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Game Design Showdown August 2008 Challenge: "Moving Day"

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Game Design Showdown

August 2008 Challenge - "Moving Day"

Challenge: Design a board game themed around the process of moving out of one house (or apartment, condo, dorm room, etc.) and into another.

Design Limitations:

  • Board Game - The game should have a central board that all players use in the game.
  • Dice - The game must include at least 2 dice.

  • Start Date: Thursday, 7-August-2008
  • End Date: Thursday, 21-August-2008, Noon EST (approximately) ...
  • Voting: 21-August-2008 through Thursday, 4-September-2008

Voting is closed and we have winners!


Critiques of the Entries: Post your constructive critiques of the entries to this Challenge in the Critiques Thread.


Comments or Questions on this Challenge: Comments, questions and requests for clarification were handled in the Comments Thread.

For more details on how these Game Design Showdown Challenges work, visit the GDS Content Page.

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Entry #1 - Macho Moving

Entry #1 - Macho Moving Men!

You are the Macho Moving Men! You can pack a 5-bedroom home in a 10 foot trailer and do in it 1 hour. You are MACHO! The mover who does it most efficiently however is the real Macho Moving Maniac!

Components:

1 Truck Board with 36 spaces in a 6x6 grid (columns labeled 1-6 and rows labeled 1-6) 1 Sidewalk board with 6 large waiting areas labeled 1-6

40 Furniture pieces of various sizes in Tetris shapes

1 30 second timer 3 dice 1 Bag

Setup:

Shuffle up the furniture pieces in the bag. Draw and place a furniture piece in each of the 6 waiting areas on the sidewalk. Take turns in clockwise order.

Player Turn:

  1. Flip the 30 second timer.
  2. Roll 3 dice.
  3. Pick one die and assign it to the matching sidewalk space. Take the furniture piece from that sidewalk space.
  4. Assign another die to a column on the Truck Board and another to a row on the Truck Board.
  5. Place the furniture onto the truck grid such that the space indicated by your dice is occupied. The furniture must fit wholly within the grid and not overlap any other furniture.

If you succeed before the timer runs out, then you score points for your packing. Each piece of furniture is composed of a group of squares. For each furniture square that is orthogonally adjacent to either a truck wall or another piece of furniture, score one point. (A piece of furniture made out of 2-squares can only ever score 2 points maximum.)

Draw replacement furniture from the bag and fill up the empty sidewalk square.

If your hand has not released the furniture before the timer elapses, then you fail. Score no points and remove a random piece of sidewalk furniture from the game. Draw a replacement from the bag.

Either way, pass the dice to the next player.

Game End:

When the bag is empty and the sidewalk can no longer be refilled, the game is over. The player with the most points wins.

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Entry #2 - KRAPPA KRAPPA

Entry #2 - KRAPPA KRAPPA KRAPPA

OBJECT: It's moving-in day, at the Krappa Krappa Krappa fraternity house! Come up with the most badass arrangement of personal Krap in your brand new room.

For 3-4 players.

COMPONENTS:

  • One 12x12 game board, representing the second floor of the fraternity house. The board is divided into four 5x5 "Room" quadrants and two 12x2 "corridors" that intersect at the middle. The squares of each room are divided into sectors, and colored differently depending on whether they are "Floor Space," "Shelf Space," "Table Space," "Closet Space," or "Bed Space" (space allocations are different for each room). The rows and columns of the grid are each marked with numbers from 1-12.

  • A deck of 80 "Krap" cards. On each card is written the following information:

    • Name of Item: (e.g. Boxed Set of Limp Biskit Albums, Giant Water Gun, Pile of Girlie Mags, Encyclopedia Britannica, Board Game Collection, Stuffed Meerkat, AK-47)
    • Space Quota of Item: How many different types of Space the Item named on the card can occupy (e.g. Table or Closet, for the Stuffed Meerkat; Shelf Space or Bed Space for the Girlie Mags) and how many blocks on the board it fills (from one to six).
    • Badass Points: Score from 1-9 based on how much the object will contribute to the overall swankiness of your abode. Generally, items with larger space requirements will have significantly greater bad-assitude, but also be harder to place.
  • One pair of dice.

  • Four sets of forty "Feng Shui" tokens, one for each player, plus ten gray "Beercan Pyramid" tokens.

