This Challenge has been completed.
Congratulations to new BGDF member Don Jon and his entry "Find Me a New Prince Charming!" for receiving the most votes this month!
CRITIQUES: Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread.
CRITIQUES: Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread.
Comments or Questions: Comments and questions about this Challenge were handled on the Comments Thread.
GDS Details: For more details on how these Game Design Showdown Challenges work, especially the details around the word count and graphics limits, visit the GDS Wiki Page.
Enjoy!
-Bryk
A game for 1 - 2 Players
Once upon a time there was a kingdom covered with an endless, almost impenetrable wilderness. In the dark depths of the forests and swamps of this realm, horrible beasts and dragons lurked, often terrorizing the helpless farmers and village dwellers of the kingdom. In order to make an end to the terror and rid the country from the bestial scourge, the king summoned the bravest and most fearless heroes from all four corners of the country. He sent them on a noble quest to free the country of all dragons and foul beasts, to make the kingdom a safe place to live in.
Unfathomable peril, but also treasure, gold and glory await the fearless Dragonslayers!
The goal of the game: is to slay all monsters without being killed. You can play solo or two players, either competitive or co-op. If you choose to play competitive, the player who slew the most monsters after all monsters are dead wins.
What you need to play:
Set up:
Shuffle the Adventure Pile. The "Change of the Year" card has to be on the bottom of it. Put the three Treasure-Piles, which are also shuffled, the Blacksmith-, Witch’s Hut, Alchemist’s Lab- and Heroes-Pile on the table. If you play solo choose one hero to start with. If you play two players, either competitive or co-op, each player chooses a hero he or she controls. If you play competitive, determine who starts by rolling dice or flipping a coin. Each Player starts with 50 gold.
Getting the game started:
The Player who begins reveals cards from the Adventure Pile until he or she reveals a Monster-card. Here is what happens when certain card types are revealed:
Events, Locations and Monsters that have not been attacked or slain are put onto the Discard-Pile when a player chooses to end his or her turn. Then it is the other player’s turn.
Slaying Monsters and reaping rewards:
During your turn you can choose to attack a Monster you revealed. If you do so, the Hero or Monster with the highest INIT-value strikes first. Besides INIT, each Monster and Hero has an ATK- and a DEF-value as well as a number of Life Points. An attack is carried out by rolling a six sided dice and adding the ATK-value to the outcome. The ATK-throw of the attacker is subtracted from the defender’s DEF-value. When the DEF-value of a Hero or Monster drops to zero, he/it loses one Life Point (LP) permanently. If a Hero or Monster loses his/its last LP, he/it dies. If all your heroes are dead you lose. When you manage to kill a Monster, you get a reward as indicated on the card (usually some gold and a treasure from one of the Treasure Piles) and may put the Monster into your vault. After the Hero or Monster with the highest INIT carried out his/its attack, the Hero or Monster with the second highest INIT-value may attack and so on. A battle is fought until either all Heroes are dead, until the Monster is slain or until the player decides to retreat. Retreating usually costs you gold or treasure.
Locations and Equipment:
There are various Locations which you can visit to purchase certain equipment or services. You can buy and sell weapons and armour at the Blacksmith’s. A hero may only carry one weapon, one shield and one armour at a time. A group of heroes can have as many potions (from the Alchemist’s Lab) and sorceries (from the Witch’s Hut) as they like. They are placed face down in front of their owners and may be used at any time. Used sorceries and potions go back to their respective Piles.


The king called four pages to his throne.
"You are the best pages in the kingdom. But are you ready for Knighthood? I will give you each three quests. Your success will determine if you are ready for Knighthood."
Do you have what it takes?
Quest for Knighthood is a simple trick taking game for four players that takes less than five minutes to play. It is unusual in that there is no winner - either you become a Knight or you don't, and more than one player can become a Knight.
Complete your three quests to become a Knight.
Before we get to the gameplay, we need to understand the card ranking. The only cards of value are 2-10, highest card (played first) wins. The face cards are "trump" cards, but only if they are played by the player with the matching ace. Otherwise they are worthless. The only way to beat a trump card is to play a higher trump card (i.e. the only way to beat the HEART player's Queen of hearts is for the CLUB player to play the King of clubs).
