We Have a Winner!
Cabinet Affairs
by diluce
What a selection of entries this month! Huge thanks to all the designers who stretched their legs and put in a submission for this month's contest. There's lots to talk about, so head on over to the critiques thread for a full voting breakdown and let's get started. With the number of entries this month, we're slotting two per day. Don't be afraid to come back to an entry and make some more comments!
Entries are posted!
Fourteen entries this month, a number of them from new GDS posters. And I have to say, I'm quite impressed with the range of themes!
Now comes the difficult part: choosing how to spend your votes. Since there are a number of new people this month, note that voting is entirely subjective. Try to criteria like best fit for the contest, best written, best use of theme, etc. This will help guide the discussion later.
How voting works: 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!
Submit your votes using this form by the end of the 16th of June.
Please Read: Details on entering the Game Design Showdown.
This past weekend I was playing a promisinng and fun prototype by BGDF'er ZDepthCharge, and it is the impetus for this month's GDS. Simply put, you need to create a competitive game (ONE winner) where players are forced to cooperate.
There are a number of games that could fall under the label of "co-petitive" games. These are cooperative games that don't allow full cooperation because of some ingrained element of distrust. For instance, there may be a traitor as in Shadows Over Camelot or Battlestar Galactica.
Others have a cooperative victory, but toe the line of competition by including personal goals. A popular current example is Dead of Winter.
Your challenge is to put a spin on this in the opposite direction. For June, the enemy of your enemy is also your enemy, because you are tasked with creating a wholly competitive game (one winner), where players are forced to cooperate for a common good.
This does not include the dynamic of games liek Diplomcy, where there is no common good - only temporary alliances to thwart others. Nor is it quite like Dead of Winter, where players have individual goals, yes, but me winning does not mean you lose - it's not wholly competitive.
A better example of this might be Cuthroat Caverns. Check it out.
The details:
Theme: Whatever you feel like
Mechanic: The game must have a single winner, but the players must cooperate on some common good.
Component restriction: None
Word Limit: Standard 500 word limit. Remember this is a concept pitch, not a full rules document.
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
Race for the Remedy
Components
Introduction
It's the end of the world. The infection is killing all of you slowly. There's a cure, but there is only enough left for one.
You have to get to the lab but many obstacles stand in your way. No one of you can make it alone. But if you work together, someone has to get there first. The only question is: Who?
Setup
Each player chooses one character. If they can not agree, deal the characters randomly. Each player takes the piece for their character and a mercy card. Decide start player randomly.
Characters
Shuffle in the 6 open tiles with the 6 tiles that match each character in play. Deal out the tiles face-down, in a column 3 tiles wide. (4 rows with 2p, 5 with 3p, 6 with 4p, etc). Place the entrance tile at one narrow end of the column (3 wide, 1 deep, open spaces) so it is in contact with all three end tiles. Place the lab tile at the middle of the column at the other end (3 wide, 2 deep, square (2,2) contains the cure the rest are open) so that it is in contact with all three end tiles and the cure space is not touching the face-down tiles.
Starting with the first player and continuing clockwise, players choose one of the 3 entrance tile spaces and place their piece there.
Gameplay
Players take it in turns to go, continuing clockwise from the start player.
On their turn a player rolls a die which will decide how many actions they may perform. For an action a player can: - Reveal an adjacent tile (flip it over) - Move to an adjacent space
Adjacency is orthogonal only.
A player may only enter tiles that are open, match their character or have a clear token. At any time during a players turn while their piece is on a tile that matches their character they may place a clear token on the tile.
A mercy card can be played once during the game at any time by a player that is not on their turn. They discard it and may dictate how one of the unused actions of the current player is used. They may also place a clear token if the current players piece is in a matching tile before or after using the action. Another player may override a mercy with their own mercy card.
Winner
The first player to move their piece onto the cure space wins!