Game Design Showdown - March 2012
"Challenge is a dragon with a gift in its mouth... Tame the dragon and the gift is yours." - Noela Evans
This month, Seth Jaffee's Game Design Showdown has been taken over by me - Sam Mercer. As some of you might know, I hang around on BGDF quite a bit and Seth has kindly let me be the guest poster this month.
What is this all about Sam?
Well, we are all here as game designers. We enjoy creating awesome games. BUT as we know, a lot of our ideas could be better. So how do we become better designers who are more able to help others out and build better games? We refine our craft and we practice. Designing within constraints is a fantastic way to practice the art of games design. At the end of it, we give eachother amazingly useful feedback to help eachother become better designers.
WE HAVE A WINNER! - Its a Tie!!
First of all, I’d like to say - Wow! I’m so happy with the amount of positive responses! The submission, the votings, and the lovely messages that you guys sent me expressing your good will and appreciation in regards to this run of GDS.
Everybody did well, some did better, some did worse, but you ALL rock.As there were so many entries here are the votes for the top 5 games:
1. 4. Avianfoo's "Ryu Rally: First Race" - 13 Votes
1. 7. TeaisforTim's "Have Dragon, Will Slay" - 13 Votes
3. 2. Pastor_Mora's "Cursed Lands" - 10 Votes
4. 8. ryanwanger's "My Dragon is Trapped!" - 9 Votes
5. 10. Orangebeard's "Dragon-fire Tunnel" - 8 Votes
5. 12. richdurham's "King Dragon" - 8 Votes
Onto the critique thread! Now as they are so many entries - you do not need to extoll a story book on each one, but a note on a few entries would make the designers very happy (wouldn't it you?!). Remember the purpose of this is to become a better designer and as such the best you could do is to tell the entries you voted for why you voted for them AND to tell the entries you didn’t vote for why how they could have won your vote.
If you are not up on the top 5, why not?! Ask people! Find out what positive ideas others’ think would go well in your game, perhaps a minor change here or a theme change there, remember this is not a “win or lose” thing, everybody has won already - just form taking the time to enter, you have exercised your thinkin’ muscles and are better off for it - now we learn more about the science and magic of game design!
Thank you everybody for your support of this GDS - you are all very very awesome people.
Ok I'll give it a go, what should the game be about?
1. This year (Jan '12 to Feb '13) is the Zodiac year of the Dragon. The Water Dragon to be precise. Coloured Red and Violet, the attributed motto or these dragons is simply "I Conquer". It is the only legendary creature in the Chinese Zodiac and so is considered to be the luckiest year in the calendar.
Your game theme needs to pertain to Dragons somehow.
2. More and more people are left uninspired by the current rehashing trend of blockbuster video games and are looking elsewhere for their entertainment. With the recent coolification of "the nerd", (see: big bang theory, mac-ophiles, net culture, chip-tunes etc) we are seeing an increase in acceptance of boardgames within popular culture. But we must remember that it can be very easy to scare away new-comers with complicated rules and heavy games. We must combat this by building all of the right stepping stones. Starting simple before working our way to the deep end will help unexperienced players on their journey to realise that boardgames ARE cool.
Your game needs to be a light game.
3. To add an inexpensive, tactile thrill to this new-comer friendly set up, we are going to use dice. Too many dice is scary. Not enough dice can be too reminiscent of older roll-and-move games (which we are keen to move away from in our quest for coolification)
Your game must use between 2 and 4 dice.
3. 2-4 Dice.
Explanation: The game must be described in no more than 300 words. Pictures are totally allowed, but by no means necessary.
Submissions: The 1st of the month through the 8th.
Voting: Through the 15th. PM your votes to me, cogentesque.
Voting Format: Each person has 6 votes to distribute any way they choose among the GDS entries with the following restrictions:
You may not assign any votes to your own entry!
You may not assign more than 3 votes to any single entry.
You need not assign all 6 votes.
Comments or Questions: Comments and questions about this Challenge can be handled on the Comments Thread.
CRITIQUES: After voting has closed the entries will be posted for comments and critiques. Post constructive critiques and commentary about the entries to this Challenge in the Critiques 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.
Thank you all, I am really excited to see what your brilliant minds come up with :)
p.s. The attached Dragon Dice picture is under a "Copyleft" ShareAlike license. Yes you can use it! :)
Comments, Questions and Discussion for Dragon Dice
Hey, lets discuss your idea! :D
Story: You’re a dragon breeder at a market, selecting eggs that are ready to hatch to add to your next batch of hatchlings. Dragons are finicky about who they’re raised with; brood mates strongly influence a dragon's final quality. It takes luck and nerve to be the best...