For each PHASE, the cards are turned over and the players play twice around trying to win the trick. Well, they MIGHT be trying to win the trick. Each player is trying to win their quest cards. You do not have to follow suit, it is highest valus wins (see Card Ranking).
After the last trick is taken, the players reveal their quest list and see how many of their quest cards were collected.
A dying king is calling for heroes to slay dragons, rescue nobles, and find the right crown to put an heir on the throne!
HTCT is a game for 2-6 players that is played using a standard 52-card poker deck.
A player that ends his turn with both a royal heir (a Knight or Lady) and their royal crown (the Crown of matching suit) wins the game.
Discarded cards are shuffled back into their respective decks.
Deal each player one card from each of the Attack and Defense decks. Each player draws one card from the Health deck, and the highest card goes first. Return Health cards to the deck and shuffle it.
Each player's turn is divided into five phases:
Reveal the top card of the Health deck. The revealed value is your health for the turn.
Draw one Attack card and one Defense card, and then play one Attack card and one Defense card.
Reveal the top cards of the Attack and Defense decks. These cards represent the Attack and Defense of the dragon that you are facing. If your Attack card beats (is equal to or greater than) the dragon's Defense, you have slain the dragon and may draw one card from the Dragon's Hoard. If the dragon's Attack card beats your Defense, you take damage equal to the difference. Replace the visible Health card appropriately and shuffle the Health deck.
If your health is less than 2, go directly to the End phase unless you immediately play a Lady to increase your health to 2 or above. If your health is 2 or above, you may begin a new Strategy Phase and proceed from there as normal.
If you have a winning hand, reveal it now to win the game. If not, your turn now ends and play passes to the player on your left.
Treasure cards include the 2-9 of Diamonds and the Aces. Aces represent the royal crowns; each has a value of 10 (except for the Diamond Crown, which has a value of 11).
You may hire a Thief during any of your Preparation or End Phases to rob another player by playing the Thief face up, playing his Payment (a Treasure from your hand) face down, and choosing your Victim (the Player whom you are attempting to rob). Your Victim may do one of the following:
your Victim chooses to do nothing, select one random card from the Victim's hand and add it to your own. Discard the Thief and the Payment.
By playing a Knight in response to a Thief, the Victim successfully defends his treasure. The Knight, the Thief, and the Payment are all discarded. If the Knight and Thief match in suit, the Victim may choose to place either the Knight or the Payment into their hand instead of discarding them.
The Victim may choose a Bribe (one of the Victim's Treasures) and play it face up. Reveal the Payment. If the Bribe is greater than the Payment, the Thief is placated; discard the Thief, the Payment, and the Bribe. If the Bribe is less than the Payment, the bribery fails. Discard the Bribe and proceed as if the Victim chose to do nothing.
You may play a Lady during any of your Preparation or Recovery Phases to draw a new Health card. Discard the Lady and the old Health card. When playing the Lady of Hearts, draw an additional Health card. Choose one to keep; discard the other.
You may play a Knight to defend your treasure (see Thieves) or to assist you in combat. At the beginning of any of your Strategy Phases, you may play a Knight to draw an additional Attack card and an additional Defense card. However, you must then discard one Attack card and one Defense card. If you play the Knight of Clubs in this way, draw and discard two Attack cards instead of one. If you play the Knight of Spades in this way, draw and discard two Defense cards instead of one.
A player must have matching Crown, Knight, and Lady to win the game.
Only the Crown, Knight, and Lady of Hearts count towards victory.
Entry #4 - Miniquest
by stubert
A game of endless realms for 2 or more players where the mechanics interrelate to create a complete and rich playing environment. Miniquest can be played on airline trays, on laps and (if you’re really hurting for space) even out of your pockets while standing up – you can even roll the dice in the tin.
