(Note: This Challenge has been completed.)
Game Design Showdown
May 2005 Challenge - "Business as Usual"
Theme: Any plausibly realistic setting on earth over the past 150 years
Genre: Anything ... as long as the mechanics limitations are met
Mechanics Limitations:
- Players must take part in both buying and selling things in the game. Group bidding, buying/selling to "the game system", and buying/selling directly with other players are all allowed, but none are specifically required. The buying and selling do not need to be done on the same type of item ... a "resource" could be bought by a player who later sells a "product", for example.
- There must be a "manufacturing process" involved on at least one side of the buying or selling process. This "manufacturing process" is defined as having 2 or more things combine to become something else. (For example: The player could be tasked with buying resources, which are then combined into a product. Or, the player could combine resources into a product, which is sold to the other players. etc.)
- Here's the toughy: A unique gadget must have a non-trivial use in the game. This could be any mechanical or electronic gizmo that either does or doesn't exist today. Things like the cube tower from "Wallenstein", phrase disk from the original "Catch Phrase" (or its electronic replacement), base dials from "MageKnight" (and other Wizkids products), or dice/tile faces that change based upon the color of light shown on them (as discussed in the forums), etc., would all work. Be creative and have some fun with this one!
End Date: 19-May-2005, Noon EST (approximately)
Voting: 19-May-2005 through 26-May-2005
This Challenge has been completed.
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A "critique the designs" thread has been started here: http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=2540.
More discussion, questions and "clarifications" regarding this challenge can be found on this thread: http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=2491
Enjoy!
-Bryk
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Entry #1 -- Patent Office
by ShiftyPickles
Patent Office
Object: To be the first player with 3 patents
Materials:
•Day of the month marker
•$10,$20,$50 and $100 bills
•5 colored patent pending marbles per player
•Part Cards
•Patent Office- a random sorting machine, consisting of a tube cris-crossed by random poles. Marble dropped into the top of the machine will fall through redirected randomly by poles until falling into one of 5 days of the month slots at the bottom.
•Board with 30 “day of the month” spaces arranged in a circle, the 10th and the 25th are “pay days”
• “patent pending”/“patented” cards
Setting up:
•The Banker shuffles the deck of part cards and deals each player one face up in front of them. Remaining cards are placed face down as the draw pile
•Each player gets, 5 $100 bills, 4 $50, 5 $20, and 10 $10
•Each player gets 5 patent pending marbles
•Place the day of the week marker on the first of the month.
•Set the patent cards aside, they will be used later
Taking Turns:
•The oldest player goes first.
•They turn over the top card of the draw pile. They have the option of buying it for the card value.
•If the player chooses not to buy the card it goes up for bid. Any player (including the one whose turn it is) may bid any price for the part, highest bid takes it.
•The player may now “deal”. They can try to sell, buy or trade parts with any other player. Players can make up to two deals during their turn. There are no restrictions on deals.
•Once a player has made their deals they lay out any new cards face up in front of them, building machines as they are able (see below)
•They may apply for a patent at this time (see below.)
•To end their turn they move the day of the month marker forward one space
•If it lands on a pay day (see below) the banker pays all players before the next turn
Building Machines:
•Each part has a value amount and colored lines on some or all sides to indicate where it can be connected. Some of the machine cards may also be labeled with a “beginning” or an “end”.
•Once players have a part they can connect it to another of their parts by matching connection points (red to red etc).
•A machine is complete when it has a beginning and an end. The price of the machine is the total of all part values.
•Once a machine is complete the builder may apply for a patent on that machine AS LONG AS no other player already holds a patent for the same machine.
•Players may reorganize cards during their turn to reform machines as they choose. Once a machine has a patent it cannot be rearranged.
Applying for a Patent:
•When a player has a completed machine they can apply for a patent by paying a $100 fee to the bank. At this point they receive a patent card and put it “patent pending” face up on their machine.
•They drop a marble into the patent office and it will be sorted into one of 5 days, they place that marble on that day on the calendar (if the marble came out on the 13th they would put their marble on the 13th day of the calendar board)
•When the day of the week marker reaches a day where a player has a patent pending marble the player collects the marble, flips their card over to the “patented” side
•The bank pays them a “patenting bonus” equal to the price of the machine
•Once a machine is patented no other player may patent the same machine.
Payday:
•When the day of the week marker is on a payday the bank pays every player according to the number of patents they hold, 0-$300, 1-$400, 2-$500
Winning:
The fist player with three patents wins