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[GDS] AUGUST 2014 "Immortal in Time"

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richdurham's picture
Joined: 12/26/2009

August 2014 "Immortal in time"

We have a winner!

Ritual Statue Building

Congratulations to the winner, now let's head over to the critiques area for a discussion!

Entries are in!

Take your time to read through them. In the end, a lot of designers rose to the challenge!

Submit your votes here

Remember that you get three medals to award:

  • Gold (3 pts)
  • Silver (2 pts)
  • Bronze (1 pt)

If you submitted an entry you must vote or receive a Pyrite (-3) medal.

Please Read: Details on entering the Game Design Showdown.

August, the month formally known as Sextillus in the Roman empire was changed to honour Augustus Caesar. It was even given 31 days so none could claim it was inferior to July (Julius' month)!

These monthly titles have secured their places in history (although others have tried this method). And what greater glory is there for an emperor than to be remembered forever?

And now your challenge is to design a game where, thematically, players or characters or something is trying to be immortalised. That's the main drive in the game.

And here's the mechanical restriction: you can't have any numbers. And for those who want to know the essence of this, here are some examples: No printed numbers, no symbology representing values of comparison (green=5, for instance, or blue > green > red > blue), and no SCORE. The point is to see what you can do outside of just playing with the economics of a game. Game theory works really well when you put numbers to players' priorities, and in most games you have literal numbers that represent the "values" of things. Whether that value is a combat statistic or an income, or whatever, the conversion to the language of economics is already done.

I want you to create a game that never converts to the mathematical language of game-theory. Don't enumerate people's priorities for them, let them do it themselves. Social games like Dixit, lovely pattern making games like Tsuro, and some negotiation games like Quo Vadis (to a degree), don't use numbers. Okay, Quo Vadis keeps score, and that's a no-no for this contest.

The main example of actually using numbers you CAN do would be to count votes. Votes are a way of directly tracking decisions people make and reflect our un-enumerated priorities.

If you'd like more clarification, ask in the comments and questions thread for this contest. Also, it'll be great to get some discussion started on that by people who completely disagree.

On to the brief:


Theme: Immortalising someone/something for all time, in the annals of history Mechanic restriction: NO NUMBERS, NO SCORE. Only counting "votes" or something similar.

Now the details:

Word Limit: Standard 500 word

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 Medal (that's "Fool's Gold") worth -3 votes!

When submitting your entry: PLEASE USE THE FORM LINKED HERE.

  • Submissions: Friday the 1st through to Friday the 8th.

  • Voting: Through the 15th. Votes will be through a form (link posted after submission period is ended).

  • 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 are 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, visit the GDS Wiki Page.

Enjoy, and good luck!

-Rich and Mindspike

richdurham's picture
Joined: 12/26/2009
Entry #1 - Infamous: The Game of Villainous One-Upsmanship

Concept: It is time to elect the new leader of the Villainous League of Evil Villains (VLEV). Interested villains campaign by posturing, describing in detail how they would achieve nefarious plans volunteered by VLEV members-at-large. After the end of the posturing period, the candidates vote for another candidate. The villain with the most votes takes the prize.

Players: 3-8
Play Time: <30 minutes

-20 Villain Cards
-80 Scheme Cards
-30-second timer
-Pencil and paper

-Each player is dealt a random Villain card. This card details the Villain's name (for example, Doctor Dastardly) as well some defining traits of the Villain (for example, Volcanic Lair, Bionic Arm, and Mind Control). Players introduce their Villain in the first person in an exaggerated and dramatic fashion.
-The player whose Villain's name comes earliest in the alphabet goes first.

Turn Sequence:
-The active player draws a Scheme Card and reads it out loud. Each Scheme card contains a Goal (World Domination, Build Resources, Kill Heroes, or Recruit Support) and an Objective that would help a Villain achieve that goal (for example, a World Domination objective could be "blackmail an influential Senator", and a Build Resources objective could be "rob a bank").
-After reading the card, the active player turns over the timer and has until time runs out to, in character, explain how his or her Villain would achieve that Objective.
-When the player's time has expired, the player to his or her left starts the next turn.

Ending the Game
-When a player draws a Scheme cards with the same Goal as a Scheme card that player has previously drawn, the end of the game is triggered. Keep playing until all players have had an equal number of turns.
-After the last player's turn, each player writes down the Villain who he or she would nominate to lead the Villainous League Of Villains. Players cannot vote for their own Villains.
-Once all players have voted, the votes are revealed. The player(s) with the most votes win.

richdurham's picture
Joined: 12/26/2009
Entry #2 - Pinfall Olympics

Pinfall Olympics

Final match. Gold medal on the line. Will you bring glory to your name?

