Rum Runner Physical Prototype Report
Physical Prototype

Basic setup
- The physical prototype can be played by two or more players.
- One player has the role of the smuggler, the remaining players are police cars.
- The complete playfield is divided into street fields and (not passable) house fields.
- Every squared street field is divided into 9 smaller fields. Those are numbered from 1 to 9.
- There are special pickup (blue) and delivery (green) street fields on the map.
- There are 3 dice
- A normal 1-6 die for all players who play a police car.
- A 1-4 die for the player who plays the smuggler.
- A 1-10 die which represents the civilian traffic.
- There is a playing card for every delivery point (delivery card).
Playing field

Playing rules
- The game is round based.
- The police players start on a randomly chosen street field.
- The smuggler starts on a randomly chosen pickup field.
- The smuggler draws randomly a delivery card and keeps it without showing to the other players. This is the target of the smuggler - which is only know to him.
- First the civilian traffic (1-10) die is rolled. All fields with the given number are occupied by a civilian car for this round. Pass through one of these fields results in a crash.
- After rolling their dice, the players (police and smuggler) move as many fields as their die shows. They have to move all the fields shown on the die - they are not allowed to move lesser fields!
- The first to move is the smuggler, all the police cars follow.
- All players are only allowed to do one change of direction per turn.
- When a player crashes with the civilian traffic, with another player or with a wall, he has to skip the next round.
- The players are allowed to crash intentionally into civilian traffic and walls - but not into other players.
Winning conditions
- The smuggler wins when he manages to reach the (correct) delivery field without getting caught by the police. At the end of a round, he has to prove that he reached the correct delivery point by showing the (until now) hidden delivery card to the other players.
- The goal of the police players is to stop and arrest the smuggler. This can be achieved the following way:
- When one of the police players manages to get into the same field as the smuggler, a 1-6 die is rolled. The smuggler gets arrested (and loses the game) if the die shows a number less or equal X – where X is the number of times, the police already managed to get onto the same field as the smuggler.
- For example: If the police players already achieved to get onto the same field as the smuggler three times, the smuggler loses if the dices shows a 1,2 or a 3.


Current development status
- The first layer (functional minimum) is more or less in place. The game logic is still missing since we focused a bit more on code design and some harder, more crucial development targets in the second and third layer (low and desirable target)
- Since we changed some gameplay mechanics (you can get arrested by the police) we focused more on police AI and civilian traffic - since does become more important for the core gameplay.
- The civilian traffic is already driving on two lanes with a basic collision detection and "stuck resolving". The path is chosen by randomly picking a destination and using an a-star algorithm to find a path to the destination.
- The AI of the police is also already working in a pretty basic manner. They follow the player (also using the a-star algorithm).
- The 3D graphics are working. The chase camera is also working quite well, but still needs some tweaking.
I | Attachment | History | Action | Size | Date | Who | Comment |
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PlayField.pdf | r1 | manage | 229.1 K | 2010-03-22 - 19:11 | UnknownUser | Physical Protorype Playing Field |
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pic1.jpg | r1 | manage | 50.2 K | 2010-03-22 - 19:16 | UnknownUser | Photo 1 |
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pic2.jpg | r1 | manage | 76.8 K | 2010-03-22 - 19:16 | UnknownUser | Photo 2 |
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pic3.jpg | r1 | manage | 64.5 K | 2010-03-22 - 19:16 | UnknownUser | Photo 3 |
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pic4.jpg | r1 | manage | 55.1 K | 2010-03-22 - 19:17 | UnknownUser | Photo 4 |