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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

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Brykovian
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This Challenge has been completed.

Game Design Showdown
January 2006 Challenge - "Winter O'Flick-its"

In honor of the upcoming Winter Olympics Games ...

Genre: Dexterity / Action
Theme: Winter Sport or Activity

Design Limitations:

  • Tabletop Game - All in-game components should fit on top of a reasonable kitchen or game-playing table. (For those who really like to have rules spelled out in detail, I'll define a "reasonable table" as no larger than 1.5 meters wide and 3 meters long.)
  • Not "Just a Kiddy Game" - The game should be something that an adult would be interested in playing.
  • Teams - The rules should allow for players to form into teams. (Allowing for solo play in addition to team play is okay.)
Start Date: 12-January-2006
End Date: 19-January-2006, Noon EST (approximately)
Voting: 19-January-2006 through 26-January-2006

This Challenge has been completed.

This Challenge was the first one to start using the new voting rules:

  • Each voter can distribute up to 10 vote points across 1 or more games (distributing less than 10 vote points is okay)
  • A single game can receive no more than 5 vote points
  • No more than 5 different games may be given vote points by a single voter
  • Entrants are not allowed to give any vote points to their own entry
A Critique Thread can be found here:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=3703

Questions, comments, and "clarifications" for this specific Challenge were handled on the following thread ...
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=3670

===============

For more info ...

Please read the Showdown Overview Thread, which lays out all of the background rules concerning this challenge ...
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=2230

Enjoy!

-Bryk

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #1 - TOBACCONIST TOBOGGANISTS
by Hamumu

Overview

This is a game for 2-8 players, taking 10-30 minutes. The players were at a Tobacconist’s Convention high atop a mountain when they got bored and wandered into the neighboring Brewer’s Convention. A short few hours later, having imbibed more than few product samples, they staggered out, grabbed some of the giant novelty cigars from their convention and set forth in a no-holds-barred toboganning competition. Because that’s what drunk tobacconists do.

Contents

1 Giant Novelty Cigar Toboggan w/rider
(note the bottom has 2 ball bearings in it for smooth but hard to control rolling)

2 Very Heavy Lodges

1 roll-out Mountain board, steepness dependent on your table, and adjustable with books or whatever you have handy
(shown here setup at the table with lodges holding it down and the toboggan in place. Not shown are the many holes scattered across the board, and the fact that the bottom board segment has a rubberized underside so it sticks where you put it)

20 Giant Novelty Cigarettes
(2 shown here, placed in the invisible holes in the board)

8 Totally Illegal Tobacco Billboards
(1 shown here, set up on two cigarettes as it would be usually placed in the game)

1 Score Pad
1 Pencil

Gameplay

Players take turns setting the toboggan at the top of the mountain and then pushing it so it rolls down. Depending on the outcome of your roll, you may or may not earn points and place obstacles:

Cigarettes are placed into the holes on the board. Billboards are hung off of the Cigarettes, and may end up at virtually any angle depending on where the Cigarettes they hang from are. You may never move or remove a placed obstacle.
The score pad looks like this:

Score each run there, even if it’s a zero. The game continues until either everyone has done 8 runs, or an entire run goes by with nobody scoring any points.
The winner is the one with the most points!

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #2 - Snow Sculpture
by Epigone

A snow sculpture game for 4 players. Wow your friends to win!

Included in game box:
-1 scoring track
-4 colored scoring tokens
-21 team-score cards
-40 colored Wow! tokens
-1 base sculpture
-40 snow balls
-1 opaque snow ball bag

The snow balls are 20cm in diameter. Each has an indentation that fits snugly onto other snow balls. The exterior is unfinished and rough (perhaps a very light velcro-ish substance?) Each also will have 0 or 1 spots of each color, about 4cm in diameter.

2x no spots
16x one of the four spots
12x two of the four spots
8x three of the four spots
2x all four spots

The base sculpture is 60cm by 60cm square. Upon it are mounted solidly 4 snow balls, each with a different color spot directly on top.

