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Game Design Showdown October 2005: The Ivory Tower

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jwarrend
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Joined: 08/03/2008

Game Design Showdown
October 2005 Challenge - "The Ivory Tower"

Ok, it’s my turn to host a GDS; I’ve chosen a theme that I’ve always wanted to incorporate into a game, but haven’t come up with a way to; it will be fun to see what the folk here come up with.

Theme: Academia

This month’s theme revolves around the academic world, at the college or university level, but there is wide latitude within this theme: players could be college students, professors, university presidents, etc. Note that the academic theme should be crucial to the game’s mechanics: designing a football simulation and calling it “college football” wouldn’t in and of itself be appropriate (although a game about college football certainly could be).

Design Limitations:

  • 3-dimensional mechanic - The game must include a mechanic or component that is essentially 3-D in nature. Note: the use of miniatures would not satisfy this requirement. The 3D nature of the component or mechanic must be utilized in a non-trivial way. Examples available upon request.

  • Possibility for licensing - It should be possible to make the game’s components/mechanics specific to a given academic institution, (for example, by adding the university’s logo, colors, campus layout, names of rivals) for possible sale at a university bookstore (but note that the likelihood that the game would sell well is not intended to be a judging criterion). The entry should touch briefly on how this would be done.
  • Start Date: 13-October-2005
    End Date: 20-October-2005, Noon EST (approximately)
    Voting: 20-October-2005 through 27-October-2005

    ===============

    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&p=26572

    Enjoy!

    -Jeff

    [/]
    jwarrend
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    Game Design Showdown October 2005: The Ivory Tower

    Entry #1 -- Legend of Drunken Head Master

    Warning: This is an adult drinking game!

    If it's October, it must be time for the Annual Freshman Hazing Ritual at Temple University. The Brothers of Pi Nu Nu have rounded up all the first-year physics students and whisked them to a local bar. The chapter president gives a rousing speech, welcoming the students. During the speech, the brothers order pitchers of beer. At the end of the speech (by pre-arranged signal), six lovely coeds appear. They give out pewter beer steins to all of the freshmen. They begin filling the cups with beer from the pitchers. Just as the students get comfortable, the chapter president bellows, "GEEKS! GEEKS! GEEKS!" The chant is taken up by the brothers, the coeds and all of the other patrons in the bar. The deafening roar has the desired effect: the students become frightened and disoriented. The brothers, still chanting lustily, begin to harass the students – poking, punching and slapping them around. This causes the beer to slosh all over the poor kids.
    Suddenly, everyone stops. A bar patron stands up and intones: "I am the Head Master of Temple University! In all my years here, I have never seen such a disgraceful display of immaturity!" He whips out a large wooden paddle and weaves toward the nearest freshman. "I ought to paddle you! However, I will give you a chance to redeem yourselves."

    Here is the Head Master's challenge:

    Equipment: one beer mug per player, 24 cans of beer (pretzels optional), a Temple Owls football helmet, a plush mascot (Temple Owl), a permanent marker and a mini-poster (see picture)

    Well in advance, write one of the greek letters on each beer can. Refrigerate until game time. Place on the refrigerator door a picture of the proper stacking order

    The objective is to make six stacks of beer cans. Each stack must contain four cans. Each can in the stack must belong to the correct group (as pictured). Finally, each can must be empty.

    The Order of Mayhem: The oldest player will go first. He must go into the kitchen, study the picture for a few seconds, grab two beers and give one to any other player. On his signal, both players must pop the tabs and pour beer into at least two different mugs – excluding their own. At this point, two things happen: the players who receive beer in their mugs must quickly consume it and then walk into the kitchen and grab two more beers and study the picture; the players who have finished pouring beer from their cans must place the empty cans on the table or on the proper stack – as best as they can recall from the picture. It is permissible to rearrange any stacks, as long as the mug remains in one hand!
    The cycle repeats with each person who fetches two beers. After the first player starts things off, there is no need to synchronize any of these activities.

    Special Rules: Just before starting the game, read these rules aloud and make sure everyone understands them.

      First rule: each player must keep their mug in one hand or the other throughout the entire game.

    Second rule: No Running is allowed at any time! Any player who is caught running will be forced to carry the football helmet and can not move until another player violates the no-running rule. At that time, the helmet is handed to the newest violater.

    Third rule: If a player causes one or more cans to topple from the stacks, that player will be forced to carry the mascot and must rebuild the stacks. Needless to say, this will be difficult, since the player will be holding a beer mug, too!

    Fourth rule: If you already have beer in your mug, you can't receive any more beer.

    Fifth rule: If everyone has beer in their mugs and another player still has beer in her can, she must drink the rest of the beer in that can.

