpj3-dpiwrE-e5eYCg-e5kChd-96aU9P-6zGmMgdyUEW6-dz19yw-dyUFhH-dz19Kw-dz19xu-dz19vb Design Document for Insomnium Page 57