Pinfall Olympics is a two player card game that captures the essence of wrestling: two opponents struggling to move simultaneously.


Pin your opponent.


2 Wrestler Cards 2 Wrestler Decks (30 Move Cards Each) 18 Tokens

  • 2 Action tokens
  • 8 Discard tokens
  • 8 Keep tokens


Each player takes one Action, four Discard, and four Keep tokens. Place Wrestler Cards facing each other in center of table (Neutral position) Each players draws 5 cards, chooses one to play facedown, and plays the rest faceup in front of him.

Turn Structure

1) Each player simultaneously places his action token and 4 other tokens face-down, one on each of his cards. When both players finish, flip tokens over and apply the following effects:

  • Action Token: Compare this action with the opponent's (see Comparing Actions), then discard the card.
  • Discard Token: Discard the card.
  • Keep Token: No effect.

2) For each card discarded: Draw a card. Play all cards drawn. You may play one such card facedown. If you do: flip over any other face-down cards in front of you.

Remove tokens and repeat for the next turn. Continue until one player is pinned. If a player runs out of cards, shuffle the player's discard pile into his deck.

Move Cards

Format (These cards also include pictures of wrestling moves)

  • Color: Red, Yellow, or Blue
  • Position Usable in: Neutral, Top, or Bottom
  • Effect if Successful: Generally changes your position or pins opponent *Color(s) Vulnerable to

Card Examples

  • RED. Neutral. If Successful: Move to Top position. Vulnerable to BLUE.
  • YELLOW. Top. If Successful: Pin opponent. Vulnerable to RED & YELLOW.
  • BLUE. Bottom. If Successful: Move to Neutral position. Vulnerable to YELLOW.


  • Neutral: Both wrestlers are standing and trying to take each other down. Set Wrestler cards facing each other.
  • Top: Wrestler has taken down and is trying to pin his opponent. Set this Wrestler card on top of the other.
  • Bottom: Wrestler has been taken down and is trying to escape. Set this Wrestler card under the other.

Comparing Actions

  • Reveal Cards: If an action-tokened card is face-down, flip it face-up.
  • Check Validity: An action is invalid if performed by a wrestler not in the card's indicated position. If only one card is invalid, apply the other card's effect. If both are valid: Proceed to color comparison.
  • Compare Colors: If only one card is vulnerable to the other's color, apply the other's effect.
  • If none of the above, both wrestlers struggle but ultimately accomplish nothing.

Card Effects

If successful, a card will do one of the following:

  • Pin: The first player to pin his opponent wins. End the game.
  • Position Change: Adjust Wrestler cards to indicate the change.
  • Disable: Opponent cannot place his action token on a card of X color next turn.
  • Fatigue: Opponent places 3 tokens instead of 5 next turn.

This game was inspired by four years of high school varsity wrestling experience.

richdurham's picture
Joined: 12/26/2009
Entry #3 - Written into History

Written into History

There are many ways to become immortalized. This game explores some of the various ways that someone can put their self in the record books.

(2-5 Players)


Character Cards (many)

25 (different) Milestone Cards


Players start by randomly choosing characters (and keep it secret). The characters have lofty goals like; “Cure cancer”, “Become the First Astronaut to Land on Mars”, “Break an Olympic Record”, “Overthrow a Government”, etc.

To accomplish these goals, players will need to collect milestones cards. Some examples of milestone cards include; “Receive a PHD”, “Physical Training”, “Become an Influential Speaker”, “Receive Technical Training”, etc.

Each character requires a set of four milestone cards to become immortalized (and win). The milestone cards required to win overlap between the characters. There is only one of each milestone, so players must try to remember where they are or who has the cards they need to win.

Set Up:

  • Each player chooses a two character cards.
  • Each player is randomly dealt four milestone cards, which they keep secret.
  • Place the remaining milestone cards face down in the middle of the table in a grid pattern.

How to Play:

Phase 1: On a players turn they have the choice of two options: - Give a card to another player OR - Steal a card from another player

Phase 2: After Phase 1, there will be a player with 6 cards and a player with 4 cards.

  • The player with 6 cards will discard one of their milestone cards by showing it to all other players and then placing it face down on the table.
  • The player with 4 cards will then choose a new milestone card from the facedown cards on the table.

Play continues to the next player and Phases 1 + 2 are repeated.

How to Win:

Play continues until a player has successfully acquired the set of milestone cards needed by one of their characters. They win the game.

