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UserPage 3.0

Below is a recreation, or re-posting, of my UserPage back on the old board game designers forum. On both of the old forums I went by DSfan.

Although it doesn't seem like blogs have the same function as a UserPage, I'm sure it won't be that difficult of a transition because I only check up on the site once and awhile. I sure don't have as much time as I did while we were posting on the very first version of the forum!

Spaceman Spiff
Received 2nd place in the July 2007 Game Design Showdown — The Arcade
Story: In Spaceman Spiff players take the role of Spiff as he travels, well crashes, on 4 different planets, each with an ever increasing swarm of alien scum. Throughout the game, one player will take the role of Spiff while the others take control of the alien swarm attempting to stop Spiff’s travels.
Features: Emphasis on card play rather than board, small amount of components, a slot on the board that recreates the feel of the arcades coin-op/insert credit device.
Status: Prototype

Paradise Lost
Received 4th in the Janurary 2008 Game Design Showdown — Island Horror
Story: A Plane Crash on a mysterious island. During the day, alliances were made and lost survivors found. But at night, monsters terrified the island. Human sacrifices became a part of life as did the hidden agendas whispered through the campsites. Monsters ravaged the island, while survivors either stood up or hid. Life here sure was a far cry from home…
Features: A Caylus like Mechanic coupled with some bits from Downfall of Pompeii. I actually have a couple changes in store for the game: one monster will be at each beach where players will place their Survivors on a small grid. The majority in the grid will get to use the monster while the minority will get to flip a campsite tile (one for each survivors they placed) over to a Red X. This fixes the problem of the potential for Red X's to flood the game board too quickly and end the game. It also gives a cost to placing X's. Theme wise? Even though both were sacrificed, the player who lost being able to control the Monster still brought up his survivors to wreak havoc on the beach.
Status: Rules draft. Potential prototype.

Shark Bait
Tied for 2nd place with OutsideLime's Wreck Raiders in the November 2006 Game Design Showdown
Story: Each player takes the role of a shark swimming close to the best known reefs in the area. It's become a competition between you and the other sharks though, because hey, there's only so much Shark Bait!
Features: A press your luck fishing mechanic, reef-based tiles, and a scoring system that forces players to create rows to score.
Status: Prototype

Express Delivery
Story: Players play as riders on the route of the pony express. Deliver packages — big and small — in this dangerous pickup and deliver game with a few neat mechanics thrown in.
Features: Three levels of danger tiles that can picked up depending on which route you choose, along with a pickup and delivery location that switches every game.
Status: Drafting

Destination: Venus
Cooperative project between Siddgames and myself
Story: Take the role of a company taking shares on explorers making discoveries in the jungles of Venus.
Features: A Modular board, Shares, a backpack mechanic, and a game where nobody owns the explorers they move.
Status: Late drafting/On Hold

Mixing Fuels
Placed 8 out 13 in the March 2007 Game Design Showdown
Story: In an independent economy, what fuels would we use? The idea is that the future holds a promise for all different types of fuels but only one can handle the role as leader. Players take the part as fuel barons attempting to make different fuels the leader of the pack. Take your fuels and introduce them into the American test region by first demolishing the existing petrol stations and replacing them, and the lines, with your own. Stay diverse in what you build though, as only the strongest (between everyone) will become this regions choice of fuel.
Features: A demolish the board build the board tile game. Different ways that the fuels work.
Status: Prototype

Gingerbread
Placed 3rd in the December 2007 Game Design Showdown
Story: Gingerbread is a deduction game much in line with Mr. Jack. One player takes the roll of the children while the others get to play as gingerbread men trying to uncover who ate Gingy.
Features: A cooperative game for the gingerbread men is evened out by there being multiple children the solo player can use. His goal is to dispose of evidence in the house while the gingerbread try to pick up the trail the children left behind. Deduce or die!
Status: Rule set written.

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blog | by Dr. Radut