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[GDS] General questions and comments

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richdurham
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Use this thread for questions and comments on EVERY Game Design Showdown. Find the latest GDS on the front page, or in this forum

richdurham
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entries

Extending deadline to 10th of November, as we currently have 0 entries.

Tedthebug
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Missed it

Sorry, missed the post due to Pax Aus. Now that I've read it I might still miss it because my mind is blank. I haven't played enough of those big games (anything over 30mins is too long for me) & I've only played two real time games so far.

richdurham
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289

That's the number of GDS entries over the last couple years. That's 289 possible games on your shelves. Where's yours now?

richdurham
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Fertile Crescent for feedback (by andymorris)

In the Fertile Crescent of the ancient near east several influential kingdom are burgeoning. All of their Kings are vying to gain ultimate control of the region by influencing the development of neighbouring kingdoms as they all require resources from one another.

In this game everything is happening at once without stopping for any rounds or phases (but we must do this with enough structure that the game is obviously progressing and player choices impact one another). Everyone will be continuously rolling 2 or 3 dice until certain combinations are achieved as a means of resource collection. In order to add a layer, I’ll take inspiration from the September 2014 GDS and force players to physically move around. Five distinct boards, for five kingdoms, are spread around the room/table enough that a player can only be at one at any given time. Each board has a different resource it produces. Rolling what you need to collect a resource gets less likely when more people are rolling at that board and depending on the resources you’re holding. Everyone wants all of the resources, so you have to keep moving between boards. You must choose carefully when to move and where as you weigh getting easier access to a resource yourself versus letting someone else have easy access to something else, and you can never lose sight of what’s going on in each kingdom.

Each kingdom has two stacks of cards building on it. One for economics and the other for architecture. Each pile starts at zero and needs cards stacked in sequence up to ten. Anybody can play the next card on any pile, but you need to get the right resource combination first. The higher the number the more resources necessary. Watch carefully what’s going on as you may spend too much time working on a certain combination only to miss out at the last minute. Trading is welcome, but be careful how much time you spend negotiating, as your resource collection will slow down and you won’t be playing any cards.

Points are awarded for each card you play. Obviously, you get more points the higher the number. Do you try and get lots of small numbers quickly or bank resource early to try and maximize your end game? Do you focus on one or two kingdoms or spread yourself around? It’ll go fast, so no matter what, keep rolling!

kungfugeek
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I knew I was going to miss

I knew I was going to miss the deadline on this but I did like the challenge.

I had an idea for this one that I might pursue. It's pretty similar to Fertile Crescent (as in: rolling dice in real time to make sets in a civ-building setting), but I don't think it'll be as chaotic as FC sounds. And I don't make people move because I hate moving. It's too much like work. :)

andymorris
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I typed my entry up last

I typed my entry up last minute, because I was worried the GDS might pitch a shutout. It's too bad it has dried up so much. I look forward to hearing what you have in mind.

I was going for chaotic. Without forcing the action into turns and rounds, it seems like a frantic pace is inevitable. What are you thinking to guard against the chaos? I had Dutch Blitz and Pit in mind, but trying to add a layer of strategy.

Rich, to answer your question, this was my 23rd GDS entry and mostly they're just taking up space in my Google drive. Partly that's due to what I like about the GDS. I have more time available to thinking up ideas than I do for prototyping and playtesting. I have made prototypes for 3 and a bit. Only one received much testing, but after several revisions it got too far from the 18 cards and some dice it started as. It's now waiting on a major redo to get back down to just cards and dice.

There have been lots of great ideas people have entered in those 289. Do you know of any that have made it to print?

kungfugeek
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andymorris wrote:I typed my

andymorris wrote:
I typed my entry up last minute, because I was worried the GDS might pitch a shutout. It's too bad it has dried up so much. I look forward to hearing what you have in mind.

I was going for chaotic. Without forcing the action into turns and rounds, it seems like a frantic pace is inevitable. What are you thinking to guard against the chaos? I had Dutch Blitz and Pit in mind, but trying to add a layer of strategy.

Yeah, I think both of our approaches are legit, just focused differently.

