We have a winner!
Congrats to andymakespasta for "Towers of Bologna".
With a unique challenge and an open theme, quite a few designers submitted entries. Some excellent variety and some interesting design decisions. Let's head over the critiques thread and see if we can make some sense of it! Mega-kudos to everyone who participated in this month's challenge!
Entries are up!
Take a look through our nine vertically challenged entries in the comments below. Over the course of the next week you may vote on the entries, selecting your personal "gold, silver, and bronze" recipients.
Remember that if you entered, you must vote only for entries that aren't yours. Any registered user of BGDF may vote, of course.
Please submit your votes using the form here by the end of the 16th.
Please Read: Details on entering the Game Design Showdown.
When you can't spread out anymore - whether it's a city, a building, or a stack of clothes - you can always build up. This applies to tabletop games as well, with the increasing number of games that threaten to spread off the edges of their confining surface.
So why not games that go, like buildings, up?
Your challenge for September is to design a game (a hybrid pitch and rules description, really) that primarily uses a vertical play space. You can still have some things that lie on the table surface, but the bulk of interactions with the game should be in this vertical space.
It'll help if you include the verticality in the theme of your game, and look at some games in the past that have used a vertical play space.
For reference, Terror in Meeple City and Connnect Four are vastly different games, but both are vertically oriented. Feel free to add more to the Comments and Questions thread.
The details:
Theme: Whatever you feel appropriate for a vertical game
Mechanic: The game is played in a vertical space.
Component restriction: Vertical play space!
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: Wednesday the 2nd through Wednesday 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
Steam and Steel
For 4-8 players.
As steampunk airship moguls, players compete to connect routes and build networks of dirigible depots in the city of Centropolis.
The board is a map of the circular city, divided into eight wedge-shaped districts. Each player is assigned their own district, where their first depot will be built. A deck of cards contains multiple copies of each of the eight districts, which are played to designate connections in a route, or for building new depots and improving existing ones.
Setup
Each player begins with one rooftop token in their starting district, one dirigible pawn moored at the depot, a hand of six cards, and two tower tokens in their supply. When the common pool of tower tokens runs out, the game ends and points are scored.
Building
Tower tokens are stacked up to add height to a depot, with a colored rooftop token at the top of every tower to indicate ownership. At the start of a player’s turn, they may add tower tokens from their supply to existing depots they own by playing corresponding district cards. (For example, a player with three tower tokens wanting to increase the height of two depots in District 3 and one in District 4 would need to play two District 3 cards and one of District 4.)
Any remaining cards in hand may be used to create routes.
Travelling
After the build phase, a player may choose any one dirigible to move any number of times on their turn. Dirigibles are neutrally owned, and can be moved to any depot in the district card(s) played, as long as they are of the same height or lower as the tower it is departing from. Playing a card that matches the district a dirigible is already in will move it to the tallest depot in that district. If there is a tie for the tallest tower in a district, the player chooses which depot to use.
Additional tower tokens are earned by building routes that use a sufficient number of depots, or to certain target destinations. Whenever a depot is used in a route, the player who owns that tower immediately draws a card from the deck, up to the hand limit of six, discarding any excess.
Districts that are empty at the beginning of the game must have a depot built there before that district can be used in a route.
New Depots
By completing progressively longer routes, players can earn more rooftop tokens to build new depots in other districts. Three copies of any district are played to place a rooftop token there, up to some maximum number of depots per district.
Scoring
The largest amount of points are awarded to the player who has built the tallest tower, with a moderate amount scored for secondary objectives like having the most towers, or establishing depots in more districts than anyone else. Towers are then scored by height, with some fraction of points earned for unused tower pieces.