    Victory: The game is over when the last of the beer is consumed. Whoever is holding the football helmet must order the pizza, while whoever has the mascot must get everyone some more beer.

    "My advice to you is to start drinking heavily."
    -Bluto
    --------------------------------------------------------------------------------
    Licensing Opportunity: Obviously, this game can be marketed in University bookstores, albeit surreptitiously. A school football helmet, a plush mascot, the beer can mini-poster and the rules can be stuffed in a netted bag.

    [/]
    jwarrend
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    Game Design Showdown October 2005: The Ivory Tower

    Entry 2 -- Eras Academia

    GOAL: The player with the best School at the end of the game wins.

    Components and Information:
    There are four studies: Green: Natural Science, Blue: Social Science, Red: Humanities, Yellow: Arts.

    -- Each player has a School Map for building Campuses, and for Graduates. Map and Campuses can be licensed properties.

    -- Graduate Counters in the four colors.

    -- Fund counters.

    -- Small marbles in the four colors.

    -- One deck of Action cards for each color. Flavor text on cards can provide facts and trivia about the licensed school.

    -- One cardboard Era Guide, which describes the amount of marbles placed in the Clock, with cutouts to hold marbles.

    --An Era Pawn that indicates the current Era on the Era Guide. Pawn starts in Era 1.

    -- Large plastic opaque Clock Tower with a door on top that can be used to load up to 40 marbles. When shaken, the marbles are secretly mixed up; when stood up on the table, the marbles randomly form a hidden straight line down the shaft of the clock. A button releases the bottom marble from the stack. Also, there are small doors in the shaft which a player can open and look at a color of a single marble. The Clock is filled with marbles as shown (8 green, 7 blue, 9 yellow, 6 red) in Era 1 on the Era Guide. The Clock is passed to the next player every round. All player actions start with the owner of the Clock. All ties are broken by who sits closest to the Clock.

    -- A Pool of wood blocks for players to build buildings on Campuses. Blocks come in square “1-Story” and pyramid “Roof” shapes. 1-Story Blocks are always available. There are only 2 Roof Blocks available per Era.

    All players start with a 1-Story Block on their Administration Campus, and 5 Funds. A random player starts with the Clock.

    A PLAYER’S TURN in order:
    1) Graduates his class.
    A player gets one Graduate Counter for each 1-Story Block in a Study Campus (not the Admin Campus). The Graduates are of the same color of as the Study that the Block is in. (A player with two 1-Story Blocks and 1 Roof Block in the Art Campus will get 2 yellow Graduates). A player places his Graduates in his Graduate circles. He may place 1 in a circle, or place multiples of the same color in circles to create Superior Graduates.

    2) Spends Funds on:
    -- Building His Campus.
    Buy any available Block with funds equal to the amount of Blocks on the Administration Campus and place it in a chosen Study Campus square, stacking upon any previously played 1-Story Block in that Campus.
    A Study Campus cannot exceed the amount of Blocks that the Administration Campus has.
    Once a Roof Block is placed on top of a building in a Campus, a player cannot build any more Blocks on that Campus.

    -- Analyzing the Future. A player may spend 2 funds to look in any window on the Clock Tower or 4 Funds to look at a top card on any deck. The player should be careful not to reveal this information to the other players.

    CLOCK ACTION:
    After all players go, the button on the Clock is pressed to release the bottom marble. The marble is placed on the appropriate spot on the Era Guide. Draw the top card of the matching colored deck. This card indicates this year’s “culture” of which Graduates are needed. Cards are generally “happier” towards their color (Yellow cards will generally need more Art graduates than others).

    Some Cards can have Clock Effects.

    Players take turns “hiring out” appropriate Graduates for Endowments (Funds), starting with the Most Superior Graduates (most counters) and working down to the least Superior (Graduates with 1 counter). In case of a tie, the order is determined starting with the player closest to the Clock.

    All unused Graduates are removed.

    ERA CHECK:
    If an Era has four of one color marble that has been released from the Clock Tower, Advance the Era Token on the Era Guide. Empty out the Clock, and fill the Clock with the new marble distribution as shown on the Era Guide. Make sure there are two Roof Blocks on the Era Guide to start the new Era.

    The clock moves to the next player.

    GAME ENDS:
    The game is over when 4 Eras have been played, or when all 1-Story Blocks have been bought out. A building’s point value is determined by 1 point per 1-Story Block, and 5 points per Roof Block. A player’s score is determined by taking the highest point scoring Study Campus building they have and multiplying that number by the lowest point scoring Study Campus Building.

    jwarrend
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    Game Design Showdown October 2005: The Ivory Tower

    Entry 3 -- Degree Builder

    Basics:

    Players take the role of college students roaming around a campus map collecting certificates for courses completed, racing to be the first and fastest to complete the curriculum for their degree.

