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Tempero Ludum — Skirmish

An original two-player strategy board game designed and iterated over four weeks as part of the Systems Design course at Full Sail University. Built under strict constraints — single-page rules, single-page board, two six-sided dice only, no cards or specialty components, skill over luck, under thirty minutes to play. Skirmish is played on an 8x20 grid where players spend three dice rolls per turn on movement or combat, racing to get one piece to the opponent's starting row. Developed through a structured weekly cycle of playtesting, data tracking, probability analysis, and peer review across four iterations from paper prototype to final balanced design.

Week 1 physical prototype — paper copy of the board being played with household items as pieces and 2d6.

Week 1 physical prototype — paper copy of the board being played with household items as pieces and 2d6.

Week 1 Roll20 digital playtest — first digital session showing early board state and die rolls in the chat log.

Week 1 Roll20 digital playtest — first digital session showing early board state and die rolls in the chat log.

Week 1 data tracker — Google Sheets summary showing attack, defense, and movement metrics from the first playtest session.

Week 1 data tracker — Google Sheets summary showing attack, defense, and movement metrics from the first playtest session.

Week 1 per-turn game tracker — turn-by-turn roll values, multi-piece movement, and combat outcome data from the first playtest.

Week 1 per-turn game tracker — turn-by-turn roll values, multi-piece movement, and combat outcome data from the first playtest.

Week 2 Roll20 playtest — second digital session showing mid-game board state after pieces have advanced from starting positions.

Week 2 Roll20 playtest — second digital session showing mid-game board state after pieces have advanced from starting positions.

Week 2 data tracker summary — aggregated stats for the second playtest session tracking attacks, defends, revives, average roll, and game outcome.

Week 2 data tracker summary — aggregated stats for the second playtest session tracking attacks, defends, revives, average roll, and game outcome.

 Week 2 per-turn game tracker — detailed turn-by-turn data including combat results and defender choices from the second playtest session.

Week 2 per-turn game tracker — detailed turn-by-turn data including combat results and defender choices from the second playtest session.

Week 3 data tracker summary — aggregated metrics for the third playtest session showing improved attack and defense frequency after the rule fix.

Week 3 data tracker summary — aggregated metrics for the third playtest session showing improved attack and defense frequency after the rule fix.

Week 3 Roll20 playtest — mid-game board state showing active combat interaction between pieces near the center of the board.

Week 3 Roll20 playtest — mid-game board state showing active combat interaction between pieces near the center of the board.

Week 3 data tracker — final week three playtest summary with Cody and Kim as players, tracking attacks, defends, average roll, and multi-piece movement.

Week 3 data tracker — final week three playtest summary with Cody and Kim as players, tracking attacks, defends, average roll, and multi-piece movement.

Probability analysis — Google Sheets probability table calculating single die roll outcome distribution used to validate the action economy.

Probability analysis — Google Sheets probability table calculating single die roll outcome distribution used to validate the action economy.