Before the round, draw one team-score card. Two such cards are pictured below. These cards denote whose score you share at the end of this round. In the top example, for instance, if the score was Red 4, Blue 2, then Blue would actually get 6 points. Say that Yellow scored 0; then Red would get 4+0=4 points. Yellow, sharing Blue's score, would get 2 points. Green shares with herself, and with a score of 6, gets 12 points. All team-score possibilities are available but under half will be used each game.

The round begins by every player drawing 10 balls from the bag. These are public knowledge. Each player also has 10 Wow! tokens of her color. One player is chosen to go first in round 1 (going first passes clockwise each round). That player places one of her snow balls somewhere on the existing structure or passes. For each spot of another player's color her snowball touches, that player must give her between 1 and 2 Wow! tokens. For each spot of her own color touched, every other player has the option to give her 1 Wow! token.

The play in which some player gives away her last Wow! token or in which all four players have passed consecutively is the last play of the round. Whoever has the most Wow! tokens from other players (do not count your own!) gets 1st place, or if multiple players have the same number, they share 1st and 2nd, 1st through 3rd, or 1st through 4th. Those who didn't have the most are ranked according to who gave the most Wow! tokens to the winners. Score by ranking: 6 score to the winner, 4 to the next in line, then 2, then 0. Shared positions share scores, so if the Red player won and each of the other players gave her the same number of Wow! tokens, then she gets a score of 6 and they each get a score of 2. Once scores are determined, use the team-score card for this round to find the number of points each player gets to move on the track.

If at any time a player knocks over the snow sculpture, the round is over and she is not considered in scoring. She gets 0 points and the other players score normally to decide 1st, 2nd, and 3rd. This can occasionally be a viable strategy!

After a round is completed, a new team-score card is drawn and the next round begins.

The first player to 60 points wins. If two or more people get 60 in the same round, then whoever has the most points wins. If they are still tied, then they win jointly.

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #3 - Competitive Figure Skating
by Scurra

A game for three to five players

Any “sport” in which the result can be determined by the personal opinions of judges is always open to accusations of corruption, national bias and cheating. And what’s wrong with that?

Important Components:

    Several wooden blocks and cylinders of various diameters and heights, marked with different base scores depending upon how stable they are (from 0.1 to 0.4?) Lots of dice in different colors (and sizes?)
    A boundary board to define the rink space and stop the dice escaping.
    A one-minute timer.
    Scoreboard (pencil and paper?!)
    55 Nationality cards: 20 Russians, 20 Americans, 15 Others.
    With three players, each player needs 2 Russians, 2 Americans and 3 Others.
    With four players:3 Russians, 3 Americans and 3 Others.
    With five players: 4 Russians, 4 Americans and 3 Others.
Each player will get two chances to try and score their best. During a round, each player will send a skater in to perform. They will be scored both on their technical merit (how well they perform) and their artistic impression (whether the judges like them.)
Choose a player and give them the Active Competitor marker. Each player chooses a nationality card from their hand and reveals it simultaneously. The other cards are the Judges for this round. Players may discuss their card choices.

The dice are thrown onto the rink. Someone starts the one-minute timer. The contestant must create a routine by selecting a wooden block and standing it on the rink, and then stacking various dice on top of the block. If a dice falls off a block during the stacking, it must be removed from the rink along with any other dice that are still on the block.
Sets of the same colored dice represent multiple moves. For example, three red dice in a stack might represent a triple toe loop; two greens would be a double axel. Only two colors may be placed on the same block, and they can only be placed in two groups (i.e. you can’t place a red then a green then another red.) A player may place as many blocks with dice as they wish.

Once the one-minute time is up, all remaining dice must be removed from the rink. Each other player may then take one of the removed dice and tosses it from a reasonable distance into the rink. A die that doesn’t hit a block costs the throwing player 0.5 points (this may make their score negative) and earns the competitor 0.5 points. Any dice now on the rink surface are removed.