    Players: 2 – 6
    Ages: 8 – adult

    Game Components:

    - Campus map, with large, marked off areas designating spots like Art Studio, Business Library, Chemistry Lab, etc.
    - Player tokens in the form of wagons that have wheels to roll on and an open storage space at the back for certificates.
    - Plastic Certificate tokens, in the form of rolled-up coloured scrolls, small enough to fit at least 5 in the back of the Player’s wagon.
    - Curriculum cards, detailing a list of 10 courses the player has to take, and their locations.

    Gameplay

    1. At the beginning of the game, each player draws a random Curriculum card from the pack. This lists down the name of the degree, the locations each course is at, and the initial starting point of the player.


    Curriculum Card

    2. Players must then place their wagons on the appropriate spot on the map, empty. Order of play is determined by conventional methods.

    3. During the player’s turn, he or she can readjust the direction their wagon is facing as much as they want, but can only push it once per turn. The objective is to get the wagon into one of the areas needed for the course requirements, merely by pushing it with the proper amount of force.


    Campus Map

    4. The player is deemed to have arrived if the wagon is entirely enclosed by the area boundaries. Upon arrival, the player may check off the course on his/her list, and place a Certificate inside their wagon. Each area gives a certificate of a specific colour.

    5. As players continue to complete courses, they will need to carefully balance the certificates so as not to drop when the wagon is pushed. If a Certificate drops off the wagon load while it is moving, the player is counted to have failed that course, and must go back to the area to retake it. Courses can be done in any order.

    6. No two players can occupy the same area at the same time. If a player wants to go into an area which another player is occupying, he/she must either wait for the other player to get out, or attempt to bump that player out of the area during his/her turn. Certificates lost during collisions are also counted as failures, for either party. Players may attempt to bump off other players’ certificates to prevent them from winning too early.

    7. The first player to complete all of his/her degree requirements (ie. collect 10 Certificates within their wagon) wins the game.

    Licensing Issues:
    - Ability to customise the game to reflect actual university maps, logos, and degree requirements for the Curriculum cards.

    jwarrend
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    Game Design Showdown October 2005: The Ivory Tower

    Entry 4 -- 'Cram'-ium -- Student athlete edition

    Components :
    Game board (1)
    Football Helmets (4)
    Colored spheres (100ea color)*
    *
    Wild Cubes (20 multicolor)
    Action Cards (?)
    Focus Chips (25ea per player)
    Exam Cards (5)
    Gameday Cards (5)

    Component examples:
    Game board: note each class/practice space would have spaces for up to three focus chips only.

    Goal: Juggle all activities, classes and practices the most efficiently.

    Setup:
    Place game board in center of table.
    Place shuffled deck of action cards left of game board.
    Place tray of colored spheres to right of game board.
    Each player sets a helmet in front of him.
    Each player takes the focus chips that match the visor color
    of his helmet. Separate into 5 stacks of five.
    Shuffle exam cards. Place two face up in exam spaces on game board. Place
    one exam card face down on pop quiz space. Set the other 2 unrevealed
    cards to side.
    Shuffle Gameday cards and place one face up on Gameday space. Set others aside.
    Each player draws 2 action cards.
    Decide first player randomly.

    Game play: Game consists of 6 rounds.

    Rounds 1-4
    Starting with player 1 each player performs one of the following actions:
    Pay 1 chip play an action card.
    Pay 1 chip draw an action card.
    Pay 2 chips take a wild cube.
    Pay 1 chip and replace one of your opponents chips
    on a full activity with one of your own.
    Place 1 chip on one of that days activities.
    Continue clock wise until everyone has played all their focus chips for that day.
    If a player runs out of chips before other players just skip over their turn for the
    rest of this round..

    End of round. Place the corresponding spheres into your helmet based on that days
    activities. For instance if Player 1 has 2 focus chips on the activity (ie science
    class) he would put 7 cubes of that color into his helmet. Factor in any
    modifications action cards may have provided for that day.
    Each player draws an action card.
    1st player for next round is player to left of current 1st player.

    Round 5 – Exam Day

    Before exams each player may play one action card starting with the current
    1st player.

    Afterwards, starting with top exam each player randomly draws 10 spheres
    from helmet and checks to see what grade he gets. Factor in any modifications
    due to action cards. Player may also use any amount of wild cubes he has to add
    to the total of current color spheres he requires. Put scoring spheres and wild cubes
    back into trays. Non scoring spheres can either be put into trays or tossed back into
    their helmet.

    Proceed to 2nd exam and follow the same procedure.