Object: Earn fame by hatching identical or completely diverse sets of dragon eggs.
* Four six-sided "eggs" (see picture)
* A fame tracker with markers for each player.
On your turn:
Roll the eggs.
Collect one or more hatchlings of identical or different colors.
Continue hatching or stop.
- If you stop, examine your hatchlings.
* If they're all different and do not form a linked chain (match colors of tails and claws on die faces), score one per hatchling.
* If they're all different and form a linked chain, score the number of hatchlings, times two (2=4; 3=6, 4=8)
* If they're all identical, score the number of hatchlings, squared (2=4; 3=9, 4=16)
- If you continue hatching, roll the uncollected eggs.
* If you're gathering identical hatchlings and do not roll a match, your turn ends and you score nothing.
* If you're gathering different hatchlings and one or more are duplicates of ones you already have, your turn ends and you score nothing.
* Otherwise, collect one or more hatchlings that fit your set.
Continue hatching or stop.
When you’re done, pass all eggs to your left. When all players have had a turn, that's the end of a round.
Play four complete rounds. The player with the highest score at the end of round four wins. If tied, all players play another round.
Background: Generally as opposed to the oriental Dragon, the western Dragon is the ultimate evil creature, because it combines the four cursed animal species. It is made of a serpent's body, bat's wings, a wolf's head and rat's legs.
In the “Cursed Lands” game players represent evil magicians summoning creatures to haunt the land. Whoever gets the most powerful army of evil creatures will win the game. “Cursed Lands” uses a mechanic similar to Yatzee, but with different sets of dice to collect. Players in their turn will roll their 4 dices, keeping at least one every time, until they have kept them all. Then they will score their hand or cross out one of the possible combinations not accomplished yet. Game continues until there are no more combinations available. At that point, players tally up their points, and whoever has the most points wins.
The six-sided dices have customized faces: a Wolf; a Serpent; a Bat; a Rat, and two Magic sides. Magic is a wild side, meaning that almost always it can represent any of the other sides.
Combinations available to each player are:
Dragon (1) = Wolf + Serpent + Bat + Rat (no Magic) = 10 points
Packs (4) = 4 of a Kind (even with 1 Magic wild dice) = 4 points
Plagues (1) = 2 Bats + 2 Rats (even with 1 Magic wild dice) = -2 points to every player with no Bat and/or Rat Packs (-2 point for each)
Stalkers (1) = 2 Wolves + 2 Serpents = Doubles points for the Dragon
Curses (4) = 2 Magic + 2 of a kind = Doubles points for the corresponding animal pack
Combinations achieved in a single roll (called “unnatural”) are awarded 50% more points/effect.
Few mortals are brave enough to challenge the dragons for mastery of the winds, but keen judgement and a bit of luck may make you the victor!
Dragons of the Four Winds is a dice based game played by three players in four rounds. Each round a new wind will be prevalent and score points for the players. Players select how many dice they will roll to contend with the dragon of that wind.. After all four dragons, the game is over and the player with the highest points is Master of the Four Winds.
3 White Dice (six-sided: East x2, West x2, North and South once)
1 Dragon Die (six-sided: one each of the winds, two dragons)
The three players will sit at the East, South and West. Set the Dragon die to the East Wind.
East will be the first player. In order, each player selects how many dice (1-4) to roll. Each player’s choice must be unique. Players roll in order from least to most dice.
Rolling 1-3 Dice:
Roll the appropriate number of dice. If they match the Wind you get 3 points. If all dice rolled match Wind, you get double points.
Rolling 4 Dice:
Pick up the Dragon die and roll all four together. One match is worth 3 points, all is worth 9 (dragons are wild). If the player rolls a dragon but does not match the wind on any of the white dice they lose all accumulated points.
End of Round:
At the end of the round, the Dragon die is advanced to the next wind in clockwise order. For the final round, the first player is the one with the least points.
The player with the most points is the winner.
A fast paced dragon racing game for 2+ players.
Fancy a race through the skies of a desert landscape? On the back of your chosen dragon? First one across the line wins. Of course the dragons are a bit… frisky. They might want to take a bite out of other dragons or their riders. But it’s all fun and games right?