SETUP: Each player rolls the dice. The highest roller gets to choose which room he wants, and so on down to the lowest roller. Players re-seat themselves around the table so that each is sitting closest to the corner of the board that his room is on.

Each player draws four Krap cards. This hand of cards will be his "Haul" - i.e. all the Krap he's transporting to the frat house from his bedroom back at home.

Somebody cranks the stereo, and each player chugs a quick brewski, for good luck.

STRUCTURE OF EACH ROUND OF PLAY:

"Swap meet" Phase - Each player decides whether he wants to trade any of his Krap cards with other players. For each card that he wants to trade, he informs the other players of its space quota ONLY; he does NOT mention either the Item's name or its quantity of badass points. His aim in trading is to acquire the most badass items he can that will fit into the space left in his room. This phase continues until all players have done all of the swapping they want to do.

"Feng Shui" Phase - All players place the cards for the items that they wish to use to decorate their rooms face up in front of them. Players then place Feng Shui tokens to cover each 'decorated' space accordingly. When this has been done, each player rolls the dice. If he rolls a six, seven or eight, one of the items still in his Haul may be used to decorate spaces in the hallway, rather than the inside of that player's room.

"Beerbash" Phase - The pair of dice are rolled twice. The two totals are used to determine which grid square on the board will be used as the beercan dump for that evening's beerbash. If the grid square selected by the die rolls already has Krap on it, the player whose Krap it is may choose to leave the square as is. Otherwise, a Beer Pyramid token is placed there. Players re-draw their Hauls back up to four cards apiece, and the next round begins.

The game continues until all but one of the players have their rooms entirely filled with Krap.

Scores for each player are then calculated as follows: - Begin by calculating the total number of Badass Points of all Items of Krap that have been placed in the player's room. - Add 1/2 of the badass points on each card for Items placed by the player in the hallway. - Add zero points for only one beercan pyramid in the player's room (wannabe!), five points if two beercan pyramids are in the player's room (badass!) and zero points if there are three or more beercan pyramids in the player's room (overkill!). - Add 4X(total number of players) points for the player finishing first. - Add 2X(total number of players) for the player finishing second. - Subtract the number of badass points of all the cards remaining in the player's Haul.

The player with the most points wins, and is declared President Elect of Krappa Krappa Krappa!

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Entry #3 - Schools

Entry #3 - Schools Out!

Leaving the Dorms Behind

Start: deal each player 15 cards (3-5 players) 2 player variant the first and third trucks cannot be used and start with 10 cards each.

The central board of the game will have 4 truck spaces that have slots for items to be placed in them. Each truck has different space within it and is a different # of spaces away.

Phase 1 (Lifting): On your turn choose an item from your hand to load. Everyone places their chosen items face up at the same time. Check and see if your item is the lightest item on the board. If it is, discard it to the trash pile unless you tie for lightest item then neither player discards the item.

Phase 2 (Carrying): Then roll the number of dice noted on the item, and then moves that many spaces with their pawn. Movement is done from lightest items to heaviest items. If there is a tie in lightness then the person to the left of the last person that loaded is the next player to load. If it is the first turn and first loading then the youngest player loads first. If they don’t stop at a truck that has space left to load the item it stays face up and if it ends up being the lightest item they simply lose the item into the trash just as if they played it that turn. In any turn you don’t load an item being just moving or losing an item. You get a red X card meaning if you don’t load an item next turn you haven’t been watching your moving truck and someone has stolen your most valuable item that is currently still in a truck. You must discard the most valuable item you have in your truck score pile to the trash. If you have nothing left in your truck score pile you are out of the game placing all but the most expensive item of your hand into the trash. That item will be given to whoever doesn’t get eliminated if it comes to that. Every item you put in the truck you will mark with a marker of yours to show it filling up and place the item in your truck score pile. Once all trucks fill completely remove all markers and all truck score piles move to your home score pile. Home score piles cannot be robbed unlike the truck score piles. If you are the last player left you get the highest point item from each players ending hand including your own. This only applies if the game ends by everyone but you getting eliminated. The game also ends when one player plays out their hand.

Central Board Several trucks at different parking locations. Each truck can hold different # of items and heavy items are lower #’s meaning how many dice you roll to see the spaces you can move it so might not be able to get it to some of the trucks.

