Divided Pursuit

A Multiplayer boardgame RPG in Mobile App form

What is Divided Pursuit?

Divided Pursuit will be a mobile app available for Android and Iphone devices. It is a role playing video/board game hybrid meant to be played with multiple (4+) people, on the same local network: One player acts as the host, and other players join the host game. At $2.99, this app will have all the elements of your favorite board games at a fraction of the price and without all the clutter. This means Divided Pursuit can make gaming more accessible and inclusive, while also being better for the environment. Evidence has demonstrated gaming, and RPGs in particular, can have a positive impact on self-esteem, brain development, and social skills, so you get to have tons of fun while you improve yourself!

(please note that these images are just basic wireframes, the finished project will have nice backgrounds and fancy buttons).



Each player creates their own character(s) that gain experience points and level up via multiple playthroughs.


As I stated in the video too, each class has their own unique ability. Though these are subject to change as the game develops and is play tested, this is where they currently stand:

Warrior: Duel - Openly challenge another player to a duel. They get to choose the weapon (stat) and it is a battle of strength + other stat they chose. The Loser is wounded (can't go on quest next round) and the winner gets a “confidence” bonus if they go on the quest next, which will add to whatever task they do. This ability can only be played during the quest selection phase, before the leader finalizes a vote. (4 round cooldown)

Wizard: Telepathy -  When not on a quest, pick a character who is on a quest and see what actions they take. There is a chance they will be aware that they are being mentally watched (their wisdom and luck add to this chance) (3 round cooldown).

Rogue: Backstab - Option to wound (can't go on quest next round) a fellow adventurer when on a quest with them. Causes that player to get wounded on the quest, as if it was a natural occurrence. This also halves the effectiveness of the action they take during the quest. (4 round cooldown).

Cleric: Divine Revelation - Choose one player and know what side they are on. (Only usable once, and is only available to use after a certain number of rounds have passed, which is dependent on the number of players).

At game start, players are secretly divided into two teams: Heroes and Saboteurs. The primary goal for the Heroes is to successfully complete quests, while the Saboteurs aim to cause quests to fail. Depending on the quest, 1 or 2 points will be awarded to the team that succeeded at their goal: the first team to reach 6 points is victorious!

Each round begins with a new player assigned the role of "Leader". The Leader can choose between 3 different quests to go on, and each quest requires a number of people to bring with them. The Leader chooses their team, then each player votes on whether or not they agree with the party that is going. This is democracy, not dictatorship: a majority is required to progress. If the vote passes, the team will go on the selected quest. If the vote doesn’t have a majority, it fails, the Leader changes hands, and it is up to the new leader to select a quest and adventuring party. If parties are rejected 3 times in a row, 1 point is awarded to the Saboteurs. If the vote fails a 4th time, the Saboteurs get another point, but the quest board and failed vote tally reset.


Each quest has a unique story that will be displayed to all players, and each member of the adventuring team can make a few different choices for how to proceed. Each choice is tied to a stat: the higher your stat, the higher your chance of success. However, depending on the quest, some choices may be worse than others, and some may out-right negate other choices fellow party members may make. In addition to these quest-based choices, players will always have the option to try and sabotage another player, negating that player’s action entirely. This move always runs a risk that a fellow party member may notice you screwing over another adventurer. Keep in mind though, anybody can do this, not just Saboteurs. A hero may attempt to block a player they suspect is a saboteur in order to stop whatever nefarious scheme they may be up to. Keeping an eye on other adventurers and their decisions (in game, don’t peek at their screens!) is integral to trying to figure out what team each player is on. At the end of the quest, more of the story is shared, and points are awarded to whichever team succeeded at their goal. Play then resumes with a new leader and a new quest (the other two previously unpicked quests usually remain), and the suspense heightens. Another important thing to remember to, is that when on a quest, there is sometimes a slight possibility that an adventurer may be wounded (you won't be able to quest next round) while questing - these occurrences are usually only possible if the option you picked was more physical in nature (i.e fighting or sprinting) and/or the quest fails.

After one team gains 6 points, the game is over. The true Heroes and Saboteurs will be revealed and experience points will be given out.  Characters on the winning team will get a bit more experience, but adventurers also gain experience for achieving success on any individual quest. The host can then decide to quick re-launch another game, and players can accept to start anew. In addition, if someone received enough exp to level up, they can choose to level up their character before moving on to the new game.