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Game Design Showdown Nov 2005: "Island Hopping Scavenge

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Brykovian
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This Challenge has been completed.

Game Design Showdown
November 2005 Challenge - "Island Hopping Scavengers"

Setting: Waterscape dotted with "islands"
(A "waterscape" is any type body of water, and it may include the landforms that surround it. I'm defining "islands" in a very loose sense ... as a collection of points-of-interest scattered about the water. This could be actual islands, but could also include floating platforms, sunken wrecks, buoys, lillypads, etc.)

Genre: Scavenger Hunt
(Again a loose definition ... Players work to complete various items on a list. The items on the list might be related to each other in some way, but do not have to be. This could be the traditional sense of finding and carrying a strange combination of items to a specific place, but could also include simply completing tasks or witnessing/measuring something, etc.)

Design Limitations:

  • Mystery List - The List of items that a player must complete cannot be known before the game starts, and should likley be different each time the game is played.
  • List Crossover - Items on one player's list should be likely to appear on another player's list.
  • Mini-Games - The game should include at least 2 different "mini-games" that players will need to compete head-to-head at within the course of the game. A (lame) example might be: "If 2 players trying to get the same item end up at its location within the same turn, the player who wins a game of rock-paper-scissors gets the item." (I'm sure you can come up with something better than that!)
  • Double-Dice - The game needs to make use of at least 1 component from this webpage: http://www.koplowgames.com/page28.html
Secondary Voting: "Coolest Mini-Game" -- In addition to listing their top 3 games, each voter will be able to cast a single vote for their favorite mini-game found within one of the entries.

Start Date: 10-November-2005
End Date: 17-November-2005, Noon EST (approximately)
Voting: 17-November-2005 through 23-November-2005 (please note this is only a 6-day voting window, due to the 24th being the U.S. Thanksgiving holiday)

This Challenge has been completed.

For more info ...

Please read the Showdown Overview Thread, which lays out all of the background rules concerning this challenge ...
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=2230

Questions, comments, and "clarifications" for this specific Challenge were handled on the following thread ...
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=3407

Enjoy!

-Bryk

[/]
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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #1 - Quest for the Lowly Tale
by buthrukaur

A game for 3-4 players

Goal: To score the most points at the end of the game.

Basics: Travel around islands gathering items to help beat quests assigned to you by various characters, which of course would be spoofed…

Components:
37 Hexes representing sea and islands

12 Counters for game setup

60 item counters

30 Quest Cards

4 Ships
1 double D6

Gameplay:
Setup: Lay the hex tiles out as shown above. Place the 4 player counters on the east and west side of the map and randomly place the other counters on the islands. Place an equal number of item counters on the islands with the number counters and remove the number counters. Place your ship on the island with matching colors counters and remove the player counters. The pirate counter remains in play for now. Reveal the top 5 cards from the quest deck and place on table face up.

Turn sequence: Starting with a random player, players take turns spending 5 action points a turn. Your goal is to gather item counters to complete quests.

Spending action points:
Moving your ship: 1AP
To travel between hexes your ship moves along the gap between the hexes (like road placement in Settlers.) Each line you move requires 1 AP. You may also move off the lines to land on an island. This also requires 1 AP.

Exploring an Island: 1AP
To explore an island you must currently be landed on the island. Roll the double dice. The Larger die determines how many counters you may pick up and look at. The smaller die determines how many counters you can keep of the ones you pick up. You can never take more then a total of 7 item counters but you can leave counters you have previously gathered when exploring an island.

Take a quest card: 1AP
You can take one of the face up quest cards and replace it with another from the deck.

Discard a Quest Card: 3AP
You can discard a quest card you have taken on a previous turn. Place the card under the deck.

Score a Quest Card: 2AP
If you have all the items you need to complete a quest you can spend 2 AP to place it in your score pile. Take any items on side of the board and place them 1 at a time on any island you wish. You may not place more then 1 item on any island. Place the items you used to score to the side of the board.

Trade: 1AP from both players
If you are on the same hex as another player you can trade item counters with him in any manner you see fit.

Game ends when any player has scored 10 cards in a 3-player game or 8 cards in a 4-player game. Player with the most points wins. Each card a player has remaining in his hand is worth –1 points for each item on the card.

Mini-Games
Skull and Crossbones: Whenever a player rolls a 1 on the large die and a 5 on the small die the pirate ship moves. The pirate ship moves on the Hex not on the lines. Roll the Double-Dice. The large die determined the direction the ship moves in 1 being north, 3 being southeast… The small die represents the distance the ship moves. If the pirate cannot move at all roll again. If the pirate runs out of room to move stop it there. Any player’s ship touching the hex the pirate enters must give up counters to the side of the board until he reaches 5 $ (tiles without the $ symbol count as 1.) If he runs out of counters the ship continues on.

Hurricane: Whenever a player rolls 3 on the large die and 4 on the small die all counters are removed from the board and placed over to the side of the board. Deal the counters to the players and then players may place them as they wish back to islands. Each player may not place more then 5 counters on any island.

The rise of R’lyeh: Whenever a player rolls a 1 on both dice. The player to his right picks a location from which to start, that does not touch another player’s ship, and places one of the starting counters there to represent Cthulhu. Roll the Double-Dice. Cthulhu moves like the pirate above. Whenever he encounters a player’s ship they must sacrifice counters as they would for the pirates but instead of paying them off with $ they must use the seven-pointed-star. Cthulhu stops after attacking one ship. If Cthulhu would move off the board based on the die roll the game immediately ends.

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #2 - Gambol
by Challengers

For 2 to 9 players

The playful youngsters of the Caporaleigh Archipelago spend all day every day scavenging for treasure on their cluster of islands. Each child is skilled with a skiff and is capable of navigating the shallows that separate the islands. They enjoy scavenging so much, that they won't stop until their mothers round them up.

Equipment:
ten pennies for each player, two poker decks with the jokers removed. Six double dice: clear, purple, red, yellow, blue and green.
The double dice represent treasure chests. The inner die's top face represents the maximum potential value of the chest. The outer die's top face and color are used in determining the outcome of challenges during the game.

Preparation:
Take one poker deck and remove the four queens from further play. Shuffle the remaining cards and deal five face-down to each player. Now, each player has a mystery scavenger list.
Mix the remaining cards with the second poker deck. The table, or floor is the ocean. create little islands five cards high and place them face-down in the ocean so that none is touching.
Give each player ten pennies. These will be used in the mini-game challenges. Set the double dice aside until needed.
Note: all selecting and discarding of cards is to be done in full view of all players. Suits are not used.

Scavenger Hunt:
Decide who will go first. Play proceeds clockwise. On his turn, the player will select an island by plucking the top card. If the card is a queen, that's his mommy! He places the card face up in front of him. If he drew the final queen, the game is over, as all the children must go home (see scoring). If the card is a diamond (other than the queen, of course), then he may do one of three things: Match, Challenge or Discard.
If the card is neither a queen nor a diamond then he can either Match or Discard.

Discard:
The player places the card at the bottom of the pile from which it was selected. His turn is over.

Match:
If the rank of the selected card matches a scavenger list item in the player's hand, he takes both cards and lays them face up in front of himself. If he just played his last card, the game is over (see scoring). Otherwise, his turn is over.

Challenge:
If a coveted treasure chest is unclaimed, the challenger picks any player to roll after he does and they take turns rolling the double dice until the outer die is greater than the inner die. The winner carefully takes the chest so as not to upset the inner die, and places it in front of himself.
If a player currently holds a treasure chest that the challenger wants, they must play a game of the challenger's choice. Winner takes control of the chest and any wagered coins.

