June 2011 Game Design Showdown - "Spring Cleaning"
Please Read: Details on entering the Game Design Showdown.
WINNER ANNOUNCED! 7 games have been posted - and in a very close race we have a winner!
1st place, with 12 votes: Busy Bees by Lokinervio.
2nd place, with 11 votes: Tulpen Mania by Richard James and Brad Phillips.
3rd place, with 8 votes: Diced Veggies by bhazzard.
4th place, with 6 votes: Birds of Pair O' Dice by Loonoly and Spring Planting by Chip Alexandra.
5th place, with 4 votes: Spring into Action by Empires and Springtime for Dinos by Ron Krause
Congrats to the winners, and thanks for playing! Watch for the next GDS to go up Thursday June 30th (I'm leaving town, and want to make sure I post it before I go).
And now, to the Critiques Thread!
Main Design Requirements:
Theme Restriction: Springtime
There's something special about this time of year - weather gets nice, everything in nature blossoms, school lets out... Maybe that's why there are so many phrases and cliches that use the word "Spring" in them: spring cleaning, spring chicken, spring has sprung, etc. This month's Game Design Showdown celebrates the spring season by using Springtime as a theme restriction.Mechanics Restriction: Dice drafting
There have been a number of popular euro games recently that employ some unique or creative way to use dice. 2 examples are Macao and Troyes, each of which involve choosing a subset of a larger pool of dice that had been rolled in order to "do stuff" or "get stuff." This month's showdown challenges you to find a clever way to use a dice drafting mechanism.Component Restriction: Dice, duh! Any dice drafting mechanic restriction of course comes with a dice-as-components restriction as well. To be more specific, let's say there must be at least 3 different types of dice in the game. That could be different sizes, or different faces on the same sized die (but they would have to have different distributions too or that's not different!)
- Submissions: Wednesday, 1-June-2011 through Wednesday, 8-June-2011.
- Voting: Through Wednesday, 15-June-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
TulpenMania
It's Holland, 1636. The center of world trade and tulips are hot. The nobility just can't get enough of these Turkish gems and any moment now, tulips are going to explode across Europe. At least, that’s what you think.
As a well connected merchant, it's time to secure your share of the fortune that awaits. But the spring selling season is still months away, and the rarest tulips need to be planted now. So if you hope to sell out in the coming season, you will have to secure your stock of flowers in the recently invented tulip futures market.
Over a series of weeks, you will bid against your rivals for first pick among the batches of tulips available and hope that they contain the right breeds to create the exotic flowers your customers demand. Bid carefully though and plan accordingly, because with so much hype in the market place, prices are prone to bubble out of control at any time. Welcome to TulpenMania.
Components
Setup
Object of the Game
Earn the most money by the time the tulip craze collapses.
Weeks
At the beginning of each week (round), roll the number and type of tulip dice listed on the futures contract card at the end of the line. Then determine the turn order for the week based upon the bid tokens on top of it. Play proceeds from the player with the most bid tokens to the player with the least. If you have no bid tokens on the futures contract, you go last and you may only place bids on your turn. Once everyone has taken a turn, discard the current futures contract and place the top (face-up) card of the futures contract draw pile at the beginning of the line of contracts. Then, turn over the next card of the futures draw pile and advance the futures contracts. Then a new week begins. If the futures draw pile is ever empty, shuffle all the discarded futures cards and form a new draw pile.
On Your Turn
When it is your turn, first you may place up to five or your bid tokens on any combination of the three non-mature futures contract cards in play provided that the total number of bid tokens you have on any card is different than the number of bid tokens on that card of each other player. You may place less tokens than the highest bid, you just may not place the same number of tokens as another player. Then, you must choose to either pay 1k guilder to each other player with bid tokens on the current futures contract card for each bid token that player has on the card, or end your turn. If you pay for your bid, you may perform any and/or all of the following actions (once each) in any order. Regardless of whether you pay or not, reclaim your bid tokens from the card.
Updating the Market History
If there are ever ten or more cards in the market history pile after a sale of tulips, discard all the cards in the market history pile and start a fresh one.
End of the Game
Keep performing weeks of bidding, planting, selling and looking for new customers until either a futures contract matures and there are no bid tokens on it or the exotic tulip draw pile runs out of cards. At the end of the following week, the game ends. Count up the guilders you have collected. The player with the most wins.
First Week
During the first week, skip all actions except bidding on futures. Starting with the player with the largest flower garden, in clockwise order, each player gets one turn to place up to ten bid tokens on any of the futures contracts in play. Then play as normal.
Clarifications
Exotic Tulips
Exotic tulip cards require anywhere between 2 and 4 types of regular tulips to plant and each has a different diminishing value in the market. The rarity also influences their prevalence in each stage of the draw pile. More rare tulips are generally found in the more expensive stages. There are a total of 8 different exotic tulips:
Tulip Futures
Tulip futures cards provide anywhere between 6 and 12 dice to the pool. At the end of each week, all used and unused tulip dice are returned to pool so that there are always enough dice for the futures roll. Each of the 24 tulip futures cards is different.