Trucks (space = how far they are and the lowest number they can take); (Room is the number of items they can hold no matter the size of the item.)

  • Truck 1 – 3 space; Room 3
  • Truck 2 – 6 spaces; Room 5
  • Truck 3 – 12 spaces; Room 5
  • Truck 4 – 18 spaces; Room 3

Roll 1-4d6 depending on item weight. Light items can be carried farther. Lightness ...

  • 1-3 = 1 dice (worth $50-100)
  • 4-8= 2 dice (worth $25-50)
  • 9-14= 3 dice (worth $25-50)
  • 15-20= 4 dice (worth $50-200) Note: high end ones are 19-20 lightness and get lost easily

Cards by light value - # dice

  • 1 value - $50 5 1
  • 2 value - $75 5 1
  • 3 value - $100 3 1
  • 4 value -$25 5 2
  • 5 value -$30 5 2
  • 6 value -$35 4 2
  • 7 value -$40 3 2
  • 8 value -$50 2 2
  • 9 value -$25 5 3
  • 10 value -$30 5 3
  • 11 value -$35 5 3
  • 12 value -$40 5 3
  • 13 value -$45 5 3
  • 14 value -$50 3 3
  • 15 value -$50 4 4
  • 16 value -$65 4 4
  • 17 value -$80 2 4
  • 18 value -$100 2 4
  • 19 value -$150 2 4
  • 20 value -$200 2 4

(76 cards)

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Entry #4 - Haulin'

Entry #4 - Haulin' Assets

Objective

In this strategy game for 2 to 4 players, you play two roles: a Homeowner and a Moving Company.

Homeowners: move stuff to your new home, try to minimize the inevitable damage. Moving Company: break as much of your opponents' stuff as possible, but watch out for claims!

The winner is the Homeowner with the most undamaged possessions after a predetermined number of rounds

Equipment

Game board, four Moving Company cards, two dice, inventory score sheets, four pawns of different colors, four matching house tokens, poker chips and paper money (the "bank")

Setup

Each player takes $2,000, an inventory score sheet, a Moving Company card, one pawn and one house token of the same color. Place each pawn on the starred square. Poker chips are used to track mishaps.

Playing a Round

At the beginning of each round, players roll two dice to determine who will Hire, Bid and Move first.

Hire Moving Company

Each Homeowner must pick a Moving Company by interviewing two different opponents. Each opponent must truthfully reveal their Moving Company's reputation. After choosing a company, the card is placed face-up on the table, along with the number of chips indicated beside Mishap Chips. A Moving Company can have only one customer per round. Note: in a two-player game, pick a random company each round.

Bidding for Insurance

Players bid board squares to control mover's insurance:

  • New for Old – remove half of the mishap chips from Moving Company's card. Damaged or destroyed items result in a cash payment or replacement of items.
  • Like for Like – limits Moving Company to one die (slower truck eliminates over 60% of possible mishaps) Damaged or destroyed items are replaced.
  • None – affects all players for the current round

Note, the mishap chip adjustments reflect the company's strong aversion to paying claims.

High roller starts the bidding by moving his home seven or more squares away from his pawn.

Subsequently, each player moves at least five squares to accept highest bid or moves at least two squares beyond the highest bidder to reject it.

The maximum bid is 39 squares.

Bidding ends when all players have accepted the highest bid.

If the winning bidder selects a policy, every other player is required to choose the other.

If she selects no policy, then every other player must play without insurance.

Moving Day

Moving Day consists of yard sale (optional), packing, moving and settlement. High roller completes her Moving Day before play passes to the left for the next Moving Day cycle.

Yard Sale Homeowner may conduct a yard sale once per game.

Cross off any seven items and collect $500 from the bank. This is the only time players can use items that have never been moved.

Packing

Homeowner places the current round number in the TAKE box beside each item to be transported. Items can be left behind during any round but, no new items can be added after the first round!

Selecting all items may seem like a good idea, but it gives Moving Companies more targets.

Homeowner chooses whether to pack everything, some things or nothing. The choice affects total labor costs (but not mileage). It also determines whether Moving Company takes additional mishap chips, as listed on their card under Homeowner Packing adds Mishaps.

Immediately pay just Total Labor to Moving Company.

Using the shortest path to the new home, calculate the mileage fee. Include both endpoints. Jot fee down on inventory sheet.