Here are the Treasure Chest Challenges!
Challenge #1: "Match"
Challenger wagers from one to five coins. Defender wagers a different sum. The defender rolls the dice. If the outer face matches a wager, the non-matching bettor can concede or buy another roll by ADDING one coin to EITHER wager such that the two values are still different. If the roll does not match, then the defender rolls again. After the second roll, if there is no match, the challenger must concede.

Challenge #2: "Double Vision"
Challenger wagers from one to three coins. Defender must roll the dice once for each coin wagered. If the defender rolls doubles, he immediately concedes.

Challenge #3: "Rainbow"
If challenger holds two primary colors, he can trade up by out-rolling the holder of the secondary color.
Challenger wagers five coins, and rolls both double dice. The larger of the outer dice, added to the value of its inner die must be greater than the sum of the defender's double dice. Otherwise, defender wins coins only.

Scoring:
When all four queens are revealed, or when one player has acquired all items on his list, the game ends.
The score is irrelevant if a player collected all five items, otherwise:
collected items from the scavenger list = 50 points per item
clear chest = 20 points
purple chest = 10 points
green chest = 8 points
blue chest = 5 points
red chest = 3 points
yellow chest = 2 points
coin = 1 point per coin
holding at least as many coins as the sum of the inner dice of all chests held = 5 points for each coin held in excess of the sum (for example, you hold the red chest with an inner die of 3 and the blue chest with an inner die of 2. You also have 7 coins. 3+2=5, so you score (7-5) x5 = 10 points)

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #3 - How Much Wood...
by DanogNellows

Overview:
Spring is here! Unfortunately this means that your significant other beaver has plans to redo your lodge. She has given you a list of types of wood she needs for finishing touches on your lodge. She has listed them by priority. Unfortunately when you leave your lodge you see your fellow beavers outside their lodges with lists in their hands too! You'll be dammed before you let them spoil the happiness of your home. Time to get chucking!

Components:
Beaver Tokens (4) (different color for each player)
Beaver Lodge (4) (same as above)
Island Pieces (10)
Large Island Piece (1) “Great Beaver Island”
Log Pieces (14)
DoubleDie (2)
3in1 Die (2)
Wood Tokens (100, one side blank, other side has 20 ea of
5 wood varieties: Maple,Pine,Oak,Birch & Cedar)
Wild Tokens (5)
Log Rolling Coins (5) (1 ea player color, 1 neutral)
Coins say “Left on 1 side, “Right” on other.
List Cards (25, each has different priority values for the wood to be collected)

Setup:
Place large island in middle of table.
Separate wood tokens into stacks of 5 ea type face down. 20 stacks total.
Players alternate placing 1 log, 1 island and 2 stacks of wood tokens(on island placed).
Players must place these so the new island is connected to either the main island
or a previously placed island. Continue until all islands have been placed.
Finally each player attaches their lodge to the setup with a log piece.
Each player randomly selects a wood list and places it face up in front of him.

Object:
Be the beaver that that most fulfills his spouse's wood desires.

Gameplay:
Each player may do 2 of the following actions each turn:
1)Move: a) 2 dry spaces (i.e. Each log,island, and lodge counts as a space) May carry up to 3 wood tokens in this fashion.
b) Swim to any island (including own lodge) but may only carry one wood piece in this fashion.
2)Pick up one piece of wood.
3)Drop any amount of wood face up on any island or place any amount face up in own lodge.
4)Scavenge- At opponents lodge roll 3in1 die. If clear # is less than sum of 3 randomly steal one wood token from lodge. If clear # is more than sum of 3 choose which wood piece to steal.
5)If at Great Beaver Island- challenge the Great Beaver to a Tail Thump Off minigame.(Must have at least one wood token to make the challenge)
If at any time 2 players are on same log piece immediately resolve Log Rolling minigame.
Game continues until there are 3 or less islands (not including main) with wood tokens
remaining on them.

Scoring and Winning:
Players multiply their wood tokens by their point value on respective lists. Total
the sum from all variety types. Player with the most points win. Ties are won
by the player with the least amount of wood tokens.
Note wild tokens count as the same as the highest value wood token you have collected.

Minigames:

Log Rolling:
Active player flips the neutral log rolling coin to determine initial log rolling direction.
Players then simultaneously flip their own coins.
Results:
1)Both players coins same as neutral- Nothing happens.
2)Both players coins opposite neutral- Flip neutral over to opposite direction.
One player opposite of neutral. That player loses balance. Player discards one wood piece that he is carrying face up to the side. If he has none to discard player makes a last ditch agility check to remain on log. He rolls 3in1 die. If clear # is is less than sum of 3 player miraculously keeps his balance and continues mini game. Otherwise he falls off and loses. He is placed on his home lodge. If loser is active player he also forfeits any remaining move points.
Winning beaver chooses from discarded wood tokens up to max capacity. The rest are washed
up onto the main island face up.

Thump Off:
Another player rolls a double die for the Great Beaver. Player rolls a double die.

If players clear # is less than the Great Beaver's clear # player must randomly discard a wood token. Place this token with any other washed up tokens. Players turn is immediately ended.

If Player's clear # is greater than the Great Beaver's clear # player wins the Thump Off.
Now compare the inner players inner die to that off the Great Beavers.
1)If inner die is higher than GB's player receives a wild token.
2)If inner die is lower than GB's player may choose one wood token from the washed up tokens on Great Beaver Island.
3)If inner die is more than double that of the GB's player receives both a wild token and may choose one from the washed up tokens.

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #4 - Hero...Myth...Hail, Toileticus!
by doho123

Place plastic Items randomly on "Lands" (islands and coast areas) on the large map of the Mythic Greek coastline, islands, and reefs. Each player starts his ship on the village Olympus.

Each player starts with five Persuasion Chips, and gets 12 Collection Cards in the player's color and randomly discards four. Cards show Items that players must return to Olympus.

Give one player the Spyglass, which designates the Navigator. The Navigator asks each player in turn (who becomes the Captain) if he wishes to Follow a Course, or Plot a Course. After each player has been a Captain, pass the Spyglass to the left to start a new round.

The Captain may select a new crew by taking up to 6 Double-Dice ("Sailors") from the stock if he is docked at a Village. Otherwise, he sails with his current crew.

Plotting a Course: The Captain declares which Land he wants to sail to, starts with a dry-erase marker on Land near his ship, and puts on a blindfold. One of 6 sand timers based on the crew size (more Sailors equals the faster the timer goes, due to supply usage) is flipped, and the Navigator verbally instructs the blindfolded Captain in drawing his Course.

If the Course hits a Beach or Village before the timer runs out, the Course is finished, regardless if they have reached the desired destination. The Captain may dock his ship on this Land. Mark the starting and ending locations of the Course with the initials of both Captain and Navigator. If the desired destination is reached, the Navigator gains 3 Persuasion Chips.

If the Course hits a reef or a mountain side of a Land, or the timer runs out, both players get a Shipwreck Counter, the Captain discards all Sailors, and places the Items on back on Lands (always at the Captain's choosing). This course is erased.

(It is the best interest of the Navigator to help: he can use drawn Courses, gains Persuasion Chips, and avoids Shipwreck Counters.)

Follow a Course: A Captain moves his ship along any Course marked with his initials that is connected to a Land that his ship is at. After moving, erase this Course.

When at a Land, the Captain may collect the Item there. If the Item is a Monster, it has a Strength Number, and the Captain must Battle to collect it.

The Captain rolls the amount of Double-Dice shown as the Monster's Strength, then his Sailors. The Captain aligns one Strength to one Sailor. With uneven forces, the Captain removes excess dice after rolling at his choosing. Any "inner die" (DEFENSE) that is less than the "outer die" (ATTACK) of an opposing die, discards that Double-Die. Since damage is inflicted simultaneously, both dice can be discarded. If dice remain on both sides, they are rolled and arranged again by the Captain. If the Captain loses all his Sailors, he places the Items back on Lands and docks his ship at Olympus. If the Captain has remaining Sailors and the Monster has no Strength, he collects the Item.

