We have a winner!
Cloak and Dagger
by jamespotter
The competition was fierce and the prize worth fighting for. Share your thoughts in the critiques thread and look for a complete posting of results.
The results from the all rounds will be posted in the critiques thread.
MSP Games asked for entries, and man did you guys respond!
There are a mass of great entries this month, and it's very important that everyone vote. Due to the important nature of this contest coupled with the volume, I will be taking the cue from the February 2011 contest where voting was split into sections.
With Christmas coming up, too, I know a lot of people will be busy with family and not be able to spend time reading through 26 entries. So Voting this month will be split into three, 4 days periods.
The first vote, due by the end of 14h of December, will cover Entries #1-13. Following will be a second round due the end of the 18th for Entries #14-26. The top 4 from each round will be combined in the third round of voting to compete for the top prize. This third round will run from the 19th to the end of the 22nd of December.
I will post the results for each round separately in a Critiques thread.
Good luck!
Use this link for voting!
Please Read: Details on entering the Game Design Showdown.
There's a very special treat for you this month. Matt Pohl of MSP-Games is looking for a new title to publish, and is going to enter a publishing deal with the winner (and possibly runners' up that he likes) of this month's GDS.
Want to know more about Matt and MSP Games? They've recently completed 2 Kickstarters for micro-games created with a wallet-slot-micro concept. (Micro Play-Break: Castles and Micro Play-Break: Kingdoms).
From Matt:
Play-Break Philosophy:
What is MSP-Games looking for?
Main Design Requirements:
Gameplay and Timing: Game should be relatively-easy to learn and understand. Play should be accessible to non-gamers while being engaging for experienced gamers. Games will ideally play in 2-5 minutes, with 5-10 minutes as an also-acceptable target.
Theme Restriction: None! This month feel free to come up with whatever theme you'd like.
Mechanics Restriction: Not Rock-Paper-Scissors; Otherwise, be as creative as you like with the Components allowed by the Component Restriction this month.
(Component Restriction: Primary Components: Start with a maximum of 7 "Business Cards" They will be made of water-proof plastic. These can be left whole OR cut in half OR thirds OR any combination of these sizes using the initial 7 business cards. You may use these as 1-sided or 2-sided components. The goal of this month's Showdown is to create a game that takes up only about as much space as 2 credit cards. See MSP-Games' MPB Castles game for reference.
Game Board (optional): Game can have a "playing board" sized up to 10-inch-square. Board must be 1-sided (not 2-sided). Board can be required to play the game or just a "nice bonus to make it easier to play"
No Additional Components: Players must NOT be asked to use "other components" to complete the game (example: do not ask players to gather coins or paper scraps)
Now the details:
Word Limit: To help you out on this very important challenge, the word limit is 750 words.
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: Tuesday the 2nd through to Tuesday 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
Goblin Derby
Welcome to the world of inconceivably dangerous, highly preposterous, break-neck-speed goblin racing. From local caves and distant realms, goblins of all types have gathered to risk life and limb for a chance to win the most coveted of all gobliny-treasures. The Goblin Derby Cup.
Goblin Derby is a game for 2-4 players and plays in under 10 minutes. Each player controls a goblincart, an unwieldy machine that is either the instrument of goblin-glory or a fast-moving, exploding-prone coffin. During the game, players move their goblincart around the track, racing to be the first over the finish line. But goblincarts are quite the finicky piece of gobo-engineering! The faster a goblincart is going, the more likely it is to explode. Players take turns moving their goblincart one space forward around the track, this is quite the leisurely stroll by goblincart standards. But this is the Goblin Derby, we want speed. Instead of moving just one space forward around the track players can move up to 3 extra spaces forward, but for each space extra space forward they move, their goblincart gains one stress. Reach 4 stress and your goblincart will disintegrate into deadly shards of metal and goblin-limb-confetti.
While this alone was thought to be rather dangerous, the sponsors of the Goblin Derby decided a few years ago that there was not enough explosions to keep Goblin Derby fans interested. In a stroke of uncharacteristic genius, a very goblin-minded solution was implemented. Pick-ups! What better way to keep the fans coming back than to see goblincarts racing past while shooting all manner of deadly nick-nacks at each other or while frantically trying to replace their missing wheel that was lost when they turned that last corner too fast or perhaps painting their goblincart red mid-race to get that much needed speed-boost! It was a huge success. But how does it work? At the start of the race pick-ups equal to the number of players are randomly placed face down on spaces 3, 6 and 9. If a player’s goblincart ends its turn in one of those spaces, they can pick up any one pick-up at random. They are then free to use whatever acquired at the start of their next turn. They may also use their goblin-cunning and hold on to it until the start of a later turn. However, there is only enough room in the goblincart to hold one pick-up at a time.
Assuming that you don’t explode into a plethora of bones and steel, the first player to get their goblincart to space 13 on the track, wins the Goblin Derby and can retire knowing that they have achieved the epitome of goblin excellence. They also get a shiny Goblin Derby Cup to lord over their competitors (shiny Goblin Derby Cup not included).
Let’s go over the nitty-gritty-goblin-bitties.
Summarized Turn
Use Pick-Up Move Goblincart up to 4 spaces Add 1 Stress Token for each space moved after the first Pick up a random Pick-Up if you end your turn on space 3, 6 or 9 Your turn ends and the next player’s turn begins
Component List
1x Double-sided rulebook (single sheet of paper) 1x Race Track Mat with 13 track spaces (1x 10” mat used) 4x Goblincart cards (1/2 business card size) (2x components used) 4x Double-sided Stress Indicator, values 1 or 2 (1/4 business card size) (1x components used) 4x Double-sided Stress Indicator, values 3 or BOOM! (1/4 business card size) (1x components used) 12x Various Pick-Ups (1/4 business card size) (3x components used)
Example Pick-Ups (subject to change)
Red Paint – Move one space forward for free (do not increase stress) Spare Parts – Lower stress by one Bomb-Chucks – Pick a player within two spaces of you, increase their stress by one. Giant Magnet – Move any player who is in front of you back one space. Catta-Bomb – Pick one track space, any player on that track space increases stress by one. Rocket-Pack – Move two spaces forward, increase your stress by one. Big Hunk of Metal – Use this instead of increasing stress due to another player’s Pick-Up.
And there we have it ladies and gentleman, I very much hope you have enjoyed the spectacle of the Goblin Derby, next time we will be looking at Jelly or Slime Monster? The deadly fun guessing game.