Game Design Showdown
July 2005 Challenge - "Bits and Pieces"
This challenge is now closed for new entries
My design table is covered with pieces scavenged from old (and new!) games, ready to be used in some upcoming prototype or other. I picked up a random sample the other day and wondered what sort of game I could make using these bits.
So the challenge this month is a little different. Instead of a theme and genre, I’m giving you a set of components, all of which should be incorporated in some fashion into the final design. This does not mean you cannot include additional components not listed here!
Notes:
1. Not every listed piece needs to be used in every play of the game. For instance, if 5 different colored pawns were listed, you could use them as scoring markers in a game that could handle up to 5 players. But all the different components must be used.
2. Assume that when five different colors are stated, they are the same five colors each time!
Component List
155 Wooden cubes (31 each of five different colors)
50 tiny Wooden disks (in one single color, Brown)
36 plain double-sided square cardboard Tiles (blue on one side, red on the other)
30 cardboard Shield tokens (in one single color, Blue, with 10 each of three types, labeled 1, 2 and 3)
16 Wooden disks (in one single color, Yellow, numbered 1 to 16)
15 plastic Pawns (3 each of five colors)
10 six-sided Dice (2 each of five colours)
10 Wooden Elephants (in one single color, Brown)
5 Wooden markers (in the shape of a chair, an onion dome, a head, a plain square and a dragon)
Cash (in 1,5,10 and 50 denominations)
Mechanics Limitation:
Auction: There should be an auction that occurs more than once during the game
Voting: 22-July-2005 through 28-July-2005 - Vote by pm to Scurra here
You should vote for your top three entries. I shall award points on the patented Brykovian Scoring Scale(tm); 5 for a 1; 3 for a 2 and 1 for a 3.
Be sure to check out the Games Critique and the Questions and Comments threads for more information.
Entry #1 – Raja, by Kreitler
The king has died and left no heir! Ascend the throne by protecting your family, capturing rival nobles, and fortifying your lands.
Object: Earn 10 vp (8 for 2 players).
Players: 2-5
Components:
50 "grain units" (small disks)
36 "territory tiles" (1 side red, 1 side blue)
30 shields (10x1,10x2, 10x3)
16 "market disks” (1-16)
10 elephants
money (25x$1, 20x$5, 15x$10, 10x$50)
5 player markers (chair, minaret, head, square, dragon)
In 5 colors:
31 "wall stones"
3 "nobles" (pawns)
2 dice
1 privacy blinder
Setup
Create markets
Place grain units in a pile.
Place market disks 1-5 face-down next to it.
Flip disk '3' face-up.
Repeat for shields, using disks 6-10. Flip disk ‘8’ face-up.
Repeat for elephants, using disks 11-16. Flip disk ‘14’ face-up.
Each player:
Collects starting pieces
Choose color.
Take associated wall stones, nobles, blinder, dice.
Take $75, 7 territory tiles, 1 "1" shield, 1 "2" shield, 1 random player marker.
Constructs Lands
Arrange 4 territory tiles in a 2x2 square.
Add remaining tiles.
All tiles must border at least one other.
All tiles must form a single group.
Use any desired red/blue configuration.
Places pieces
Place nobles on separate tiles (your Lands only).
These represent cities.
Each uncaptured noble is worth 1 vp.
Take 9 wall stones and build city walls (see "Building").
Place your shields on your Lands (see "Building").
Gameplay
Give an unused territory tile to the oldest player. This is the "season indicator". It identifies the turn’s starting player and season (dry/rainy). Start blue-side up. After each turn, pass it clockwise and flip it over.
The game consists of turns broken into phases:
Production
Cities on tiles matching the season indicator’s color produce grain.
Production (per city) = 1 grain + 1 per stone at wall's widest point (e.g., wall of width 2 produces 1+2 grain).
Starting player harvests grain (from market pile) for 1 city and passes production clockwise. Continue until all producing cities are harvested or grain runs out.
Stack a city’s accumulated grain in a column. If it falls, return fallen tokens to the market pile.
Auction
Bid for “first move rights”.
Starting player bids first.
Next player may raise or pass.
Process continues around until raising stops.
Highest bid loses his money and wins “first move rights”.
Remaining phases: “active player” status begins with the high bidder and proceeds clockwise once around the table.
Commerce
Buy, trade.
Active player initiates trades, other players counter-offer.
Exchange any combination of money, elephants, grain, shields.
Purchase from markets.
Face-up market disks represent market prices for 1 item of each type ('2' shields count as 2 items, etc).
State your desire to trade with a market and declare the type and number of items.
Other players can offer to complete your trade at market price. If so, you must accept. Otherwise, trade with the market.
Buying from market: pay market price, then flip disks to raise the price by 1.
Selling to market: sell at market price, then flip disks to lower the price by 1.
You may trade only once with each market each turn.
Building
Build walls.
Cities have 1 wall, any height and width.
Build 2 stones per grain you discard.
A wall’s stones must touch.
Before placing, declare how many stones you’re adding to a wall.
If the wall collapses during construction, discard fallen stones and those awaiting placement on that wall.
Walls must remain within their tiles.
Curved walls are legal.
Walls with 15+ stones are worth 1 vp.
Deploy shields.
Tiles can hold multiple shields.
Shields cannot occupy tiles containing nobles.
Siege
Active player:
Places player marker on opponent’s Lands.
Cannot place on:
tiles holding other player markers or nobles.
his own Lands.
Can place on:
tiles containing shields.
cities without nobles.
Identifies elephants targeting each city.
He may:
attack only cities orthogonally adjacent to his marker.
use no more elephants than the wall width at its widest point.
Defender declares defenses:
Identifies shields defending each city.
Each shield can defend 1 city, orthogonally adjacent to its tile.
Shields must defend at full strength.
After use, discard shields.
For each city:
Attacker rolls 2d6 per elephant.
Defender rolls 1d6 per shield point ('3' shield earns 3d6, etc).
x = defender's total - attacker's total – stones in wall.
’x’ positive:
Defender removes ‘x’ stones. If wall collapses during removal, defender discards fallen blocks without counting them toward combat losses.
Discard 1 elephant per ‘6’ rolled by defender.
’x’ 0 or negative:
Discard 1 elephant.
If attacker destroys the wall, he may:
Demand ransom payment, or
Take city's noble.
Captured nobles are worth 2 vp.
Cleanup
Remove all elephants and player markers from opponents’ Lands.
Game stops at end of any turn when any player has enough vp.