If two ships are docked at a Land together, the Captains may trade Items, or the acting Captain may start a Battle. Each Captain rolls their Sailors, secretly align their Sailors in a row, and then are revealed, matching them in one-on-one battles, and "deaths" are resolved as above. The losing Captain moves his ship to Olympus, and hands over all his Items to the winning Captain. If both Captains lose all Sailors simultaneously, all Items are placed back on Lands, and both ships are placed at Olympus.

When docking at Olympus, a Captain delivers his Items to the Gods by placing the delivered Items back on Lands, and placing matching Collection Cards on the leftmost (highest-scoring) open spot in the appropriate row of the Scoring Board.

After delivery, a Captain can try to persuade the Gods to swap any one of his Cards with another Card directly to it's left on the Board. The players of both Cards secretly place any number of their Persuasion Chips in their hands and reveal simultaneously. If the acting player reveals more, the Collection Cards are swapped. The Persuasion Chips that were used are swapped between players.

Play ends when:
--One player has placed all 8 of his Cards on the board (instantly declared the winner).
--The amount of Cards on the Board equal 5 times the amount of players. Points are totaled for Card Values on the Board and Persuasion Chips. Shipwreck Counter values are subtracted. Total points win.

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #5 - Antiquarium
by Gamebot

2 to 4 Players
Ages 10 and Above
20 - 30 Minutes

Story

You and your fellow players are merfolk explorers. As underwater archaeologists, you try to uncover knowledge and artifacts in an uncharted region of the ocean while avoiding the hazards that lie waiting.

Components

- Custom 3-in-a-cube Die
- 50 Discovery Chips (15 Artifacts, 20 Lore, 15 Hazards)
- 20 Small Spacer Chips
- 4 Merfolk Pawns

The Object of the Game

The object of the game is to score the most victory points by discovering artifacts and lore.

Setup

Put one discovery chip face-down on the table for each player so that the edges of each chip are touching. Put one merfolk pawn on each chip.

The Game Turn

On your turn, you must do the following in order:

1. Move your pawn up to three spaces.
2. Perform one action.

Movement

You may move up to three spaces a turn. Both discovery chips and spacer chips count as spaces, and you can only move to chips that are touching. While moving, if you land on or move over a hazard chip, you must stop there and encounter it. (See Hazards)

Actions

Scout
Scouting is a way to place chips on the table, which creates the underwater seascape that the players move around in and explore. To scout, your pawn must be on a discovery chip. Then, roll the custom 3-in-a-cube die. From a bird’s eye view, the die will display your merfolk’s “sonar” that tells you where to place stacks of discovery chips. There is a dot in the center of each side of the cube. This dot represents your merfolk pawn’s location. The relative locations of the each die to the dot represent the relative locations of the three stacks of chips to your pawn. The number on each die represents the number of chips in each stack.

When you place a stack, you first check to see if there is room (no other chips are in the way). If there is no room, you don’t get to place that stack. If there is room, put the stack of chips next to your chip with a spacer chip in between.

Search
Searching is how you uncover what’s inside a stack of chips. You can only look at the top two chips in any stack, and you can never look at the bottom chip in a stack. After you look you must take one chip and put it in your hand, and then put the other one face-up back on the stack.

Recover
All artifacts are worth points, but some artifacts are more important than others if you know a little lore about them. To recover an artifact, you must reveal that artifact from your hand as well as its matching piece of lore. If you do, put both chips face-up in front of you. Since these chips are no longer in your hand, they can’t be affected by hazards, and you effectively “lock them in.”

Discovery Chips

Hazards
If you land on or try to move over a face-up hazard, you must complete a corresponding mini-game.

Shark Mini-Game – If you have no chips in your hand, then you automatically pass the hazard. If you have any chips in your hand, give a chip face-down to your opponent. If that player can guess the type of chip (Hazard, Artifact, or Lore) then you lose the mini-game and that player keeps the chip, otherwise, you pass the hazard. If you pass the hazard, take the hazard chip into your hand.

Octopus Mini-Game - If you have no chips in your hand, then you automatically pass the hazard. If you have any chips in your hand, your opponent randomly chooses one of those chips. If the chip is an artifact, then you lose the mini-game and you must place any one of the chips in your hand face-down and adjacent to a chip on the board. If you pass the hazard, take the hazard chip into your hand.

Artifact
There are ten types of artifact chips. Each artifact is worth one point.

Lore
Each lore chip refers to a type of artifact. If you have a lore chip and its matching artifact, you score an extra one point.

Game End

The game ends when the following conditions are met:

- All of the discovery chips are in play.
- Each stack of chips contains only one chip (or one chip and a face-up hazard)

Calculating Scores

Each player puts the chips in his or her hand along side any recovered chips. Each artifact is worth one point. Each lore chips is worth one point if you also have its matching artifact.

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #6 - Backwater Planet
by Hamumu

Background

Players: 3-6
Time: 40-60min

Players are aliens, who have crash-landed in the Bermuda Triangle (it happens a lot). Collect the parts you need to repair your ship and take off.

Components

6 Board Tiles

90 Items (hex chips):

    20 Dirt
    13 Metal Bars
    12 Batteries
    11 Planks
    10 Engines
    9 Windows
    8 Switches
    7 Grommets
6 Alien Cards

8 Alien Pawns (1 of each guy except 3 of Yuk)
1 Invisible Kelpex Pawn
18 Depression Chips
A “3-in-a-cube”
2 Brain Cards

19 Fish Cards

    6 guppies #1
    4 turtles #2
    3 octopi #3
    3 barracudas #4
    2 sharks #5
    1 giant squid #8
3 Storm Clouds
4 ESP Cards (Square, Circle, Star, Waves)
5 Attack Cards (Gut Punch, Left Hook, Right Hook, Headbutt, Foot Stomp)
5 Dodge Cards (Teleport, Duck, Jump, Dodge Left, Dodge Right)

Setup

Lay out the Board Tiles however you like. Select an Alien and place their pawn on your start. Everyone (except Yuk, who chooses a player to infect) draws 4 Items. If you get any Dirt or duplicates, redraw until you have 4 unique items. Keep these face down on the “NEED” spaces on your Alien Card. Stack remaining Items face-down on the “WRECK!” spaces on the board, divided evenly.

If you collect your Needs and step on your start, you win.

Gameplay

Roll 3-in-a-cube. Select one to be movement. If you enter a Wreck, you may Dive. If you move onto another player, you may Trade.

Diving

Roll 3-in-a-cube. Select one for Depth, and one for Carry.

Draw top tiles off the stack up to Depth, and take as many as Carry. Return untaken in any order. Dirt is replaced OR discarded. Place Items face-down on numbered spots on Alien Card. If you have >6 items, drop some onto the Wreck’s stack, or discard Dirt.

Trading

Offer any Items for any of theirs. You may say what the items are, or not. You may lie.

Depression Chips

Depression Chips subtract from Movement total and from both dice when diving.

Alien Powers

Any time you fail using a Power, take Depression Chip, up to 3. If succeed, discard Depression Chip.

Glurk
If within 3 spaces of Diving player, he may attack with fish. Shuffle Fish Cards. Both players draw 5. Discard any and redraw. Simultaneously play a set of matching cards. Whoever has higher total wins. Glurk wins tie. If Glurk wins, Diving player is sent to nearest island, ending turn.