Moving

Homeowner gives inventory sheet to Moving Company. Moving Company rolls one or two dice and advances Homeowners' pawn.

Each roll is an opoprtunity for a mishap, as the truck rumbles over potholes and railroad crossings.

Moving Company consults the inventory sheet and lightly marks one damage square beside one item from current round whose Mishap value matches the number rolled. If all boxes have been marked, the item is destroyed. Each new mark costs one mishap chip.

Continue rolling and damaging property until the pawn reaches the home.

If Moving Company uses all mishap chips during the trip, immediately move the pawn to the new home and proceed to settlement.

Settlement

Homeowner examines his inventory sheet for damage and destruction. If an insurance policy is in force, any claims should be settled before paying Moving Company for mileage:

  • New for Old – Maximum cash settlement of $750 from bank, or replacement of each damaged or destroyed item.
  • Like for Like – Replacement of each damaged or destroyed item.

If the cash cettlement is taken, cross off every damaged item. Otherwise, erase all damage marks from every damaged or destroyed item.

Moving Company must pay insurance premiums of $200 per chip to replenish Mishap Chips.

Winning

Count only undamaged property that was moved on the final round.

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Entry #5 - The Geek Split

Entry #5 - The Geek Split Caper

a game for 2 players

You and your roommate have lived together for years, so your collections of geek totems have become hopelessly intermingled. There are shelves full of rare anime, cabinets full of prized board games, and so on. But now neither of you can say which is whose. Today you are both moving out and heading your separate ways, and all of your friends are here to help you pack. You want to take as much as possible, but you can't let your roommate see you packing the contested collections. With some manipulation and a little luck, though, your friends will pack them for you. It's only a short time before the moving vans arrive!

Components:

You need a Decktet, two four-sided dice, and four collection tokens. The collection tokens are marked 1 through 4; they represent the anime collection, the comic books, the action figures, and the board games.

Setup

Remove the Aces, shuffle them together, and deal them out one next to another in a line between you and your opponent. Leave a gap large enough for the collection tokens between the third and fourth Ace; all the collections start there. For example:

This forms the game board. Each Ace represents a moving box. The three boxes nearest to you are yours, the three boxes on the other side of the gap belong to your opponent.

Shuffle the remainder of the deck. Deal three cards each.

Game play

The player who has lived in the most different places during their life takes the first turn.

On your turn, (1) wheedle the packers, (2) take you chances, and (3) draw a card.

Wheedle the packers: Play one card from your hand next to one of the boxes on the board. You may only place a card next to a box that matches one of its suits. For example: If you play the 8 of Wyrms and Knots, you may play it next to the Ace of Wyrms or the Ace of Knots.

If there is already a card next to the box, then the new card replaces the old one.

You may play cards next to your own boxes or next to your opponent's boxes, as allowed by matching suits. Sometimes good cards will only match your opponent's boxes or bad cards will only match yours, but that's life. Getting geeks to help you move can be like herding cats.

Take your chances: Roll both dice. If you roll doubles, nothing happens. If you roll two different numbers, then move each token:

  1. Each player totals the ranks of odd-numbered cards next to their boxes. If you have no odd-numbered cards, then your total is zero. Move the anime token one box closer to the player with the higher total.

  2. Each player totals the ranks of even-numbered cards next to their boxes. (Crowns don't count.) Move the comic books token one box closer to the player with the higher total.

  3. Each player totals the ranks of any personality cards next to their boxes. (Personalities are the cards done up like face cards, with two close ups of a single figure.) Move the action figures token one box closer to the player with the higher total.

  4. Each player totals the ranks of all cards next to their boxes. Crowns count for 10. Move the board games token one box closer to the player with the higher total.

Tokens move to a box nearest the gap the first time they move. After that, they skip over the gap and will always be in one of the boxes.

If both players have the same total, then the token does not move.

If a collection is already in the box closest to a player when the result that would move it closer to them, leave it where it is.

Draw a card: If there are any cards left in the draw pile, draw one. If not, gesture as if you were drawing a card. Your turn is over either way.

Play continues until the end of the turn in which the very last card is played.

Victory

You score points for each collection in one of your boxes when the game ends. The anime, comic books, and action figures are worth one point each. The board games are worth two points.

It does not matter which of your boxes has a collection in it. All that matters is that it's yours.