Contents –
(1) tin (6”x4”x1¼”), containing:
(2) decks – standard playing cards
(3) 6-sided dice
(2) pencils
(3) pads –
character pad (pre-printed – for stats/history),
ruled pad (for notes),
grid pad (for maps)
(1) QUEST book
(1) RULE book
(1) SPELL book
The QUEST book (60 pgs) describes WHAT quest your character(s) will embark on. Each card in the deck corresponds to a quest, with each suit representing 13 quests of a single type.
The types are as follows:
SPADES – battle (NON-PLAYER characters)
HEARTS – battle (versus – 2 or more PLAYERS)
CLUBS – infiltrate (dungeon, castle, forest, etc.)
DIAMOND – escape/rescue (escape from giants, rescue diplomats, etc.)
QUEST pages give brief descriptions of quests with limited details. Pages detail the setting, the objective, and WHEN you encounter which non-player characters (including enemies like goblins, ogres, spiders, etc.).
QUEST pages also list benefit(s) to characters for completing quests. The 5 of clubs’ quest is to clear out an evil troll’s lair, and that troll has a ring of power (+2 to damage dealt). Aside from acquiring items, benefits include unlocking pages in the SPELL book (for mages and rangers), increasing ability scores (strength, aim, etc.), leveling up your character, etc.
Each character sheet contains a grid (suits vertically, Ace-King horizontally) – check each quest’s box on your character sheet (if the 5 of clubs is checked, your character completed that quest and now has the ring of power). Characters accumulate benefits from all quests they have completed.
The QUEST book also has cross-references of benefits gained from each quest (if you have completed multiple quests, you won’t have to switch between QUEST pages). They also contain adaptations that allow for COMBINING quests (with the 5 of clubs QUEST, you could draw a SPADE to switch the enemy from the evil troll to a goblin army or giant rat).
Coupled with continual character advancement, this extends the game into areas of advanced (or longer and/or more complex) play.
QUEST pages only set out parameters using terms listed in the RULE book. The RULE book details HOW encounters are resolved, HOW MANY enemies (or friends) you encounter, what happens when they are defeated (or allied with), etc.
The RULE book (40 pgs) is essentially a dictionary (cross-referenced within itself) that explains how to use a standard deck of playing cards to create a fully-developed role playing environment.
Terms like INFILTRATE, LARGE-SCALE BATTLE, HIDE, RECOVER, SEARCH, etc. are used in the SPELL and QUEST books, and are explained in detail in the RULE book.
Sample entry:
MAP: To create a map, use a single deck. First flip 2 cards from the deck. The numbers on the cards are the dimensions of the first room in meters. If the second card flipped was red, there is 1 exit from the room – black, 2 exits. For each exit, flip another card. If it is red, the tunnel between rooms is direct – black, it branches. Flip 2 cards for each tunnel/branch, representing dimensions of subsequent rooms. If at any time you flip a face card, there is an ENCOUNTER, as listed on your QUEST page. Mark it and flip another card in its place. Continue this until you have exhausted the deck. Record the map on paper and reshuffle the deck (see also – OBSCURED MAP).
The RULE book details the character types (WARRIOR, MAGE, RANGER), their base abilities (STRENGTH, AIM, SPEED, DEFENSE, MAGIC), how the deck(s) portray these abilities during gameplay and how they change throughout and after completing quests. It also details character creation (including creating characters above level 1) and how/when the dice are used (and what they affect).
Any word listed in ALL CAPS in any of the books is an entry in the RULE book.
The SPELL book (16 pgs) has a page for each number (Ace-King). Only Mages and Rangers can play spells. To play a spell, discard a pair of cards alone or in conjunction with another card (for a pair of 8s, the “8” page in the SPELL book tells how the spell resolves in gameplay). The non-SPELL pages aid in using the SPELL book.
SPELL pages lists:
1) When a spell may be played,
2) The effect(s) of the spell (depending on the suit of the non-paired card discarded)
3) How your character’s type, level and abilities (and your timing) affect the resolution of the spell.
Expansion packs come in a smaller tin with a new SPELL book or QUEST book and a single deck of playing cards.
A real time game for 3-6 players.