If you are having trouble picturing this game, it is like "memory" mixed with set collection. Also, stealing is beneficial if you know a player has the card you want, while giving a card is required to pick up a card from the center of the table. Players can also steal a card in hopes of stopping the other player from completing a set.

richdurham's picture
Joined: 12/26/2009
Entry #4 - Temple of the Gods

GOAL: Be first player to complete two level temple adorned with statue of king.

1 deck - 104 worker cards (Quarrymen, Builders, Masons, Sculptors) and abilities (digging one stone, two stones, three stones; laying one stone or two stones)
1 deck - 104 stone cards (4 different colors, one per player. 25 cards of each color plus 4 statue cards 1/color)
1 deck - 104 action cards (Different actions in game Ex. KIDNAP WORKER (Take one worker from any opponent to complete set); SHANGHAI WORKER (Return worker to discard pile), DAMAGE STONE (Flip down one stone card on opponent temple), EASY DIRT (Transfer cards on two stone piles), CAUSE STRIKE(Play on opponent to prevent them from harvesting stones/laying blocks), RESOLVE STRIKE (Remove CAUSE STRIKE card from play), etc.

Shuffle worker deck. Deal three workers face up in row. These are available workers to recruit.
Shuffle stone cards. Cut into four face up piles so top colors are visible. If four cards match in color cut two piles at random until there is at least two different colors on top.
Shuffle action cards. Deal four per player. Place deck face down. Reshuffle discards when necessary.

BASIC PLAY: Oldest player goes first. A turn consists of one action plus an extra action for each complete set of worker cards--One Quarryman, one Builder and one Mason make a set. You may have up to four sets in play, one must also have a sculptor before placing statue (up to 5 actions per turn). You must have at least one set to dig or harvest stones.

ACTIONS: Draw card; play action card, recruit worker, Dig stone, harvest block, set statue (to win), discard a card.
Drawing or discard one card per action.
Action card: Play one card, follow directions. Cards modify actions, add actions, create obstacles and remove obstacles. You can lay a card face down to play as an interrupt on another players turn. This costs an action.
Recruit: Select a face up worker card. Add to a set in front of you, if bonus is on it you can use it once a set is completed. (Bonus like move an extra stone each turn, etc) Replace with next card.

Dig a stone: You need four color stones of same color on top of piles to harvest block. You can use an action to move a color stone card from one pile to another. Actions allow you to reshuffle piles, search cards, etc.
Harvest: When four top cards are same colors, use action to collect and put them in layout. You can harvest one statue after temple is done.
Statue: Place statue on temple.
Statue must placed (two actions) and all cards must be face up to win the game at end of your turn.
Layout is bottom layer is 4 by 4 array of stone cards of one color; second level is a 2 by 2 array in center of 4 by 4 and statue is placed in center.

richdurham's picture
Joined: 12/26/2009
Entry #5 - My Dad is... IMMORTAL!!!

My Dad is... IMMORTAL!!!

4 to 7 players


One-up the neighbor kids by declaring your Dad’s immortal powers with a little cheek and whole lot o’ pizzazz!


72 Cheek & Pizzazz Cards with a unique picture on each card.

Game Setup

Count out ten Cheek & Pizzazz Cards per player and shuffle them together to form the Cheek & Pizzazz Deck. Deal five cards to each player from the Cheek & Pizzazz Deck and place the remaining cards face down within easy reach of all players.

Game Play

The player to the left of the dealer goes first as the Initiator by using any Cheek & Pizzazz Cards from their hand to form a phrase boasting about their Dad.

For example: “My dad has robot laser [picture of robot shooting a laser] eyes [picture of eyes],” could be the Initiator's phrase.

(Bracketed words here represent the pictures on the Cheek & Pizzazz Cards being used to support the phrase.)

The first player to produce a response is considered the Challenger.

For example: “Oh, yeah! My dad eats [picture of mouth] lasers [picture of flash of light] for breakfast [picture of bowl and spoon].”

Once both sides have had a chance to boast, the Initiator may decide to end the showdown or initiate another round of boasting against the Challenger allowing the Challenger to respond or decline. The showdown ends when the Initiator does not initiate, the Challenger declines, or one of them runs out of cards. Once the showdown ends all players outside of the showdown vote subjectively to decide which of the two won.

If there is a win the cards that the loser played in the showdown become a part of the winner’s Cheek & Pizzazz Hand. The cards the winner played are discarded. Both players then replenish their hands from the Cheek & Pizzazz Deck with as many cards as they played in the showdown. Another showdown then commences.