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Entry #6 - Hand-Truck

Entry #6 - Hand-Truck Hustle

Sometimes people need to move out of their homes fast (before they’re evicted). Some moving companies will even load the truck just as fast as you can pack your stuff, especially if you tip them. Players take the role of movers who win by loading the most items -- and the most important – into the truck.

Components

  • 1 House Board

  • 5 individual Hand-Truck Mats Entry 6, Image 2

  • 54 Moving Cards

    • 13 Event Cards
    • 40 Item Cards (Heavy, Medium, & Light)

    • 1 Sheriff Card

  • 5 player pawns

  • 5 player scoring markers in matching colors

  • 2 special 6-sided dice

Setup

Place the House Board in the center of the table, the scoring markers on the Start space, and the pawns on the Truck space in front of the house.

Remove the Sheriff Card from the deck and shuffle the rest together. Remove 10 cards from the top of the deck and shuffle the Sheriff Card into them, and then place the remaining cards on top of this stack. This forms the Moving Deck.

Draw cards off the Moving Deck and place them on the House Board in the Item Display area, filling from left to right, starting with the space matching the number of players. If an Event Card is revealed, discard it.

Play Overview

Select a start player and take turns clockwise around the table. On your turn you take two actions, and play proceeds to the player to your left.

Actions

On your turn take two actions, the same or different ones. The Restack action is a double-action and consumes your entire turn.

Move

Move your pawn from one space to an adjacent space on the board, crossing only over orange lines.

If you move across a line marked with the dice symbol, you must determine if you’ve dropped your load (see below).

If you move onto the Truck space, unload your hand-truck and score the appropriate points (see below).

Load Items

If your pawn is in a room with a symbol matching one of the available Item Cards, take that card and place it on your hand-truck. You must follow these rules, and may not take the card if you would break either:

  • An item placed on top of another must be of the same weight or lighter, and
  • Your hand-truck may never be stacked to more than a height of 7

Place the card on your Hand-Truck Mat, above any existing items. Slide the remaining cards on the House Board Item Display to the left to fill the empty slot. Draw a new card and place it on the far right. If you draw an Event Card, follow directions on the card. Entry 6, Image 5

Restack

NOTE: Restacking is a double-action, and is the only thing you can do on your turn. Rearrange the Item Cards on your Hand-Truck Mat as desired, following the rules listed under Load, above. You must restack all of the items and may not leave any behind.

Dropping Your Load

If you move your hand-truck across a line marked with the dice symbol, you must determine whether you’ve dropped your load. Roll both dice and add them: if the total is less than the current height of items on your hand-truck, you have dropped your load. (A height of 3 or less always succeeds and you need not roll.)

If you have dropped your load, remove the item cards from your mat and set them beside it. Your turn is over, and on your next turn you must take the Restack double-action to place the items back on your hand-truck.

For each dropped item card that had the Fragile symbol on it, immediately reduce your score by that number of points and discard the card.

Scoring

You score when unloading your truck, receiving points for each Item Card as shown on the card. Discard all Item Cards on your Hand-Truck Mat.

Events

Instructions are written on each Event Card. Some are placed on the Item Display, flowing to the left as items are taken, discarded when they reach the far left. Others are discarded, and a new card is drawn as a replacement.

Example events:

  • Nosy Neighbor: Flows on the display. No new Item Cards are added to the right of it until this card is discarded.

  • Broken Air Conditioner: Flows on the display. Maximum stack height is six.

  • Dog on the Loose: Flows on the display. Subtract one from die roll total when checking for dropped loads.

  • Grandma Visits: Discarded and replaced. Items from the Attic are discarded.

Game End

The game ends immediately when the Sheriff Card is drawn. The player with the most points wins.

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Entry #7 - Moving Trucks

Entry #7 - Moving Trucks

You have a lot of stuff to move. Can you do it before everyone else?

Goal

To be the first to deliver all of their boxes to their new house.

The Story

You live in an experimental "green" town. To help people move things, there are 4 WEB controlled trucks that drive through the city. If the truck is on your street, it will automatically stop to pick up or drop off a load, but each truck will only carry one load per person. The trucks are constantly moving around the town, but other people are also trying to control them.

Equipment

16 cubes, 4 of each color. 16 truck tokens, 4 of each color. 4 trucks, 1 of each color. 1 game board.

