Please Read: Details on entering the Game Design Showdown.
Votes are in
Again, I apologize for the delay - but Essen was a great trip. I even got to meet some BGDF members while I was there!
This month we had 8 entries, and a 3-way tie for first!
12 votes: UNESCO World Heritage Sites: World Tour
12 votes: Route me please
12 votes: The Hangover Game
8 votes: Shrek 2: Race to Midnight
8 votes: Match.com's Magical Moment
7 votes: Wu-Tang Rhymes
4 votes: Match.com The Game
3 votes: Match.com matchmaker game
Congrats to all the entrants! The critique thread is open for business. See you next month!
The Games Industry: So the non-hobby board games industry is dominated by big IP games. All the tweens are dying to get their hands on Twighlight: Monopoly, and you KNOW soon there will be a Fifty Shades of Gray Adult Trvia game. Any major hit that comes out - be it movie, digital game, book, whatever - cashes in it's name by unleashing a torrent of purchasables with it. The Coke game, Pokemon Risk, the lego games, bayblade-opoly, football quiz game, NHL Snap, the list is exhaustive.
This month's showdown challenges you to create a game as if you were employed by an IP owning company to create a boardgame for one of their newly acquired properties.
It must sell to the world: Now remember that the hobby gamers market is limited. This will not be a game designed for the Agricola crowd. This will be aimed at the "masses" so to speak, it therefore needs to stick closely to the theme, be easy to learn, and easy to "get" what it's about. Choose an idea, and stick with it.
Word Limit: Let's go with an even 500 word limit this time. No need to write to that level though, remember the simpler your pitch, the more likely you are to get noticed :)
A Very Important Point: Remember guys that this competition is intended to be a learning and educational piece. We are learning to become better designers by working within a strict boundary, that is all. The final results of the competition must never be acted upon without obtaining correct permissions and licenses. You may never unfairly make money using other people Intellectual Property. All Trademarks, Service Marks, Copyrights, and Patents belong to their rightful owners.
Your choices: If you were in one of these industries, you would be given a single IP to work with, luckily because I am a generous CEO of "Make Believe Industries Ltd" I will give you a choice of 10, you may pick any single one from the list:
Very best of luck to you all!
Voting: Award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favorite entries. Any entrant that does not award all three Medals will receive a Pyrite Meal (that's "Fool's Gold") worth -3 votes!
When submitting your entry: Please PM submissions to sedjtroll (not Cogentesque) with the following subject line. PLEASE use the correct subject - it makes my job much easier!
Subject: GDS - OCT - [your username]
Comments or Questions: Comments and questions about this Challenge were handled on the Comments Thread.
Enjoy, and good luck!
Match.com The Game! Find your perfect match in this re-skinned, gritty version of Guess Who. You and another player will take turns trying to find eachother's perfect matches by eliminating other suitors by asking/answering Yes or no questions about their Looks, Ethnicity, Political Preference, Kids, Salary, Gender, Sexual Orientation and Living Situation (Does he live with this mother?)
Game discription: Match.com Table Top game is a Two player game. Players sit across from each other and In front of them is a different colored plastic tray with 30 plastic hinges (5 rows of 6). Inside each hinge is a real Match.com User's profile picture and discription.
Game Start. Each player randomly picks their "Pefect Match" from a deck of 30 different Match.com Profile cards. These cards are identical to the profiles shown on the plastic tray.
Once each player has picked their "Perfect Match" they will take turns guessing the other player's "Perfect match" by asking yes or no questions based on the Perfect Match's physical features and profile information.
Every time a player has answered "yes" or "no" the player who asked the question will eliminate the appropriate profiles by folding them downward into the tray.
The game is won when one player has successfully eliminated all other possible profiles and has found the other player's perfect match!
This game is for ages 18+ and makes for a perfect gift for almost all occasions!
10/05/2012 - 04:04
is simple party card game for all Wu-Tang Clan fans!
3 to 10 players.
There is a verse from Wu-Tang poetry in front-side of the card and (just the) information about this verse (track, album, rapper etc.) in back-side of the card.
In each turn the current player draws a card (second top card) and reads the verse aloud.
Each player try to add some other verses before or after the current verse with good rhyme and flow.
Players write up their creation on the paper (and add their names) and give it to current player who is also judge this round. Judge shuffles the papers and reads these aloud without names. All other players votes to their favorite rap-creation (except to their own creations).
Each player gets as many points as many votes his creation got. May be played as many rounds that each player has been judge once. The player with the most points wins. May be played in teams.
