Moto BG
DESCRIPTION
Moto BG is a competitive board game where players race against each other across a dynamic track filled with obstacles and challenges. Players must navigate sharp turns, manage tire punctures, and strategically use event cards to outpace their opponents. Each match combines elements of chance and skill, with dice rolls, card draws, and critical decisions shaping the outcome. The first player to complete two full laps wins the race.
SCREENSHOTS
MY ROLE & CONTRIBUTION
I designed and developed this complete board game as a solo project. My responsibilities included creating the core game mechanics with racing dynamics, obstacle navigation, and tire puncture systems, designing the event card system and probability-based gameplay elements, and developing the track layout with dynamic challenges and strategic decision points. I also created all physical components including the custom track, player pieces, event cards, and rule documentation, and implemented the complete game balance through playtesting and iteration to ensure competitive and engaging gameplay sessions.
CORE CONCEPTS
This project applies concepts of board game design, probability, and player decision-making. It integrates elements like random chance (dice rolls and card draws), obstacle negotiation, and penalty systems to balance skill and luck. The game also explores UX principles in physical games, ensuring clarity through visual indicators, straightforward rules, and scalable replayability for different player groups.
TECHNICAL ASPECTS
Moto BG is a physical board game developed using tangible components such as a custom track, player avatars, a deck of event cards, dice, and special markers. The game design incorporates traditional board game mechanics with custom rule systems for movement, random events, and player interactions. Elements like obstacle handling, risk-reward decisions, and condition-based gameplay progression were implemented to create dynamic and competitive sessions.
COURSE: "Argument and Interactive Narratives" – Bachelor in Videogames, Universidade Lusófona (1º year, 1º semester)
PLATFORM: Physical Board Game
DEVELOPMENT TIME: ~1 Month
TEAM SIZE: 1 developer