If there is a tie both players return the cards they used to their Cheek & Pizzazz Hand and may not draw new ones. Another showdown then commences.

Additional showdowns continue with the role of Initiator being taken by a player to the left of the previous Initiator. Players are eliminated when they run out of cards and there are no cards left to draw. Eliminated players may still vote.

Cards and Immortality

As you can see from the examples the Cheek & Pizzazz Cards range from humdrum to awesome in their depictions but it is up to the wit and creativity of the player to form them into killer smack-down sentences rocketing their Dad to fame and immortality.

To help with this seven Immortality Cards are mixed into the deck. If one of these Immortality Cards is played during a showdown (as in, “My Dad is… IMMORTAL!!! [picture of the word 'IMMORTAL!!!'],”) that player automatically wins the showdown.


The last player with cards wins and their Dad shall be recognized by all to be... IMMORTAL!!!

richdurham's picture
Joined: 12/26/2009
Entry #6 - The End of History?

Players must bring political history to an end and enshrine forever the perfect political order. 2D geometric pieces are all one of four colours and their faces are coded to one or more of the remaining colours. If a piece's face matches a facing piece, both pieces are in conflict. Players takes turn either either moving a piece from a public hand into conflict or moving a piece already in conflict into an unconflicted position. The last player able to complete a move wins.

richdurham's picture
Joined: 12/26/2009
Entry #7 - Raido the Magnificent

The players are priests who are converting the myths and legends of their god’s greatness from oral stories to written cannon. Any player can initiate by stating the title of a myth regarding the god (a made up god name for the story) and a single fact. This title and fact will stay the same for subsequent rounds. The play then proceeds clockwise with each player repeating what was said before, without removing or changing information, but adding one and only one fact in the round. This continues until one player makes a mistake at which point a player points out the mistake, accusing the god of being drunk, tired, or something else that causes them to retire from this round of the game.

The accusing player then initiates a new round. False accusations force the accusing player to retire. If no consensus is come to, the round begins again. It’s the same story, however, it can include as many facts from previous rounds that the initiating player chooses to include (see example below) however nothing can contradict something from a previous round. So if it was stated that a city was created in Africa then it can’t be stated to be in Europe in a later round. When initiating the player cannot make up a new fact.

Players can’t use long numbers or series of garbled letters that are very hard to remember (ie: “then he dialed the number 23432335454”)

Here’s an example of play with 4 players:

PLAYER 1: “Let’s tell the story of how Raido the Swift killed a serpent”.
PLAYER 2: “Raido killed the great Serpent of Aargaar.”
PLAYER 3: “Yes, it was Raido who, on the 4th of March, 44BC, killed the Serpent of Aargaar”
PLAYER 4: “Raido, on the 4th of March, in 44BC, killed the Serpent of Aargaar for stealing his sacred plums”
PLAYER 1: It was Raido, on March 4 44BC who killed the hated Serpent of Aargaar for stealing his sacred plums off his tree.”
PLAYER 3: PLAYER 1 must be a liar for he has added both that the serpent was hated and that the plums were on the tree.
PLAYER 1: That’s right, I am a liar. [sits out]
PLAYER 3: Well, then let’s continue to tell the story of how Raido killed a serpent for stealing his plums.
PLAYER 4: Yes, Raido, known for his sense of justice, killed a serpent for stealing his plums.
PLAYER 2 (skipping player 1 because player 1 is out): Yes, it was Raido, known for his sense of justice, who killed the serpent, for stealing his plums from his favorite tree.

[and play goes on until only one person remains]

Optionally, after the story is told, players can write down what the story was and, at the end, vote on the best story.

richdurham's picture
Joined: 12/26/2009
Entry #8 - Ascension


The players are heroes vying for the attention of Zeus. In the final judgment the Hero that exemplifies the heroic quality currently favored by Zeus will ascend to Mount Olympus and gain immortality.


36 Heroic Quality Cards

Each card features a combination of 2 heroic qualities, with one quality in either half of the card. The qualities are Courage, Wisdom, Empathy, Loyalty, Humility and Resolve in six different colors.

Green and Yellow, Green and Blue, Yellow and Blue, Double Green
Purple and Red, Purple and Blue, Red and Blue, Double Purple
Orange and Red, Orange and Yellow, Red and Yellow, Double Orange

(repeated 3 times)

06 Cloud Cards, 06 Zeus Cards, 06 Godly Boon Cards

These card sets feature one card for each of the six colors.

03 Hero Tokens for each player


The Cloud cards are shuffled and dealt out in a vertical row, with the first card in the top position and the remaining cards beneath it in the order of dealing.