Kelpex
May invisiblize instead of moving. He visiblizes if he enters an opponent’s space or Dives. While invisible, immune to all Powers. If lands invisible on another player, can steal Item by rolling 3-in-a-cube. Take one Item matching any dice numbers that are not doubles. If no Items in those slots, Kelpex fails.

Fibble
Can create Storm instead of moving. Place 3 Storm Clouds on him and roll 3-in-a-cube. Move each cloud as far as one of the dice. If hit a player at sea, player returns to nearest island, dropping random Item onto nearest Wreck. Nobody hit=fail.

Zebulon
Can mind control another player instead of moving. Victim picks an ESP Card. If Zebulon guesses the card, he controls victim, who skips next turn. May not Dive or Trade, but if moves victim onto Zebulon, can look at their Items and trade as many as he wants between them.

Borfo
Can pummel any player he steps on. He gets Attack Cards. Victim gets Dodge Cards. They simultaneously play one card at a time until all 5 are played, or Borfo has landed 2 hits. The Teleport card avoids anything, Duck avoids Headbutt and Hooks, Jump avoids Foot Stomp, Dodge Left avoids Left Hook and Gut Punch, and Dodge Right avoids Right Hook and Gut Punch. If Borfo wins, the victim takes a Depression Chip and goes back to start.

Yuk
A parasite that does not go on the board. On his turn, he may look at his host’s Alien Card freely. He controls his host on his turn, but he cannot use their Powers. If the host wins the game, Yuk wins instead. Yuk never gains Depression chips, though his host’s Depression affects him.
If Yuk lands on another player, he may play the Brain Game to switch hosts. Yuk’s host may, on their turn, reject Yuk rather than moving, by playing the Brain Game against him.

Brain Game:

    1. Yuk places his 3 pawns on adjacent spaces on a Brain Card, hiding it from the opponent.
    2. The opponent places 5 chips on a Brain Card and shows Yuk.
    3. Yuk says how many pawns are in marked spaces.
    4. Repeat 2 & 3 twice more.
    5. If the opponent finds all 3 pawns, he wins.

[/][/][/]
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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #7 - The Ants Go Marching
by Horoku

(2-4 players)

OVERVIEW

Collect all of the items your colony needs to prepare for the winter, or face a harsh struggle this year! Beware, though, the rival colonies are also stocking up, and some of them are bound to be looking for the same resources on the islands of the Rubbish Archipelago. To maximize your efforts, you will have to use your ants' individual abilities, and utilize them together as squads to succeed.

OBJECT

Have the most points at the end of the game by collecting the items on your list and not neglecting any of the items on your list.

Contents
Resource Counters (20 each of the 3 rare elements, 40 each of the common elements)
Resource challenge cards (10 for each of the 8 islands)
"Shopping List" Cards
4-10 sided double dice
1 game board
4 different colored ant army sets (5 warrior, 5 walker, 10 worker)
4 different colored hat sets (10 each of caps, helmets and bandanas)
3 ant ID cards (1 for each type)
i.e. warrior- 5 strength, 2 spd, strength bonus
walker- 1 strength, 5 spd, spd bonus
worker- 3 strength, 3 spd, no bonus
4 home colony/path tiles

SETUP

Place the Resource challenge cards in face down piles on their respective islands. All ID cards are placed face up in a public area. Each player places their colony tile so that it is attached to one of the common islands.(in case of conflict, players roll until one player's outer die number is higher, the player with the highest gets to place their colony) Each player then organizes his/her ants into 2 or 3 squads of up to ten ants each, using hats to identify squads. Players next draw at random a "Shopping List" card to identify the 6 types of resource they will need (2 rare, 4 common), and what priority (point value) each item has. (Rare is always highest) Shopping lists also show the value SUBTRACTED if a certain threshold is not met. (i.e. if wood< 10, then -10 pts) Lists are knowkn only to the player.

GAMEPLAY

Player who has most recently seen an ant in his/her home plays first. (Or determine randomly). On a players turn, EACH of his/her squads may do ONE of the following:
1)Move- speed of squad is as fast as its slowest unit
2)Attempt a resource challenge minigame
3)Engage an enemy squad in a battle minigame
4)Unload resources at home colony
5)Re-arrange squad composition(at home colony only)
A player cannot move though an enemy occupied space without engaging in battle. A player may not occupy another player's home colony/path. A player may not place more than one of his/her squads on the same space (except home colony/path).

MINI GAMES

RESOURCE CHALLENGE
When on an island, a player may choose to attempt a challenge.
1)Player turns over top challenge card to see type of challenge(strength, spd, no type)
2)Player may designate up to 4 ants to participate in the challenge by placing them on the card, one die will be rolled for each ant used
3)Player rolls against the thresholds that appear on the card. (format: total>w=1 resource, total>x=2 resources total>y=as much as you can carry). Ants whose bonus is the challenge type will add half of the internal die amt to total.(rounded down) When multiple bonuses are to be added, the lowest internal die amts are counted.
4)Ants participating in challenges are exhausted when they are completed and immediately return to home colony until their squad returns for them. They CANNOT move until their squad returns.
5)Regardless of victory, a squad may only carry as many resources as its total strength will allow, and NEVER more tan the # of ants in the squad at the time. (resource weight is listed on the island)
6) Once card is resolved, place face up at the bottom of the deck. When/if all are used, shuffle and refresh deck.

BATTLE
In real life ant battles are hard fought with heavy casualties. They also are in this game. When enemy squads occupy the same space, a battle minigame begins.
1) Each player rolls a die, then SUBTRACTS the INSIDE number FROM the OUTSIDE number. The difference is the number of ants the opposing player must send to his home colony. If the diff. is< or = to 0 no casualties are tallied. Casualties are tallied simultaneously.
2)Ants sent home cannot acarry resources with them. All resources go to the victor, if he/she cannot carry or the battle is a draw (everyone dies) unclaimed resources return to their isle of origin.
"Retreating/Surrendering"
RETREAT- If neither player wants to risk a battle , both may discard resources to 1 (0 if only one) and immediately retrun to their home colonies. (RESOURCES STILL TAKE ONE TURN TO UNLOAD)
SURRENDER- If only one player refuses to "up the ANTe" he/she may pay one resource to the other player, discard all other resources and return home. If he/she has no resources, one will be paid from home. If none are at home, player will place their first earned resource DIRECTLY into the opponents home.

WINNING THE GAME
Game ends when either:
1)All 3 rare islands are exhausted
OR
2)4 of the 5 common are exhausted
The player ENDING the game may count the resources in the squad ending the game as if they were at home. All players reveal their lists and tally pts by multiplying #of resources at home by pt value and subtracting any penalties. Player with most points wins! In case of tie, game ending player wins. If neither player ended the game, then player with the most rare resources wins, if still tied, the game is a draw.

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #8 - There was an Old Lady...
by Johan

...that sat on her balcony with her greedy nephews and nieces (...the players. The game can have 3-5 players and each player receives a pawn that represents the player on the game board). Her house is on an island and the water is flooding. The house will soon be under water. (The game board is a map over all rooms in the 3 level high house). The old lady does not want to leave the house before her most valuable possessions has been collected (each player receives a card with a list of 5 items (10 in total)) (in start of each turn, place the number of Finding-Cards in each room on the game boar, according to the number in the room).

The old lady has swallowed a fly and she is worried that perhaps she will die. She will start to swallow other animals to catch the fly. If no relative have fulfilled the old lady request before she swallow a horse, then she will die off course (and the game will end without any winner).

Everyone trying to find the old ladies belongings (in turn order, roll the Double-Dice. The small dice inside the double dice represent you, running around in the house. For 1 action (value on the dice) you can move 1 room or take a Finding-Card from the room), but still they are watching each other (2 actions for taking a random Finding-Card from another player or 1 actions move a player from your room to an adjacent room. It will cost an additional action for each other player that is in the room (including the one you try to move/steal from) and an additional action for each water counter in the room).