In Shrek 2: Race to Midnight!, players follow Shrek, Donkey and Puss on a magical journey to find Fiona by Midnight so Shrek to save their love! Throughout the journey, players will encounter obstacles like Prince Charming, the Fairy Godmother, family in-law! To overcome these obstacles, players use and combine abilities from their hand to overcome the encounter. Game play involves two decks, the encounter deck and the ability deck. The encounter deck is staggered with Time cards that will bring the players closer to midnight. Players fill their hands from the ability deck, and can use one per turn. All the cards complement differently with others, and can combine to overcome the encounters! Make haste overcoming the encounters though, or you won’t reach Fiona by midnight! This game is for 1-3 players.
The UNESCO World Heritage Sites are the most culturally significant sites in the world. Together, they form a picture of Earth’s heritage. Visiting these sites are memorable events, and visiting them leave lasting memories. Most people only see a handful of these sites in their lives, but what if you got to go on a world tour visiting them? What would you do at these places? UNESCO World Heritage Sites: World Tour seeks to answer that question in a fun game about these sites and the various activities people do.
-160 UNESCO World Heritage Site Cards
-160 Activity Cards
-8 Site & Activity sleeves
The game is for 4-8 players.
Shuffle the Site and Activity cards. Each player then draws five Site and Activity cards, not revealing the cards to other players. Each player gets a Site & Activity Sleeve.
Decided among the players, one player starts as the Traveler. The Traveler will not play any cards this turn.
-Each other player chooses a combination of a Site and Activity card that they think the Traveler would like, think is creative, find funny, etc. and puts the combination into the sleeve and places it in the center. Once all players have done this, the Traveler shuffles the sleeves to make sure they do not know which sleeve belongs to which player.
-The Traveler then reads each combination with the following format:
”At [World Heritage Site] I will [Activity].”
-Once they have all been read, the Traveler chooses a winner. The winning player keeps the Site and Activity. The rest are placed in discard piles. Players who played cards this round draw one new Site and Activity card.
-The next round begins using the same format, with the Traveler being the player to the right of the Traveler in the last round.
-Once a player has won five rounds, the game ends with that player being the winner.
-The Great Wall of China (Site Card) -A picture of the Great Wall. -A couple sentences describing the Great Wall, including the location, cultural importance and when it was added to the World Heritage Site List.
-Playing Hide-and-Seek (Activity Card) -A cartoon of the activity. -Trivia or fun facts about the activity.
The goal of the game is to place culturally significant places in the world with interesting and zany activities to create interesting and fun combinations. The cards also provide some information and could teach people something they didn’t know before. The game encourages creativity, light heartedness and social interaction. The rules are simple to learn, with the real depth being the creativity of combinations players come up with.
Route me please
A Cisco (c) routers game for 2-4 players
7x7 square grid with on each corner the starting square (router) for a player. With two players take diagonal opposition.
Goal is to send three packages (cubes) accross the board to the router there.
There are 45 square tiles.
There are tiles that connect left-top and right-bottom, or up-down and left-right. These are "lines".
Other tiles are "routers". They connect all four sides. There are cisco-routers, and brand-x routers.
The difference between Cisco and Brand-X is that Cisco is quicker, and handles bad packages properly.
"Lines" and "Routers" that are connected to one of the starting routers are called a "network".
1 - Drawing and placing one or more tiles 2 - Moving a package
On a turn a player takes a card and connects it to a network. Played continues to do so until he draws a router, which he also connects to a network.
Own package: Start at own router, or take a package already on its way, and move until a brand-x router is reached. Package stops there. A package may move through as many lines and cisco routers on its way as needed.
Move a bad package: Starts at a brand-x router, or take any bad package on the board, and moves to any other brand-x router. When the bad block is on a router it is effectively down, it cannot be used by the other packages.
When a bad package is sent to a cisco router it is removed by the player who sent it there. The player takes the bad package and may use it again later.
Each player has 3 packages to send, and one bad package to begin with. Packages should always end on routers, not on lines. Packages can share routers, to "rest" but not when there is a bad block.
If a bad packages arrives at a router the packages that were "resting" there can continue their way, but no new packages can arrive.
Instead of drawing cards and moving a cube a player may send a repairman. He then switches two routers (a cisco and a brand-x) If there is a bad package on the brand-x router it is removed from the game.
First player to have sent all of his packages to the other side wins.
Note: Cisco routers are too good for this game. Most routers will be brand-x. Way more fun.