    The last exam is a pop quiz, reveal the subject and have another round of action
    cards played. Follow the same procedure as the other exams to determine score.
    1st player for next round is player to left of current 1st player.

    Round 6- Game Day

    Before the big game each player may play one action card starting with the current
    1st player.

    Each player randomly draws 10 spheres and compares his draw to the game day card and
    determines his performance(score).

    Winning:

    To determine final score, average the scores of the 3 exams and 1 game. In case of tie
    player that had the highest game day score wins.

    Variants:

    Semi-cooperative-: “Teammates” All players must get a passing grade on all exams and gameday or there is no winner.

    Licensing:

    The obvious tie in would be the helmets. You could have them in the school's colors/logo.
    Also the classes could be tied in to perhaps what a certain school specializes in. Also
    the game day cards could be tied in with a school's schedule. Perhaps a game with a rival
    school would have tougher requirements. i.e. If Ohio State the Michigan game would be
    tougher to score well in.

    3D: Ideally I'd like the helmet have a mechanism where 10 balls would
    come out automatically lottery drawing style.

    jwarrend
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    Game Design Showdown October 2005: The Ivory Tower

    Entry 5 -- Alumni Association

    Summary

    3-5 players, 20-30 minutes.

    Players are working for the university, calling up alumni to harass them for donations. The first player to earn a whopping $30 in donations wins!

    Components

    5 copies each of 6 Alumni cards

    Examples. Each card has a value for Generosity (1-8), Reluctance (1-6), and Long Distance Fee (0-3).
    40 transparent Calling Plan cards
    50 Chutzpah Chips
    Dice
    Cash in $1 and $5 increments

    Setup

    Shuffle the Calling Plan cards. Each player takes one set of 6 Alumni cards and draws 3 Calling Plan cards, choosing one to keep, and discarding the rest. Place your Calling Plan face up in front of you. Everyone begins with $5.

    Gameplay

    The game is divided up into Evenings of making calls. Keep playing Evenings one after another until an Evening ends with one or more players over $30. The player with the most money wins!

    Each Evening begins with all players laying out their Alumni cards in front of them, face-down, in an order of their choosing from left to right, and collecting all 10 of their Chutzpah Chips. Then the following steps occur for each of the 6 cards:

      1. All players simultaneously flip up their next card, revealing who they are calling.
      2. If two or more players call the same person, they all get a Busy Signal (see below).
      3. Anybody who is able to get through makes their call by:
        A. Paying the long distance fees on the card, if any. If they don’t have the money, the call does not go through. Turn the card face down and play moves on.
        B. Choosing how many Chutzpah Chips they want to spend and laying them down.
        C. Rolling a die.
        D. If the sum of the chips played and the die equal or exceed the card’s Reluctance value, the call is a success! Collect money equal to the Generosity shown on the card and leave the card face up in front of you. Also take back 1 of your played chips (unless you chose to play zero).
        E. Otherwise, leave the card face up in front of you, and lose all chips played.
        F. IMPORTANT: If this person has been called previously in the same Evening (their card is face up on the table), multiply their Reluctance by the number of times they’ve been called, including your current call! For example, if they were called twice before, you would multiply by 3.
      4. Busy Signal. If a player gets a Busy Signal, normally this means the call is not made, and the card is put face down again. But if a player has Automatic Redial, they get through. If more than one has Automatic Redial, none get through (they continuously redial at the same moment, blocking each other).
    Once the Evening is complete, players may elect to buy new Calling Cards for $3 each. Buy as many as you wish and draw them. You may stack them on your existing Calling Cards in any order you choose (you may also discard any of them you wish, but no refunds). Once stacked, they may not be reordered.

    Then all players must choose one of their Calling Plan cards to discard, as the minutes have been used up. You may take from anywhere in your stack, but must leave the remaining cards in their original order.

    If any player has no Calling Plan cards, and does not have money to buy one, Universal Lifeline Service gives them a free Calling Plan.

    Calling Plans

    Each Calling Plan card has four places on it where a Feature may be. Each card only has two of these places filled, with the other two transparent. Whichever Features are visible on the top of your stack count. The Features are:

    Automatic Redial – Redial if you get a Busy Signal.
    Nights & Weekends – Pay no Long Distance charges on the last 3 cards of the Evening.
    Cheap Long Distance – Subtract $1 from all Long Distance charges.
    Persuadertron – Add 1 to your total when badgering an alumnus.
    Barry White Voiceomatic – If you successfully badger someone, you get $1 extra.
    Cheap Plan – Get back $2 when you purchase this plan.
    Bad Reception – Subtract 1 from your total when badgering.
    Old Copper Lines – Roll a die when you successfully badger. Collect that much money instead.

