We have a winner: Geoengineering 101 by firstcultural
It was a close race this month, with 2nd and 3rd tying only 2 points behind. Congratulations go to those entries and designers
Mystic Fog and Dynasty by anthiasgames and Ruy343, respectively.
Now head on over to the critiques thread to check out the feedback schedule!
Like some numpty I missed two of the entries in the google spreadsheet. My apologies; To compensate, I've posted the entry and deleted the four votes submitted so far. It's the only fair action I figure I can see and continue with the challenge this month.
Please revote, if you have already.
Lots of new participants this month; as you'll see when designer names are released after the vote. I'm impressed by the amount of quality in this month's entries - designers rose to the challenge of an Empire in decline.
When you're ready to vote, use this voting form.
Remember to award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favourite entries. Any entrant that does not award all three Medals will receive a Pyrite Medal (that's "Fool's Gold") worth -3 votes!
Voting continues through the 16th
Please Read: Details on entering the Game Design Showdown.
Continuing a trend on the BGDF design challenge, we're going to challenge ourselves by flipping a familiar concept on its head.
Empire building games, in particular 4X games, follow a cycle of growth. Start small, eXplore new lands, eXpand by eXploiting resources and eXterminating opponents. Great fun; a feeling of growth helps engage players, building that engine of an empire with your choices. Hard not be engaged.
Seems that for a challenge I can't just ask you talented folks to "make a 4x game." Where's the twist? Here it is: See, it's autumn up in the northern hemisphere, which other than harvests also means the approach of winter. The end of the year; a 'death' in the symbolic lifecycle.
For November your challenge will be to design an empire-scale game about the decline of these empires. To strengthen the 4X feel, your design must include at least two clear elements of 4Xs. - Expand - Exterminate - Explore - Exploit For a more thorough description of a 4X game, look it up on wikipedia..
YOUR CHALLENGE
Theme: A game about empires in decline. Mechanic restriction: Nothing specific, but should incorporate two elements of 4X games
Now the details:
Word Limit: Standard 500 words
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: Sunday the 2nd through to Sunday 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
Geoengineering 101: A 30-minute card game for 2-6 Players
*It's 2050. Efforts to limit carbon emissions have fallen short, putting geoengineering on the table as a last chance to keep the world habitable. As a world leader, try to save your regions with untested geoengineering programs such as artificial clouds, orbital sun shields, ocean fertilization, and maybe even setting off a volcano or two.
Your rivals are doing the same, and you'll have to try to anticipate their moves, because it's 2 rounds down the road from when you initiate a secret program to when the results happen. In geoengineering, things can be hard to stop once they're started and, 2+2 can equal 3, or 5, or even 10! That sun shield that saves one region from the heat might turn another into a frozen wasteland – while triggering a super hurricane in a third. Who will be the last to fall?*
Game Contents:
Game Setup:
Each player is dealt 4 Region cards. Each region shows the conditions at which they become uninhabitable. For example, the Eastern US is toast when temperatures hit 6, while the Southern US floods when a storm reach a strength of 10.
Each player also draws a starting hand of six Programs. These are things you can do to change the weather. For example, Artificial Clouds drops the temperature by 3 and adds one die roll to storm strength – two rolls if another Artificial Cloud has already been played. In general, the bigger the impact, the bigger the side effect or uncertainty.
Setup Turns:
Subsequent Turns:
1.Flip over the top card on the center pile, and carry out the actions on it.
2. Insert another Program at the bottom of the center pile.
3. Draw a new card to your hand.
4. Raise the Temperature by 1.
Winner is the last player to have any regions remaining.