The competitor now earns points for their routine. A maximum of four blocks may be scored. The base score is indicated on each block, but it can only be scored if it has at least one die on it. Each successful move is worth (the number of dice involved multiplied by the block value.) A combination move results in the two values being multiplied together.
Example: If the block score is 0.2: 1 die scores 0.2 points and 2 dice of the same color scores 0.4 points. And a double followed by a double would be worth 1.6 points.
Add up the scores for each block to reach a final score for the routine.
The maximum possible technical merit score is 6.0. Additional scores should be noted for tie-breaks.

The Artistic Impression score is determined by the nationality of the Judges. The competitor earns a base score of 3.0 points.

    If the competitor is Russian, then each Russian judge earns the competitor 1.0 points and the judge 1.0 points. Each American judge earns the competitor 0.5 points and the judge 0.5 points. Each Other judge costs the competitor 0.5 points and the judge 0.5 points. American competitor: Americans earn 1.0 points, Others earn 0.5 points, Russians cost 0.5 points.
    Other competitors: Others earn 1.0 points, Russians earn 0.5 points, Americans cost 0.5 points.
The maximum Artistic Impression score is 6.0 points – excess points here are disregarded even for use as a tiebreak. Judges’ scores may be negative at this point if they haven’t performed a routine. All played cards are now discarded and the next player clockwise or via score (see below) takes the Active Competitor marker.
After the first round, the players now perform again, but in reverse order of their current combined score (i.e. the lowest ranked player goes first.) In the event of a tie for scores, the younger player goes first.
Once both rounds are completed, the final scores are tallied and the medals are awarded.

Team rules: at the start of the game, players secretly select one Nationality card. Scores are kept for the three Nationalities, rather than individual competitors. At the end of the game, everyone reveals their team affiliation, and all players on the highest scoring team win.

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #4 - Ice Castle Danger
by Xaqery

“Jane, not since the 1976 winter games have we seen the kind of ICD competition we have seen here today!”

“I agree Ted.”

“This year I believe the Bulgarian team will take the gold but you should never discount the French when it comes to Ice Castle Danger!”

For teams of 2 to 3 players each

Stuff in the box:
6 plastic snowball catapults
30 heavy weighted plastic snowballs
10 custom ice trays
66 colored disk inserts; 30 red, 30 blue, and 6 gold
1 3 foot by 4 foot metal tray With 2 Castle templates drawn on each end; 1 Red and 1 Blue.

Set-Up:
STEP 1 – Make room in your freezer.
STEP 2 – Put 3 red disks, 3 blue disks and 1 gold disk (until the gold run out) in each Ice Tray. 1 or 2 openings in each tray will have no disk.

STEP 3 – Fill the Ice trays with water and place in freezer. Wait until frozen.
STEP 4 – Place the metal tray in the center of your kitchen table.
STEP 5 – Place 5 ice trays near each castle template.
STEP 6 – Split up into two teams. Each team should discuss who will crack trays and whole will build the castle. Also they should discuss castle building strategy and where their 3 gold bricks will go.
STEP 7 – Put all the catapults and snowballs near by but NOT on the tray.
STEP 8 – Someone say “GO”.

PHASE ONE – Castle construction
Simultaneously both teams start cracking the ice trays over the tray releasing the 100 2 inch by 2 inch square bricks of ice piled up and sliding around the tray. At the same time both teams begin building their castles with the following 2 rules:
1 – Each castle has to use all the slabs of their color and can use as many clear slabs as they want.
2 – Each castle has to include exactly 3 gold slabs anywhere within it higher than the second level up of bricks.

The first team finished building their castle will be the first to shoot their snowballs at the other castle.

PHASE TWO – Castle destruction
Teams take turns loading their catapults behind their firing lines and firing them at the other castle. Each member of the team gets 1 shot.