    Licensing

    To make money from universities with this game is simple – you produce a prototype of the game absolutely covered with their logos and colors, and demand that they buy 5,000 copies of the unbranded version, or you’ll release the branded version!

    [/][/]
    jwarrend
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    Game Design Showdown October 2005: The Ivory Tower

    Entry 6 -- Cubes and Sticks: YOUR SCHOOL HERE Edition

    Players: 3 – 6
    Time: 1 hour
    Ages: 10+

    How much influence does your click really have in College?

    Object: Get as many of your Cubes and Sticks in the right place on the higher levels as you can.

    Parts:
    48 – Vote cards, up to 8 for each player.

    36 – 1“ Cubes of wood. 5 in each of the 6 colors

    30 – 4” Sticks of wood 5 of each color.

    1 – Customized board with the top view of the campus with 4 departments: Mathematics, Science, Arts, and Business (Can change with each edition.).

    6 - Click cards (Edit for each edition) These tell what color you care about and the areas of the campus you need to get that color in for the scoring round.:

    Football Team scores: Blue in Athletics and Student Union
    Think Tank scores: Red in Mathematics and Sciences
    Beatniks scores: Green in Arts and Library
    Greek Council scores: Orange in Library and Mathematics
    Party Animals scores: Brown in Student Union and Sciences
    Cheerleaders scores: Yellow in Athletics and Arts

    Set up:
    1. Shuffle the Click cards and deal one card for each player into a pile. Look at the remaining cards and remove all the cubes and sticks of those other colors and the cards. They are not to be played with. Now re-shuffle cards in the pile and deal one face down to each player. They can look at it but keep it face down and a secret during the game.
    2. Deal vote cards to each player equal to the number of players plus 2.
    3. Put the board in the middle.
    4. Pile the cubes and sticks next to the board. There should only be cubes and sticks of the colors that match the players click cards.

    The ugliest player goes first.

    On your turn:

    1 – Draw vote cards:
    Draw enough vote cards to bring your total cards equal to the number of players plus 2. You can only replenish your vote cards on your turn.

    2 – Select a piece and convince others:
    Select a cube or stick and begin to discuss people’s interest that piece. Give some or all of your intentions. You don’t have to tell them where or how you plan to place it but they may not vote for you if you don’t. Convince them or plan to out vote them.

    3 – Declare where it will go and call for a vote:
    Tell everyone exactly where and how you plan to place the piece.

    Starting with you each player will spend a vote card or pass. If they spend a card it will go in to one of two piles YES or NO. each player can vote as long as they have vote cards to spend. When no one wants to vote any more count the votes. If there are no votes at all or if it is a tie the you win and can place the piece.

    If there are more NOs than YESes then the piece is passed to the player on your left and they have to try and get a positive vote to place that piece. If they fail it is passed to the left again. If the piece comes back to you, you can then place it anywhere you want.

    4 – Place the piece:
    Who ever wins the vote can place the piece on the board or stacked on other pieces. If stacking a stick it has to have at least two other pieces under each end. You want your colors to be stacked as high as you can.

    Play then moves to the left.

    Game end:
    The game ends when all the pieces are on the board.

    Scoring:
    Each Click card shows how it will score. It has a color and two campus areas. A piece of that color in that area is a scoring piece. A scoring piece on the board level is worth one point, on the second level up is worth two, and so on.

    Example:<br />
    	The Beatniks want Green in the Library and Arts department.</p>
    <p>So far in this example they will score 6 points for the green stick on the 3rd level, 2 points for the stick on the 2nd level, 1 point for the cube on the 1st level.</p>
    <p>In this example the Beatniks would score a total of 9 points.<br />
    

    The winner is the person with the highest score.

    jwarrend
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    Game Design Showdown October 2005: The Ivory Tower

    Entry 7 -- COURSELOAD
    (example: UCLA Courseload)

    In Courseload, you play a college freshman struggling to balance stressful course loads with recreational activities. The player who has the most victory points at the end of the semester wins.

    For 2-6 players ages 13 and up.

    SETUP
    Players draw characters. This defines your Major and special power. Majors determine what kind of Course Cards you may draw (marketing – card backs bear the school logo and colors).
    Example power: draw 2 Actions per turn.

    Players draw Course cards. These represent the characters' classes. They come in 4 colors (black/green/orange/blue) that represent different fields of study (math/science/literature/philosophy). Players may take as few as 3 courses or as many as 6. Players keep Courses facedown.

    Board Setup. The board consists of 4 interlocking, 50 cm squares depicting a campus map (marketing – make this the map of your campus). The Map *must* have an Administration Building, Library, and Student Union Building. There are 12 buildings total. Paths connect buildings, but not all buildings are connected to every other building. The boards are finished in smooth acrylic.

