August 2012 Game Design Showdown - "Grow up!"
Please Read: Details on entering the Game Design Showdown.
And we have a winner!
I apologize for the delay, Gen Con was a blast. I now return you to your regularly scheduled GDS award ceremony...
1st place, with 13 points, Sociopathy by Taffer
2nd place, with 10 points, Fighting Trolls by melx
3rd place, with 9 points, What kills me makes me stronger by Gizensha
Other entries and their points:
6 points: Glenco by dobnarr
5 points: Urbs Salinarum by Mathew Rogers
5 points: Roll over Mars by regzr
Congrats to the winners! The critiques thread is now open for business!
Growth of scale: One of the things that I think can really give a game an epic feel is an increase in scope. Where the late game dynamics are bigger than in the early game and encompass much more... stuff. This month's Showdown challenges you to create a game that increases significantly in scope from beginning to end.
Pieces that scale: Most games have pieces (cards, tiles, and other bits) that are the same every time you play them. To go along with this month's theme of "growing up," entries must include pieces (cards, tiles, bits) that grow each time they come into play. In case it's difficult to have the pices physically grow, it is acceptable to have their effects grow instead :)
Word Limit: Let's go with an even 500 word limit this time.
Good luck!
Voting: My new method of bookkeeping has made it easy enough to track who has voted and for whom, so we will continue to use the new voting system. Rather than dividing 6 votes any way you like, you must award Gold (3 votes), Silver (2 votes), and Bronze (1 vote) Medals. 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 - August - [your username]
- Submissions: The 1st of the month through the 8th.
- Voting: Through the 15th. PM your votes to sedjtroll.
- Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
-
- Entrants may not assign any Medals to their own entry!
-
- Entrants must assign all 3 Medals.
- An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
Comments or Questions: Comments and questions about this Challenge were 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.
Enjoy, and good luck!
-Seth
What Kills Me Makes Me Stronger
Each player controls three creatures. These creatures will fight, die and evolve during the course of the game. The winner is the player who's creatures died, and therefore evolved, the least.
The board is a hex-grid. Some terrain requires more move, others provide more defense, some do damage, etcetera. On the board are three nests per player. Each of these nests can be used by all players.
At the start of the game each piece by default has move 1, attack 1, and maximum health 1.
Move represents the number of hexes that may be moved each turn by the creature. Attack represents the amount of damage done each time it attacks. Health represents life force. It starts at the creature's maximum health, and drops by 1 for each damage taken by the creature.
Whenever a creature is placed onto the board, including during the first turn, the creature's controller adds a block representing one of these three stats to increase that stat by one.
At the start of the game, players take it in turns to place a creature onto the board in one of the nests, placing a stat block onto that creature. After all players have done this, the first player takes his first turn, moving each of his creatures one by one.
When a creature moves into a space occupied by another creature, it attacks that creature. If the attacked creature drops to 0 health, the creature that just moved into the space recovers one health (Up to its maximum health), and the attacked creature dies. If the attacked creature still has health, it's controller must move it immediately in any direction, other than the one the attacking creature came from, up to its maximum move. It may not attack another creature in doing this. If it is surrounded by other creatures, it escapes past the attacking creature, taking one damage in the process. If this kills it, it dies, but the attacking creature does not eat.
When a creature dies, remove it from the board. It will return to the board on its controller's next turn, a little bit more evolved.
On a player's turn, they must place any dead creatures they control not on the board onto the board in a vacant nest, putting a stat block onto that creature. This counts as a single move for that creature.
The game ends when creatures have died a total of 10 times per player playing the game. When this occurs, count the amount of blocks on each player's creatures, adding one for each dead creature the player currently has. The winner is the player with the least blocks in total - That is, the player who's creatures died the least.