August 2010 Game Design Showdown - "Sharing"
THE RESULTS ARE IN...and the winner of the August 2010 Game Design Showdown is...
Don Jon's The Sorcerer's Apprentices, with a final score of 11 votes!
Congratulations to Don Jon, and thank you to everyone who submitted an entry or took the time to vote!
There was also a four-way tie for second place, with the runner-ups as follows:
Caravan (dobnarr) - 5
Gem-Hunt (joni) - 5
Machination (DogBoy) - 5
The Treasure is All Mine - and Mine. (pelle) - 5
Confidence (andygamer) - 3
The Cartel Republic (Pastor_Mora) - 2
Political Capital (Gilmok) - 1
Please Read: Details on entering the Game Design Showdown.
The Contest is now CLOSED. Seth is taking a break from the GDS this week, and I've stepped in on short notice to run this month's contest...which is a good thing because I was going to strong-arm him into agreeing to this set of limitations anyways!
This month's theme is "Sharing," with three factors that designers need to keep in account, although there is a lot of leeway and design space to work within these restrictions.
Main Design Requirements:
Restriction 1: The game must incorporate some form of player-to-player sharing. This could be through trade, second-hand use of items, or possibly resources that exist in between players but can be used by either one.
Restriction 2: The game may not play with less than 4 players.
Restriction 3: The game must end with exactly 2 winners, who both fulfill different victory conditions, and work independently in the rules. NOTE: This means no teams of 2.
- Submissions: Until Thursday, August 26th, 2010 (at 11:59 pm EDT). Remember to submit entries to me, not Seth, for this month's GDS.
- Voting: Through Monday, August 30th, 2010 (at 11:59 pm EDT).
- Voting Format: Each person has up to 6 votes to distribute any way they choose among the GDS entries, and may assign up to 3 votes to any single entry. Designers may not vote for their own entry.
- Comments or Questions: Comments and questions about this Challenge will be handled on the Comments Thread.
- CRITIQUES: After voting has closed the entries will be posted for comments and critiques.
- GDS Details: For more details on how these Game Design Showdown Challenges work, especially the details around the word count and graphics limits, visit the GDS Wiki Page.
Good Luck!
-Steve
Entry #1
Caravan
A game of trade and exploration set in the great Sahara
For 4-6 players
Object: Become the Explorer or the Trader. The Explorer first connects six oases or tents. The Trader has the most gold coins at the end of the game.
Components:
Setup:
The player who lives closest to the Sahara goes first. Play proceeds clockwise. Players choose starting tents by placing their tent tokens on tent spaces. Each player counts out 10 route tokens for the expansion phase.
Expansion phase:
Players take turns adding two route tokens to the map. Tokens may only be placed on empty desert spaces (not on tents or oases), and each desert space can only contain one route token. Tokens you place must connect through desert spaces you control to your home tent. You cannot connect through a tent or oasis space. The tokens you play don’t have to be adjacent.
Connecting to oases and tents: Whenever you place a marker adjacent to an oasis or a tent space, you connect to that space. When you make a connection, place an extra token on the oasis or tent space to indicate that you have connected to it. If other players have already connected to this space, place your token on top of theirs. If you already have a token on this space, do not add a second token, but instead move your token to the top position. There can only be at most three active connections to each oasis or tent, so if your token is the fourth, remove the token on the bottom of the pile and return it to its owner. That player is no longer connected to this oasis or tent.
Note: You may connect to other players’ starting tents. They count as a connection for the purposes of winning and collecting income. You may not connect to your own starting tent, although you may always collect income from it. Once all players placed all ten of their route tokens for the Expansion phase, players take turns placing their caravan guards. Caravan guards can be placed on any desert space a player controls.
Strategic phase:
Now the game shifts to the Strategic phase. This occurs in two parts. First, players choose what action they will take. Then, the actions play out. The possible actions are indicated by the action spaces around the edge of the board.
Players choose actions by placing their action markers in the action spaces of their choice. Only one player may choose each action space (note that there are two Capture spaces, so two players may choose Capture). Players choose in order, clockwise around the table from the starting player. Once all have chosen, resolve the actions starting with the starting player.
Actions: Expand. Place route markers in three empty desert spaces connected to your starting tent as during Expansion. Capture. Like Expand, but into two spaces occupied by other players. Replace their marker with yours, as long as the space isn’t protected by a guard. The spaces you capture must connect back to your starting tent. Mercenary. Place a mercenary guard on any desert space you own. The space need not connect to your tent. The guard protects all of your spaces adjacent to his space from capture. If there are no unused mercenaries, you may take a mercenary from another location, but not the guard most recently placed. Collect. Collect one coin for every oasis or tent where you currently have a token, including your starting tent. First. You are the starting player for the next turn and will choose your action first.
On your turn, you may also take the following free actions: Caravan Raids: If you construct one of two special patterns of route tokens (ring and triangle) on desert tiles, you may raid another player. In a raid, you trade all your coins for all of another player’s coins, and you remove your six route tokens making up the raid pattern. You must conduct the raid as soon as you complete the pattern – you cannot use a pattern you created earlier.
Moving guards: On your turn, you may move your own guard to any desert space you own. You may move each of your mercenaries to an adjacent space. Repeat the Strategic Phase until someone wins.
Winning: The game ends when a player is connected to six different oases or tents. That player is the Explorer. The player with the most coins then is the Trader. Both win the game.
BGDF Showdown Goals: The game has dual winners. Oases, tents, and mercenaries are shared components.