We have a winner!
The votes showed a clear top three entries this month. The top winner is:
The King's Gold
by Elkobold
3...2...1...Showtime!
by Andymakespasta in second place
Mirrors
by Markgrafn rounding out the top three!
Congratulations to the winners. Now head on over to the critiques thread to check out critique schedule.
Take a look through and prepare your votes. You've got all week, so please take your time and take some notes while you read the entries. It'll help when critiquing afterwards!
And remember, you get 3 votes - Gold, Silver, and Bronze. When you're ready, submit your votes using the form here.
Reminder on the details:
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.
Happy New Year!
Welcome, 2016. If trends continue, this year will have the highest number of new game releases and new audience members. With a widening market comes widening tastes - which is good since the market will be so cluttered! One of these is a taste for couples' games. Games like the recently released "...And then, we held hands." or the recently rereleased Onirim.
Both of these titles revolve around a cooperative, two-player experience. And preferably, as in the case of ATWHH, one that requires the two players to participate, rather than providing a one-player experience that others just happen to be part of (as so many cooperative games tend to do).
In the spirit of ringing in 2016 on a positive, cooperative note, this is your challenge:
Create a two-player only game, that is purely cooperative. It must require both players to participate individually, ie. you can't play it by yourself and simply "play all the roles" as one might do in a game of Pandemic.
The game can be any theme, any mechanics, any components, any scope at all.
Please Read: Details on entering the Game Design Showdown.
And now the details:
Component restriction: None
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:__Friday the 1st through 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
The King's Gold
The game is played on a board with a number of locations, connected to each other, with the Castle in the middle.
One player is playing a wise King, the other player is playing the mighty Hero.
King player uses two separate decks: Kingdom cards and Troubles cards. Hero is using his own deck of Quest cards.
Both players are dealt 4 Kingdom and 4 Quest cards, respectively, at the beginning of the game.
The round starts with the King drawing the top Troubles card and examining it.
Troubles can be monsters or events. If it's a monster, it's placed on one of the entry-locations on the board, face-down.
If it's an event it's resolved immediately.
Events may move monsters around the board (one area closer to the castle - If a monster ever reaches the castle, both players lose.) and cause other kinds of random misfortunes for the players.
After the Trouble is resolved, the King collects gold coins (at the start of the game, only the castle location produces gold) and draws a kingdom card.
These coins are used for two things:
1) Constructing buildings - most of the kingdom cards are buildings - they are placed on the board locations and provide additional income and/or help the Hero player.
The catch: King player MUST play at least one Kingdom card. If he doesn't have enough coins to play any of the Kingdom cards, the kingdom falls into chaos and both player lose.
2) Assigning bounties. King may place some of the gold coins on any one Monster card as a bounty. If the hero defeats the Monster and survives, he collects the coins.
The catch: King doesn't know which cards the Hero has, but knows the monster card.
Players are not allowed to discuss game state, cards etc. with one another, show each other cards etc.
Bounties are the only way of communication between the King and the Hero.
After the king is done with his turn, it's Hero's turn.
The Hero draws a number of quest cards from the deck and spends the gold he have earned previously to keep some of them, then discards the rest.
Quest cards can do a variety of things, such as allowing faster map movement etc., upgrading hero stats etc.
Quest cards can have level requirements (hero gains a level when he defeats the monster) and location requirements (can only be obtained, if there's a blacksmith building in the kingdom).
The hero then moves around the board and fights monsters if they are in the same location.
Combat is simplistic. The hero discards a number of quest cards from his hand to beat the monster's power level.
Players lose if any monster has reached the castle, or the King ran out of gold.
Players win if they survive for 15 turns, or until the hero defeats the "Evil Overlord" monster found in the troubles deck.
Can you spend the King's gold wisely and bring peace to the Kingdom?