It's Doug's Vegas bachelor party, and you just woke up in a trashed hotel suite with a tiger instead of Doug. The last thing you remember is Jager-bombs on the roof. You've got twenty-four hours to get Doug back in time for his wedding. Better remember where you left him.
Reconstruct your night from memory, adding in the missing events until you find Doug on the hotel roof.
Memories are in a joint deck of 50 cards. Each card has an element like "We stole Tyson's tiger" or "Stu married a stripper." and is numbered in sequence from the film.
Setup: Three cards are played at the start of every game next to each other.
Then draw 6 random cards from the deck and place 3 between #1 Jager bombs and #25 Waking Up, and 3 between #25 Waking up and #50 Finding Doug.
Flip a 10 second timer. This is how long the players have to look at the starting cards before they are all flipped upside down.
Each player then draws two cards from the deck.
Starting player is one closest in age to 21. He must do the following:
After you place your cards, flip over each card in the sequence announcing the event before you flip them. If you are wrong on any of the cards, stop and flip back upside down all the cards and draw two more for next turn. Take a drink of your preferred beverage. (Which is JUICE if you're under 21 and shouldn't be watching The Hangover).
If you get them all right, draw a card off the deck as a "Sober Point." You will always draw one more "Sober Point" card than the last person who did. Everyone else takes a drink of their preferred beverage. (The point of the accelerating score is that as cards are added to the sequence it becomes harder to remember them all and therefore worth more points).
Finally draw one more card into your hand than you just played (so if you just played 2 cards into the sequence, draw 3 into your hand).
This is a memory game where players cooperatively try to complete the deck, but the winner is the player who correctly places the most events in order.
When no more cards are available (since they are all used as Sober Points or in the sequence) the game ends. Player with the most Sober Points wins.
Match.com is the leading online tool for connecting couple's together and has been proven successful with their record number of marriages resulting from connections made on the website. Many young people are interested in creating a lifelong relationship with someone who matches their desires for spouse. So Match.com's Magic Moment is a game that allows players to reproduce that moment of finding that special someone. Players will play as singles while trying to be the first to connect with another player. The winners will be the two players who had that magic moment!
Players are trying to match 5 of their "desires" with another player. When two players each have five matching desires on the table they have created a Magic Moment of connection and both players are the winners.
Deal each player five cards from the Desires deck and three cards from the Turn-offs deck. Place each player's pawns on the MATCHES section of the game board (the matches section keeps track of how many matches you have with each other player).
On your turn you take one of the following actions:
Two players win the game when they each have five matches in common. Matches are produced when each player has played a pair of the same cards. For Example: Matt and Hillary each have a pair of "Blond Hair" desire cards face up in front of them. This would count as one match. Adjust accordingly on the game board.
The Turn-off cards played in front of you are cards that cannot be matched with another player. If Matt has played a "blue eyes" Turn-off card it would block a match with Hillary though she would have a pair of "blue eyes" Desires cards face up.
However, Matt can place another "blue eyes" Turn-off card on top of his previously placed "blue eyes" Turn-off card to eliminate them from the table, thus making "blue eyes" a possible match once again with Hillary.
Players will have to try to maximize their matches with other players while also trying to eliminate their turn-off cards.
Good luck to all players seeking that Magic Moment!
Match.com matchmaker game
For 3-6 players
60-ish singles cards
5 10-sided dice (icon on each face)
50 cardboard tokens (10 each of 5 icons)
Each Singles card has a picture of a man or woman and several picture icons indicating their interests and partner preference and an "adventure" rating between 1 & 5 inclusive. Players are each dealt five of these cards face down and the dealer plays a central target card face up. Each player picks a card from their hand to best match the target card's attributes and places it face down in front of them. All cards are revealed simultaneously and cards that don't qualify on gender preference are immediately discarded. Qualifying entries are ordered from strongest to weakest. Starting with the weakest match, the player who played it rolls a number of dice equal to the submitted entry's adventure rating to try to match the symbols his card is missing from the target card. Any new matches from the dice are added to the card using the match tokens. After each qualifying player has had one roll of the dice, the player with the most icon matches (card & token) wins the round and collects the happy couple in front of them. All other submitted cards are sent to the discard pile. If the icon match number is a tie, the player with the least icon tokens from dice on that play wins the round. If that's a tie, the player closest to the dealer's left (clockwise) wins the round. (The dealer cannot win ties).
All players then draw back up to five cards.
The winner of the previous round becomes the dealer for the next round and reveals the next card from the draw pile face up. First player to five happy couples wins.
Whoever has the most complete Match.com profile deals first.