    Players collect pawns. These are shallow, 3 cm square trays of burnished tin, flat across the bottom, with raised edges to ease sliding between boards (see fig. 1). They are color-coded so players know who's who. All pawns start on the Admin building.

    Players collect "Credit disks". These are thin disks of burnished tin 2 cm in diameter with a central stud to discourage good stacking (see fig. 1). They come in the same colors as the Courses. Players look at their Course cards, which show the number and colors of Credits required to earn an A, B, or C. ‘A’s require 5 tokens, ‘B’s 4, and ‘C’s 3. Each player collects the Credit disks required to earn a B in each of his classes.

    Example:
    Intro to Physics requirements:
    ’C’: Green Green Orange
    ‘B’: Green Green Orange Blue
    ‘A’: Green Green Green Orange Blue

    Players place Credit disks in a communal draw bag. Set surplus disks aside.

    Choose a starting player.

    Games last 4 rounds. Each round consists of an admin and movement phase.

    ADMIN PHASE
    Players draw 1 Action card apiece.
    Players may play 1 Action card, if it is an "Admin Action".

    Players place "Credit disks". Each player draws 1 disk per Course card and places it on a building. Buildings hold different disk combinations. Example: Physics holds 5 green disks and 3 black disks. The library holds 2 of each disk. The Admin building holds no disks.

    Players place Rec blocks. These are magnets 1 cm square and 1/4 cm thick. They come in red (romance), white (games), and yellow (beer). Icons on buildings show which blocks go where (2 of anything in the student union building, 3 beers in the frat house, etc). Each player places 1 block of his choice.

    Any player on the Admin building may:
    a) Add a class (draw a Course card, lose 1 victory point).
    b) Drop a class (discard a Course card, lose 1 victory point).

    Admin card examples:
    Conservative Campus: only 1 beer and 1 romance Rec Block may appear on campus.
    Phone Registration: drop or add a class even if you're not on the Admin building.
    Extra Credit: draw twice from the Credit bag this turn.
    Open Book Final: place any two surplus Credits on this card. Use when Scoring.

    MOVEMENT PHASE
    Each player has 30 seconds to slide his pawn from building to building, stacking disks and blocks in a single column on his tray. If the column spills, he places all Credits above his lowest magnet back into the draw bag. If he moves onto the Admin building, he may pick up his pawn and rearrange its stack any way he likes. If he fails to finish and replace the pawn before time runs out, he loses 1/2 his Credits.

    Other players can play a single non-Admin Action card on other players' turns.

    Non-admin card examples:
    Under Construction: play on any path. Pawns cannot cross the card this turn.
    Remodeling: play on any building. Players cannot take Credits or Rec Blocks from the building this turn.
    Love Letter: add any Romance block to your stack.
    Plastered!: move any Beer to an adjacent building.

    Scoring
    After the fourth turn, score the game. Players divide Credits from their stacks onto their Courses. Courses earning an 'A' count as 3 vp. 'B' grades are worth 2. 'C's are worth 1. Failed classes count -2.

    Some characters' special abilities modify vp scores:
    Pat "Party" Hardy: +1 vp per beer in his final stack; can never earn an 'A'.
    Christy Primrose: +1 vp if Conservative Campus is in play.
    etc.

    Highest VP total wins. Most Rec Blocks breaks ties.

    jwarrend
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    Joined: 08/03/2008
    Game Design Showdown October 2005: The Ivory Tower

    Entry 8 -- The Alumni Fund

    a game for 2-4 players

    Each player represents a generous alumnus, trying to outdo the others in a contest to see whose elaborate gifts to the university will result in the most impressive structures. However, space and money are limited, so the wise player will work in concert with the others until claiming all the credit for themselves.

    The Board

    The board will represent a stylized university footprint – this may, of course, be changed to suit the particular topography of any institution. There will be whatever notable features in terms of roads and rivers and volcanoes that are warranted, but each board should have several gridded “grassy” areas on which construction can take place of various shapes and sizes.

    Each board should also have three distinct levels on which construction can take place – each a story higher than the previous.

    The Pieces

    All players will have access to “building” pieces – neutrally-colored pieces constructed in various shapes and sizes based on a base 1 square by 1 story “block:” L shapes, T shapes, squares, etc. All buildings should have a distinct top and bottom.

    At least one building must represent the venerable old clock tower, or whatever campus landmark. This will be a single vertical building four stories tall.

    Nobody can claim points for the clock tower or any building on which the clock tower is added.

    After the clock tower has been played, out of respect for its history, its absolute height is the maximum height at which buildings can be constructed. If it is played on the ground at the lowest level then buildings on the third level can be only a single floor and a roof. If it is played at the top of the tallest building on the third level then players may build upwards with reckless abandon.