The Zeus and Boon cards are shuffled and placed in the centre of the table, face downward.

Finally, the Heroic Quality cards are shuffled and each player receives 1 card for each player in the game.


The top card is drawn from the Zeus cards and placed face upward on the table.

Each person plays a card from their hand, face down. If the card has an icon that matches one of the icons on the Zeus card it is played vertically, so one icon is above the other. If the card doesn’t support a match it is played in a horizontal position.

After the players have put down their cards they reveal them, without changing their orientation.

Starting with the turn leader, the bottom icons of any vertical Heroic Quality cards are considered. The matching cloud for an icon is moved down a place in the ladder ranking for each instance it appears.

The top icons are then considered and each match results in the associated cloud moving one place up the ladder ranking.

After the clouds have been moved the players with horizontal cards can move one token between the two clouds associated with the icons on their card.

Next, the players with vertically aligned cards can place one of their hero tokens on the cloud matching the icon in the top position of their played card. Or remove from the game another players token from a cloud matching the bottom icon.

Alternatively, if the top icon on a players’ card is the most appearing match they can draw a Boon card. If their bottom icon appears most they can force another player to return a Boon card. Boon cards can be used to resist token removals from matching colored clouds.

A new Zeus card is drawn, the turn leader changes and the next round beings.


When the players have no cards left to play the one with an unopposed token on the highest placed cloud wins.

richdurham's picture
Joined: 12/26/2009
Entry #9 - Long Live the Fashion

The players are fashion designers struggling to make a name for themselves that will last forever -- or at least as long as 'forever' is in fashion! They must compete against one another to produce this year's hot-ticket-item -- a belt, a dress, a pair of pants, a shirt, or (oh my god) shoes! But beware, designers are fickle creatures. Each year, one not-item is selected -- don't get caught with the not!

Players: 2-9 Time: 10-20 minutes Supplied materials: 150 red, yellow, and blue fashion item cards (belt, dress, pants, shirt, shoes); 50 white ‘I love it’ counters, 50 black ‘I hate it’ counters


  1. Each player begins with four cards in hand, as well as counters equal to the number of players plus one. The counters are half white, half black, with the split counter as white (for example, four players each have four fashion cards, three white counters, and two black counters to start).
  2. Each player, starting with the tallest person and ending with the shortest, may make a statement by discarding a card from their hand. For example, a player might say "I think shoes are OUT!", while discarding a shoes card from their hand. All players pass or discard before the next step.
  3. Each player submits a facedown card to the center of the table -- their entry in this year's fashion design line-up! One additional card is drawn from the deck and placed into the fashion line-up. The line-up is then shuffled together.
  4. Each card is revealed one by one, with players casting a vote counter facedown. When all the fashion items are revealed, the (still facedown) voting counters are collected, like fashions are grouped together, and the fashion with the most white counters is immortalized! The item with the most black counters is declared the not-item for the round, and that player must hang their head in shame!
  5. The immortalized fashion icon does not draw this round, but places the winning item prominently in front of them for the rest of play (as theatrically as possible). The loser draws up to three cards, throwing themselves back into their design work. The rest of the players draw up to two cards, returning their hand to four cards.
  6. Play continues until a player accumulates four fashion season winners in front of them.

Alternative to play

Players with the most fashions in hand matching the winning fashion(s) style and color win the round. In this case, players have a few options during Step 2, listed below.

Alternative Actions

  • Making a Statement: the cards discarded during this action are facedown, and need not be the fashion item declared -- a player in the lead may do well to bluff!
  • Spread a Rumor: a player may pass one of their cards to another player in an attempt to win over the second player. That player must discard the passed card or one from their hand.
    • Discard and Draw: a player may discard a card from their hand and draw another.
richdurham's picture
Joined: 12/26/2009
Entry #10 - Godhood

3-6 Players compete to immortalize themselves!

To become a God, players must build a pyramid of the four elements of Godhood: Worshipers, Temples, Miracles, and Priests. The final pyramid will have four of one element, three of another, two of another, and only a single one of the last element. The player may choose which of each element holds each position, but once a card is placed, it must stay in position. First to complete a pyramid wins.

Setup: The deck should have 8 of each type of card (worshipers, temples, miracles, priests) per person playing. Shuffle and deal each player 6 cards.

Each turn: Players perform these steps simultaneously:
- draw a card from the deck
- either play a card or discard his entire hand, replacing it from the deck with ONE FEWER cards than he discarded
- pass two cards to the player on their right.