The ground floor is quickly filled with water (If the outer dice is equal with the inner dice, place a water counter in a room on the ground floor. When all rooms on the ground floor have a water counter, continue to the next floor). If water reach on the balcony, the old lady will leave the house (and the player with the most items from his/hers list will be the winner).

The old lady sits on the balcony, shouting that she wants her items, reviling the secret on where her testament is hidden (6 parts testament) and swallows animals (every time the outer dice has a greater value then the inner dice, draw the top card from the old-ladies-deck and show it for all players. If it is a room, place a testament part in that room. If it is an item, that item can be claimed in the end of turn. If it is an animal and the right animal in order, the turn is over. That animal, the rooms where testament parts have been picked up is removed from the deck).

You have to convince her to leave the house (when the turn is over the players can clam the item that has been shown. All players are moved to the balcony. They are placed in turn order, with the player that was furthest away from the old lady when the turn ended will go first. He/she can claim the first item by playing Finding -Cards. There are 3 types of Finding-Cards (general: 1 point but can be used on any item, group: 2 points and can be used on the items in the group and specific: 3 points and can only be used on a specific item). The next player can now pass or make an equal or higher bid. This will continue to the closest player. If you are closer to the old lady, your cards are counted as better. The player that had the highest bid takes the item and place it in front of him/her. All cards involved in the bidding are removed and the bidding starts on the next item. When a bidding for all items are over, a player has all items on his list he/she will win the game. Otherwise the game will continue for another round).

The old ladies testament is a well known secret and everyone think that she is loaded with money. (If a player gets all 6 parts of the testament, he/she will be the winner if the old lady dies). The knowledge of the testament is vital or all heirs and can be used for blackmail (if no player have manage to convince the old lady in the end of turn, use a testament part to take away an item from another player (that item is shuffled back into the Old-Ladies-deck). The testament part can now come up again in the house.).

I know that this whole game is absurd but you must hurry up, because the old lady has just swallowed a bird.

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #9 - Mors Atlantis
by Kreitler

Atlantis’ doom approaches. Will your Island survive?

2-4 players

Mors Atlantis is a trading and building game set in the quasi-Grecian waterscape of Atlantis. There are 4 Minor Islands, each supplying one classic element (earth, water, fire, air). A large central island -- Atlantis Major -- produces all elements.

Each player controls a 1-hex Minor Island. A random monster from the Magic deck guards each uncontrolled island. There is no “true” board -- players keep their island in front of them and Atlantis Major occupies the table's center.

The goal is to cast spells using elements gathered from the islands. When someone surrounds his island with 6 permanent spells, he wins.

Components:
1 Magic deck (spells and monsters)
1 “Nemesis” deck (controls game length)

80 resource chips (20 per element)

Each player gets (in his color):
20 soldiers (10 in “Reserves” off the “board”)
1 Hero
6 "double-dice" (1 die within another)
1 normal die
1 privacy screen
5 cups: coliseum, temple, parapet, boat (x2)

Each turn:
Your island produces 1 element chip. Defeated Heroes and monsters return to play.

Players trade resources and secretly allocate soldiers and heroes to Defense (parapet), Worship (temple), Training (coliseum), and Raiding (boats) by placing them in the appropriate cups. After allocation, players reveal their cups.

Defense: protects against Raids.

Worship: allows you to peek at the Magic deck and keep 1 card:
1 soldier: 1 peek
3 soldiers: 2 peeks
6 soldiers: 3 peeks
Hero = 3 soldiers

Training: for each soldier in the Coliseum, draw 1 from your Reserves. Hero = 3 soldiers.

Raiding: place your boats by any islands. Once all players have placed, resolve combat.

From here on, you can cast spells any time during the turn.

Resolving Combat:
There are two types of combat.

Naval Combat
When multiple ships arrive at an island, this mini-game determines who can land.

Each round, everyone gets 1 normal die (defense only) and 1 double-die per soldier in his boat (Hero = 6 soldiers, 6 double-dice max).

Roll all double-dice. For each one, start with yourself and count combatants clockwise equal to the outer die’s value. Give the die to that person. Wraparound is OK. Your dice may return to you. You may re-roll these once (as a group) or count them as defense. Re-rolled dice that return count as defense.

Roll your normal defense die.

Add the inner-die values of all opponent dice given to you. This is their attack strength. Compute your defense by adding your inner defense double-dice and your normal die.

If the attack exceeds the defense, move 1 soldier/Hero per opponent die to your Reserves.
Repeat until 1 player remains. He can Raid the island.

Raids
This mini-game resolves combat between Raiders and Defenders. If someone Raids an uncontrolled island, other players take turns controlling the monster.

Each round, combatants get 1 normal die (defense only) and double-dice as follows:
2 per Defender
1 per Raider
6 per Hero

Secretly divide available dice between “missile” attacks, “melee” attacks, and defense (declare at least 1 attack die). Reveal dice, then resolve missile combat, then resolve melee combat.

Missile combat: if your forces include monsters, add their missile dice to your soldiers’ and roll (6 max). For each die, subtract the smaller of the inner/outer dice from the larger. Add these differences together to get the total attack strength.

Roll defense and compute strength by adding all inner values and your normal die.

If your opponents’ attack exceeds your defense, move 1 soldier/Hero/monster per attack die to your Reserves. Re-compute available dice based on remaining forces and discard melee and defense dice as necessary.

Melee combat: add supporting monsters’ melee dice to your soldiers’ and roll (max 6). Add all inner dice values’ for your attack strength. Roll defense and compute losses as before.

Repeat until 1 player remains.

After a successful Raid, the invader can take any 1 element from the Island’s owner and collect from the bank 1 element native to the island. When raiding Atlantis Major, a player can collect any 3 elements.

Using magic:
Magic cards have a casting cost (in elements), an instant effect, a permanent effect, and colored borders.

To use a spell's instant effect, pay its cost and discard it.

To weave a spell around your island, pay double cost and place it by your hex so that borders with the island and adjacent spells match color. This enables the permanent effect.

Some cards have black borders. Black matches any color but forces you to reveal 1 card from the Nemesis deck.

The Nemesis deck contains 2 blank cards per player and 1 card each for Ares, Hecate, and Hades. When Ares, Hecate, and Hades are all in play, the game ends.

Permanent effects on black-border cards are usually detrimental.

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #10 - Pack Rats
by Rick-Holzgrafe

A game for three to four players, age 13 and up.

The ship sank! The flotsam has washed ashore onto the islands, and the rats (that's you!) went with it. You Pack Rats like to collect stuff and brag about your collections, so let the hunt begin! Your Rat will swim among the islands, looking for Prizes that match the cards in your hand. Matched Prizes are added to your collection. At the end of the game, the collections are scored.

The Prizes you seek, and the collections and card hands of your opponents, are hidden from you. But from time to time you'll get a short peek at these things. The better your memory, the better you'll do!

Components

    30 Prizes
    90 Prize Cards
    1 Game Board
    1 six-sided Double-Die
    4 Rat Tokens, one per player

Prizes
Prizes are disks, showing a unique piece of flotsam on one side, but identical on the back. Prizes have "suits": Food, Leisure, Clothing, Tools, Materials, and Containers, with five Prizes in each suit.

Prize Cards
Each Prize Card shows one of the Prizes. There are three Prize Cards for each Prize.

The Game Board
The board shows 30 islands, scattered in the ocean and connected by one-way ocean currents.

Setup
Place the Prizes on the Board, face-down and at random, one per island.

Shuffle the Prize Cards and deal 12 cards to each Player's hand.

Each Player places his Rat on a different island.

