The Shared Pieces Game Design Competition winner has been announced, and it's me?
(Long-time lurker, first-time poster)
The official announcement is here.
Funny thing is, in May, I read the last post on the SPGDC thread that is now towards the bottom of the page. The last post on that thread said he assumed the finalists would have been notified by now. Sounded good to me. So I turned my attention to self-publishing it through my own game company, Blue Devil Games. I contracted for the artwork (that's right: my winning entry has COST me $75 so far), sent it out to playtesters, and made a few major changes to the rules.
I was literally about two weeks away from releasing it when I got the e-mail.
Crazy, crazy, crazy!
I reckon that's the least I can do. My very first thought about the competition was to take "shared pieces" and boil it down to the minimalist "shared piece." So I started ruminating about two players struggling for control over a single piece. My first incarnation was the sublimely ridiculous: two scientists vying for control over a deep-sea mining drone. Ugh! Fortunately, the idea of the magical golem eventually bubbled up from the subconscious. (I'm surprised it didn't come to me first, since my principal hobby is D&D.) Even for an abstract game, I found that having some backstory helped me crystallize some ideas and come up with some of the mechanics. The bidding concept for control of the golem came to me first, and I never really considered other possibilities for that mechanic.
Just for the curious, the changes I've made from the winning version are generally: (1) more studied distrubtion between the values of the charms and curses, (2) reduction to 12 allocation units (to increase the incidence of ties), (3) elimination of the void district mechanic (unnecessary and confusing), (4) addition of board management rules to remove fully harvested rows or columns, (5) addition of special district rules, i.e, some districts with special effects when they are harvested.