We have a winner!
Evil Cults for Dummies
Congratulations to andymakespasta!
With only four entries this month, we've got some leeway to dig into the mechanics and see what works and what doesn't. It was really tempting to just declare this one a four-way tie, what with the voting being so close! Thank you to all of our entrants, [now let's head over to the critiques forum!] (http://www.bgdf.com/forum/game-design/game-design-showdown/gds-december-2015-learning-game-critiques)
Entries are in!
A tough challenge? Four entries this month - my hat off to them for tackling this challenge in making an interesting game with none/little to no learning curve.
Take a good long look at the four entries this month. Which one best met the challenge? Which is the best written? Which one gets you excited to play, just hearing about it?
Voting is open to all BGDF members.
Submit your votes using this form by the end of the 16th of December.
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.
Please Read: Details on entering the Game Design Showdown.
You know the hardest part about getting friends to game with you? The "learning the game" part? Someone needs to do it, whether reading the rules or learning from someone else during play. This is an area video games have been excelling at in recent years - the in-game tutorial.
Recently there was an announcement for an "instant-play" boardgame, an adaptation of the video game "This War of Mine".
Surrounding it, a number of people saying "what? Nah Not possible, There's going to be SOME rule they need to know..." Which is likely the case.
However that goal is the seed to this month's challenge:
Your challenge for December is to make a game that starts with minimal rules and decisions, to minimise the learning curve. However, the game should, as play continues, ramp up to become the full game experience.
If you're looking for another digital example, think the controlled release of A Dark Room. Or in card game land, even Fluxx could be considered at least a game that ramps up.
You may use any theme you wish for this challenge, but there is an additional restriction to keep from making too simple a game: you must use any two of the following mechanics by the time the game ramps up to full:
- worker placement
- drafting (of dice, tokens, cards, whatever)
- hidden information / bluffing
- deck building (not necessarily with cards)
- dice rolling
- dexterity
- auctions
Here's the details:
Theme: Anything you like.
Mechanic: The game must start with as minimal a learning curve as possible, and ramp up as the game progresses to be a full-fledged game. The idea is to have players sit and start playing with almost no explanation of the rules at all. The elusive "instant-play" quality.
Plus at least two from the list here:
- worker placement
- drafting (of dice, tokens, cards, whatever)
- hidden information / bluffing
- deck building (not necessarily with cards)
- dice rolling
- dexterity
- auctions
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: Wednesday the 2nd through Wednesday 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
Evil Cults for Dummies
A Complete Idiot's Guide to Summoning spirits, fiends and eldritch horrors
Components
Setup
Gameplay
Every round, everyone rolls as many dice as they want. Everyone then takes turns placing a die onto a location card. Depending on the spaces available at each location, and the properties of each summon, a die may replace or coexist with dice already at that location, or simply cannot be placed at that location. Once everyone has finished placing their workers, locations are resolved in order, and creatures not destroyed are returned to owners as mana, to be rerolled next turn.
Locations
Locations have spaces on them where creatures(workers) can be placed. Locations are numbered, and should be resolved in order. Locations can either straight up give you resources, or they may allow you special actions, such as rerolling dice in the next round, or changing another player's summoning hand, or peeking at decks etc. They may also add modifiers to your creature abilities this turn.
Default Locations: - "Supermarket" unlimited capacity, gain 1 magical reagent (MR) - "Power Plant" 2 capacity, gain 1 mana - "basic summoning circle" 1 capacity, spend 1MR and draw 1 card from summoning deck 1 - "advanced summoning circle" 1 capacity, spend 3MR and draw 1 card from summoning deck 2 (much stronger)
Special Locations: - 5x"Cataclysm Circle Fragment", once all the fragments are on the table, the last fragment becomes an usable location, which can win the game.
Other Example locations "Sacrificial Altar" unlimited capacity, all creatures are destroyed, owner of winning creature gains 2*destroyed-creatures mana. "Dimension door" 1 capacity, resolved first, move one creature you own. "Sewers" 1 capacity, gain 3MR, only slot1/2/3 creatures allowed.
Summoning
Summon creatures by rolling dice. What creature that dice represents depends on your summoning hand of six cards face up on the table in front of you. Creatures have a strength value, and special abilities. When there are more creatures than spaces at a location, creatures with higher strength get the better spots. When placing creatures, you can choose to place them underneath another creature (stacking the dice) to boost that creature's power by 1.
Say later on you have "infernal retriever"(Str2) on your 3 slot, any dice that roll as 3 is now worth 2 Strength
Example creatures - "undead roach" Str1, slots2/3, cannot be destroyed - "fireball" Str5, slot1, destroys all creatures at that location, including itself - "uranium golem" Str3, slots4/5, all creatures at that location are destroyed after the round ends
Synopsis
worker placement using dice, with more worker types and locations as game progresses.