Like you said, chaos would be a part of the game no matter what. So I wasn't guarding against it as much as I was "trying not to overfeed it".

I had envisioned first that it would take several seconds for a player to make a set, so the pace would be a lot slower than, say, Pit. I was thinking 3-5 dice to start, maybe growing to 7 dice max throughout the game, with most of the sets being "all the dice have to be 'resource x'".

There would be 3 stacks of cards, face up, in the center of the table. The cards would be the buildings, technologies, etc, that you'd find in a civ-building game. Each card would require different amounts of resources, but for simplicity's sake, each card would only require one resource type. So, one building might require 4 Ore, another 5 Ore, but none of them would require "3 Ore + 1 Food". I made this decision so it would be easier for players to quickly examine their options, goals, and progress to those goals.

Anyway, players would be rolling and rerolling their dice going for the top-most cards on the decks. As soon as they have enough of the right resource, they take the card.

I was going to throw in a few wrinkles, though.

Right away I knew there might be cases where a player couldn't possibly obtain a card (if the card requires 5 resources and the player only has 4 dice, for example), so I was going to have a mechanic that I called Exploration/Research, where a player could try to make all his dice show the Explore icon. When he did, he could slide the top card off of any deck and place an Explore token on it. The card was still up for grabs by anybody, but the card that had been underneath it was now also available. In addition, that Explore token counted as one of the required resources on that card for the player. This did a few things: It gave any player the capacity to "skip" past a card he couldn't possibly obtain (favoring the players with the fewest dice, who would probably be the ones who were behind anyway), and made the unobtainable card potentially obtainable by that same player.

Players would have a limited supply of these exploration tokens, to keep the board from getting too messy with tons of cards all over the place, and to give some tension to the decision to explore.

Another twist was going to be in how War/Conquest worked.

There would be a "Military" die side. But instead of buying cards directly with Military die results, the players would earn Military tokens (usually by making a set of Military die results -- the number of which was required being determine by the player's own civ, tech, special abilities, etc). Each time they made a set, they'd take a token and place it on one of their Barracks-type cards. This would represent their standing armies. Players would be limited in how many of these tokens they could have in their Barracks (probably just 2 or 3 to start with). Then, going back to the stacks of cards in the middle of the table, when a War/Conquest card was revealed, players would spend tokens to try to win the War. The War cards would have costs that were higher than players' standing armies, so the players would have to spend their tokens (place them on the War card) and then try to earn more tokens (by getting Military die results) to get enough to claim the card. This provided one aspect of the game where players could "save up" from one turn to the next. At the cost of time, of course. I was a little worried that moving tokens around in real-time would be unmanageable, so that was an area of risk. Probably solvable, though.

Of course there would be different Civilization cards that players started with to grant them special abilities, and ways to grow their dice pools, their max standing army size, raise armies faster, explore more, etc.

That's about as far as I got.

andymorris
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I like the balance between

I like the balance between collecting tokens and cards. I think you could do a little more with the military tokens. What if when you pick up a military card you can play it against any other player with a smaller force. That player would then have to stop collecting anything until they roll whatever the military card says. I could also see using the military tokens to decrease the cost of any card not just military cards. It might even work to have a third token type to really enforce finding the balance between collecting tokens and cards.

I agree your game would be less frantic than my idea since no one is moving around and you're not playing on the same piles. I wanted to make people move so it was clear which resource you're going for. The same thing could be accomplished by moving a pawn, but I think moving fits with the live, continuous play and just to be different.

Hook
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Congratulations Andy :) It

Congratulations Andy :)
It was a nice pitch. I liked the moving around in a room, part. I thought this was a great challenge so I am sorry I did not participate. I recently played a game called Captain Sonar - a submarine battle between 2 teams real time. It has a nice feature that if you act too quick without thinking the damages on the boat will be a severe issue.

JohnBrieger
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When will the "Publish This" entries be posted?

Curious to see the directions everyone took it in.

richdurham
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Posted!

Haha, yeah I was curious too! Entries are posted now!

richdurham
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Voting for December closes soon!

Anyone on BGDF can vote - it's not just for those that submitted an entry!

If you did submit an entry, you MUST vote (ethically)

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