First to collect 20 gold movement gems.
Each player chooses a dragon with its own power, hit points (red gems) and power points (blue gems). Each player also gets 3 action cards “Strafe”, “Swift” and “Swallow”.
Each round the players:
1. Simultaneously reveal a single action card.
2. Complete the action in order of Strafe, Swift, and Swallow.
3. Check for victor. (Gold gems breaks ties)
Strafe: A vicious attack on another randomly determined dragon. All involved in attacks simultaneously hide any number of their own blue and/or gold gems in their hands and rolls a d6 each. Hidden gems are revealed and discarded while increasing the players die roll by 1 each. Highest final value between each attack and defender wins. The losing defenders must additionally discard the difference in red gems.
Swift: The dragon puts on a burst of speed. All players that played this must discard 3 blue and/or red gems to be able to roll a d6 and gain that many gold gems.
Swallow: Drain the magical energy of another. All players that played this roll a d6 and take that many blue gems from a randomly determined player. If that player does not have enough the difference is taken from the box.
Dragon Injured: A dragon with zero red gems is winded and must rest a while. Roll 2d6 convert that many gold gems to red gems.
Chinese dragons cross the countryside hoping to acquire valuable Temples. But each temple allows only certain colored dragons through the gate. Use skill and a bit of luck to transform your dragon and claim the temples.
80 body-segment cards, in 5 colors.
20 Special cards - 10 each of add-a-segment and remove-a-segment
30 Temple Cards
4 six-sided dice
Object: Collect the most victory points by adding/removing body segments to/from your dragon, and changing their color, in order to claim temple cards by successful dice rolls. Meanwhile, block your opponents by changing their dragons for the worse.
Start with a random 3-segment dragon. Draw a card, optionally modify your or opponent's dragon, and attempt to claim temples. Meet the ‘attempt’ condition on the current temple card, and then try to claim it by rolling dice, the number and total value of which are determined by dragon-length. Successful claims earn temples and any associated tokens; unsuccessful claims add a token to the temple card, or cause it to be discarded if it already has 3 tokens on it.
When the last Temple is claimed or discarded, add the victory points from claimed Temples; highest total wins.
"Dragon must have at least one red segment,"
"…no blue segments." etc
"Total must be more than 18"
"Total less than 6" etc
Roll one die for each body segment, up to 4. Add a set value to your roll for each segment over 4. If the total meets the condition, take the temple and add it to your score pile. Turn the next temple card face up, and let play continue. If not, put a Dragon Token onto the Temple card. Tokens give a bonus to the holder, such as additional pips to rolls.
15 Wyvern, 15 Drake, and 10 Dragon markers
The game board shows a network of trails from the Inn at the forests edge, going all the way to the mountain peak where an ancient dragon has its lair (and treasure hoard). Marked along the trail are dangerspots, where dragonkin is known to have attacked travellers.
On your way to the lair you will travel through forest, plain, and mountain, each with their own kind of dragon to fight; small and quite stupid wyverns, larger and cunning drakes, and dragons (most of which are smarter than you).
Place blue (wyvern) markers on the dangerspots in the forest, yellow (drakes) on the plains, and red (dragons) in the mountain. All markers are placed face down. Player meeples are placed at the Inn.
Remaining markers are placed face down in a reserve pile.
On your turn, fight the foe where you stand, and move to another spot only if you win.
To win, your 2 dice must show higher than your opponent, a tie or loss means you were defeated and must retreat 2 steps to save yourself. The marker where you stop is your opponent the next turn. (Unless you end up at the Inn -you're safe there!)
You keep the marker of a defeated foe, replacing it with one from the reserves.
Each marker has a number showing the dragonkin's strength:
wyvern (3 - 6)
drake (5 - 10)
dragon (9 - 15)
Each marker also show a symbol, which you can use as follows (1 fight only, then discard the marker):
Coin - throw 1 extra dice - discard the lowest.
shield - remove 1 from your opponents strength
sword - add 2 to your dice
The first player to the lair wins.
Players represent con men who have teamed up with dragons to extort villages out of their gold by staging fake dragon slayings.
Components: -Village cards: Villages have a fear threshold value (8-24) and a gold value (5-10). Con team cards: Each team has a panache score (3-7) and a special power that they may spend panache to activate.
-Ruse sheet: Shows the names of each ruse, their gold value, and the associated dice combination that the player must achieve (2 pair, straight, etc).
