Game Design Showdown - February 2006
This month's contest is now closed. Results at the end of the thread.
Love is in the Air…
To mark one of the most important merchandising dates of the year, this month’s GDS invites you to celebrate this festival of romance with a romantic game.
Theme: Romance.
The game should be about “romance” in some fashion. However, it shouldn’t be gratuitously extreme; although I don’t mind people pushing close to the edge, I think that a Kama Sutra game might be a step too far.
Design Limitations:
- No cards of any description. You may use tiles but not as card replacements (e.g. if they are being used to create a variable board.)
- Game series. The game should be designed to be played multiple times in sequence. The scoring system should take these multiple games into account when determining the winner. Each individual game within the series should be relatively quick (but this is obviously flexible.)
- You should not include any pirates, robots, ninjas and/or zombies in your game. I don’t care what the marketing people say.
Secondary Contest: I think titles are sometimes more important than the actual game. So I’d like you to include really terrible pun in your title (“The St Valentine’s Day Moussaka”, "Love is in the Hair" - that kind of thing.) And so I’d like people to vote for their favourite title as well – the one that would make you take the game off the shelf in the first place, if only to find out who had the nerve to call their game that...
Entry #1 - Pun, Lola, Pun - epigone
If you haven't seen the movie Run, Lola, Run, you should, since it's very good. In it Lola must somehow get 100,000 marks to her boyfriend Manni on the other side of Berlin in only 20 minutes. We see three versions of her attempts, each very slightly shifted in time, causing rippling side effects in a classic butterfly effect. Also, from now on the 'other player' will be referred to as 'your lover'.
Game contents:
48 6cm square tiles
2 coins
1 Manni figurine
1 Lola figurine
100 heart tokens
1 gameboard
1 timer (chess clock, keeps two running timers, one active at a time with a button to switch timers, rings a bell on timeout, easily reset)
Setup:
6 of the tiles should have a $ icon. Set them aside. Shuffle the remaining tiles face down and pick 7 to go with the 6. Place the 13 randomly face down on the gameboard on each position except the start. Now pick another 13 to put on top of the first 13, again face down, and finally the third layer of 13. Discard the remaining 9 tiles; they will not be used this game. Place the Manni and Lola figurines on the start square and give the Lola player 1 heart. Set the clock to 1 minute per player and start the timer on Manni's side, who will go first.
Gameplay:
On your turn your figurine will be on a tile with two numbers. You must move (Manni clockwise, Lola counterclockwise) a number of spaces equal to one of these. If you are not on the start square, both locations you could move to are faceup, and neither is the start square, you die. If you land on a facedown tile, flip it faceup and take a heart. If you land on a tile with a heart, take a heart. If you land on a tile with a $ symbol and do not already have a coin, take a coin. If your lover is also on the tile you landed on, resolve the meeting and end the round. When your turn is finished, press the button on the clock transferring active time to your lover. If your time runs out before you hit the clock, you die.
The coin:
Having a coin represents having the money necessary to save Manni's life. If you have a coin, you may discard it to go to a location 1 space farther than anywhere you could normally land.
Resolving the meeting:
If you land on the same tile as your lover and neither of you has the money, you both die. If at least one of you has the money, everyone with the money takes 4 hearts and the game ends.
Dying:
Cycling a tile is taking a face up tile and putting it face down at the bottom of the pile. If you die, cycle each tile that you could reach from where you are, each tile that leads to where you are, and the tile you're on. The start tile cannot cycle. Anyone who died loses up to 2 hearts, if possible. Replace both figurines on the start square, reset the clock, and begin your next life. Manni always goes first.
Ending the game:
Whoever has the most hearts at the end of the game wins. If there is a tie, you both win.
Unfortunate events:
Before play begins decide jointly what to do if someone makes an illegal move, the board is bumped, etc. while time is running. Often pausing time or switching back to the offending player until the damage is repaired will work nicely.
FAQ:
-If you land on a face down tile, flip it up, and it shows a heart, you get 1 heart for exploring and 1 heart for the icon. Similarly you immediately get a coin if your face down tile flips to show a coin.
-You may move to a face up tile that has nowhere to go; you don't die until your next turn.
-If you can reach just one face down tile from where you are and your lover moves to it, flipping it face up, then on your turn you die.
-If you both have the money when you meet, you both get hearts.
-If you discard the money to move onto your lover, you do not have it when the game ends (unless that tile has a $ icon).
-If both tiles you could go to are face up at the beginning of your turn, regardless of whether you have the money and could go farther, you die.