And the winner is....
Grave Robbers & Body Snatchers by MarkJindra!
Over the next week you'll have the chance to comment and critique each title. Please do! This is why a lot of people participate in the GDS each month.
Entries this month run the gamut of classic themes, from heists and spies to space and scavenging. Even a mouse theme! But how well did they use the "opaque container" in their gameplay?
Over the next week, have a look through the entries posted in the comments below. Once you've got an idea on how you'd like to vote, use the form linked here.
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.
Please Read: Details on entering the Game Design Showdown.
A briefcase by a lamp-post, people busying about. One figure emerges from the crowd and absorbs the case beneath his coat before melding back into the crowd. The exchange is complete.
A classic trope, for sure - but what we're going to extract from this trope specifically is the case. Useful for exchanging objects and information, cases keep away prying eyes, and in some cases are locked from prying fingers as well. And most importantly, you don't have to be there when it's picked up.
Now take this into games. In the May challenge, you must use an opaque case of some kind. Doesn't matter too much how you use it, so long as it is a key component of the game. Oh, and you can use as many as you like.
For example, use it to store resources as a "dead drop" for another player. Use stacking containers to nest objects within each other, use small containers to conceal "votes" in different pots, etc.
The details:
Theme: Whatever you feel like
Mechanic: Anything you like.
Component restriction: Must use opaque containers as a key component of the gameplay.
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: Saturday the 2nd through to Saturday 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
Messengers
Messengers is a game for 4 players where each player has to deliver messages from one customer to another but also can try to intercept other messengers.
Number of players 2-4
Components needed:
Board
4 x 2 different looking pawns
4 x 2 messenger cards (bully on one face, runner on the other face)
4 x 5 opaque envelopes
10 customer cards
Message cards (4x 1-10)
1 six sided die.
The board depicts a city with “spaces” connected via point-to-point (think of Scotland Yard here).
On the board you can find the spaces with the customers. Those spaces lie as far apart from each other as possible.
Setup: Shuffle the message cards and the customer cards
Each player decides for each of his messenger, whether he is a runner (quick but weak) or a bully (strong but slow) and places his messenger pawns at different customers. Messengers from different players may start at the same customer.
Each player receives the envelopes of his colour, draws a message card for each messenger, looks at it and puts it into a closed envelope next to a messenger’s card. Also he draws a customer card, looks at it and places it face down next to a messenger’s card.
Each player now has to try to get with each messenger the message next to his card to the customer next to his card. If he succeeds, he receives the value of the message in victorypoints and receives his envelope back.
By ending the move on a square with another player’s messenger, a player may try to get hold of that messenger’s message: Each player rolls the die and adds the messenger’s strength. Higher result receives (or keeps) the envenlope, lower result may not move next turn. On a tie, defender keeps the envelope, both messengers may move on their next turn. If a defending messenger is within close range of his customer (=certain number of squares), he reveals the customer card and adds +1 to his roll. Also, a player may open an envelope, to see whether the message is “worth the trouble”. If it is (player decides), add another +1. Once opened, an envelope may not get closed again until it is delivered. Only a player in possession of an opened envelope may look at its content!
If a player delivers an opened envelope, he receives less points for it.
If a player delivers an envelope that does not bear his colours, he receives less points for it.
Once a message is delivered, do not return the envelope to its owner, if the owner is not you!
To receive a new envelope with a message, move one of your messengers on a space with a client.
If there isn’t any envelope left for you, you are out of the game!
The first player to achieve a certain number of victory points wins the game.