    Each player will begin with their own a pile of contribution checks in various amounts, as well as several roofs in various sizes in their own color: ornate domes, wide roofs with august facades, narrow but functional Tudor-style shingles, ivy-covered parapets, etc. These will be used by players to claim the points for a building, halting further construction.

    Setup

    Starting with the most highly educated, each player in turn chooses two buildings. Each player selects one from the player to her left and plays it.

    Gameplay

    Each turn, the players secretly commit zero or more checks to that year's alumni fund. When each player has decided, the contributions are revealed simultaneously and their values are tallied.

    The player who contributes the most takes one piece and places in in their own pile and then plays one piece from their pile on the board. Play continues to the next most generous alumnus, etc.

    In the case of a tie, any players involved in the tie can play an additional check to break the tie. This check simply breaks the tie, and doesn't count towards the original reckoning. If players are still tied, the alumnus with the most scored buildings goes first. If the players are still tied, the most highly educated goes first. Ties after this point must be resolved with hours of meaningless academic debate.

    Construction

    Buildings must be played flat and properly oriented. Flat surfaces on the first floor of a building may be used as the foundation for a second, and then a third, etc.

    Some pieces will have their own interesting domes and atriums and observation decks and other fancy bits sticking up that cannot be built on – obviously you cannot build on top of these.

    Floors cannot “hang” over nothing – it's gotta be solid building, all the way down.

    Buildings cannot merge with each other – they can grow outward orthogonally but any play that would combine buildings is illegal.

    Playing the Clock Tower

    The clock tower may only be chosen by the most generous alumni and must be played on the turn it is chosen.

    Completed buildings that exist before the clock tower is played are grandfathered in and still count. However, uncompleted buildings that exceed the clock tower's height may not be finished and scored.

    Scoring Buildings

    A player may choose to score a building by playing one of their own pieces on it. Scoring halts construction on the entire rooftop the roof is placed on. Other, separate rooftops (or “wings”) -- at the same height or higher -- may be expanded on and scored as well.

    At the end of the game, players take stock of the buildings they have scored. They examine the size of the entire building and score 1 points for every square on the first floor, 2 for the second floor, 3 for the third, etc.

    The player with the most points, it may come as no surprise, is the winner.

    jwarrend
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    Joined: 08/03/2008
    Game Design Showdown October 2005: The Ivory Tower

    Entry 9 -- The Greek Company

    A building game for two players
    Age: 8 and up

    Something strange is happening in the worldwide most famous athenaeums. Archimedes, Hippocrates, Homer, Pythagora and Socrate are back in their magnificence to give their little help to improve the education of thousands of students. After midnight they come out from a dark side of the library and start stacking lots of books just to create an enormous cube as the stage. Then, when everybody gapes at those ancient celebrities, one calls out “Mousiki” and they start to dance Sirtaki all night long…

    Game material

    - 125 coloured plastic books: 25 white books of literature, 25 green books of mathematics, 25 red books of medicine, 25 blue books of philosophy and 25 yellow books of physics
    - 5 coloured 3D miniatures: Homer (white), Pythagora (green), Hippocrates (red), Socrate (blue) and Archimedes (yellow)
    - The game board (5x5 grid)

    Goal of the game

    Build a 125 books cube and bring the miniatures on top.

    The start of the game

    The oldest player places the game board in the center of the table and lays the 125 books beside it. The youngest player begins by placing a book in one of the 25 square of the 5x5 grid designed on the board. The turn then passes to the oldest player and so on.

    Actions

    On each turn players can choose one of this actions:

    • Place 1 or 2 books
    • Remove 1 or 2 books
    • Move a miniature
    • Place 1 or 2 books and remove 1 other different book
    • Place 1 book and move a miniature

    Movements

    The three possible movements of a miniature are:

    • Go up in any direction on a pile of books from an adjacent immediately lower level book or pile of books.
    • Go down in any directions from a pile of books on any adjacent immediately lower level unoccupied book or pile of books.
    • Go in any direction on any adjacent unoccupied book or pile of books.

    The first placement of each miniature have to be on a single book.

    Something to remember…

    1. On each turn is not possible to repeat both the own former action and the other player last one.
    2. Is not possible to place a miniature on a book of the same colour.
    3. Is it possible to start an upper level of books without waiting to complete the lower one.
    4. In every row, column and pile each coloured books only appear once.

    End of the game

    The first player who aligns the five miniature in a straight line vertically, horizontally or diagonally, is the winner.

    jwarrend
    Offline
    Joined: 08/03/2008
    Game Design Showdown October 2005: The Ivory Tower

    Entry 10 -- Dean Duties

    The University of (place University name here) is looking for a new Dean, but they want to hire the very best one. So they decided to set up a competition among all selected candidates. If you want the job, you’ll have to beat the other contenders by hiring the best teachers and sports coaches, getting the best donatives and research funds, and convincing the most promising students to register with your institution.