The Board

The black roads are two-way streets. The red roads are one-way streets (see the arrows).

Setup (2-4 players)

Each player has 4 boxes (cubes of their color) to move. They go on your "current" house. Each player gets 4 truck tokens, 1 of each color. Each player gets 1 dice. The 4 trucks (1 of each color) start at the 4 corners of the board.

Play

Each truck moves to the next intersection in the direction they are headed. If they are at the edge of the board, they automatically turn. If they pass a player's house, they automatically pick up/drop off a cube if it is available.

Each player secretly picks a truck token. After all have picked, they do a simultaneous reveal. If no one picks a truck, it continues in its current direction. If only one person picks a truck, they determine its new heading. If more than one player picks a truck, they do a dice roll-off to determine who accessed the WEB site first, lowest roll wins. The winner determines that truck's new heading.

Repeat this process until one player delivers their last box. In case of a tie, a dice roll-off will determine the winner, lowest number wins.

Variations

For a longer game, use 6 cubes per player. For a challenge, limit each truck to 3 boxes (still 1 per player). For over 4 players, allow each player to choose their 2 houses (in opposite quadrants).

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Entry #8 - Pirate

Entry #8 - Pirate Treasure!

Join in the wacky battle between two gangs of pirates by moving the bomb out of your ships (to your enemy) or bringing in their treasures!

Player: 2 players

A. Game components:

Game board: 9 x 6 grid 8 six-sided dices (4 red, 4 blue) 2 treasure chest 2 bomb chest

B. Flow:

Players take turn to move their pieces and push their bomb chest to their opponent’s ship (while pushing treasure chest back to their own ship). The player who has:

  • both treasure chests on his ship; or
  • both bomb chests on his opponent’s ship, wins.

Each player has 3AP to control his dices during his turn. All the actions cost for 1AP:

  • Move
  • Push a chest/ die for 1 grid
  • Climb up a chest

Move:

Move a die for a distance equal to its strength by rolling. Die cannot roll across other die. See image below.


Push:

A die can push one surrounding die or chest for one grid as long as its strength is equal to or larger than that of its target(s). A “6” die cannot perform push action. See image below.

Player cannot push any chest out of the board but he can push dice out of it. If a die is pushed out of the board, it will be eliminated and immediately respawned on one of the home point of its controller’s choice. Home points cannot be occupied by any chest.


Climb:

A die can climb onto any chest to make it heavier to be pushed. Player can move the die- chest stack sideway for one grid (see image) as long as a die he controls is on the chest.

Jumping down from the top of a chest while moving does not cost any additional AP but climbing does.

At the end of any turn, the player who has both treasure chests on his ship or both bomb chests on his opponent’s ship, wins. If a player wins and loses at the same time, he loses.

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Entry #9 - Moving Dice

Entry #9 - Moving Dice

For 3-5 Players

GAME IDEA: “We got to move these refrigerators, we gotta move these color TV’s…” It’s moving day every day for you and the other competing companies. Hire workers to operate different sized vehicles, while trying to haul the most cargo. Boxes delivered minus workers equals profit, so efficiency is key. It’s hard work—definitely not “money for nothin’!”

COMPONENTS: - Game board with 4 different vehicles, spaces for worker dice on one side of each vehicle and box dice on the other. - 10 Six-sided Dice - 20 Player Markers, 4 in each of 5 player colors - Starting Player Marker

PREPARATION (see Game Board): Each player chooses a color and takes the 5 player markers in his color. He places one of these at the start of the special “1” Box Track at the bottom of the board. Choose a starting player. He takes the starting player marker.

PLAYER TURN: - Roll all 10 dice. - Group according to number rolled. - Then you may either place one group of dice on the board (1 or more dice of the same number) or place a “straight” of 2 or more dice (Ex.: 2, 3, 4 or 4, 5). - The dice may be placed either as Workers (on the left of each vehicle) or as Cargo (on the right).

Workers:

  • Each vehicle needs a specific amount of Workers (1-4) in order to be operated.
  • You must place as many dice as the number of workers required (you cannot partially fill the worker spaces to complete them on a later roll).
  • Then you place one of your markers the space below the worker dice corresponding to the numbers on the worker dice.
  • Note: in order to use a vehicle that was previously used by an opponent, your worker dice must be of a higher number than that opponent (as shown by his player marker).
  • The exception is when a player places a “straight”—this beats any number and “resets” the vehicle to be used by any die number on the next player’s turn.
  • The smallest vehicle can always be used by a player on his turn, regardless of the number rolled.