-Panache track: Panache may be spent immediately after any die roll to re-roll that die or on your team's special power.
Set-up: Each player chooses a con team. Randomly select 9 village cards then put the castle card on the bottom.
1) Reveal top village card.
2) Braggadocio Phase:
1. Each player rolls a single die in turn (clockwise). They may choose to roll or hold on their turn. The goal is to get the highest total value on your dice without exceeding the village's fear threshold. Ties are decided by each player in the tie bidding panache to move on to the next phase. If all players go over, the village is discarded.
3) Ruse Phase:
The player who won in the Braggadocio phase rolls his dice one at a time. The goal is to pull off a ruse by getting the right dice combination. Add the gold value of a successful ruse to the village's gold value. Gain gold.
4) Each player who did not move on to the Ruse phase gains 1 panache (up to their maximum).
Game ends when there are no more village cards. The player with the most gold at the end of the game wins.
Your dragon has been pinned down by six troublesome (and surprisingly heavy) ogres. You and your opponent(s) are in a race to see who can free their dragon first.
Each player receives a dragon mat and 6 ogre tokens, numbered 1 through 6. Place all six tokens on your dragon (in whichever locations seem most likely for ogres to set up shop atop a dragon). Play starts with one player and continues around in turn.
On a turn, the player makes one toss of the dice, but may choose to use between one and four dice in their toss. Each number rolled will successfully knock off the ogre with the corresponding number. Remove them from your dragon (and, if available, toss them into a dark scary container).
Why roll less than four dice?
All dice rolled must knock off an existing ogre!!!
If any of the numbers rolled do not correspond to an ogre, or a duplicate number is rolled - the toss does not count. Nothing happens. Sigh loudly and pass the dice to the next player.
The first player to knock off all ogres from their dragon wins the game. Naturally, the freed dragon will fly around breathing fire on the remaining ogres - rescuing the other dragons. These losing dragons will be slightly charred, but thankful nonetheless.
6-sided dragon mutation die (skeletal, horned, armoured, two-headed, psychic, colossal)
2 normal 10-sided percentile dice
Cards with colours of dragon and their statistics
4 egg cards
Cards of the various mutations that modify the stats of dragons
Many cards with missions
Few cards with super-hard missions
Table showing dragon type hatch (percentile).
Accumulate the most number of prestige points through completing missions and owning the most awesome dragons.
Lay out four rows of five mission cards and one row of five super-hard missions, face down. Each player rolls the percentile dice to determine what sort of dragon they start the game with (all are balanced). Deal one egg card per player.
Start player picks a mission to send her dragon on. The mission cards have: percentage chance of success with a modifying statistic (strength, resistance or cunning); reward effect for success, and number of victory points for card if reward effect is unused at game end. Players, clockwise, choose a mission for their dragon to attempt, roll the percentile dice, add any modifying effects and take the card if successful. If unsuccessful, the card is flipped over and may not be attempted again. After each round, turn over the next row of cards.
Play proceeds for four rounds. Fifth round, the super-hard missions are flipped. Player with most awesome dragon chooses first. These missions have a penalty for failure.
Each player has a dragon egg they can hatch at end of any round, including fifth. They return their egg card to the box and roll the percentile dice adding any effects they may have and rolling the mutation dice, if using a mutation effect. New dragon can be chosen for missions in subsequent turns. After round five; total victory points for winner. Most awesome dragon splits ties.
Stealing Gold from sleeping Dragons is never easy, but stealing from Insomnius the Dragon is CRAZY! Now, Insomnius wants his Gold back and he is hot on your trail to get it.
If you make it through the tunnel, you will escape with the Gold, but you had better find a place to hide before Insomnius roasts you! So tighten your boots, hang onto your Gold and get ready to run, jump and swim through Dragon-Fire Tunnel!
Players begin with 5 bags of Gold. The winner is the player that escapes with the most Gold.
Each player takes 1 turn per round, then Insomnius takes 1 turn between rounds.
The tunnel is 3 spaces wide and ~20 spaces long. There are various obstacles in the tunnel;
Boulders –Must be avoided or Jumped. Will protect players from Dragon-Fire if the player is Hiding.
