We have a winner!
Royal Progress
by gilamonster
Let's give these designers some feedback in the critiques thread for taking the time out of convention season to keep the contest alive.
Entries are in!
Another month down, another tight set of entries. This month there are three combatants for your consideration to win the GDS crown for August.
When voting, consider how the entries used the required mechanic and theme. Was it clever? Are you interested enough to learn more? How clear is the description?
After you've read the entries, submit your votes HERE
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!
Ohhh, GenCon GenCon GenCon. That time of year when publishers large, medium, small, and 1-game wonders pitch their products. With the enormous volume of games these days it's hard for one to stand out! Demos are king, with flashy art and 'table presence' drawing players in.
Now what if you can only pitch a game with the gameplay and theme description? Will it get them to the table? What if that theme was a tired one, like "fantasy kingdoms?" Could you describe a game so innovative that people reading it will think "wow, I need to try this - it sound great!"
This is your challenge for Gencon week: Design a game whose gameplay is compelling, with the classic and over-used theme of "warring kingdoms."
To keep things grounded in the familiar for players, it should also feature at least one of these common mechanics:
- Worker placement
- Auctions/bidding
- Trick-taking
- Drafting
- Roll-and-Move
- Route-building
Now the details!
Component restriction: None Mechanic restriction: Feature at least one mechanic from the list above. Theme restriction: It must be focused on "warring kingdoms" in the way that so many games are.
Word Limit: Standard 500 word limit. Remember this is a pitch, so focus your thoughts on the task and a summary more than explaining every detail
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: the 2nd through the 9th
Voting: Through the 16th. 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
In this game, players represent powerful nobles ruling their own fiefdoms under a single king.
At the start of play, each player draws a card with one of four victory conditions which applies to them: have a certain number of knights ("the general") or a certain amount of gold ("the treasurer"), or the last player with any knights on the board("the conquerer"), or to occupy the same square as the king for five consecutive turns ("the councillor").
The square board has a track (the royal progress) around the outside perimeter, with track branches running from center of each side towards the center of the board (the capital), and forming a cross dividing the board into four quarters. A king pawn moves clockwise around the track according to the roll of a royal die once per round, moving inwards towards if he lands on the branch square, and leaving the capital from the path 90 degrees clockwise from that by which he entered. In each quarter is a fiefdom for one player - a grid on which one player may place tiles representing their castle, farms, mines, villages, etc. Players roll as many dice as there are knights in their castle.They must devote at least one die each turn to moving their pawn, before taking any other actions. They may then assign the remaining dice to different actions as they see fit, eg assigning a die that rolled 5 to a farm or mine allows the player to draw five resource cards, including gold. Resources are needed to place extra tiles. Villages allow players to draw military cards. There are several event squares on the track (famine - roll one less die; taxes, chose one die and discard it for this turn, grand tourney between all players, and so on). Some are activated when the king pawn lands on them, others by the players's pawns. There are also a number of track squares which cause players to exchange victory conditions.If a player shares a track square with the king, they may roll and use an extra "audience die" in that turn. If two players occupy the same track square, they hold a tourney. Players may attack another's fiefdoms by playing a knight onto a tile in an enemy fiefdom, blocking its use by its owner. The enemy knight may be attacked by another knight to remove the threat. If the invader is not attacked within a turn, then the tile is removed from the fiefdom, and the invading knight returned to his castle. All combat including tourneys are decided by involved players playing a trick of military cards. Losing the trick also loses a player their knight. If the knight on the track loses a tourney, a knight from the castle is removed if there is one. Certain combinations of military cards and gold can be exchanged for an extra knight.
The winner is the first to fulfil their victory condition.