Cargo:

  • When one or more dice are placed on the cargo side of a vehicle, the “pips” on the dice count as 1 box each. Placing two dice with the number 6 showing means that vehicle is delivering 12 boxes.
  • Any number of dice can be placed in the cargo area of a vehicle (either a group of the same value, or a “straight”).
  • The number of pips, however, are limited to the number on the cargo space of each vehicle (5-20).

After placing one set of dice, the player whose turn it is rolls the remaining dice again and places another set of dice in the same way.

He may not, however, add to any dice he previously placed in a cargo space.

When a player has no more dice to roll, or cannot place any more dice, his turn is over.

SCORING: First, if a player has dice in the cargo area of a vehicle, but no workers there, he removes those dice and adds them to the worker side of the board (but not to a specific vehicle). Any dice he could not place are also added to the worker side. The player receives 1 point for each “pip” on his dice in the cargo area minus 1 point for each die on the worker side of the board.

Special “1” Box: For every die in his cargo area with only 1 pip showing, he moves his marker along this special track one space. If that space is occupied by another player, he moves it to the next unoccupied space on the track. At the end of the game, the player farthest on this track receives a bonus of 20 points, second place gets 15 points, etc.

END OF GAME: When one player reaches 100 points, the round is played to its completion. The bonus points are awarded and the player with the most points wins.

Brykovian
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Entry #10 - Man with

Entry #10 - Man with Van

Overview

Number of players: 2-5

Your objective is to service in movement and arrangement of a small house. You are one of Moving Company staff. Having to move a few pieces of furniture you need to load the Van and to arrange the new apartment according to plan.

Components

  • wooden blocks - pieces of furniture - in different colors, shapes and sizes (cubes, cylinders, pyramids, regular and irregular cuboids),
  • board (Vans transportation area, rooms, counting track),
  • two dice,
  • cards depicting apartment arrangement plans,
  • meeples (two per player),
  • start player marker.

Each wooden block has a number in range from 1 to 6 printed on it. The number describes the weight of the piece (6 = the heaviest one).

On the board there are two Vans transportation areas with a place for dice. The dice at the Van will tell the maximum weight that can be loaded.

There are rooms of the new apartment pictured on the board.

On a single card there is the room's plan drafted. The plan consists of several outlines of furniture in the form of shape and color.

On each card there are numbers printed describing the VP that can be gained or lose for appropriate room arrangement.

Preparation

Place the board in the center and put all wooden blocks next to the board. Put players' meeples at the beginning of the counting track. Shuffle all cards. Select twice as many cards as players and put them visible next to the board. Players select and take one card at time (the first player can be selected randomly and is given a marker). Then each player takes one random card from a pile to possess three cards.

Gameplay

Loading Vans

Roll dice and put one dice at each Van - it describes the maximum load for a round.

Players in clockwise order select one piece of furniture (wooden block) and put it onto one of Vans. The block can be put on any of its sides (cylinders can be put only on flat sides). Each block has its weight printed on it. Only the blocks of weight lower of equal to the Van maximum load (the appropriate dice) can be put onto the Van. A block can be put onto another block only if it is lighter. The blocks can make stacks of unlimited height.

Run

At any moment instead of loading the Van a player can decide to run the Van. The player places its second meeple next to the Van and become a driver. Other players may stay loading another Van or decide to run as well (place their meeples in a queue after the driver). After all decides the Van is being examined against the height rule - the highest furniture/block is now being removed from Van (if there are more than one, all are removed).

The players who stayed loading another Van continue their job, until one decides to be a second driver. The second Van is also examined against the height rule.

Arrangement

Players in order of meeples present next to the Van are unloading the first Van. The players take one block at time and place it in any room. The player's goal is to place the furniture according to possessed arrangement cards. Players may also place blocks to mess up another room.

At any moment the player can decide to check the room against any of the possessed cards. The player reveals the card and the VP are counted.

After unloading the first Van the players going at the second one are arranging rooms as well.

After unloading both Vans players take their meeples back and the start player marker is given to the next player. The next round of loading Vans takes place.

