Use this thread for any comments, questions, requests for clarity, etc., regarding the December 2011 Challenge in the Game Design Showdown, entitled "Reindeer Games".
-Seth
Use this thread for any comments, questions, requests for clarity, etc., regarding the December 2011 Challenge in the Game Design Showdown, entitled "Reindeer Games".
-Seth
Could you give an example of a game with Route Planning and summary of the mechanic?
A more commonly known example I can think of would be Ticket to Ride if I'm on the right track. (No pun intended)
So I just went on to read and vote the entries for December's GDS, and saw that there was an extra one since yesterday? Was there a technical difficulty?
Also, since there are only (now) three entries, I think the voting by the entrants would need to be modified since your votes must rightfully be for other entries and there are so few. Not as bad as when there were just two, but still...
I suggest the entrants vote with only 5 of their votes; 3 for the one you like the most, and 2 for the other one.
There is the chance of ending with a 3 way tie in this case, but only if none of the entrants agree on a 1st place.
In that case, hurray for everyone!
Also, since there are only (now) three entries, I think the voting by the entrants would need to be modified since your votes must rightfully be for other entries and there are so few. Not as bad as when there were just two, but still...
I suggest the entrants vote with only 5 of their votes; 3 for the one you like the most, and 2 for the other one.
There is the chance of ending with a 3 way tie in this case, but only if none of the entrants agree on a 1st place.
In that case, hurray for everyone!
My bad. I had not received any votes yet, so hopefully that won't be an issue.
As for voting, hopefully more people will vote than just the entrants! But yeah, it's always a bummer when entry (and voter) turnout is low.
If we had more regular voters we could institute an "entrants do not vote at all" policy, but that's not feasible when the people interested in voting are also the people interested in entering.
This contest hit me straight in the start of finals week. I'll still try to vote though.
I'll probably try to finish up my entry anyway and post it here for review (if any).
Fortunately with so few entries, it will be easier for people to read them all and vote!
I remember the February contest...with what was it, 26 entries?
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State of the let-off Union - November 2024 (0) by let-off studios |
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Only 24 hours left to bid on games for the Extra Life Charity Auction (0) by The Game Crafter |
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Returned the reMarkable 2 and purchased the BOOX Go 10.3 (3) by questccg |
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Epic Metal Monster Coins - Now on Kickstarter - Created by The Game Crafter (0) by The Game Crafter | |
DuelBotz: Sample New Card (12) by questccg |
2 levels for an unit (wargames) (6) by X3M |
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New Board Game Pieces - Premium Water Droplet & Premium Blood Droplet (0) by The Game Crafter |
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Protospiel Madison - Only 17 Days Away! (0) by The Game Crafter |
New Board Game Pieces - Premium Milk Bottle & Premium Beer Mug (0) by The Game Crafter |
Testing chat GPT for mechanics searching (6) by larienna |
Epic Metal Monster Coins - Coming soon to Kickstarter - Need your feedback! (2) by questccg |
A route planning game is pretty much just what it sounds like - a game in which a major concern is planning a route or plotting a course across the board.
There's a somewhat old but very good game called Hansa which is a route planning game.
Oddly, it appears BGG does not list it as a mechanism, and instead has "Route/Network Building" - which I suppose can be similar in many cases, especially where you use the route you build over and over during the game. I'm surprised there's not a dedicated entry for a game about finding a route or path through a set board...
In Hansa (the game linked above) you use "point to point movement" to collect sets of items, but I think of it as route planning because it's mostly about which order you visit the "points," it's about finding an efficient or profitable route from port to port, considering all the restrictions and costs of movement, the rewards involved., and in the case of Hansa, where you leave the boat for the next guy's turn.
So I guess you have a little freedom here - Route Planning = building or finding a route or path from point to point. The game should feature that dynamic prominently :)