First team to get the other castle to loose all three of its gold bricks wins!

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #5 - Downdraft Skiing
by Gamebot

For any number of two player teams

Components

• 1 Cotton Ball
• 1 Ping Pong Ball
• 1 Crumpled Paper Ball
• 5 (or more) Unopened Cans (Soda, Beer, Soup, etc.)
• 1 Stop Watch
• 1 Sheet of Paper w/ Pencil
• 1 Long Table

The Object of the Game

Downdraft Mountain is notorious for its strong winds and deadly cliffs, but that doesn’t stop skiers from attempting to slalom down it. The object of the game is for you and your teammate to blow your skier (ball) in and out of the flags (cans) to the end of the course.

Setting up the Game

• Clear off a long table and remove all of the chairs around it.
• Place 5 cans down the length of the center of the table. You may use more cans depending on the length of your table. Player may agree to stagger them off of the center to increase difficulty.
• Designate a “start” end and a “finish” end to the table.
• Assign teams of two players.

Playing the Game

The game will consist of three rounds. The type of skier will vary each round:

Round 1 – Cotton Ball (Stops reasonably)
Round 2 – Ping Pong Ball (Does not stop)
Round 3 – Crumpled Paper Ball (Stops too early)

On Your Run

Each team will get one chance during each round to run through the course.

On your team’s run, both players go to the “start” end of the table. One player stands on the one side of the table and the other player stands on the opposite side. One player will place the ball on the table in front of him.

Designate a player on another team to be the referee. That person will give a countdown, tell the players to start, and then start the timer. The player will then blow his ball through the first gate (between the edge of the table and the first can). The teammate will then blow the ball back around the next can. This will continue until the ball goes through the last gate (between the edge of the table and the last can). When the ball passes through the last gate, the moment it leaves the table is when the timer should be stopped. The referee then records the time for that run.

Special Rules

• While the ball is on the table, it may not be touched, except the replace a fallen ball.
• If the ball falls off the table, put it back on at the edge where it fell off.
• A player cannot leave his or her side of the table.

Scoring

At the end of each run, that team is penalized one point (+1) each time the ball falls off the table, one point (+1) each time a teammate touches the ball illegally, and two points (+2) each time a player leaves his or her side of the table.
At the end of each round, the team with the best time marks off two points (-2).
At the end of the game, the team with the least points is the winner.

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #6 - Hair-dryer Curling
by clapjaws

Overview: Bring the excitement and thrills of Olympic-caliber Curling into your dining room! Teams will square off using round stones to score points in this tabletop version.

Players: Divide into 2 teams – teams can have 2 to 4 players each.
Duration: Play as short as 1 round, or play a ‘best of’ multiple rounds. This should be determined before play begins. Flip a coin for rights to Flick first.

Definitions: (Curling terms used “loosely”)
Tee – center of the target area (House); i.e. the center of the bulls-eye.
Tee line – line across the table’s width, centered on Tee
Back line – line across the table‘s width, centered on outside ring of House, furthest from Hack (see diagram)
Stone – circular playing piece that you flick with your finger (deliver)
Hack – line from which stones are delivered
House – the entire target, from the Tee to the outer ring
Flicker – player delivering the stone
Skip (optional) – player that directs the adjustments to the delivered stone
Blower(s) – players that may attempt to influence the direction of the delivered stone, through the use of hair-dryers. Blowers can determine/change settings on their hair-dryers at their discretion, on every delivery.

Equipment:
1 shiny, smooth, and polished tabletop, no larger than 4’ x 8’
8 polished, wooden disks, 1” in diameter, in each of 2 colors (16 total) Note: Crokinole disks work well. These are referred to as ‘stones’.
1” wide masking tape
1 ruler (for measuring the distance of stones from the Tee)
2 blow dryers (hand-held hair-dryers)
1 can of furniture polish (optional)

Set-up:
Create the House: Measure in 12” from the table edge (any short side). Place your Tee in the center of the table, at this distance (put a dot on a small piece of masking tape and call it the Tee). The House consists of 4 concentric rings, with the Tee as the center. You can create the 1st and second rings by using a 1” width of tape, ¼ “ away from the Tee. The rings, when finished, should have the following “suggested” diameters: ½”, 1”, 2”, 3” (see diagram).

