Please Read: Details on entering the Game Design Showdown.
Sorry about the delay - despite being under the weather, I had a great time at BGG.con last week! Now that I'm back, I offer the dramatic conclusion of this month's Game Design Showdown...
1st place, with 9 votes: The Risk-Takers of Catan, by Qwibbian
2nd place, with 8 votes: The videogame boardgame, by bike
Tied for 3rd place, with 5 votes each: Agents, military camps and gold, by regzr and Conglomerate, by AnEvenWeirderMove
5th place, with 3 votes: Mickey's Assault on Catan's Real Estate, by williamj35
Congrats! Thanks for entering, and I apologize again for the delay in posting the winner. The Critiques Thread is open for business!
Crossover: The recent acquisition of LucasArts by Disney has taken a lot of people by surprise. FaceBook is awash with images of the Death Star made to look like Micky Mouse, and jokes about Leia being one of the Disney princesses. But crossovers are nothing new - TV and comics have been crossing storylines for ages.
November's showdown challenges you to create a new Game Experience by combining aspects of existing, established games. Choose main mechanisms from 2 or 3 of the games below, and put them together to make a new and different Game Experience. 2 bonus votes for using the theme of Disney acquiring LucasArts :)
Games to choose from:
- Puerto Rico
- Power Grid
- Settlers of Catan
- Age of Steam / Railroad Tycoon
Word Limit: Let's go with an even 500 word limit this time.
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 with the following subject line. PLEASE use the correct subject - it makes my job much easier!
Subject: GDS - NOV - [your username]
Comments or Questions: Comments and questions about this Challenge were handled on the Comments Thread.
Enjoy, and good luck!
Decide start player
1. Resource Phase.
- Main player rolls 2 six-sided dice. Players collect resources (as in Settlers) - Players who own property in corresponding hexes may collect rent from players with adjacent settlements
2. Trading Phase.
- Players may now all trade goods, money, and property with the main player. - Players may also make non-binding promises about what they will do with their LMMs. - Example: "I'll move out of the 8 hex and attack green if you give me 2 wool and 500 bucks"
3. Building Phase.
- Main player may build (as in Settlers) - Main player may build houses or hotels on properties he or she controls - Main player may also build LMMs for one wood and one sheep each or 100 dollars each. These are added to troops mustered in the next phase.
4. Muster troops.
- Main player gains one new LMM for each territory controlled, 1 for each settlement and road, and 5 for each monopoly owned. He or she may place these in any hex already controlled by his or her LMMs.
5. War phase. Main player may now move groups of LMMs into adjacent territory.
- If the adjacent territory contains enemy LMMs, resolve a battle (as in Risk) - If the adjacent territory contains a property owned by another player, pay that player rent, and then take control of the property.
If at anytime any player rolls a 7 (during Resource Phase or War Phase): the player who rolled the 7 may move the Darth Vader Goofy mini figure into any adjacent territory, collect one random resource from the hand of each player with an adjacent settlement, eliminate any enemy LMMs in the hex, and take control of the property in that hex.
Game ends when either:
A) A player gains 10 Settler's points
B) Only 1 player has LMMs on the board
C) 1 player controls all property on the board
After game ends:
Players sell all resources for 25 dollars each.
Players gain 50 dollars for each road and 100 for each settlement
Players gain 25 dollars for each hex controlled by their LMMs
Players sell their property to the bank.
Player with the most money wins.
6 Companies in market of videogames create new products for which they search buyers. By selling they make money and get bigger.
Buyers are geographically spread and have different interests. Players take shares in companies, earning money by helping the companies.
Play finishes two rounds after the last new share is bought (last two rounds skip phase 2)
Scoring: Each company is worth its size x 10. Pay shareholders. Most money wins.
Light strategy game, 3 - 5 players.