    Components:

      University Campus: 10x15 square grid board Premises blocks: Blocks of varied sizes and shapes, representing different sorts of building pieces (classrooms, libraries, labs, auditoriums, stadiums, refectories, restrooms, dormitories, recreation rooms) used to build the University Premises.
      Premises dice: A set of 2d6 with premises blocks pictured on their faces.
      Candidates: A deck of cards, representing potential “acquisitions” for the University and describing the conditions required to get it.
      Example card 1:
      Outstanding chemistry student.
      Requires: Lab placed on 2nd floor and next to refectory

    Example card 2:
    Team sponsor.
    Requires: A stadium and a famous coach.
    Pays $100 to Institution

    Example card 3:
    Famous coach.
    Requires: Stadium next to dormitory and one outstanding sports student.
    Salary to be paid: $50 Set-up:
    Each player is assigned $ 300 to buy Premises Blocks and hire teachers and coaches.
    Five Candidate cards are dealt face up next to the board. Players can convince any of these candidates to join the University by fulfilling the required conditions in the card.
    Each player receives one Candidate card face down. This is information obtained through their personal contacts, and is kept hidden from the rivals until played.

    Game Play:
    Each player, on his turn:
    1) Rolls the dice. Takes the rolled up blocks from the reserve, if available, and adds them to the existing premises (see rules below).
    2) If he wants to, buys one or more premises blocks from the reserve and adds them to the existing premises. Block prices are proportional to their volume: a 1x1x1 Classroom block will sell for $10, a 2x2x1 Refectory for $ 40, a 2x4x2 Auditorium for $ 160, etc. Money is paid to the bank.
    3) If he wants to, and all the required conditions are met, he can:

      - hire new staff by paying to the bank the salary established in the card - register outstanding students
      - obtain funding and donations
    To do so, he must have placed, during this same turn, at least one of the premises blocks required on each claimed card. Claimed cards are placed, for the remaining of the game, face up in front of the player who claimed them, to keep track of each players score. All claimed cards become University acquisitions, thus available for all players to use them in future turns to fulfil the required conditions and claim other Candidate cards.
    Several cards can be claimed at the same time, so that each one is used to claim the other (e.g.: one outstanding student requiring a great teacher, and one great teacher requiring a brilliant student can be claimed together, as long as all other conditions for each card are fulfilled.)
    4) When funding or donations are claimed, the player receives the established amount from the bank.
    5) Claimed cards are replaced with new Candidate cards, so that at the end of the turn there are always five face up Candidate cards beside the Campus, and each player has one.

    Building rules:

      - Al blocks must be laid on a flat, even surface. No empty spaces are allowed behind a block.
      - To be used to claim a Candidate, at least one lateral face of the block must be fully visible.
      - The Stadium must be placed directly on the board, and no other block can be placed over the Stadium.
      - All blocks must be placed completely inside the Campus.

    Game end and winner:
    Game ends when all building blocks have been used or the Candidate cards reserve pile is empty. The player with most claimed cards wins; in case of a tie between two players, the one with more money wins.

    Licensing:
    To personalize the game for licensing, premises blocks faces would be drawn to mimic the architectural style of the actual institution premises and include the institution shield and colours when possible.
    The academic strengths of the institution can also be reflected in the Candidate cards: an MIT version of the game would focus on technology teachers, students and funding, while a CALARTS version would focus on arts Candidates, etc.

    [/][/][/]
    jwarrend
    Offline
    Joined: 08/03/2008
    Game Design Showdown October 2005: The Ivory Tower

    Congrats to paralepsis , whose entry “The Alumni Fund” won this month’s challenge!

    Here’s how the voting broke down:

    First place: “The Alumni Fund” by paralepsis , 27 points (4 x 1st , 2x 2nd, 1x3rd)
    Second place: “Cubes and Sticks” by xaqery, 26 points ( 3x1st, 3x2nd, 2x3rd)
    Third place: “Dean duties", 17 points ( 1x1st, 3x2nd, 3x3rd)

    4th place: “The Alumni Association” by hamumu, 15 points (3x1st)
    5th place: “Eras Academia” by doho123, 14 points (1x1st, 3x 2nd)

    Others that received votes:

    “Degree builder” by dizzcity , 7 points (2 2nd, 1 3rd)
    “Cram-ium” by DanogNellows, 5 points (1 1st)
    “Courseload” by kreitler, 3 points (3 3rd)
    “Drunken Head Master” by Challengers, 2 points
    “The Greek Company” , 1 point

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