*Simplified set up: If its not really a ‘ring’, get as close as you can (its just a visual aid – you will measure distance from Tee for scoring). If creating a House is not feasible, forget about the rings, and just use the table edge as your Back line.

Determine the Hack line: Measure 12” from the table edge furthest from the Tee (depending on your table’s length, you may adjust this distance). Use some type of marker (tape could be used again) to indicate the line. No stones may be delivered beyond this line (they may touch the Hack).

Play sequence.
One player from the starting team becomes the Flicker and sets a stone of their color anywhere behind the Hack line. Using any 1 finger, flick the stone towards the House.

Once the stone is delivered (passes the hack line), the Blowers may use the dryers (on whatever setting they feel is called for) to try and alter the course of the stone. They cannot use the dryers once the stone enters the House. Blowers can get within 6” of the stone. (Note: stones already in play cannot be moved by players or blow-dryers – only by delivered stones striking them. Replace any illegally moved stones to their former positions.).

If you have a Skip – they can stand at the further table edge, behind the House, and direct the actions of the Blowers. Saying things like “right/left”, or the Blowers’ names, are perfectly acceptable.

Any stone that goes beyond the Back Line is out of play and should be removed.

Note: Opposing players cannot interfere with Flicking, Blowing, or Skipping.

Scoring: ‘Counted’ stones score 1 point each. To ‘count’ a stone must be closer to the Tee than any other stone of the opponent’s color. Use a ruler if there are opposing stones that appear to be tied for distance. If it’s too close to determine, then both stones do not count, and should be removed from consideration.

Options:
1. Delivery stick – instead of flicking, you can use this device to push the stones. This is basically a small shoe polishing brush, with a polishing cloth tied around the bristles!

2. Allow the Skip to determine when a fresh coat of furniture polish should be applied.

3. Tournament play – team duffle bags, hair-dryers with logos, leagues, etc. could be created. Players may wish to substitute their own methods of generating hot air – as long as all players agree to allow it. BYOB – “bring your own blower”, could be a standing rule for your league – and might include such things as mini-fans, whoopee cushions, or your own breath (with or without a straw).

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #7 - Winter War
by Hambone

What is the best thing to do on a snow-day? Snowball fights. This game is for 2-6 players. Team play is allowed, although people often succumb to the temptation of letting them fly at anyone they see, including teamates. The game comes with the following materials.

1 piece of white felt
12, 12-sided dice (ice dice preferred)
6, 20-sided dice
6, 6-sided dice
1 deck of 78 cards

The playing area:
The white felt is cut into a 36 inch diameter circle. Centered in the felt, is a 12 inch diameter circle for the snowball gathering area. At six even intervals around the perimeter, are players areas consisting of 8 inch circles, numbered one through six.

The Cards
36 duck cards
24 snowball cards
6 yellow snowballs
12 gather snowball cards

The Setup:
Each player gets a set of 13 cards, consisting of 4 snowballs, 1 yellow snowball, 6 duck cards, and 2 gathering cards. Each person selects a number and they sit at the coreresponding numbered playing area. Each player gets two 12-sided dice, one 6-sided die and one 20-sided die.

Teams:
Teams can be declared or kept secret, and at any time changed with or without notice. Pick your friends wisely, and watch your back.

Overview:
The game consists of rounds, with each player performing an action every round, until all players run out of snowballs. Every round, every player rolls a defensive roll. Depending on their choice of actions, other rolls are possible. At any time, if a die rolls off the felt, a window is broken and it counts as 1 hit against the person responsible. The person with the least hits at the end of the game is the winner. The winner has the ability to choose one teammate to share the title of winner if they wish.

