May GDS "I Believe"
We have a winner!
The Reformers
The gold medal goes to "The Reformers". Silver medal goes to "Avignon". Bronze medal goes to "Jesus Christ!".
Big thanks to everyone who made this month and overwhelming well of good entries. Full results are posted into the critiques thread, so let's get some feedback going!
Entries are posted!
There are a whopping 22 entries this month, leaving many deserving of your attention. In other words, take it slow this week in reading the entries.
When you're ready to vote, submit your votes using this form.
You have until the end of May 15th to submit your votes! Also remember that any BGDF member can vote; not just the contestants.
Good luck to all the contestants!
Please Read: Details on entering the Game Design Showdown.
There are few topics in civilised society that more weighty, steeped in history and culture, heavy with expected behaviours than religion. It varies from person to person as well as culture to culture, and yet they are rooted in tradition and rituals. The strength of their values is such that people kill each other over differences in belief over what happens when you die.
This isn't news, but I want to stress the depth of the subject.
Games have a play space. Religion has it's own magic-circle of behaviours, and it's a doozy. We typically use mechanics to encourage interactions between the players and play-environment that forms an overall aesthetic. The more mechanics and components, the more detail you can get in your design but at the cost of ease (Advanced Squad Leader, I'm looking at you).
It'd be hard to tackle a theme as possibly deep as religion without using a lot of mechanics.
But you're going to.
YOUR CHALLENGE
Design a game with religion as your theme. I don't care what kind or how you relate it, but shoot for as much depth of theme as you can.
Your design must use only 18 cards and six-sided dice. That's it. No other components. And because someone will ask, this is not tacit permission to use forty dice. Keep it to a couple per player, at most. Or may the gods of the GDS damn your entry.
This month, we have another Guest Professional to review the winning entry.
Hailing from San Francisco with his fiancé Beth and totes adorbes corgi, Peaches, is GRANT RODIEK. Grant’s logged 9 years as a Producer with Maxis and 4 as a board game designer.
His first major victory, Farmageddon, crashed on to the scene in 2012; receiving a Parent’s Choice Award and helped put Indie-developers on the map. The first expansion is expected this summer, but you can check out a PnP for his and co-designer Joshua Buergel’s new game Wozzle, right now.
Grant frequently drops pearls of design wisdom on his blog at HyperboleGames.com, which is where you should go - right now.
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
Players: 3
Key ideas:
• Each player controls a cult devoted to a different god in a polytheistic society.
• Players win by ascending in authority to become the Cult of the One True God (reaching a score of 1).
• This society is divided between competing social groups. Cults can respond to social conflicts by either supporting a contending group or preaching peace.
• Cults supporting the winning side of conflicts ascend. Those on the losing side descend.
• To influence social conflicts cults need to match their beliefs with these groups’ beliefs. But adapting beliefs to do so also diminishes cults’ authority.
Components
4 Cult cards (showing god and starting beliefs)
• Lion (Hierarchy, Community, Old)
• Elephant (Equality, Community, Old)
• Eagle (Hierarchy, Individual, Old)
• Serpent (Equality, Individual, Old)
4 Group cards (showing group and beliefs)
• Monarchy (Hierarchy, Community)
• Merchants (Hierarchy, Individual)
• Artisans (Equality, Individual)
• Barbarians (Equality, Community)
3x3 double sided Belief cards
• Old / New
• Hierarchy / Equality
• Community / Individual
11 dice (3 ‘Authority’ die, 8 ‘Conflict’ die)
Setup
Each player selects a Cult and places an Authority die and set of Belief cards in front of her:
• Belief cards with her Cult’s starting beliefs face up.
• Authority die set to ‘4’.
Place the Group whose beliefs best match the leftover Cult face up in the middle of the table – this Group are the Rulers. Place the other Groups in a facedown pile.
Remove the leftover Cult from the game.
Round
Shuffle the Group pile and turn the top card face up – this is the Opposition.
Players simultaneously choose whether to adapt any Beliefs (flipping their Belief cards over). For each Belief adapted (flipped) a player descends by 1 (eg. turn Authority die from 4 to 5).
Players simultaneously declare support for Rulers, Opposition or Peace (place Cult card next to Rulers, Opposition or neither).
Players collect Conflict dice based upon matches between their Cult’s current beliefs and those of the Groups. If supporting:
• Rulers – one die for each match with Rulers’ beliefs and one for matching ‘Old’.
• Opposition – one die for each match with Opposition’s beliefs and one for matching ‘New’.
• Peace – one die for matching a belief shared by both Rulers and Opposition.
Players roll dice and add up the total scores for Rulers, Opposition and Peace.
Outcomes:
a) Peace scores highest:
• Peace supporters Ascend by 2 (eg. turn Authority die from 4 to 2)
• Rulers remain Rulers (return Opposition to pile)
b) Rulers score highest:
• Rulers’ supporters Ascend by 2
• Opposition supporters Descend by 1 (eg. turn Authority die from 4 to 5)
• Rulers remain Rulers (return Opposition to pile)
c) Opposition score highest:
• Opposition supporters Ascend by 1.
• Rulers supporters Descend
• Opposition become Rulers (return old Rulers to pile)
Ending the game
Continue playing rounds until player wins by reaching a score of 1.
Resolving ties:
Player whose current beliefs most closely match her Cult’s starting beliefs wins. If this does not resolve the tie the drawn players turn their Authority dice to ‘2’ and play continues.