Any time a player needs cards, either for initial draw or hand replacement, if the deck is insufficient, shuffle the discards. If there are no more discards available, continue playing cards and passing two (or just one or none, if that's all you have) to the right until someone wins or all cards are played.

Goal: Build a pyramid of cards, with four matching cards on the bottom, then three matching cards (of a different element) above it, etc.

Card placement rules: Once a card is placed, it can not be moved. However, until all the rows have been started or one row has a complete set of four, it is not determined whether you are building up or down from that point. For example: Fred plays two Priests next to each other, than a Temple above them. Now he goes to place a Miracle – he could place the Miracle below the Priests or above the Temple. In his next turn, he wants to place a Worshipers card, which he could do above or below his existing tableau. Only now is it determined what cards he will need to complete his pyramid.

richdurham's picture
Joined: 12/26/2009
Entry #11 - Drawing


Architects visit the prime minister to show outlines of the building they have designed, hoping the prime minister chooses their building to fund, making them immortal. To speed the process the prime minister only gave one sheet where all architects, in turn, can draw some lines on. The first who finishes his building will get the funds.


  • Drawing sheet of 9x9 squares.

    • Each intersection is a coloured dot (5 colours, each 20 times).
    • On each square, building material is show. Like stone, marble, wood, glass, metal. (8 types each 10 times, and one 11 times).
  • 40 drawing cards with all combinations of building and colour occurring exactly once.

  • Building cards, showing outlines of famous buildings. (Think Eiffel Tower, Pyramids.) Buildings are reduced to horizontal, vertical and diagonal lines and fit on 7x7. Each building has the same number of lines, and a small amount of diagonal lines.

  • Drawing pen token per player.

  • One square long sticks to represent drawn lines (horizontal, vertical, diagonal).

Set up

  • Each player places their drawing pen on any intersection on the board.

  • Each player receives a building card. The other building cards are not needed in this game.

  • Shuffle the drawing cards (closed deck)

  • Decide the start player.


A turn consists of drawing cards, playing cards and discarding cards.

Drawing cards

The player draws cards and put them open on table until:

  • He wants to stop

  • The last card shows material already open on table. The player is not only forced to stop, but also loses all cards with the same colour and all cards with the same material as the last drawn card, including the last drawn card.

Playing cards

The player may play as many of the drawn cards as he wishes (including zero), in any order he wishes. The colour of the card specifies an intersection one step away (horizontal, vertical, diagonal) where the pen token moves to. A diagonal move costs an extra card with the material shown on the square. Only one pen token per circle.

With every step the player may

  • Only move the pen

  • Draw a line where there is none (lay a stick)

  • Double (secure) a line (lay a second stick)

  • Erase a single line. If after erasing the player makes another move, he will draw a double line. The player can only continue over an empty line to draw this double line. Otherwise his turn ends.

If a player draws a (single or double) diagonal over an existing single diagonal, this existing one is removed. A player cannot draw, or move, over a double diagonal line. A player can move over a single diagonal line and will leave it as it is.


The player discards any remaining cards.


The player whose building is created in sticks (single or double) wins the game. Rotations are allowed. It does not matter which player laid the sticks.

richdurham's picture
Joined: 12/26/2009
Entry #12 - Ritual Statue Building

Ritual Statue Building


Every year, the local tribes get together for a competition to make statues of their leaders. You will make a statue by getting objects that look like your tribes leader. The elders say the winning statue will immortalize that leader for all time, and who are we to question our elders?


Leader Cards Item Cards (Objects and Tools)


Shuffle items cards into a deck. Each player starts with a random leader and item. You can look at your own leader, but keep it face down so other players cannot see it. Your item cards are always face up.


Leader cards show a caricature drawing of a leader with a hat, head, torso, and legs. Each part of the leader is exaggerated to look like simple shapes and colors. Objects are also simple shapes and colors. Each object and part of the leader are:

  • Round, Triangle, or Square
  • Small or Large
  • Red, Blue, Yellow, or Green

To make your statue, you need to get objects that match your leader, like the big green melon that looks like Thog's head, or a little yellow chicken for his triangle hat.

There are also Tool item cards, which can help you finish your statue. The Chisel can make a large object into a small one of any shape. Clay can make a small object into a large one of any shape. (It's magic chameleon clay, which keeps the color of the original object.) Paint comes in Red, Yellow, Blue, or Green, and makes an item that color.


Each turn, you may do the following actions in any order:

  • Draw an Item Card and place it face up in front of you.

  • Trade - Offer or Request an item. If you Offer an item, you pick one item of yours to offer to another player, and that player picks any item of theirs to give you in return. If you Request an item, you pick an item you want from another player, and that player picks an item of yours to trade for it. Our tribe customs say you must accept any offer or request during a trade.