The Round:
1)Each player selects one of their cards and places it face down in front of them. That card is the action they choose to take that round. They place their six sided die on top of the card with the top number clearly displayed, referring to the opponent the action may be directed to. All players simultaneously reveal their cards, and the actions are performed.
2)Each player rolls their defense for the round, based on the action card they chose.
3)Players throw snowballs at the person indicated on their 6 sided die.
4)Players gather snowballs
5)Hits are tallied
6)Check if anyone has remaining snowballs and repeat the round is more remain.

Throw Snowball Card:
You defense is 1d12
Your offense is 1d20
If you roll your offensive die at the player indicated by your 6-sided die and if it stops in the opponents playing area, add 2 to your roll.
If your offense is greater than or equal to your target's defense, the target is hit.

Yellow Snowball Card:
Same as a regular snowball, but if you hit your target, the target is stunned for their next turn, meaning their defense is halved, rounding up.

Duck Card:
Your defense is 2d12.
You have no offense this round.
The 6 sided die is meaningless for this round.

Gather Snowballs card:
Your defense is 1d12, halved (rounding up)
You have no offense this round.
The 6-sided die is meaningless this round.
After everyone has thrown snowballs, gathering takes place. Roll 3 dice into the gathering area at the center of the felt. Any die outside the circle is removed from this round. Every odd numbered die results in one snowball collected. After rolling, all other players may roll their 20-sided die into the gathering area, attempting to change the result of one of your dice. Gathered snowballs are pulled out of the discard pile and returned to the players hand. Yellow snowballs cannot be picked up. If there are not enough snowballs in the discard pile, they cannot be gathered.

All players must honestly declare if they have any remaining snowballs each round. If at any point they run out of snowballs, they must immediately gather more if they have any remaining gather cards. If they run out of cards completely, they have a defensive roll of 1d12. The game ends when ALL players are out of snowballs and gathering cards. As mentioned above, the winner with the least hits against them, may select a buddy to share the winners circle with them.

Have Fun.

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #8 - QUICKEY
by Kefa

In the far away lands of North, close behind the mountains and near the places where penguins go to sleep, there is the mythical ancient village of Akaqwaka. Besides wooden houses, reindeers and probably the fabulous hut of Santa Claus, you can even find the oldest ice stadium where in winter people play the game of Quickey. Similar to ice-hockey, Quickey is played by four players with two strikers each that make two pucks sliding all around. Now the glorious teams of Owls and Bears can rivive on your table.

Game Equipment

A Quickey Table (glossy white playfield)
8 Plastic strikers (4 reds and 4 blacks)
2 Plastic pucks (1 red with the Owls Logo on top and 1 black with the Bears Logo on top)

Dimensions

Playfield: 1,2 metres long, 0,8 metres wide and 0,1 metres high.
Corner goal pockets: 0,14 metres.
Central goal pocket: 0,12 metres.
Pucks: 0,8 metres diameter.
Coloured circles: 0,8 metres diameter (three in a row distant 0,20 metres from the self side bank)
Play area of each player: 0,6 metres long and 0,4 metres wide.

Goal of the game

The first team who scores 31 points wins the game.

Gameplay

Players decide both the side of the table they prefer to play and the team they want to play for. Then each player takes two strikers, one red and one black, remember to grip the red one with the left hand and the black one with the right hand. Players can hit the pucks only with the same coloured striker.

Owls and Bears begins by putting the pucks in the same coloured circle of their logo team colour (Owls put the red puck on the red circle and Bears put the black puck on the black circle).

The first hit must be a bank shot. The match goes on by hitting and shooting the pucks into the opponents goal pockets.

Players can hit, pass and shoot pucks in their play area.

Points and Penalties

- Players score 1 point by shooting the puck with the own logo on top in the opposite corner goal pockets.
- Players score 2 points by shooting the puck with the opponents logo on top in the opposite corner goal pockets.
- Players score 3 points by shooting any puck in the central goal pocket.

