We have a winner!
Frontrunner
by billarama
Massive participation this month! Let's go talk about it! Final point totals are posted in the critiques thread.
Entries are in!
Plenty of entries this month, with a huge range in themes to look over! Over the next week, please review the entries and track your votes for 1st, 2nd and 3rd place. It'll help to write some comments as you read them to remind you of them during the critique phase that follows voting.
When you submit your votes, use the form linked here. Please complete your voting by 17th of February.
Details on voting below.
As said by our favourite villain.
This month the GDS is taking a look at common feature of card games: card values.
Okay, that's pretty vague. In particular, the concept of rating cards from 1-10, where a higher number beats a lower number. Pretty standard. Now a lot of games want this nice order, but don't necessarily want 10's to be unbeatable. So what do they do? Often, it makes 1's the only card that can beat a 10.
Follow so far? There's a cycle there, but it's an arbitrary one since 1 doesn't actually follow 10.
The challenge for this month is: can you make a game where this cycle is natural? Where Lowest beats Highest, or "first beats last" because it really is a circle and it all starts again anyway?
To keep you focused, the materials are also restricted for this game. You can choose to use any 2 of the following 3 components in your description:
- Board
- Cards
- Tiles
Other than that, you can take liberties with your design - just make this natural cycle of ordered dominance or succession the major mechanic in your game.
And now the details:
Please Read: Details on entering the Game Design Showdown.
Component restriction: Choose 2 of these 3:
- Board
- Cards
- Tiles
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:__Monday the 1st through Monday the 8th
Voting: Through the 15th. 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
This two-player game has a board showing the map of Scotland with 16 major towns indicated, each with a bonus symbol and a space for a garrison card that is randomly assigned during setup, and which shows the number of English soldiers occupying that town and renown (VP) gained by defeating it.
The main card deck represents the four senior members of each of the eight clans. Each card shows the size of a clansman's forces and the name of the clan which his clan hates. Each clan hates only one other, and is hated by one other (different) clan. There is also a deck of ten gallowglass cards (mercenaries with no clan-emnity and equal small numbers of soldiers). Finally, there are eight fealty cards; one representing each clan.
Each player is dealt three clansman cards and two gallowglasses for his starting hand. In his turn, a player may besiege a city by playing onto up to three cards from his hand with the total number of troops greater than the garrison, but none of the clansmen played may hate each other. If his opponent does not relieve the city, the player may claim the fealty card of the clan of one of the clansmen he has just played and place it in front of him face up (not in his hand), unless another player has it. The clansmen cards are discarded, any gallowglasses played are returned to the gallowglass deck, the garrison card is placed in front of the player (to show VP), and the bonuses of the city are claimed. These are either: draw a gallowglass card, gain an extra renown point or return one of the just-discarded clansmen to your hand. Finally, the player may draw clansmen cards to make his hand up to five. A player with more than five cards in his hand must discard the excess. The discard pile is shuffled once the clansmen deck is depleted.
The non-turn player may relieve a besieged city by playing cards at most one less in number than his opponent played to besiege the town, provided all clansmen played hate at least one of the besieging clans. If the combined strength of these and the garrison exceed or equal the besieging force, the attack fails and all cards played are discarded, with no bonus awarded to either player. However, if the besieger has fealty cards for any of the clansmen played to relieve the city, he may play them, then those clansmen are discarded, and if his played cards are now stronger than the defense, he takes the city. The fealty cards played are returned to the fealty pool. The relieving player does not draw any cards, whether successful or not.
Play ends either when one player holds all the fealty cards, therefore claiming the Scottish crown and victory by uniting the clans, or when no towns have a garrison, in which case victory points, including one VP per fealty card, are added up to determine the winner.