We have a winner!
Project Y Derailed
by Hook
A fairly loose challenge proved to be daunting. Thanks to all those who stepped up to bat! Share your thoughts in the critiques thread and look for a complete posting of results.
Entries are in!
Thanks to entrants who took the time to enter this month - especially people who consistently enter! That's one of the points of the GDS after all: to practice your mad skillz.
Over the next week, take a look through the six submissions. Everyone. Even if you didn't enter. Then submit your votes using the voting form here before the end of the 17th (extended time).
Remember the voting rules posted below!
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.
This month explores another concept familiar to modern games: suspicion.
In competitive games it's difficult to trust your other players, knowing that they will only help you so long as they are really helping themselves to beat you (later, of course). But you know one thing for certain: that other player is out to beat you. So let's talk of a slightly different kind of suspicion:
The kind where you work together, but don't know what the other players' motives are. Are they trying to get points? Are you even playing a game with 'points?" Maybe they have a game-state they're trying to reach in order to win, and MAYBE that means they're legitimately trying to help you! Who knows?
Hidden goals, hidden teams, hidden resources, all of that stuff plays into general suspicion.
So your February challenge is to make a game with suspicion, however you are so inspired. There will be one component restriction, to help this along: your game design must include player screens. You know, the kind that hides what a player has in front of them (whether it is tokens or cards or whatever).
Deadline, as usual is one week from the posting of the challenge. In this case, the end of the 8th of February.
Good luck!
Now the details:
Theme/Mechanic: Suspicion
Component restriction: Must incorporate a player screen
Word Limit: Standard 500 word limit
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: Sunday the 1st through to Sunday the 8th (EXTENDED TO MONDAY THE 9th)
Voting: Through the 15th. 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
A worker placement game where you place opponent workers and win based on what your opponents do.
You manage one of several widget factories owned by a large company. The CEO just gave all the managers a mandate to help each other. Of course, you don’t actually care about the other factories, but you need to keep the CEO off your back. It's a fine line.
Each player receives three goal cards that apply to the other players, things like: red player has the most money, blue player has the most valuable machinery or green produces less widgets than yellow. Each goal card also has a combination of starting resources/money. Players choose one and place everything behind a screen (so no one ever knows exactly what you have).
The game is played over three rounds. Each round has a set of action cards (one more than the number of players). Players take turns either giving away money/resources or placing a worker. A worker may be placed above an action (discussed later) or on it. Placing a worker on an action lets all players with a worker on it perform that action. Each player has two workers. You may not move your own workers nor place a worker on an action containing one of your own. The same worker may not be moved on consecutive turns. Aside from those restrictions, any worker may be placed anywhere whether it has been placed yet or not. If a worker is placed above an action that already has a worker, that worker is displaced and must be placed somewhere new (you may not displace your own workers). The actions will let players buy machinery (from a set of machinery tiles), gain money/resources, convert and upgrade resources, etc.
A round ends once all of the workers have been placed. At the end of the round the players pay wages and produce widgets, but first the action cards are claimed by the player whose worker is above each action. Claiming an action gives that player points as well as changing how much wage is paid and how many products are produced (machinery tiles will also affect these).
After the third round the player who accomplished the most goals wins. The tiebreaker is your point total. This creates an interesting balance between worrying about everyone else without ignoring yourself.
The challenge is trying to influence other players' choices on whose worker they place where. Any type of "if you do this, I'll do that" is fine and subject to only as much loyalty as you see fit.
Players may guess each other's goals at any time. If a goal is guessed, it is flipped over counting as a negative goal achieved. That player draws two new goals. Therefore, the player can still have a net of three met goals, but it will be more difficult. If you guess wrong, you flip a goal and draw two new ones.