Players gain a penalty when…

- the opponents cross the centreline or the vertical line with their striker/s.
- the opponent/s place the striker/s on top of the puck/s.
- the opponent/s use both strikers and not one at a time.
- the puck/s remain on the opponents side of the centreline for longer than 6 seconds.

How to shoot a penalty

One player of the team that gains the penalty take the puck with his logo and place it on the yellow circle. He scores 2 points by shooting the puck in one of the two opposite corner goal pockets defended by both his opponents and scores 3 points by shooting the puck in the central goal pocket.

No bank shots are allowed for penalties.

After each goal or penalties pucks are placed again in the starting position and the action goes on fast and fun until one team reaches the score of 31 points.

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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #9 - Triple Lyndig
by doho123

(Figure Skating in the Detroit Professional Skating League)

The “board” is an ice skating rink 2 foot by 3 foot, divided into 6 performance zones. Each zone has a BullsEye target of three colored rings, known as the Performance Rating Area (PRA). On the perimeter in each zone are holes to place completion flags.

Teams of 2 players are randomly decided, as is the order of the teams to perform.

The Performance:
Each member of the Performing Team is given a large wooden puck (Skaters). One member gets a deck of cards whose cardback says "Skater," the other gets a deck called "Partner." Players who are watching the performance each get a medium obstacle puck (Octopus) and a small obstacle puck (Banana). The performing team gets 20 completion flags.

The Performing Team starts with their Skaters in any zone they wish. A turn consists of:
1)The team draw cards from their decks to maintain a hand of 8 cards.

2)They select five cards face down in front of them from their hand, keeping three cards in reserve. They may discuss which cards they want to play.

3)Watching players may "throw an obstacle on the ice" by placing one of their obstacles on the outer edge of the rink and flick it once in to the rink.

4)Each Performing Player flicks their Skaters on the rink. Place a completion flag in a hole in the zone that each Skater slide into. Players may decide to flick their Skaters again, at the cost of placing more completion flags. If a Skater falls off the rink, place 3 flags in that zone to bring the Skater back on where it left the rink. Obstacles may be hit with no penalty (they just get in the way). Skaters can bounce their pucks off of previously placed flags.

When all completions flags are placed on the rink, the players cannot flick their discs anymore, and they have one last round of playing cards.

Both Skaters MUST be in the same zone to play cards and be in a different zone than the zone in which they started the turn.

5) Performing players takes turns playing one of their five selected cards, starting with the player playing the Skater deck. These cards feature traditional skating moves (“Backwards Gracefully”, “Backflip”,”Double Axle”) which award points based on how close the Skater is to the center bullseye of the PRA. The Partner deck player must play a matching traditional skating move (with points awarded as described), or a special Partner move (such as “Lift and Hold” or “Throw Her Into The Air”) which multiplies the point total on the previously played card from the Skater deck. Players may play any amount of cards they wish, or none at all before declaring this turn over. Keep the running total of points on a pad of paper. Players not touching any ring color cannot play any cards.

Some cards will require the Skater being in certain zones, the Skater touching certain colored rings on the PRA, or other restrictions based on scoring potential. For example:

“Forward Gracefully” has no requirement, but scores a single point when touching the “average” ring of the PRA, 2 points when touching the “Excellent” and 4 points in the “Perfect” circle.

The Partner card, “Lift and Hold” has a multiplier of 2X touching an “Excellent” ring and 3X when touching the "Perfect” circle in the PRA, and cannot be played otherwise.

The very high scoring “Triple Lyndig” requires being in any ring of the PRA in a corner zone with a single flick from a corner zone on the other side of the rink.

6)All obstacles are removed from the rink. Both Players discard the five cards they selected. They may also discard any amount of their three reserved cards. If the Skaters have at least 2 completion flags left, they start a new turn back at step 1.

