Please Read: Details on entering the Game Design Showdown.
Votes are in, and the winner is...
Sand Castles by dobnarr with 9 votes!
Congratulations! Runners up were:
Yard Sale by drunknmunky with 6 votes, and Family that Tans Together by magic_user and Day at the Fair by JustPlainChips with 5 votes each.
Theme Restriction: As the title implies, the theme of this month's challenge is Summertime - Kids off school, vacations, BBQs, swimming, sun, beach... anything to do with summer.
Mechanics Restriction: Time as a resource.
Bonus Restrictions: Each player in the game is a member of the same family, and will share control of some significant component (or components) of the game. If you choose to incorporate the bonus restrictions in your entry you will receive 2 additional votes.
Comments or Questions: Comments and questions about this Challenge were handled on the Comments Thread.
Each player takes a character token and places their marker on the "Start" square of the board. Place the car on the start circle of the inner map. Shuffle the deck of Activity Cards.
The youngest player goes first. First move the car forward one dot. Roll the dice (d6) and move your character forward the number of squared (clockwise) on the board.
The player who moves the car to the final destination wins the game.
Be the last family member to get burned.
Each player shuffles their own cards and places their deck face down in front of them. They draw 4 of their own cards into their hand. They then proceed to play 4 tricks. For each trick:
Play repeats (shuffle all ten of your cards, draw four new cards, and play 4 tricks) until only one player remains. That player wins the game!
In Sandcastles, you play a family at the beach, each rushing to build your castle before the tide comes in.
The cards contain different pieces of sandcastles. They may contain walls, parts of towers, or other components to the sandcastle. The walls enter and leave the card through the card edges. The tower sections are one quarter of a round tower located at the corner of the cards (except for the bridge cards, which have a half-tower at either end). There are three special cards (Feather, Shell, Bridge) which are worth bonus points if their conditions are met.
Deal five cards to every player. Divide the rest of the cards into five piles and place them face down in the center of the table.
A round of play consists of five parts.
Every player takes her five cards and starts work on her sandcastle. Cards may be played in any orientation subject to the following rules:
Once everyone is ready, proceed to the next phase.
Now the tide is starting to come in, so you have to finish your castle quickly. Activate the timer, then flip the five piles of cards over – the whole pile, not just the top card. During this phase, it’s a free-for-all – everybody plays at the same time. The way it works is like this:
When the timer runs out, high tide has arrived, and it’s time to score the castles.
Castles score as follows:
Towers: Every completed tower is worth two points.
Courtyards: Any enclosed area (completely surrounded by walls and towers) is worth five points.
Special Cards: The Bridge, Feather, and Shell cards have bonuses that are scored if their conditions are met.
Penalties are assessed as follows:
Illegal Play Penalty: If your castle contains illegally placed cards, you lose three points for every card that is illegal. Illegal cards must be removed from the castle before the rest of the castle is scored.
Discard Penalty: Every card a player discards costs one point. If your castle is split into multiple parts (from rearranging, or after an illegal card is removed), you must chose one part of the castle to score, and the rest of the cards count as discards.
Bonus points are awarded for these specific goals:
Lifestyles of the Rich and Famous: The castle that includes the most cards is awarded three points.
Get Off My Lawn: The biggest enclosed area in a castle (the area whose boundary is composed of the most cards) is worth an additional three points.
Chinese Emperor: The longest unbroken wall (consisting of the most cards connected by the same wall without being interrupted by a space or tower) is worth three points.
If your opponents have built a better castle than you did, now’s your chance to get even. For every player who scored more points than you, you may smash one piece (i.e. remove one card) from their castle.
After the smashing, everyone gets to score what’s left of their castles again as in the First Scoring Phase, except that the Discard and Illegal Play penalties are not applied a second time. The Bonuses are scored again.
It is your favorite time of the year…State Fair time! The food, the rides, the souvenirs…the food!
The object of the game is to have the best time you can at the Fair. This means eating your favorite foods without getting sick, riding your favorite rides, and getting your favorite souvenirs. But you don’t want to spend all day there…the crowds are pressing, the heat is stifling, and you only have so much money to go around. So try and fit everything you can into as short a time as possible.
3 chits for each food, ride, souvenir 1 pawn and 1 disc in each player color Grey crowd cubes 6 sided die
Roll the die once for each area and fill up the lines of the stands with crowd cubes equal to the die roll putting the first cube in the first space at stand 1, then 2, then 3, then the second space at stand 1, etc.
Player on top of the pile at 8am starts the game
Play moves to the player closest to 8am on the time track and on top of any stack.
Play continues until the last player moves outside the Entrance Gate or reaches midnight.
When the last player passes or lands on an Hour space on the time track two things occur
Listed at the bottom of each Game Event card are 3 or 4 areas. For each of these areas roll the die and add crowd cubes to the empty line spaces the same way as was done in setup. Examples:
A point value is printed next to each time on the time track increasing as you move away from midnight.
The player with the most total points wins the game. The tie breaker is the player furthest away from midnight.