This Challenge has been completed.
Game Design Showdown
November 2005 Challenge - "Island Hopping Scavengers"
Setting: Waterscape dotted with "islands"
(A "waterscape" is any type body of water, and it may include the landforms that surround it. I'm defining "islands" in a very loose sense ... as a collection of points-of-interest scattered about the water. This could be actual islands, but could also include floating platforms, sunken wrecks, buoys, lillypads, etc.)
Genre: Scavenger Hunt
(Again a loose definition ... Players work to complete various items on a list. The items on the list might be related to each other in some way, but do not have to be. This could be the traditional sense of finding and carrying a strange combination of items to a specific place, but could also include simply completing tasks or witnessing/measuring something, etc.)
Design Limitations:
- Mystery List - The List of items that a player must complete cannot be known before the game starts, and should likley be different each time the game is played.
- List Crossover - Items on one player's list should be likely to appear on another player's list.
- Mini-Games - The game should include at least 2 different "mini-games" that players will need to compete head-to-head at within the course of the game. A (lame) example might be: "If 2 players trying to get the same item end up at its location within the same turn, the player who wins a game of rock-paper-scissors gets the item." (I'm sure you can come up with something better than that!)
- Double-Dice - The game needs to make use of at least 1 component from this webpage: http://www.koplowgames.com/page28.html
Start Date: 10-November-2005
End Date: 17-November-2005, Noon EST (approximately)
Voting: 17-November-2005 through 23-November-2005 (please note this is only a 6-day voting window, due to the 24th being the U.S. Thanksgiving holiday)
This Challenge has been completed.
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
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=3407
Enjoy!
-Bryk
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Entry #1 - Quest for the Lowly Tale
by buthrukaur
A game for 3-4 players
Goal: To score the most points at the end of the game.
Basics: Travel around islands gathering items to help beat quests assigned to you by various characters, which of course would be spoofed…
Components:
37 Hexes representing sea and islands
12 Counters for game setup
60 item counters
30 Quest Cards
4 Ships
1 double D6
Gameplay:
Setup: Lay the hex tiles out as shown above. Place the 4 player counters on the east and west side of the map and randomly place the other counters on the islands. Place an equal number of item counters on the islands with the number counters and remove the number counters. Place your ship on the island with matching colors counters and remove the player counters. The pirate counter remains in play for now. Reveal the top 5 cards from the quest deck and place on table face up.
Turn sequence: Starting with a random player, players take turns spending 5 action points a turn. Your goal is to gather item counters to complete quests.
Spending action points:
Moving your ship: 1AP
To travel between hexes your ship moves along the gap between the hexes (like road placement in Settlers.) Each line you move requires 1 AP. You may also move off the lines to land on an island. This also requires 1 AP.
Exploring an Island: 1AP
To explore an island you must currently be landed on the island. Roll the double dice. The Larger die determines how many counters you may pick up and look at. The smaller die determines how many counters you can keep of the ones you pick up. You can never take more then a total of 7 item counters but you can leave counters you have previously gathered when exploring an island.
Take a quest card: 1AP
You can take one of the face up quest cards and replace it with another from the deck.
Discard a Quest Card: 3AP
You can discard a quest card you have taken on a previous turn. Place the card under the deck.
Score a Quest Card: 2AP
If you have all the items you need to complete a quest you can spend 2 AP to place it in your score pile. Take any items on side of the board and place them 1 at a time on any island you wish. You may not place more then 1 item on any island. Place the items you used to score to the side of the board.
Trade: 1AP from both players
If you are on the same hex as another player you can trade item counters with him in any manner you see fit.
Game ends when any player has scored 10 cards in a 3-player game or 8 cards in a 4-player game. Player with the most points wins. Each card a player has remaining in his hand is worth –1 points for each item on the card.
Mini-Games
Skull and Crossbones: Whenever a player rolls a 1 on the large die and a 5 on the small die the pirate ship moves. The pirate ship moves on the Hex not on the lines. Roll the Double-Dice. The large die determined the direction the ship moves in 1 being north, 3 being southeast… The small die represents the distance the ship moves. If the pirate cannot move at all roll again. If the pirate runs out of room to move stop it there. Any player’s ship touching the hex the pirate enters must give up counters to the side of the board until he reaches 5 $ (tiles without the $ symbol count as 1.) If he runs out of counters the ship continues on.
Hurricane: Whenever a player rolls 3 on the large die and 4 on the small die all counters are removed from the board and placed over to the side of the board. Deal the counters to the players and then players may place them as they wish back to islands. Each player may not place more then 5 counters on any island.
The rise of R’lyeh: Whenever a player rolls a 1 on both dice. The player to his right picks a location from which to start, that does not touch another player’s ship, and places one of the starting counters there to represent Cthulhu. Roll the Double-Dice. Cthulhu moves like the pirate above. Whenever he encounters a player’s ship they must sacrifice counters as they would for the pirates but instead of paying them off with $ they must use the seven-pointed-star. Cthulhu stops after attacking one ship. If Cthulhu would move off the board based on the die roll the game immediately ends.