Update
You may have noticed that this list hasn't been updated the previous few months. I do apologise for this - it's been due to lack of designer commentary. But now after a few months I'm going to post these anyway, even without designer commentary. I know this isn't as cool as usual, but time pressures make it difficult for many designers to produce commentary on the short timescale I've been asking them to. I thank those who have contributed, and while this thread may just contain the GDS winner's entries now, it is not the final form this will take. Always more in the works.
This sticky thread is for entires that win the monthly GDS, preserving them in a public place for all posterity. Each entry is followed by a review by a published guest designer. Congratulations to all the winners!
IDOL FLATTERY
A quick card game for two poker-faced PA’s!
PREMISE
Both players are Personal Assistants to the same celebrity diva, who is about to exit the posh hotel lobby. You’re both trying to flatter the celebrity with tall tales of the giant crowd of paparazzi waiting outside. Who of you will be exposed as a blatant liar first? Keep flattering!
COMPONENTS
18 paparazzi cards, each containing Cameras [C], Journalists [J], Helicopters [H], or a combination thereof:
5 Favour tokens.
GAME STRUCTURE
The game is played in a series of rounds. In each round the players take turns making bold claims about the mass of paparazzi gathered outside. At the end of each round one player will have gained a Favour token. The first player to accumulate 3 Favour tokens wins.
ROUND SETUP
At the start of every round, collect and shuffle all 18 paparazzi cards.
Both players are dealt 2 cards. They look at these cards and place them face-down in the middle of the table. These cards in the middle of the table are called the ‘Crowd’ which now consists of 4 face-down cards. Don’t pile the cards -- during the round they will need to be picked up and looked at individually.
Each player is then dealt 5 cards which they take in hand. The remaining 4 cards are not used this round.
In the very first round, the player who can come up with the best name for a celebrity diva starts. Later rounds are started by the player who won the last round. (But feel free to make up a new name for the celebrity you’re sucking up to each round.)
TURN
A player’s turn always consists of Peeking through the door, Peeking through the window, and Flattering, in that order.
Peek through the door
Look at one face-down card in the Crowd, and replace it either face-up or face-down.
Peek through the window
Add 0, 1 or 2 cards from your hand to the Crowd, face-down. If you have no more cards in hand, you can’t place any cards.
Flatter
Make a bold claim about the number of cameras, journalists and/or helicopters in the Crowd. A celebrity is not easily flattered, so the claim MUST be higher than your opponent’s previous claim. This means all numbers need to be equal or higher than in the previous claim, i.e. you need to add at least one camera, journalist or helicopter. Example increasing claims: “1 camera”, “1 camera and a journalist”, “4 cameras and a journalist”, “6 cameras, 4 journalists and a helicopter!”. Present them with more dramatic flair if you want to :)
Once the claim has been made, the other player must either:
In this case, your turn simply ends and their turn starts. They’ll have to make an even bolder claim than yours!
Cry foul and call you a liar!
If this challenge is made, it’s time for a showdown! All the cards in the Crowd are revealed. If your claim was true, you gain a Favour token. If not, your opponent gains a Favour token. The round is now over.
If someone has 3 Favour tokens, they win the game! (The other player is fired.) Otherwise, start a new Round.
STRATEGY
Both players may start with random hands, but high and low cards are equally valuable. You can win both by playing cards so high your opponent thinks you’re lying, or by playing lots of empty cards and challenging your opponent on the return. Using the right type of bluff at the right time is the key to winning. Try to use your Peek through the door actions to discover your opponent’s bluffing patterns. And always, always maintain that poker face ;)
Guest Commentary by Seth Jaffee, head of development with Tasty Minstrel Games and designer of Eminent Domain.
Interesting variation on Liar's Dice!
I wonder why the Peek Through The Door action says you can replace the card face up or face down... I suppose it's like 99.9% likely that you're looking at a card the other player has played, so in theory you both know what it is. If everyone can remember what they see then it's effectively the same thing, just seems like a weird decision point to add - "should I return this face down? Or face up?" That's not really something a player should be thinking about, I wouldn't think. Might as well say "turn 1 crowd card face up."
That's a fairly minor niggle - I think it sounds like a very reasonable quick game which could maybe even be played with more than 2 players - easily expanded to higher player counts (potentially with more cards added).
Maybe this would make a good microgame, to go along with the current fad of games with few components which will fit in your pocket.
Idol Flattery certainly incorporates the challenge requirement to include bluffing and misdirection.
Would the game work just as well if players simply had to add 1 card to the crowd every turn (rather than 0, 1, or 2)? There are 'bluff' cards with no-one on them, as well as a variety of other paparazzi types - I think you could get by with just adding 1 card per turn. Is the game more fun if you get to add 0-2 cards?
One thing that I like about head-to-head Liar's dice is that as you get called out, you lose dice, putting you at a relative disadvantage, but since it's a bluffing game that's not the end of the world. In Idol Flattery there's no lasting change from round to round - you just start from scratch each time, first to 3 points wins. That may be fine, but it might be cool if there was something to tie the rounds together a little bit.
That's about all the comments I can think of offhand. Without playing the game, it does sound like it would work... having played Liar's Dice, I feel like I can imagine how the game would feel as well.
Good job!