February 2011 Game Design Showdown - "The Dice Gods Must Be Crazy"
Please Read: Details on entering the Game Design Showdown.
VOTING FOR THE FEBRUARY/MARCH GAME DESIGN SHOWDOWN IS NOW OPEN!
CHANGE TO VOTING FORMAT
Instead of the 30 votes thing I mentioned before, I think it will be better to do this in a 2-step voting process. I apologize to those who painstakingly assigned 30 votes already!
ROUND 1: Simply list your 10 favorite entries of the 38. Send me a PM with the subject "FEB GDS TOP 10" with that list. You don't need to put them in any particular order, just the 10 entries you think are best.
You have until Sunday to get me this (some people have expressed that Friday was too early to go over all the entries, and I expect some people would prefer to do so on the weekend). Sorry for the confusion!
The Entries have been broken up into 4 threads...
- #1-10 are in this thread below.
- #11-20 are in this thread
- #21-30 are in this thread
31-38 are in this thread
Seth
Michael Mindes of Tasty Minstrel Games has expressed an interest in a quick playing, light game made primarily of dice. I thought it might be fun to expand this month's Showdown and incorporate his request to find out if the BGDF can produce something he'd be interested in publishing.
While the GDS is a competition, it's a friendly one, and I think it would be cool to see the critiques of these games aim at really trying to make one or more of them good enough to submit to a publisher. Even if your own entry does not win, you could contribute to one of your colleagues games getting published!
Main Design Requirements:
Theme Restriction: None! This month feel free to come up with whatever theme you'd like.
Mechanics Restriction: None! Be as creative as you like with the Components allowed by the Component Restriction this month.
Component Restriction: The goal of this month's Showdown is to create a game comprised primarily of dice. You may use standard 6-sided dice, standard polyhedral dice, or custom dice. You may use as many dice as you like, but keep in mind that a realistic publishing limit will come into effect sooner or later, so it might be good not to go over 36 or 40 dice.
In addition to the dice, you may use ONE of the following components:
- up to 8 tiles
- a handful of wooden bits (standard eurogame cubes, discs, or 'roads')
- up to 5 sculpted minis
- up to 18 half-sized cards
- Submissions: Friday, 18-February-2011 through Sunday, 6-March-2011.
- Voting: Through Thursday, 11-March-2011. PM your votes to sedjtroll.
- Voting Format: Each person has 6 votes to distribute any way they choose among the GDS entries with the following restrictions:
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- You may not assign any votes to your own entry!
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- You may not assign more than 3 votes to any single entry.
- You need not assign all 6 votes.
Comments or Questions: Comments and questions about this Challenge were 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, especially the details around the word count and graphics limits, visit the GDS Wiki Page.
Enjoy, and good luck!
-Seth
BOOM!
BOOM! is a dice game loosely based on the idea of trying to defuse a bomb and avoiding it exploding in the process!
Components
Game Play
Roll to see who takes the first turn.
On a player’s turn, he does the following:
Preparation Roll three of the white dice. The player must assign the results to three values: (a) the total number of dice he will roll, (b) the number of those dice that will be boom dice, and (c) the total number of times he will roll those dice. Based on his selection, he takes the appropriate number of white dice and BOOM! dice into his hand.
Determine the “BOOM!” number Roll the black “boom number” die. This number, if rolled a single time, will cause the bomb to first arm, and then explode.
Roll the dice The player rolls his dice. If two or more of the “boom” dice show the bomb icon, the bomb has exploded, and the player’s turn ends. If the player rolls exactly one die showing the boom number, the bomb has been armed. In each subsequent roll, if the player rolls exactly one die showing the boom number OR ONE or more bomb icons, the bomb explodes, and the player’s turn ends. The player must continue rolling until he equals the number of rolls he selected during Preparation or until the bomb explodes, whichever comes first.
Continue? If the player reaches his intended number of rolls, he may continue to roll the dice if he wishes. Each time, the same rules for arming/exploding the dice apply. The player continues rolling until he elects to stop or until the bomb explodes.
Scoring If the bomb exploded, the player receives no points. Otherwise, he receives as many points as the number of times he successfully rolled the dice without the bomb exploding.
Play then passes to the next player.
Game End
The game ends when one player’s score exceeds a value agreed upon by the players at the start of the game. For a first game, 15 is recommended.
Turn Example
During Preparation, Jim rolls 3-4-5. He decides that he will roll (a) 5 dice, (b) 3 of which will be red “Boom!” dice, (c) a total of four times. He rolls the “boom number” die, a 4.
For his first roll, he rolls 1-2-6-6-B (B=bomb on a boom die). This is safe (he only rolled a single B; had he rolled 2xB, the bomb would have exploded).
His second roll, he rolls 1-4-4-5-B. Because the 4 is represented twice, this is safe.
His third roll, he rolls 2-2-4-5-B. The bomb is armed!
His fourth and final roll, he rolls 2-3-5-6-6. This roll is safe. Jim may stop and receive 4 points.
Jim decides to press his luck and roll again. He rolls 1-3-4-5-B. Boom! The bomb explodes, and Jim receives no points this turn. He passes the dice to the next player.