Parchisi
Star

Event design & analysis

A teardown of Gameberry Labs' Parchisi STAR, two live-ops events designed for it, and a clickable prototype of a third: The Matador Arena, where every capture earns a red cape.

Game analysis

Live-ops events

Interactive prototype

The game

Parchisi STAR

Parchisi STAR is a multiplayer board game where players roll dice, move their pieces with some strategy, and capture opponents to get all their pieces home first. It mixes luck, tactical choices and head-to-head play in short matches.

Before designing anything for it, we pulled the game apart: what players do every match, what keeps them coming back, and which motivations it already serves.

Studio

Gameberry Labs

Released

17 February 2017 on Android, 9 March 2017 on iOS

Format

Short, competitive multiplayer matches staked with coins

Core loop

Stake, roll, race home

Every match starts with a stake. Winning returns it with rewards and opens higher-tier rooms; losing costs it. Either way, the loop ends at the same place: play again.

CORE LOOPLuck from the dice,tactics in every move,a stake on every lap.Stake coinsRoll diceMove, capture or blockBonus moves: capture +20 · home +10Progress toward homeALL PIECESHOME FIRST?Yes · winWin the stake + rewardsHigher-tier roomsBigger stakesNo · loseLose the stakePlay againNext match

Meta systems

PRIMARY METAProgressionStakesets the riskLevel upunlocks roomsSECONDARY METASocialAround the matchLeaderboardClubsDaily rewardsEventsUnlock & collect cosmeticsLeagueGame modesCORE LOOPStake · Roll · Race homeSolid: drives the loopDashed: brings players back

Player motivation

What players play it for

We scored the game against the Quantic Foundry motivation model, out of 8. Community leads by a distance; story and fantasy barely register.

02468ChallengeStrategyCompletionExcitementDiscoveryCompetitionCommunityPowerDesignStoryFantasyDestruction

7

Community

More modes mean more ways to play with others, from clubs to offline games with friends.

5

Completion

Less central, but there are dice, skins and emoji to collect.

5

Competition

Different modes give more chances to compete.

4

Power

Little sense of power or status.

4

Design

Little room for creativity or customisation.

3

Challenge

Players can pick higher stakes and different modes.

3

Strategy

Modes ask for slightly different tactics, but they're similar.

3

Excitement

A capture rewards 20 moves and reaching home rewards 10, and coins are on the line.

3

Discovery

Players can explore different modes.

1

Fantasy

Very little role-play or escapism.

1

Destruction

Capturing has a destructive edge, but not much of one.

0

Story

Almost no narrative.

One thing we'd change

A win streak

Reward players more for every win in a row. Each step up the streak gives the next match a reason to happen: the one-more-game pull.

2 wins

Coins

→

3 wins

Chest

→

4 wins

Gems

→

5 wins

Cosmetic

The single metric it should move

Day 7 retention

The share of players who come back and play seven days after their first session.

Streak rewards keep players going past a single match, especially when they're already winning. And a streak worth protecting is a reason to come back the next day, too.

Event 1

Parchisi Hour

A daily window, from 8 PM, layered onto normal matches. Winning isn't the only objective any more: the bigger your margin over your opponent, the bigger the multiplier on your rewards.

1×

→

2×

→

4×

→

8×

The core loop changes in one place: after progressing toward home, players push to beat their opponent by a bigger margin, and that margin sets the multiplier.

Time-gating

“8 PM every day” turns the event into an appointment, a scheduled reason to open the game.

Intent

Engagement, retention, monetisation

A daily reason to return at 8 PM, more play during the window, and a chance at bigger rewards.

Who

One player against an opponent

Players compete head to head; the event adds no separate leaderboard or teams.

Where

The existing Parchisi match

It sits on top of normal matches rather than adding a new board or mini-game.

How

Time-limited event, margin milestones, multiplier

Normal matches during Parchisi Hour, with the multiplier climbing 1× → 2× → 4× → 8× as the winning margin grows.

Primary motivation

Competition, reward, challenge

Not just winning, but winning by more, to reach the higher multipliers.

Secondary motivation

Urgency, habit, FOMO

It only runs for a limited time each day, so players return at a set time before the chance is gone.

Event 2

Fortune Room

A once-a-day push-your-luck mini-game beside the main game. Four cards lie face down: three hold rewards, one hides the Witch.

• Pick one card at a time.

• A reward card adds to your winnings for this run, and you move on to the next round.

• The Witch takes everything you've collected, and the run ends.

• Every fifth round is a Jackpot round with no Witch: a guaranteed safe pick.

• You can leave at any round and keep what you've won.

• The first entry each day is free. After that, re-entry costs currency or money.

The entry screen

Four cards, next jackpot round shown

A new power: the jar protects rewards

The Witch: give up or play on

A jackpot round with 2× rewards

Intent

Engagement, retention, monetisation

A short extra activity every 24 hours, a risk-reward goal, and a reason to pay for re-entry.

Who

Level 3 and up

Players know the core game before they reach it; the mini-game itself is played alone.

Where

A new mini-game

A separate layer inside Parchisi STAR, apart from the normal match loop.

How

Push your luck, random picks, building rewards

Each reward card raises the stakes; the Witch can take it all. Leave any time, and every fifth round is safe.

Primary motivation

Rewards, excitement

Rewards keep growing while the hidden Witch makes every pick tense.

Secondary motivation

Risk, challenge

Bank it now or risk it for more: a simple decision that still matters.

The prototype

The Matador Arena

Our third event, built as a clickable prototype. Every capture in a standard match earns a red cape, so the move players already enjoy most now counts toward something bigger.

1

Capture to collect

Knock opponent tokens off the board in standard matches to earn red capes, +10 per capture. Capes count whether you win or lose.

2

Collect those capes

Gather as many as you can over the event.

3

Check progress in Events

See your total and your place on the milestone track.

Two tracks

The free track pays coins and gems. The Matador Track adds bigger rewards at every milestone, from 1-star cards and XP boosts to dice parts, an arena theme and the Royal Bullring.

$3.99 add-on

The Matador Track unlocks as an extra for Season Pass holders.

The flow

1. Home

A bull badge on the home screen shows the event and your red capes so far.

2. The pop-up

Three rules and one button: Enter Arena.

3. The match

A normal match. Knock an opponent's token off the board and a red cape flies to the meter.

4. The result

Win or lose, the summary counts captures and capes toward the event.

5. Events tab

The arena card shows your progress across the whole event.

6. Milestone track

Seven milestones from 400 to 6,500. Scroll it, as in the prototype.

Team

The event start from the same idea: give players a reason beyond the win. the Matador Arena turns captures into progress.

Aashish Anand

Bhuwanyu Agrawal

Aashish Dev Raju

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