May 2013 Game Design Showdown - "Change, she is a comin'."
Please Read: Details on entering the Game Design Showdown.
We Have a Winner!
-=&=-
Tymor
The Good Earth is coming back into her own!
Huge thanks to everyone who played this month; voting breakdown follows:
- Tymor - 29%
- Caterpillars & Butterflies - 24%
- Kronopolis - 21%
- Elemental Cycle - 19%
- Merry-Go-Round - 2%
- Rivers of the Underworld - 2%
- Lir's Challenge - 2%
Now let's go talk about them!
Entries are posted!
There were seven entries to the May GDS, all posted below. As usual, you have one week to read the entries and send in your votes. Votes are being tallied by Mindspike, so PM him with your votes by the end of Wednesday, May 16th.
Remember the voting format!
- 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.
With Seth calling in the troops for backup, Mindspike and myself are taking over responsibility for the GDS. The rules are the same, the process is the same, only now you should PM (richdurham) with your entries. When voting time comes around, Mindspike will be your man. With that, let's get down to it.
With spring upon us and a fresh GDS start, I am reminded of all the natural cycles in the world. From water to life to the seasons, change is everywhere. Games, while a lot of them have a regular cycle of turns, aren't always using the idea of "cyclical change" as a core theme.
And so this is the thematic and mechanical component to this month's challenge: build a game where some kind of cyclic change is a central part of both the story of your game, and how it functions.
And to make it interesting, or difficult based on your point of view, there is a component restriction as well. When faced with creating theme and depth of story in a game, designers often look to the cards in their game. And why not? There are often a lot of them, and they can fit a lot of great art and flavor text on to them. But what if they weren't there? How would you convey your theme then? And so the component restriction this month is no cards. None. All theme must be portrayed by a board, tokens, or some other means.
Thematic/Mechanical Restriction: Change comes in Cycles. It is a central part of your game mechanics, as well (and not just turn phases).
Component Restriction: No cards.
I hope you enjoy challenging yourself with this month's challenge!
Word Limit: 500 words, tops.
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 richdurham with the following subject line. PLEASE use the correct subject!
Subject: GDS - MAY- [your username]
- Submissions: Wednesday the 1st through Wednesday the 8th.
- Voting: Through to the the 15th. PM your votes to MindSpike.
- 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! - Rich and MindSpike
Kronopolis: City on the Edge of Time
Solo Game design (or 3 players, each controlling workers from different time periods)
Kronopolis is a city in peril. Time flashes forward or backward, pockets appear and swallow entire sections of the city only to spit them out in another time. The leading physicists believe that time is compressing to a single point and when that occurs, it’s all over. Now residents from the past, present, and future must coordinate their efforts to save Kronopolis, or be doomed to share its fate.
Components:
Long custom board representing a timeline track for the city of Kronopolis. This track will be divided into 12 spaces (eras) of 3 regions (time periods). Each time period will have a set of building tiles, workers, resources, and custom d6 (resources may be harder to gather in the future, but that’s also where the best technology is). There will also be 2 black pawns and a d12. The first pawn will track the era affected by “flux,” the second with track “Time compression.”
Gameplay overview
At the beginning of a turn, a player assigns their workers to a region within their period. These simple actions could be gathering resources, constructing a building (turning in resources), activating a building, or even traveling to another period with assets (requires a certain building). After they are all assigned, each worker is resolved, left to right on the timeline. Resources gathered must be stored in a square of an era, along with the worker who gathered them. Buildings enter a square as well. Once all the workers have been resolved, a Time Flux occurs.
The era with the Black Pawn is vulnerable to the next action. Roll a d12 and, should a building or resource exist in the topmost space vulnerable to Time Compression, they travel to the era rolled. (Workers sent to another period MUST stay in their destination until they find a way to travel to other eras) If there are no available spaces in the era they must go to, these resources, workers, and even buildings are lost to time and must be rebuilt. After this is resolved, the black pawn moves forward one era and all workers return. If the black pawn reaches the 12th era, reset the pawn and move the Time Compression track up one. The Time Compression track determines which spaces are the most vulnerable to the Time Flux. As the game progresses, more spaces become vulnerable to the Time Flux.
Success or Oblivion
If the player can build a Time Stabilizer Facility in all three periods and fuel it with Kronolium (rare material), the player must put workers on all three facilities in the same turn to activate it. Time is not on their side. If the Time Compression track reaches the end, (36 turns) the entire civilization is compressed to the point of a singularity and the game is over.