We have a winner!
The Final Voyage of the Jelly Roger
by ConMan
Full results and discussion will be found in the critiques forum. Thank you once again to all our designers and readers!
Entries are in!
Take a look through the 7 games in the comments below. You have 1 week to read through them and choose which will win your gold, silver, and bronze medals.
Afterwards we'll have the critique stage, so it'll help if you record some notes while you are voting. Remember, most participants are after the feedback, so give the kind of feedback you would like to see yourself!
When you're ready to vote, use this form here.
Remember:
Voting: Through the 16th.
Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
Entrants may not assign any Medals to their own entry!
Entrants must assign all 3 Medals.
An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
Pandemic, Hanabi, now classic pure cooperative games. There's no traitor here, no hidden agendas that make the game a solitary experience.
A common, if arguably misguided criticism of cooperative games is that there is a possibility of an "alpha gamer." This is one player, whether through speaking loudly or through experience, commands the rest of the group to do their bidding. It makes a group puzzle and turns it into one-person's game.
There are a number of mechanisms across games to inhibit this play, and nearly all of them include privatising some information - whether hidden goals, hidden traitors, etc.
However, there is a school of design thought that if players are going to tend to do a thing in a game, like share information, why not simultaneously encourage and regulate it, like Hanabi with its currency controlled communication? Granted Hanabi doesn't have as big an alpha-gamer potential because of hidden information and there's no open communication. For this GDS we're going full co-op.
Your goal with this GDS is to create a purely cooperative game that actually encourages and regulates the alpha player phenomenon. In other words, a game that knows it might happen, and uses it to its advantage.
This is intentionally vague in direction, so as not to imply a solution. Let's see what you come up with!
As this might be a tough one, I am leaving out any other restrictions.
On to the details!
Please Read: Details on entering the Game Design Showdown.
Component restriction: None
Mechanic restriction: Recognises the potential for, encourages, and regulates alpha gamers in a Cooperative game.
**Theme restriction: None
Word Limit: Standard 500 word limit. Remember this is a pitch, so focus your thoughts on the task and a summary more than explaining every detail
Voting: Award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favorite entries. Any entrant that does not award all three Medals will receive a Pyrite Medal (that's "Fool's Gold") worth -3 votes!
When submitting your entry: PLEASE USE THE FORM LINKED HERE.
Submissions: Saturday the 2nd through Saturday the 9th
Voting: Through the 16th. Votes will be through a form (link posted after submission period is ended).
Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
Entrants may not assign any Medals to their own entry!
Entrants must assign all 3 Medals.
An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
Comments or Questions: Comments and questions about this Challenge are handled on the Comments Thread
CRITIQUES: After voting has closed the entries will be posted for comments and critiques. Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread.
GDS Details: For more details on how these Game Design Showdown Challenges work, visit the GDS Wiki Page.
Enjoy, and good luck!
-Rich and Mindspike
_Most pirate ships had a strict rule of order, but on board the Jelly Roger they preferred a more unconventional approach. On Monday, Captain Plaidbeard would command over Bosun Lily Liver and First Mate Itsamee. But on Tuesday, it might be Captain Itsamee, with Plaidbeard navigating and Lily at the cannons. And they were the most feared pirate crew on the lesser-known Eighth Sea. But troubled times were coming, as the Eighth Sea Navy sought out pirates and sunk their ships. The crew of the Jelly Roger decided it was time to take one last haul and retire to a place where acts of piracy were considered appropriate, like the House of Parliament._
The aim of the game is to collect as much booty as possible before the Eighth Sea Council Anti-Piracy Engagement Act (ESCAPE Act) is passed into law, while at the same time avoiding being sunk by the Eighth Sea Navy or rival pirates. Players win collectively if they can sail off into the sunset with enough booty to give a hundred doubloons to each player.
Each player has a hand of action cards, and is randomly dealt a role. Cards have different effects depending on the role of the person who plays them - the Gunsman plays cards as attacks, while the Navigator uses them to move around the board to find treasure - and cards that are good for one role might be less useful for another. The most important role, and the only one that is always in play, is the Captain, who doesn't get to play cards at all!
Instead of having a set turn order, it is the Captain's job to choose at the start of each turn who will be acting. Unfortunately, players can only give limited information about the state of their hand, making it harder to determine the best course of action. Not to worry, because at the end of your turn you can swap your role with any role in the game, including those not currently taken by anyone, and _especially_ including the Captain! In fact, it is only when you become Captain that you get to replenish your hand, so you'll want to make sure you get to wear that hat on a regular basis.