  • Hide an Item - Lets say you have a ball of blue yarn that looks just like Bim's head, and you don't want anyone to pick it in a trade. You can hide an item by placing one of your item cards on top it. The hidden item cannot be chosen as a Trade item by any of the other players, but the item on top can. After the item on top is traded away, the item that was underneath is no longer hidden.

  • Finish your Statue - During your turn, if you have all the items you need to complete your statue, you may reveal your leader card, and use your tools to make any final changes to the Shape, Size, or Color of your Objects to complete the statue and win the contest.

richdurham's picture
Joined: 12/26/2009
Entry #13 - Mosaicus


In the land of Mosaicus everyone loves all things Mosaic, so now that the king has decided to make a national flag of course it has to feature a mosaic pattern. Artists are quickly getting to work hoping to have their design immortalized on the flag. The king has appointed his chief officials Aerius, Barius, Carius, and Darius to find a suitable pattern for the flag. Each official has enough influence to sway the king if he sees what he's looking for. The trouble is the officials often change their mind on colour and pattern preferences.


Supply of octagon tiles - each octagon is divided into a variety of square and/or triangular sections coloured in combinations of red, blue, green, and yellow

Supply of square tiles - either a single colour or dual colours along the diagonal

Supply of pattern objectives with shapes to create

A square game board with a circular dial in each of the corners (to represent the king's advisors). The dials are divided into pie shaped sections that are coloured red, blue, green, yellow, red, blue, green, and yellow. The dials have arrows on both spaces of a single colour (the arrows would be on a different colour for each dial). These arrows are there to point to the pattern objectives which are positioned around the outside of the dials.


Randomly place pattern objectives as marked around the dials. Place all of the tiles face up in a central supply. Align the dials so that each dial has an arrow pointing toward the middle. Select a starting player.


Players take turns trying to arrange tiles in front of them so that the shape from a pattern objective is evident in a single colour (the octagons line up with each other and the squares fit into the spaces between the octagons).

On each turn players perform an action and then may optionally choose an additional action as long as it is different than the initial action. The possible actions are: place a new tile, remove a tile, move a tile, or rotate a dial. When choosing to move or remove a tile players may choose any tile. However, when selecting a new tile the choice is limited by the position of the dials. In order to select an octagon it must contain the same colours as those pointing toward the middle on all dials (there are arrows on the board to make this clear). In order to select a square tile it must contain the colours (or colour) from a spot where a pair of dials point to each other. The new tile is added to the player's pattern. When rotating a dial it may be rotated in either direction to a new colour without passing the initial colour.

Game End

A player's pattern is immortalized on the flag if at the end of his or her turn, his or her pattern matches a pattern objective to which an arrow is pointing.

richdurham's picture
Joined: 12/26/2009
Entry #14 - Founding Heroes

The Kingdom was founded following a great battle in which humanity overthrew the Ancients. As generations pass the stories of the men and women who fought in this battle will be lost in time. Will your hero be forgotten or be the last remembered of the Founding Heroes?

Each player is trying to keep the memory of their Hero alive over the generations. Play progresses in rounds with each round representing a new generation.
Over the course of the game cards depicting each of the Heroes are stacked on top of one another in various locations in the Kingdom.
The Hero on top of a stack is the one who is remembered and Worshiped by the current generation. Heroes buried beneath that card are Forgotten.
The stacks of Hero cards can be manipulated by playing Devotee cards to locations. Devotees are people committed to keeping the memory of a Hero alive. Devotee cards allow Hero cards to be:
- Revived (play Devotee to a location and move a Forgotten Hero in that stack to the top);
- Spread (play to a location where your Hero is Worshipped, take a copy of the Hero from the deck and add it to a location where it does not exist); or
- Purge (take a Hero from a location and return it to the deck).
The game ends when only one player's Hero is remembered.

Board showing 6 locations (2 Villages, 1 Palace, 2 Monasteries, 1 Stronghold)
36 Hero cards (6 per Hero).
Devotee cards

Each player chooses one of the six heroes. Place the Hero cards in separate decks (one pile for each Hero) next to the board. Dealer takes one card of each Hero (including those not being played), shuffles them and places one onto each location on the board.

Round sequence
Shuffle the Devotee deck and deal four cards to each player. Players take turns to play Devotees.

Player turns
On their turn a player places a Devotee on a location, resolves that card's effects, and then returns the Devotee to the deck. Note that certain cards will allow other players to interrupt a players turn to block a Devotee effect.