Rivers – Protects players form Dragon-Fire, but players can only move out of the River when they roll Run + Jump
Movement Dice (d6)
Player rolls 3 Movement dice at the start of their turn. A player may choose to use some, all, or none of the dice to move
Run/Swim –Move 1 space
Jump – Move onto a Boulder or Jump over a Boulder when combined with Run/Swim
Hide – Allows the player to avoid Dragon-Fire by hiding next to an adjacent Boulder
Grab – Allows the player to pick up a single bag of Gold
Insomnius Die (d12)
Roll once between rounds
Dragon-Fire – The left, right or center portion of the tunnel is filled with fire. Players hit by the fire drop 2 bags of gold (6)
Chase (x1 or x2) – Insomnius moves towards the players 1 or 2 spaces. Players caught by Insomnius drop all of their Gold
Shake – Players in Rivers drop 2 bags of Gold.
Every spring dragons migrate north to nest. Along the way, they capture knights to feed to their babies.
This game uses a 3 x 10 track of hexagonal tiles numbered 4-10. Some of these tiles will have knights on them which cover the numbers until they are captured.
You begin with three lives and always enter the track with a maximum altitude of three. If your altitude drops to zero, you lose one life and re-spawn at your furthest checkpoint or the beginning of the track. If you lose all of your lives, you die. If you reach the last row of the track, move your dragon to the nest.
At the start of your turn, the actions available will be determined by the roll of four dice. Chose the sum of any two dice to take an action:
4-10: Move forward or diagonally forward onto an adjacent hex with the same number.
11 or 12: Increase your altitude by one.
2 or 3: Capture a knight or attack a rival dragon directly in front of you and move into that space. When you capture a knight, place a checkpoint on that hex. Dragons you attack lose one altitude.
If you cannot use any combination of two dice to take an action, then you lose one altitude and your turn ends immediately.
If you successfully complete an action with your first roll, you may end your turn or roll again. However, your second roll only uses three dice. If your second roll is successful, you may attempt a third roll using only two dice.
When everyone has died or reached the nest, the winner is the player who has collected the most knights. In case of a tie, the player who reached the nest first wins.
In the great cycle, the crown of the dragon spirits changes hands often. The dragons are also playful, and each new King Dragon is elected in a curious way.
During the game the dragon spirits will bargain coins, and in their curious way the dragon with the least number of coins is declared the winner.
Each Dragon player secretly rolls three 10-sided dice and arranges them into a three-digit number. For example, rolling a 2-6-1 can be arranged into "621." These rolls are concealed.
In the first round, the starting dragon is randomly chosen. This dragon states how many coins he'll take if he has the lowest number. Then each other dragon either agrees with that bet, raises the bet, or drops out. If he drops out, he takes a number of coins equal to the round number (1st round, take 1 coin…2nd round 2 coins, etc).
After all dragons have agreed to the bet or there is only one dragon left betting, the remaining dragons reveal their dice.
The dragon with the lowest number that did not drop out collects coins equal to the agreed upon bet, but he also becomes the King Dragon. The dragon with the highest number may return a number of coins equal to the bet.
The next round begins with the King Dragon rolling his dice publicly. However, he may re-roll one die.
There are a number of rounds equal to 2x the number of players. In the end, the dragon with the least number of coins wins!
Dragon Dice, Breath of fire is a game of fire breathing conquering dragons played on a 12 x 12 hex map.
Each player controls two dragons, the aim of the game is to acquire scorched and bonus tokens.
To gain a token the dragon flies over the landscape and breathes fire on the land below, causing the land to burn, the dragon can also scorch villages, keeps and farm yards for bonus tokens. Beware Knights and archers are also roaming the land.
The game includes two unique dice, a movement dice and a breath fire dice.
Each player in turn places both their dragons on a pair of numbered starting hexes. Bonus tokens are dealt randomly face down to each player, in turns place these tokens face down in a hex , each token must be at least two hexes away from all other tokens and from dragons. Once all are placed, flip them right way up.
Each turn the player rolls both dice, the movement dice shows the total number of hexes the players dragons can move. The breath dice shows the strength of fire for the dragons. A dragon may change direction once each turn whether it moves or not.
Any empty non scorched hex a dragon moves over they can scorch using one point on the breath dice.
Bonus tokens may require more breath points to be used to scorch. If the player flies over a knight or archer and cannot defeat it they lose a life, if this happens again the dragon is killed.
When one player uses all his scorch tokens, the other players get one more go each.
The player at the end of the game whose total token value is the greatest wins.
*** DESCRIPTION ***
Each player has 8 Dragon pieces to help defend territories, a Knight that is used to capture territories, 6 castle markers and 6 treasure markers.