When a team has finished performing, look to see which zone has the least amount of completion flags. The judges like Skaters who use the whole rink. Bonus points are awarded based on the number of flags in the least visited zone, the more the better.

After all teams have had a chance to perform, the team with the highest score wins. Multiple rounds may be played with more or less completion flags (short program and long program) with order of performance reversed. The total for both rounds is added to determine the winner.

By removing the Partner deck, and lowering the completion flag amount, players can also play as single skaters.

Brykovian
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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Entry #10 - Winter Flickathlon
by seo

(2-12 players, 60-90 min.)

Teams compete in a winter biathlon. Players must flick the skiers to the finish line and flick bullets in the shooting bouts. The team with the best score will win.

Components:

1 ski-track board. It has an irregular surface with several climbs and hills, and a clearly delimited path with start and finish lines.
16 skiers (tokens) in four colors.
1 standing target board.


4 flick-rifles (one per color) and 20 bullets.
1 Scoring notebook

Set-up:
The ski-track board is placed on the centre of the table. Players form teams. Each team will control four skiers in one color.

Game-play:
All skiers (four per team) compete in one race, then shoot, race again, shoot for the second time, then end with a third race.

Races:
During a race, teams take turns to move their skiers towards the finish line. On his team turn, one team member flicks any of the team skiers, except the one moved in the previous turn.

When a skier goes out of the track it shall be returned to its previous position, and the turn is lost. If it pushes any other skier out of the track, it shall also be returned to its previous position (even if it remains in the track), and the turn is lost. Skiers pushed outside the track return to it at the approximate place where they leaved it.

Race scoring:
Only the first eight finishing skiers are awarded points, according to this scale (from first to eight): 30, 20, 15, 10, 5, 3, 2, 1. Finishing positions are also used to determine shooting order in the following shooting bout.

Shooting:
During the shouting bouts, the team member who flicked each skier through the finish line represents it, taking five shots at the target. Hence, the same team member might eventually shoot for all four skiers in the first bout, but not shoot at all in the second.
IT IS NOT ONE ROUND OF SHOOTS PER TEAM MEMBER, IT’S ONE ROUND PER SKIER, SO EACH TEAM HAS FOUR ROUNDS OF FIVE SHOTS PER BOUT, INDEPENDENTLY OF THE NUMBER OF PLAYERS IN THE TEAM.

To shoot, the players take the flick-rifle with one hand, load it with one bullet by the rear end of the barrel, leaving a small overhang, aim at the hole in the target board, and flick the bullet.

Shooting scoring:
Each shot hit on the target is awarded 5 points.

Game scoring example:

Brykovian
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Game Design Showdown Jan 2006: "Winter O'Flick-its&quot

Challenge Results

Based upon the votes I received, we have the following results ...

First Place (20 points on 6 votes) -- Triple Lyndig by doho123 (Entry #9) (does this put doho in the "Yogurt seat" now?)

Second Place ... a tie:
>(9 points on 6 votes) -- Ice Castle Danger by Xaqery (Entry #4)
>(9 points on 3 votes) -- Downdraft Skiing by Gamebot (Entry #5)

The rest of the scoring went as follows ...

  • Competitive Figure Skating by Scurra (Entry #3) -- 8 points on 4 votes
  • Winter Flickathon by seo (Entry #10) -- 7 points on 3 votes
  • TOBACCONIST TOBOGGANISTS by Hamumu (Entry #1) -- 6 points on 3 votes
  • Hair-dryer Curling by clapjaws (Entry #6) -- 6 points on 3 votes
  • Winter War by Hambone (Entry #7) -- 5 points on 3 votes
  • QUICKEY by Kefa (Entry #8) -- 3 points on 2 votes
  • Snow Sculpture by Epigone (Entry #2) -- 2 points on 2 votes
Feel free to continue the critiquing of the entries here:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=3703

Thanks again to everyone!! The February Challenge will be posted in a couple of weeks.

-Bryk

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