Devotee card effects:
- Bard: may be played to a Village to either Revive Forgotten Hero there, or to Spread Worshipped Hero from there to a Village or Stronghold;
- Rebel may be played to Village to Spread Worshipped Hero to Palace;
- Monk may be played to a Monastery to Revive a Forgotten Hero there;
- Warrior Queen may be played to Palace to Spread Worshipped hero from there to Stronghold or vice versa;
- Mad King may be played to Palace to Purge a Forgotten Hero from there;
- Bishop may be played to a Monastery to Spread Worshipped Hero from there to Palace;
- Inquisitor may be played to a Monastery where your Hero is Worshipped to either Purge a Forgotten Hero from there, or (on another player's turn) to block the Bard or Bishop.
- Warlord may be played on Stronghold where your Hero is Worshipped to either Purge a card from a Monastery or block an Inquisitor.

richdurham's picture
Joined: 12/26/2009
Entry #15 - Ender Poets


World ablaze
We will not be forgotten
One last breath

Our world is dying. Disease, riots, meteor showers, nuclear weapon attacks, even creatures from beyond our dimension – all of this has happened so fast. Humanity has mere minutes left. We might be gone, but we will not be forgotten. We have sent all of our history into space to be discovered by the civilizations to come and we still have a chance to send a short message with final memories into the endless void. One last chance for immortality.

Ender Poets is a narrative card game about apocalypse and haikus for 2-8 players. Your goal is to send the last memory of human race into space before humanity’s end.

Contents: Deck of 56 custom cards with apocalyptic artwork and colored symbols. Artwork represents player's character memories of the apocalypse, while symbols are there for rules. There are two kinds of symbols on each card: Suit/Theme symbol and Rule symbols.


Setup: Shuffle the deck. Deal five cards to each player. Play one card from the deck onto a central pile. Play proceeds clockwise from the starting player.

On your turn play a card on top of the pile. The card played must match either the suit or the color of the topmost card on the pile. Say a Haiku/short poem inspired by the artwork on the visible card(s). If the poem is accepted, resolve the rule symbol. If you don't have a card of matching suit or color – draw a card.

Haiku: Game revolves around creating haikus/short poems. They should be short enough to be spoken out in a single breath (time and oxygen are limited in the final days of humanity) and should be related to the visible card artwork. If the poem is deemed to long or not on topic it can be voted out.

Voting: After a player has spoken his Haiku, other players can object to it by saying “Too Long” or “Wrong Topic”. All players (including the haiku creator and the player who has objected to it) then vote by pointing either to the creator or the player who objected. Majority rules and draws are in favor of the creator. If your poem has been voted out you do not resolve the special rule from the Rule symbol, but your card stays on the pile.

Rule Symbols are simple icons describing actions to be taken after the poem is accepted. Sample Rule symbol actions include:
All other players draw X cards
Player to your left/right draws X cards
Discard X card from the top of the pile
Give player a card from your hand
Change turn order
Split the pile (this creates extra spot you can play a card, but your haikus have to include all visible artwork).

When a player plays the last card from his hand, the world has ended. He has created the humanity's last poem solidifying his and humanity's immortality. He is the winner of the game.

richdurham's picture
Joined: 12/26/2009
Entry #16 - Monument

To be carved from the earth itself is to live forever.


To build the tallest monument in order to prove you are the most worthy of being remembered throughout time.

Players will use blocks/clay to build the highest monument over the course of five rounds.


  • A box of building materials including blocks (tetris-shaped), clay blobs in cylindrical contains, and other various shapes.
  • Player board, which is double thick cardboard that players will build their monument on.


Each player in turn draws three items from the box without looking. He must keep one, pass one to the player on his right, and put one back in the box. Then the next player to the left repeats this until all players have drawn.


Play consists of phases - the build phase, draw phase, and trade phase.


Using the two pieces of material they have (only using two if they have more) players will add to their monument. If any pieces fall down, the player may keep one to use next round but the others are placed into the parts-box.

The object is to build their monument as high as possible.


Like setup, each player will draw three items. Keep one, pass one to their right, and return one to the box.


Each player in turn selects one piece they have which they are optioning to trade. If no player wants to trade their optioned piece for it, they must keep that piece. If a player trades their optioned piece away to the current player, skip their Trade phase turn.

Once each player has has a Trade phase turn, begin a new round with the next Build phase.

Game end

The game ends after round 5. At this time, each player must add ALL of their remaining parts to their monument. If it falls, they lose. Once all parts are placed, the highest monument is immortalized. That winning player may knock the other monuments down. Booyah!

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