Play
Players take turns, performing one Action on each turn. The Actions are:

    Swim
    Discard
    Brag-Off Mini-game
    Island-Hop Mini-game
    Memory-Bee Mini-game

Swim
The Player may move his Rat to any connected island by following a one-way ocean current. The Player may optionally roll the Double-Die first, with the following results:

    High Surf: If the inner and outer dice sum to 4 or less, the Player loses his turn. Otherwise...
    Favorable Currents: If the outer die is higher than the inner die, the Player may follow any current in the opposite direction. Otherwise...
    Normal Currents: The Player must follow a one-way current as usual.
When a Player arrives at an island that has an unclaimed Prize, the Player turns the Prize face-up briefly, and shows it to all Players. If the Player has a matching Prize Card in his hand, he can show it and collect the Prize by putting the card and Prize face-down on the table together.

Discard
The Player may discard any number of cards from his hand, and replace them from the deck. When the deck is empty, shuffle and recycle the discards.

The Mini-Games
In each mini-game, the Active Player (the "Challenger") chooses another player (the "Defender").

Brag-Off Mini-Game
Starting with the Challenger, the Players take turns selecting one Prize Card from their own hand, and placing it face-up on the table. The Brag-Off ends when the Challenger calls a halt instead of placing another card, or either Player runs out of cards.

The exposed cards are scored by sets just like collections are at the end of the game, except the Players don't keep the points. The winner gets to swap up to three cards from his hand with the same number from the loser's hand.

Island-Hop Mini-Game
The Challenger and Defender must be on different islands. Starting with the Defender, the Players take turns moving among the islands. Follow the rules for the Swim Action, but the Double-Die must be used. The first Player to reach the other Player's starting island is the winner. The winner claims one Prize-and-Card from the loser's collection.

Memory-Bee Mini-Game
Both Challenger and Defender must have collected at least one Prize. Starting with the Challenger, the Players take turns selecting one unclaimed Prize, guessing what it is, then turning it briefly face-up to check the answer. No Prize may be chosen twice. The Memory-Bee ends when one Player guesses wrong, or when all Prizes have been selected. The winner (Defender wins ties) claims one Prize-and-Card from the loser's collection.

Game End and Scoring
When there are only four unclaimed Prizes left, each Player gets one more turn; then the game is over.

Players reveal their collections, and receive Victory Points for each set of Prizes in suit, as follows:

    17 points for each set of five.
    12 points for each set of four.
    8 points for each set of three.
    4 points for each set of two.
    1 point for each remaining Prize.
The Player with the most Victory Points wins!

[/][/][/][/]
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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #11 - Evolution
by Sebastian

You are a colony of germs floating around in a petri dish full of water and genetic material. The only way to survive is to complete of the tasks you receive at the start of the game. The only way to complete the tasks is to evolve!

The board consists of a large round petri dish full of water, split into spaces. These spaces include eight 'islands' (a bit of banana, a lump of earth, a dead fly, etc.). These are a rich source of genetic material. Genetic material is represented in the form of 16 different tokens, two of which are placed on each island.

Each player receives three evolution requirement cards. Each card shows three different types of genetic material. This hand of cards is effectively the 'list' of items that the player must collect. [Note – Other evolution requirements cards may come into your hand as a result of evolution. However, the game is set up so that these three must be completed during the course of the game for you to win].

Each player has ten germs of their colour. They place three of them onto one of the islands, and keep the remaining germs in front of them as a supply. Play starts with the start player, and proceeds clockwise. Each turn, a player may perform three actions. Their possible actions are as follows:

o Move any number of germs from one location to any location that can be reached by only moving through locations occupied by germs of their type.

* If you move onto a space with other germs, the attacking player may choose to play mini-game 1 to absorb genetic material from another player with germs in that space.

Mini-game1: Both players place a six sided double dice so that the 2 is on the top of the outside, and the inner dice is shaken. The strength for each player is the sum of values on the outside and inside dice, and the number of germs. The player with the highest number may take one gene token from the other player, and decrease the number of their outside dice by the number of genes they now have. If this decreases the value of their dice below 1, then gene absorption stops. Otherwise restart absorption with the new values on the outside of the dice.

* If mini-game 1 does not take place, or after mini-game 1 has been completed, the attacking player may choose to play mini-game 2 to wipe out any germs present, and any player present in that space may choose to play mini-game 2 to wipe out the incoming germs. Each mini-game is resolved separately in the order that the attacking player chooses (all attacks must be announced before any are resolved).

mini-game 2: Both players place a six sided double dice so that the 2 is on the top on the outside, and the inner dice is shaken. The strength for each player is the sum of values on the outside and inside dice, and the number of germs. Any player may choose to decrease the value of the outside dice by one to reroll the inner dice. When the value goes to 1, then you may not reroll. The loosing player looses all their germs. Any remaining germs are may retreat to an adjacent space containing no enemy germs.

o Pick up a gene token. This costs as many actions as the number of gene tokens that player already has.

o Fulfill an evolutionary requirement, and take an evolution card. There are 5 types of evolution cards, and you can have at most three of each type. To take the first, you only need to have genetic material matching one requirement on an evolutionary requirement card, to take the second you need to have genetic material matching two of the requirements, and to take the third you need to complete all the requirements. The evolutionary requirement card is discarded, and you draw a new one (except if you take a 'victory' evolution card). The genetic material matching the requirement is placed on the island which has the least of the active players germs. If there is a tie, the active player chooses.

These cards give you special abilities [Abilities are shown as (with first card / with second card / with third card)].

* Victory - You may hold (2/1/0) Evolutionary requirement cards. When you hold three 'victory' evolution cards you win.
* Germs - You may have (5/7/10) germs on the board.
* Strength - When playing the mini-games, you start with (3/4/6) on your outside dice.
* Vitality - You may take (5/7/10) actions on your turn.
* Mutation – The cost of taking evolution cards is, (0/1/2) genetic material less (this may not not reduce the cost lower than 1).

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #12 - Save Lake Filth!
by seo

2-4 boy scouts compete to earn badges by cleaning their assigned areas of Lake Filth.

Components:
5 badge cards: cross, star, circle, square, heart.
60 objective cards, with the 60 possible combinations of any 3 badge shapes.
4 pawns: red, yellow, green, blue.
Board: a 8x8 Boggle-like tray. The four centre spaces are not sunken, and match the pawn colours.
Tiles: 12 “island” cubes, all 6 faces representing ground; 48 “water” cubes (12 of each 4 pawn colours), each with 2 “dirt” faces and 4 “clean water” faces.
Mini-games cards: two sets of cards with values 1 to 6.

Set-up:
The terrain configuration is defined by by filling the board shuffling the tiles cubes Boggle-style.
Players place their pawns in the corresponding centre spaces.
Badge cards are shuffled and placed in a face up pile besides the board.
Objective cards are shuffled, and each player receives one, which is kept hidden from the other players. This determines which three badges each player must get.

Game-play:
On his turn, each player:
1) Rolls the double dice (transparent die containing a small red die).
2) Moves his pawn as many steps as determined by the transparent die (see movement rules below).

    - If the pawn lands on a matching colour tile with a dirt face up, the player can turn the cube to remove dirt, leaving a clean water face up. - If the pawn lands on a rival colour tile, AND the red die beats the transparent die, the player can turn the cube to leave a dirt face up. The affected rival can oppose, by calling a Double-or-nothing mini-game (see below).
    - If the pawn lands on a tile occupied by a rival pawn, he can challenge the rival to take any of his badges. The dispute is decided by a Two-of-Three-tricks mini-game (see bellow).
3) If all his tiles are clean, the player claims the badge on top of the pile, and places it in front of him. The tile cubes are then reshuffled to redefine the terrain, and the pawns are placed on their starting positions.