Risk style board Continent cards Country cards Capitol cards Envelopes Military units Agents (numbered) Gold 5 Capitols Pen and paper 5 Dice
Military unit --- 2
Camp rent --- 5
camp --- 2
recruiting office --- 3
agent institute --- 5
gold mine --- 7
Players come to a conclusion how many rounds the game lasts. Deal one continent card and one capitol card to each of the players and reject rest. Deal all country cards. Do not look nor show who got what. Let players draw five agents. Agent numbers are kept hidden from other players. All the agents look the same. Distribute two times so many gold as player has country cards. Each player lays a country card face down on the table and drops a capitol card on top of it.
Players put an agent and a country card in an envelope. Envelopes are shuffled and opened one by one. Agents are placed on the board where the card in the envelope indicates. Envelope mess is repeated until all agents are on the field.
On their turn, players drop one military unit in the country which is not yet occupied. Not in those countries that have an agent. Dropping continues till all occupied. Then seven extra units will be placed in the same manner. Now a country can house more than one unit. Each player's units are different color. At this point players military unit reserve is empty.
On her turn, a player can buy military units or agents. And move his reserve units to the board. Next, fight with neighbours. Then player rearranges units. Puts agents on field. Building. Last, collects gold (in line with country possession) and pays camp rent.
In one country can operate only one agent. Where you have an agent, there you are allowed to build profitable things. Things can be built in this order: camp, recruiting office, agent institute and gold mine. Things that will be earned: rent (gold), military units, agents and gold.
If a foreign military unit enters a country where a camp is situated, the owner of that unit pays rent to the agent (in the end of the turn). Agents can't be deleted, but in case of an invasion, military can fight against the agent and force the agent to flee to home (reserve). If a camp is one's own, one does not pay rent.
Risk style dice roll. No country is left empty. An agent or a military unit must be left on sight.
Agent's owner is revealed when country is under attack, or owner starts to build there. Capitol is revealed at least when it is under threat.
If your capitol is captured, you are lost and your troops, agents and buildings are switched. The conqueror owns them now. The player first to occupy the continent that's on his continent card, wins. If nobody, the player owning the most gold in the end of the game, is the winner.
The settlers of Catan are at war! Will you be able to defend your territories while developing your settlements? Victory awaits the bold!
Objective: There are now two ways to win the game:
(Merging PR, Catan, and Monopoly)
In "Conglomerate", players take on the roles of media corporations, buying and selling smaller companies as they generate pieces of IP of varying types. Each round, a number of companies are founded based on the number of open spots on the indie market. Then, established companies will create pieces of IP in varying themes based on a 2d6 roll. For example, "Nebulon Horizons" creates 1 "Sci-Fi" IP on a roll of 6, 7, or 8. This deck also contains event cards, signalling special actions available for the remainder of the game. The deck is organized into stages, with more powerful cards/companies appearing in later stages.
In turn order, Players will select a role for their company to complete this round. Selecting the role gives the player some advantage, but other players can also complete the action. Each role may only be selected once per round. At the end of a round, the first player marker moves to the left.
Players invest in companies, placing control markers on them. Players can then take these companies' IP, but should be wary; Another player might buy the company outright! Of course, the former controlling players will recieve some money (exponentially more for having more control markers on the company) but won't be able to collect any more IP from that company. Don't worry, there are always new indie developers ripe for the purchasing!
IP can be used in multiple ways: First, it can be Licensed. When a player Licenses IP they can place it on one of those tiles, collecting money. No IP of the same type may be Licensed to that same market until the tile is full, and the player is rewarded with more money based on the number of already-filled spaces.
IP can also be used to produce content, which can be traded in specific combinations for victory points. These combinations are represented by Media tiles. (For example, the Steampunk Movie requires 3 Period Piece and 2 Sci-Fi IP) However, once a specific combination has been traded in, its tile is flipped over and that same combination cannot be used again until all other combinations have been used.
Once the Media tiles have been exhausted for the third time, or once the deck has been exhausted, the game ends and the player with the most VP is the winner!