The field of play is comprised of 16 4”x4” boards that are arranged together before play starts. Each board has a 5x5 grid of ¾” sized spaces and a river section that must match up with an adjacent board’s river section. There are caves where if entered, they end up at another part of the land.
The playing field is separated into 14 territories. In the middle of each territory is the capture point. The boards have 12 possible starting points, 2 for each player.
Movement is driven by 2 6d dice.
There are 2 card decks:
• Dragon cards: Fire, tail-whip, and charge attack. Each card has all 6 colors with a number ranging between 1-5. That is the attack strength for each specific color.
• Knight cards: Armor (defends against fire), Shield (tail-whip), Sword (charge). Same as above, but the number represents how much defensive force the card carries.
Knight cards may have a shield icon on a color. That allows a knight’s attack to be dodged.
*** PLAY ***
Player rolls the dice and moves the Knights the spaces indicated.
When the knight captures a territory, the player will place a castle marker on the capture point.
If the player wishes, they can deploy a dragon in any of the spaces surrounding the knight for defensive purposes.
Once one or more dragons are deployed, a player can move any and all dragons when a knight moves, but no more than what was rolled. A dragon can only move one space at a time.
The objective is to be the first player to capture 4 territories.
A fantasy hack n' slash for two players. One player is the Lone Hero, defending his kingdom. The other is the Villain, sending forth dragons. The board is made up of fifteen tiles, arranged in a 5X3 grid, with the players' castle tiles on opposite ends. The tiles have an element icon, and a number along each edge.
Players choose a character card: The hero has five stats, (Three combat styles, health and movement) and an element icon. The Villain has a single combat value, and a special rule.
The hero has a deck of weapons, the villain has a deck of dragons. There is also a treasure deck, which the villain draws from every turn. Three princess cards are placed on the hero's castle. If the Villain moves a dragon to the Hero's castle, it picks up a princess. If he can get all three to his own castle, he wins.
On his turn, a player draws cards until he has six, deploys any that he can afford, (Hero sets Items on the table in front of him, Villain plays dragons on the board next to his castle) Discards down to five, and moves one of his units. (The hero only has himself) A character can move onto a tile as long as it can roll higher than the facing edge in it's movement stat. The character can keep moving until it is stopped.
If the hero encounters a dragon, he has to roll a number of dice equal to his level in the dragon's combat style, and beat it's Combat Value. Weapons and matching element tokens add to his roll. If he is successful, he gets a treasure card and the dragon is discarded. If the hero reaches the Villain's castle, and defeats him, he wins.
Players: Board game for 2-4 players
Object: Help the dragons by finding their eggs.
Winning: Player with the most points by having most valuable eggs is the winner.
Components: 30 dragon eggs tiles numbered 1-30 30 cards with dragons numbered 1-30 4 x d6 1 game-piece per player starting player token.
Setup: Shuffle the tiles and place them on the middle of the table face-up forming a circle path. Each player chooses the (different) tile for his game-piece. Shuffle the cards and place 3 cards face-up in the middle of the circle. Choose the starting player who gets the starting player token.
Gameround: Starting player rolls all 4 dice and chooses 1 of the 4 dice and moves his game-piece. Second player chooses 1 of the 3 dice left and moves his game-piece. Third player chooses 1 of the 2 dice left and moves his game-piece. Forth player chooses last dice left and moves his game-piece.
Moving: After choosing a dice player may move his game-piece as many steps one side or another on the circle or place his game-piece to new egg with the sum of last egg + chosen dice. (f.e. He is on the egg '6' and he has chosen the dice '3' he may place his game-piece to egg '9') - If he landed on the egg with has same number as on the card in the middle of the circle, he takes tha card in front of him face-down. - If he landed on the egg with the opponent's game-piece, he steals a random egg from him.
After all players have moved his game-pieces the starting token goes to the left player and new round begins.
Ending: Game ends if all eggs have taken. Players adds up the values of the dragons (number on the card). Player with the most points is the winner. (alternative - most eggs collected)
For 2 or 3 players remove 2 or 1 dice from the game.