The Rapid Quest is a fast paced game played in real time. Players take roles of adventurers wandering in search for three magic items. The land is full of creatures to beat before any item can be collected. Fortunately the king promised to send guard that can help looking after captured items. Be a first player who finds three items and become a Hero.
The game consists of a deck of 72 cards accompanied by 6 tokens in different colors. At one side of cards there are symbols of creatures or swords in different colors. Only the sword of the same color can beat the creature. At the reverse sides of all cards there are symbols of magic items. There are only four different items (18 cards of each type).
The quest is played in real time. All the cards are mixed into one deck, then shuffled and put in the center. The players sit at the table and put their tokens on the opposite side of the deck across the table. Leave the space in front of a player for his vault area.
The fastest player starts and then all players act simultaneously.
The player uses both hands during play. One hand (called the hero's hand) can be used for searching cards in the center of the table and for fighting creatures while the other hand (called the guard's hand) can be used for protecting the collected items and for robbing other players.
During play it is possible to:
The goal of a game is to collect three different magic items in the vault. The cards in the vault area can be placed any side up to make difficult for others to determine the possessed items.
When player decides he possesses three different magic items in the vault he must protect them all. Putting player's token and both hands onto the selected cards can protect items. The player announces he is a Hero. Everybody check that the protected cards show different items. If not the game continues.
The winner and the Hero is the fastest player who collects three different magic items.
The royal wedding of the Princess is only a week away. The only problem? This morning, Prince Charming was found floating in the moat, with a dagger in his back. But there’s no time to worry about what happened – in fact, only the King and his loyal servants know about the incident – instead, a new husband must be found immediately! The King has summoned these same servants and told them: “Find me a new Prince Charming!” Whoever finds the most suitable suitor will be rewarded with anything his heart desires.
78 playing cards:
Players have seven days, or rounds, to come up with the Best Match for the Princess. A Match consists of three cards – 1 Suitor + 2 Enhancement cards – totaling up to the most points.
Divide cards into decks, according to category, and shuffle.
There are various kinds of cards, some of which contain a good deal of information on them, and others which are very simple.
Suitor cards
These cards, with blue backs, have pictures of the potential suitors for the Princess, with basic scores between 0 and 8 on them. The Suitors include Geezer Kings, Young Princes, Brave Knights, Peasant Boys, and Frogs.
Enhancement cards
These cards enhance the Suitor cards. They also have scores (1-10) on them, with bonuses if they are matched to the perfect suitor (then doubled, up to 20). The different categories of Enhancement cards may or may not match up with specific Suitor cards, as explained below. There are seven types of Enhancement card: Kingdom, Treasure, Heroic Deed, Mighty Deed, Quality, Magic, and Curse.
Order cards
These simply determine how each round (= day) is played. Most of them allow players to choose from any regular action, but others limit the choices available.
Deal each player 1 Character, 2 Suitors, and 4 Enhancements. The remaining cards are left in separate draw piles. For each pile, flip over the top card and lay it next to pile as the discard pile. The Order cards are also left in a draw pile, but without a discard.
Select the first player. Flip over first Order card and follow instructions on card for that round.
Players must always have 2 Suitors and 4 Enhancements in their hand (except for after the “Show Me What You Got!” round).
On regular turns, players may take the following actions:
After the 7th round, players lay out their Best Match. Points are totaled up, and the Match with the most points wins.
After compiling the votes, we have the following scores ...
1st Place - Find Me a New Prince Charming! by Don Jon (15 points)
2nd Place (tie) - Quest for Knighthood by magic_user (10 points)
2nd Place (tie) - Miniquest by stubert (10 points)
3rd Place - Heir Today, Crown Tomorrow by akanucho (9 points)
4th Place (tie) - Pocket Dragonslayer by jilocasin (7 points)
4th Place (tie) - Rapid Quest by Robert_C (7 points)
CRITIQUES: Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread.
Congratulations to new BGDF member Don Jon and his entry "Find Me a New Prince Charming!"
I plan to skip the month of December and have a new GDS Challenge in January ... between now and then, watch for a few polls to be posted regarding the Game Design Showdown to get your feedback on how we might change some things up with it.
Enjoy,
-Bryk