Entries are in
Another small field this month with 3 strong entires. So again, in lieu of a formalised vote we'll go right to the comments and critiques.
When you critique, list the entries in order from favourite to least favourite along with your critique. Talk about how the game did/did not meet the requirements, and what you think the most promising parts of the game are.
Here is a link to the critique thread.
Please Read: Details on entering the Game Design Showdown.
Convention season is upon us! (Well, the US, not all of “us”). So our GDS this month revolves around the inevitable tournaments and rapid game play that you see at conventions Start off by thinking of some games that you know have regular tournaments. Probably a collectible card game or “living” card game, right? Or a tabletop war game? Or a classic, like Catan or Chess or some such.
What makes them good tournament games? Is there a design you can make that overtly lends itself to organised or tournament play? And can you do it without being a predominantly-card game, or tabletop war game?
That’s your challenge for June:
Design a game that naturally lends itself to organised play events (competitive tournaments or other). Restrictions on your design are:
- Your game can not be a card-game, or a tabletop war game (the likes of Warhammer, X-Wing, Flames of War, Malifaux, etc).
- It must be a game for more than 1 person (no solo player games going for a “high score”)
You may use any other mechanics, components, play-styles, player-counts, etc.
On to the details!
Component restriction: None
Mechanic restriction: Recognises the potential for, encourages, and regulates alpha gamers in a Cooperative game.
**Theme restriction: None
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: the 2nd through 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
CCG: The Board Game
Are you tired of the meta-game in your preferred collectible card game? Then try CCG: The Board Game, where you can meta-meta-game! Play as an eager Timmy, a clever Johnny, a decisive Spike, and other characters as you explore the neighborhood, collect booster packs, and prove that you are the king of Yugi-mon: The Hearth Master. Win by beating all the other kids on the block and becoming the reigning champ, or by collecting a jaw-dropping amount of the ultra-rare shiny cards and wowing your friends into submission.
Components (all rough estimates)
Gameplay
CCG: The Board Game is designed for 2-5 players, and will on average take 30-45 minutes to play. To begin, shuffle the neighborhood tiles. The number of tiles and shape of the formation they are placed depends on the number of players - distribute them face-down accordingly. Next, place the home tiles. These are the tiles your players start on, and move back to when they lose a duel. After first player is decided, players take turns moving their characters to collect booster pack and shiny card tokens. Players can move two spaces a turn, and collect the resource tokens on the tile they end their turn on. When a player moves on to a face-down tile, that tile is flipped over and remains so for the rest of the game. Booster or shiny tokens are then placed on that tile according to the resources the tile provides. Resource tokens are replaced at the end of every round. If a player ends their turn in a Mega-Card Outlet, they may decide to spend their resources on OP cards. There are 5 kinds of OP cards: Budget, Aggro, Combo, Control, and Ultimate. Each type requires different booster packs to purchase, and provides a different OP card die. With the purchase of an OP card die, the player draws their OP card from the corresponding stack. Each OP card is unique, and provides a player with resource tokens or a special ability.
Dueling
Duels are at the heart of CCG: The Board Game. A player initiates a duel by moving into another player’s tile. A duel begins with both players declaring the number of OP cards they are using. Players resolve OP card abilities, and roll their OP card dice. Whoever scores the most attacks wins the duel. The losing player is forced out of their space and moves back to their home tile. If a player loses 3 duels, they are eliminated.
Shiny Card Tokens and Winning
Shiny card tokens are obtained multiple ways: some tiles or OP cards give players shiny tokens, and players can exchange one of each booster token at a Mega-Card Outlet to acquire one. Timmy also begins the game with 2 shiny cards. A player wins when they are the last player standing, or if they collect 10 shiny card tokens.