Higher resolution here: http://www.boardgamegeek.com/image/1257975
*Players represent in this game helpers of nobles, who fight on dragons in a knight tournament, to recover and cure their dragons. Every Saturday, matches happen and the players have six days to cure everything the dragon suffered, otherwise it'll be disqualified.*
2 dice, one regular, d6, and the other containing various symbols of injuries (poison, deep wounds, burns, ...)
deck of cards (about 50-60, maybe a standard one, 52 cards), having various effects
Each day, the players can take one action of the following:
-roll a dice (1-6) to choose, how many cards they'll draw and choose one of them to keep, the rest discard;
-use a card, do an action it says (cure directly - bandage, find a neutraliser, use exorcism; allow to choose a different card from the deck, perhaps one from a previous draw, or from the discard, from an another player, ...) and discard it fom the game completely (not where the drawn cards go).
After six days, a tournament is organized. The players roll the other die to summarize, what a chosen opponent's dragon suffered. How many of the various injuries a player gets, is a result whether he has a card (3) or not (2), at the moment. After each tournament, players have 6 days (turns) again. The game starts with a tournament of course.
Who stays the last (or to the last tournament), wins the game.
In the annual Dragon Derby, who will win fame and fortune, and who will get burned?
A dragon racing game for 3-4 Players
4 Dragon Pieces
4 Dice (8-sided dice, 2 wings, 2 feet, 2 fire-breaths, 2 claws)
30 Artifact Cards
20 Land Tiles (3 spaces on each)
Goal: To be the first player to cross the 10th Land Tile flipped over.
During each turn, players will roll their die, determining what action their dragon piece will take this turn. If players wish, they can change it to ANY other die facing, but they will lose initiative, as they have to change their dragon’s action. Players with initiative then do the action on the die, wings/ feet actions will move you forward one space on the current tile, or move you to the next Tile if you’re on the final space of the current Tile (first player to the next tile will flip it over), and fire-breath/claws actions will stop an opponent’s turn, and possibly destroy an opponent’s Artifact Card. After this, players without initiative will select and do their action at the same time.
Players start with one random Artifact. Artifacts can be used in addition to the player’s dice action, and are discarded after use. One player can draw an Artifact while on the final space of every Land Tile (by using a wings/feet action). Artifacts do a variety of things, from doubling movement, or laying traps for opponents.
Most Land Tiles are ordinary, but a few have interesting effects that affect rolls. Also the fifth Tile in each game gives all players an Artifact.
Although the game may seem random, skill comes in as players choose whether to change their roll or keep initiative, as well as through the usage of Artifacts.
A game of Farm Management and Dragon Slaying
Farmer’s Nuisance is a pseudo deck-building game for two players. Each player takes on the role of a farmer who must both run his farm and protect it from the local dragons. The aim of the game is to survive longer than your opponent, as at the end of each round the dragons attack with ever-increasing ferocity. The player must balance their man-power to maintain a population of both Workers and Warriors, represented by a deck of double-sided cards. Each card, representing one person, can be tasked with either job in this way. Workers are used mostly to increase the total possible population, and warriors are used to fend off the inevitable dragon raids.
At the beginning of each turn, players determine their budget (a mixture of cards owned and a 2d6 roll) and purchase cards from a central set of piles which only allow them to see one side of a card. Once purchased, cards can flipped and re-arranged to maintain population and tactical balance. Cards will have simple stats (Workers have a “Support” number while Warriors have an “Armor” number) and may have special written effects.
A dragon raid also has variable power. Each round, 2d6 are rolled to determine the dragon’s power, and a flat bonus equal to the number of rounds played is added. During a raid, Warrior’s Armor value can absorb damage, and allowing a worker or warrior to be killed will also absorb one damage point. Players must resolve the raid by absorbing all damage, and must then re-balance their population accordingly. Eventually, this number will exceed any possible defense in the game and one or both players will have all of their workers and warriors eliminated, ending the game.
OBJECT: 2-4 Players take the role of Chinese princes cooperatively defending their provinces from the Mongol hordes. Players must manage their soldiers, farmers, Yuan, and the powerful luck of the dragon to survive.
SETUP: Each player takes 1 Soldier, 1 Farmer, and 2 Yuan.
TURNS: 1. A player will roll the three custom dice. You may reroll them up to two more times. You must set aside any Mongols you roll and may not reroll them. When you are finished, take a tile for each side you roll and place them in the middle of the table. Then pass the dice to the next player. This continues until all players have rolled and placed tiles.
If players have collectively rolled symbols equal to the number of players, an event happens to all players. For example, in a 4-player game, if the players collectively roll 4 or more Yuan symbols, each player must pay one.