Counting VP

The VP are counted according to the arrangement plan cards. On the card there are three numbers printed. The first number (green) is the number of VP if the room is arranged precisely according to the plan (all shapes and colors of furniture match and there is no messing block).

If the arrangement is not precise the second number (yellow) is the number of VP per furniture for each block that matches either shape or color. The third number (red) is the number of negative VP per furniture for each messing block (neither shape nor color matches).

The VP are summarized for the player - the meeple is moved along the counting track.

Game End

The game ends at the moment one player reveals the third card. Others may finish their turn and reveal the remaining cards as well. There is no another loading round, so after counting the revealed cards the winner is decided. Of course the winner is the one who gains the most VP.

Brykovian
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Entry #11 - Panopticon

Entry #11 - Panopticon

In 1785 Jeremy Bentham designed the perfect solution to prisoner surveillance - the Panopticon. The circular design granted a centrally positioned guard tower to view all 36 cells at once. Players in the game must guide their 10 prisoners to evade the all seeing eye of the Panopticon by stealthily moving from cell to cell.

Equipment

  • 2 d6
  • The panopticon - large circlular prison about 30 cm across. 12 segments numbered 1-12. Each segment houses three cells making a total of 36 cells.
  • The opticon - a single red segment which can move over the panopticon. it points at a different segment. Anyone seen in the opticrons gaze (ie in one of the 3 cells in that section) is eliminated from the game. (it is like a spotlight)
  • Each player has 10 prisoners in their own color.

Game Start

The opticon is positioned at segment 1. Each player in turn places a prisoner in any vacant cell. The cells can hold up to 3 prisoners. Each cell can only contain prisoners of one color. When each player has positioned their 10 players the game begins.

Game Turns

Each player rolls 2 d6. Any 1 rolled moves the opticon around to the next segment in a clockwise direction. Any players caught by the opticon's gaze are eliminated from the game. Each dice that doesn't roll a 1 must be used by the player to move their prisoners to a different cell.

Movement rules

A prisoner must move the exact amount on the dice. A prisoner can move in either direction but must not pass through the opticon segment. A prisoner can move to an empty cell or a cell occupied by their own prisoners (up to three per cell). A player can move a prisoner onto a cell occupied by a single prisoner of a different color (a capture). The moving player picks up the captured prisoner and can place it in any unoccupied cell on the board, usually this would be somewhere near the opticon. If a player is unable to move anything with one of their rolls then they eliminate a player from the board, or two if they can't use either roll.

Winner

The winner is the player who has the last surviving prisoners.

Brykovian
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Voting Results I received

Voting Results

I received votes from the following 7 people: Mitchell Allen, tinymachine, Robert_C, Isamoor, KJHarder, MatthewF, and Pfreer.

After doing the math, we have the following results:

  • 1st Place - Hand-Truck Hustle (Entry #6) by MatthewF - 14 pts (3 4 pts, 1 2pt)
  • 2nd Place - Haulin' Assets (Entry #4) by Mitchell Allen - 11 pts (2 3pts, 2 2pts, 1 1pt)
  • 3rd Place - Moving Dice (Entry #9) by jeffinberlin - 10 pts (1 5pt, 1 3pt, 1 2pt)

The rest of the entries received the following votes:

  • Moving Trucks (Entry #7) by magic_user - 8 points (4 2pts)
  • Macho Moving Men (Entry #1) by Isamoor - 5 points (2 2pts, 1 1pt)
  • Krappa Krappa Krappa (Entry #2) by lordgoon - 5 points (2 2pts, 1 1pt)
  • Pirate Treasure! (Entry #8) by ronnyay - 5 points (1 3pt, 1 2pt)
  • Man with Van (Entry #10) by Robert_C - 5 points (1 4pt, 1 1pt)
  • Panopticon (Entry #11) by tinymachine - 2 points (1 2pt)
  • Schools Out! (Entry #3) by kodarr and The Geek Split Caper (Entry #5) by fecundity received no votes

Thanks for all entrants and voters ... especially with your patience (again).

Look for the September Challenge to be announced later this week.

CRITIQUE THE ENTRIES: As always, it's very helpful to the designers to receive constructive critiques of their entires. Please post your critiques in the Critiques Thread.

Enjoy, -Bryk

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