Movement rules:
Pawns move in any four directions thorough clean and dirty water. No diagonal moves are allowed. No tile can be visited twice in the same turn.
If a pawn reaches an island, the movement ends at that point, regardless of the amount of available steps left.

Double-or-nothing mini-game rules:
Each player takes one set of mini-game cards, and places one, face down, in front of his rival. Then both players discard, at the same time, two other cards, face up.
Then both play one of his remaining cards, face up. Their goal is to get as close to 7 by adding the card placed by his rival to the one played now. In case of a tie, defending player wins.
If defending player wins, attacking player doesn’t get to turn any tile. If defending player loses, attacking player may turn both the tile he is currently standing on and any other of his rival tiles.

Two-out-of-Three-tricks mini-game rules:
Each player takes one set of mini-game cards, shuffles them, and blindly discards three, face down. Three rounds are then played, defending player leads the first, then he who wins leads the next.
Each player plays one card face up on the table. To win the trick, the other must play higher.
The player who wins two rounds keeps the disputed badge.

Winning condition:
When a player gets the three badges in his secret objective card, AND all his water tiles clean, he claims victory.

[/]
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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #13 - The Secret-Society-of-Deadly-Dead-Celebrities
by Xaqery

You are part of an evil super-secret society of dead people. Your mission: to build a dooms-day-device faster than your fellow members so that YOU will be the most famous dead person ever.

In an effort to save man-kind the wiki-tiki people, native to these waters, have stolen all the parts you need and have scattered them across their area.

2 to 4 players
Time: 1 hour
Age: 18+

What’s in the box?
1 - Board representing a tropical region with some islands an underwater cave. You move around the board looking for the parts you need to build your dooms-day-device.

10 – Cast cards:
Each player will always have one of these cards. They show who you are and the list of parts you need to build your dooms-day-device.

4 – Pawns: Blue, Green, Yellow, Red; one for each player.

20 – Dooms-day-device parts 2 of each.
These are card board chits. They start face down on the board waiting to be found.

4 – Action double-dice, one for each player. These are palm size clear cubes with one smaller regular die inside that you can shake. The outer clear cube has a word written on each side: BOAT, SUBMARINE, JET-PACK, SEARCH, TRADE, and GUESS.

40 – Double-Dice. Large tinted translucent dice with a smaller red die inside. 10 of each of the 4 colors.

1 – Wiki-Tiki Challenge board. This board is a grid of squares 4x4. Each square barely holds 1 double-dice.

Set-Up:
Plop the board in the exact center of the table.

Each player gets a random cast card face down. They keep it a secret. Deal three cast cards face down next to the board to be used later. The rest of the cast cards are placed face-up are not used but the players can see who they are.

Each player chooses a colored pawn.

The 20 dooms-day chits are mixed face down and 4 are placed on each of the 5 locations on the board.

Each turn begins with everyone simultaneously choosing what action to take with their Action Double-Die.

1 - All players secretly choose which action they want to do from the choices on the action die. Then they place the chosen action into their palm and begin shaking the die vigorously. No one can tell what you have chosen if you are shaking it vigorously.

2 - When everyone is ready all players slam down their die and remove their hand simultaneously reveling all the chosen actions and the value of the regular dice on the inside.

If two people at the same location chose the same action then they look at the inner-die. The one with the highest number wins and does the action. If they still tie then they must play the Deadly-dice showdown.

Deadly-dice Showdown: Each player in the showdown takes 10 double-dice, shakes them and rolls them on the table. The player that rolls the most doubles wins. A double is when both die (inner and outer) have the same value.

Showdown Losers don’t get to do an action this turn.

Showdown Winners and all not in showdowns do their chosen actions in the following order:

GUESS - The player can do one of two things:
1 – Can ask any one yes or no question about the showdown winner’s cast card identity. EXAMPLE: “Is your character a male?”
OR
2 – Can make a guess about the true identity of a players cast card.
If the guess is correct the player has to exchange their cast card with one of the face-down cast without looking at it.

If the guess was incorrect the guesser has to show their identity to all. Then they have to exchange their character with a face-down cast without looking at it.

SEARCH: The player can look at the face-down chits at their location on the board and take one. Players can have a maximum of 5 parts. If they have too many they have to put one back at the location. All parts a player has are face-up and known by all.

TRADE: The trading player can trade one part with anyone else at the same location.

BOAT, SUBMARINE, and JET-PACK are move actions. The player moves his pawn following that path.

The Winner – All players that have collected all their Dooms-Day parts need to compete in the Wiki-Tiki challenge:

Give each player 10 double-dice of a color.

Each player in turn shakes a double-die and then places it on the board or stacked on another die. If placing this die creates four-in-a-row, in three dimensions, of the same color then he wins. If he creates three-in-a-row then he adds up all the inner-die of the three and scores them. The player with the highest score wins the challenge and the game!

Example: The third blue die will score 10 points

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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #14 - Giant Monster Archipelago
by yogurt

A desolate island chain brimming with exquisite beaches, precious gemstones and rare medicinal fruit. Oh, and giant monsters.

OVERVIEW

Each player controls a team of specialized explorers, who may split up or work together to uncover the archipelago's treasures.

GAMEBOARD

The archipelago consists of eight islands: some charted, some spooky and remote.

Each player has a mat to track the location of his explorers and boat.

EXPLORERS

Many types of explorers are available: biologist, geologist, photographer, guide, etc.

Having the proper explorer makes a search go faster.

At the game start, players take turns choosing explorers until everyone has six. There are not enough of each type to go around, so choose carefully.

MOVEMENT

Each player has one boat. Boats may move twice, carrying any number of explorers from the boat's current location to any other island. It's okay to leave explorers behind.

Carry your explorers to islands to find treasure (mini-game 1) or the mainland to buy new rules (mini-game 2).

SEARCHING

The islands are handled one by one.

Roll 1 double-die for each explorer you have on an island. After rolling, announce whether you want to use all inner dice values or all outer ones.

If you are the only player here, skip to FINDING TREASURE, otherwise...

MINI-GAME 1: RACING INLAND

Each mini-game round, choose one of the doubledice you rolled.

If the die you pick is higher than your opponent's by 1 or 2, add its value to your minigame score. However, if you have pushed your luck too far and beaten the other player by 3 or more, the low die scores. Low numbers score more often, but high numbers are worth more. Do you pick caution or daring?

You can choose to play no die. Your value for that round is 0.

After three rounds, whoever has the highest score proceeds to FINDING TREASURE.

If more than two players compete at once, eliminate all the too-high dice first.

FINDING TREASURE

Choose a treasure card that can be found on your island. For example, on Vertigo Island or Apetopia Island, you could choose Gorilla Eggs.

Take your score from minigame 1, plus the total of any dice you didn't use. Add explorer and island bonuses from the treasure card.

Buy as many Discovery tokens in your colour as you can afford and place them on the treasure. For example, 10 points would buy two tokens (4 cost each) on Gorilla Eggs. 12 points would find Gorilla Eggs right away.

If you make all the necessary payments on a treasure card and any explorer listed as "required" is present, then collect the reward! Other players can rent you their explorers to complete a search.

Some treasures may be claimed repeatedly, others only once.

ANGERING THE LOCALS

The farthest islands have dangerous natives and monsters who dislike intruders. If the winning minigame 1 score is higher than the island's danger level, the locals awake! Run!

No searches may proceed until the island is vacant for a turn. Cards unique to that island lose all their Discovery tokens.

MINI-GAME 2: POLITICS

On the mainland, explorers battle local mandarins over access to the archipelago.

To simulate this political wrangle, players build a maze out of doubledice, connecting outer faces that have the same number, while scoring the values within. Dice that have many neighbours score highly.