Then, players must collectively decide how to distribute the tiles. Players must pay 1 Yuan for each Soldier they take. Farmers, Yuan, dragons, and Mongols are free to take, but players must decide on how to distribute them to help all players. Players may also buy dragon cards for 2 Yuan each. Dragon cards do a variety of things and dragon tiles may be spent at any time to help you or any other player.
Now the Mongols attack. Look at the turn track, each player takes a number of tiles equal to the Mongol number. Players must spend soldiers and farmers to equal the number of Mongol tiles they have, removing both as they spend them. If any players don’t have enough soldiers/farmers to spend, all players lose. After the battle is over, move the turn track one space and start another round. If it moves on a farmer symbol, all players must spend a farmer or everyone loses.
Defeat dragons to score points.
Shuffle the Dragon deck and deal out four dragons face up. Shuffle the warrior deck and deal five to each player. Choose who goes first.
You may choose to flee combat and return the dragon. If you fight, use any items played face up in front of you and optionally add dice using any of your dice cards. The dragon will have a combat rating in both Talons and Flame. Roll your dice and add your item bonuses to get a total number of Swords and Shields. Use your Swords and Shields against the dragon's Talons and Flame. You may choose which to use versus which (e.g. choose Sword or Shield vs. Talons, the other vs. Flame). If you lose either matchup or tie both, you lose; return the dragon to the table. Otherwise, you win; collect the dragon, score the victory points shown on it, and then draw a new dragon to replace it on the table. After fighting, one of your items (if any) is destroyed; the player to your left chooses. Discard any dice cards used.
Play until the warrior cards run out or all dragons are dead. Highest score wins.
Two families of dragons, long rivaled, nest on opposite sides of a mountain. With a bitter rivalry both families seek to take ownership of the mountain by stealing an egg from the other family.
3 Red dragons (Large, Medium and Small),
3 Blue Dragons (Large, Medium and Small)
1 6x6 mountain board
Fast, Medium, and Slow d12
The same results are achieved by rolling a d4, d6, and d8 and halving the result (round up)
To retrieve one of your opponent’s eggs and bring it back to your own den.
The Large Papa dragon may only move in a straight line, no turns!
The Medium Mama dragon may turn mid move
The Small Baby dragon is nimble, and able to move diagonally as well as orthogonally.
Eating smaller dragons!
At any time that a dragon of a larger size is able to move onto the same tile as a smaller dragon it may swallow that dragon. When this happens neither dragon may move until the larger dragon moves off that tile freeing the smaller dragon. You still roll a die for your eaten dragon, but do not allocate that movement.
When a small dragon is eaten by a medium dragon, if the medium dragon is eaten, the small dragon may be free to move.
• No two dragons may peacefully occupy the square (eat or be eaten)
• Pieces may pass over smaller dragons instead of eating them (if their move is
sufficient), but may not pass dragons of equal or greater size.
• A Dragon may “hand off” an egg by passing through a square that a friendly dragon
holds an egg in
• Dragons may choose to move less than the rolled amount.
After a long day of tormenting peasants and fighting would-be-hoard-stealing adventurers dragons need a nice thorough massage. You are that masseuse.
- 4 dice.
- 20 cards (any flippable piece i.e. othello pieces or playing cards will do)
- 1 player marker
Lineup 10 cards in a row facedown (this is the dragon). Place the player marker to the left of the 10 cards. Roll all 4 dice. Dice can be combined in any combination or used individually. 6s are wild. They can be used as any value between 1&6. Each die must be used exactly once. Jump the masseuse forward based on one of the dice combinations. Flip the card that you landed on. Continue using the remaining dice jumping forward or backwards. You may not land on a flipped up card. After all the dice are used you may stop and score the total number of tiles flipped up on this turn or continue rolling. If you flip the last dragon piece up then you can discard any remaining dice and start a new dragon with one more segment (new customer). If you can't use all the dice then you earn no points for this round and play passes. After passing 100 each other player gets one final round to try to increase their score. Highest score wins.
Player rolls: 3113
Masseuse jumps forward 3 and flips the 3rd card up.
Player then jumps forward 3 flipping #6.
Jumping backward 1 flipping #5.
Jumping back 1 flips #4.
Player decides to continue rolling. Rolls: 3222
From position 4 he jumps back 3 flipping #1.
Positions 3 & 5 are both flipped up, so he must use all the remaining dice 2+2+2 to jump to #7
He decides to stop and collect 6 points.