This mini-game occurs after 2, 5 and 7 treasures have been collected.

Roll a single black doubledie.

Players roll 5 doubledice in their colour. Working simultaneously, they try to connect their doubledice to the black one or others in the maze.

Dice must be placed with matching faces pressed together. (For example, both 6s must touch.) You can rotate your dice to make a match, but the same face must remain up.

Don't stack the dice. That's just crazy.

(If simultaneity is too chaotic for your group, require players to put one die in a "ready" spot and go around the table. Anyone without a readied die is skipped.)

Once a player has placed all his dice, everyone scores. Each die earns the inner value of the doubledie (1-6) multiplied by its number of neighbours (1-4).

BUYING INFLUENCE

Use the points from mini-game 2 to you buy new rules. For example: "Off Limits (10 points). All treasures on Fogbank Island now require a smuggler to complete." or "Squabble (5 points). Everyone takes an explorer from the player to the left."

Players may combine points to share a cost.

You can earn bonus points in addition to your mini-game 2 score by having an explorer spend a turn on the mainland instead of the archipelago. Decide whether you need the bodies here or in the field...

WINNING

The winner is the player with the most money once ten treasures have been found.

Brykovian
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Game Design Showdown Nov 2005: "Island Hopping Scavenge

Entry #15 - Island Scavenge Hunt Game
by Nandalf

“Like most Pirates, Bill gambles, drinks, and fights a lot… unfortunately this time he lost his bet, and made a break for it… but his drunken cannon aiming was less than adequate and his ship got blown into something like 1,257 million pieces.
When he sobered up, he found himself on an island with what was left of his crew, sure it took him a while to figure out why he had no boat anymore, but he had Fully Comp. Insurance so he wasn’t too bothered about the ship… but he still wanted his items back, and offers a great reward to the first person to bring a lists worth back!”

Rules:

Setup:
Lay the 16 island tiles face down in a 4x4 square, when the last one has been placed, each player places his counter on a tile, and the tiles are turned face up.

Take all 16 of the Item cards, and put 1 on each tile, but make sure the card is of the same colour as the Island’s border [so Green with Green etc.]
Then shuffle the 18 List cards and deal them out to the players:
2-3 Players – 5 Cards each
4 Players – 4 Cards
5-6 Players – 3 Cards
Also give each player a Compass card.

Turn Sequence:
1 – Each player places his Compass Card facedown with the Arrow pointing in the direction he intends to move.
2 – When all players have place their Compass card down, turn them all face up and move their Counter 1 tile in that direction [Players cannot move to a place with no tile, if a player does so move them in the opposite direction]
3 – If a player arrives on an island with a card, he may pick it up unless there are other players on the same tile. [Players can only hold a number of items equal to the number of list cards they have; if they have too many items to pick up another item they must choose one to place down in its place]
4 – If 2 or more players land on the same island, they will either race to the item or have a shouting competition; Each Island tile has a symbol in the left hand corner, either of a Grand Prix Flag, or a Shouting Pirate.
Race:
A tile with this symbol will have a track of circles leading to a Finish Line.
All the players on this island place their counters on the start circle, and roll a double die, add the score on both faces and move their piece that far along the track.
The player that reaches the line first, or gets furthest past it, wins the Item.
Shouting:
One player rolls a Double die; the players have to write down a number of words [equal to the big die] that are a number of letters long [equal to the small die].
e.g. 2 words, 3 Letters long: ‘’red rat’’
When all the players are done, the player with the most R’s in the words wins, a draw results in another round between the winners.

5 – If no players have collected all the Items to match their List cards, go back to step 1.

Other Rules:
Some Tiles and Cards have special rules written on them:
Tiles:
“Pink Steve’s Island – Pink Steve invites the player[s] to tea, roll a double dice, if you roll a 1 on either die you return to the last tile you were on.”
“Natives – to pick up the card on this island, you must trade another item for it”

Items:
“Cannon – if another player is on the same island as you, you may choose to shoot at him. Roll a double die: if you roll a 5 or 6 on either die, he has to return to where he came from, if you roll a single 1 or 2, you cannot use the cannon again. If you roll both a 1/2 and a 5/6 you cannot use the cannon again, but he returns to his previous location.”
“Megaphone – Double your score in any shouting competitions”
“Telescope – Once a turn you may look at any players Items”
“Bills Sneakers – add 2 to all your Rolls for a Race [2 to each dice]”

Winning:
The first player to collect the same items as his list cards, wins!
If 2 or more players finish their list at the same time, then have a shouting competition to find the winner!

Brykovian
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Joined: 07/21/2008
Game Design Showdown Nov 2005: "Island Hopping Scavenge

Challenge Results

I applaud the efforts this time around ... I tried to cram you all into a pretty narrow pre-defined game -- and you didn't let me do it! ;-)

I know that the double-dice bothered some of you ... but it was simply a toy that is more interesting to look at than to use -- so I wanted to see what you'd do with it.

In any case, based upon the votes I received, we have the following results ...

Best Design

First Place (31 points -- 5 #1's, 1 #2, 3 #3's) -- The Secret-Society-of-Deadly-Dead-Celebrities by Xaqery (Entry #13)

Second Place (22 points -- 3 #1's, 2 #2's, 1 #3) -- Hero...Myth...Hail, Toileticus! by doho123 (Entry #4)

Third Place (15 points -- 2 #1's, 1 #2, 2 #3's) -- How Much Wood… by DanogNellows (Entry #3)

The rest of the scoring went as follows ...

  • Evolution by Sebastian (Entry #11) -- 11 points (1 #1, 2 #2's)
  • Backwater Planet by Hamumu (Entry #6) -- 9 points (1 #1, 1 #2, 1 #3)
  • Island Scavenge Hunt Game by Nandalf (Entry #15) -- 9 points (1 #1, 1 #2, 1 #3)
  • Pack Rats by Rick-Holzgrafe (Entry #10) -- 7 points (2 #2's, 1 #3)
  • Gambol by Challengers (Entry #2) -- 6 points (2 #2's)
  • Antiquarium by Gamebot (Entry #5) -- 5 points (1 #2, 2 #3's)
  • Mors Atlantis by Kreitler (Entry #9) -- 5 points (1 #1)
  • Save Lake Filth! by seo (Entry #12) -- 3 points (1 #2)
  • The Ants Go Marching by Horoku (Entry #7) -- 1 point (1 #3)
  • There was an Old Lady… by Johan (Entry #8) -- 1 point (1 #3)
  • Giant Monster Archipelago by yogurt (Entry #14) -- 1 point (1 #3)
  • Quest for the Lowly Tale by buthrukaur (Entry #1) -- received no votes
"Coolest" Mini-Game

First Place (4 votes) -- "Politics" from Giant Monster Archipelago by yogurt (Entry #14)

Honorable Mention ...

  • "Wiki-Tiki Challenge" from The Secret-Society-of-Deadly-Dead-Celebrities by Xaqery (Entry #13) -- 2 votes
  • "Log Rolling" from How Much Wood… by DanogNellows (Entry #3) -- 2 votes
  • "Shouting Match" from Island Scavenge Hunt Game by Nandalf (Entry #15) -- 2 votes
  • "Persuasion Chip Bidding" from Hero...Myth...Hail, Toileticus! by doho123 (Entry #4) -- 1 vote
  • "Brain Game" from Backwater Planet by Hamumu (Entry #6) -- 1 vote
  • "Bidding Segment" from There was an Old Lady... by Johan (Entry #8) -- 1 vote

Discussion of these results can be continued in the "Critique the Entries" thread found here: http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=3436

Thanks again to everyone! The December Challenge will be posted in a couple of weeks.

-Bryk

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