We have a winner!
Drop In Drag Race
by anthiasgames
Lots of discussion this month regarding what makes a game able to drop contestants in and out and still be competitive with a clear winner. That discussion can still be followed in this month's Comments and Questions thread. Share your thoughts on this month's challenge in the critiques thread and look for a complete posting of results.
Entries are posted!
Could it be that one of these will find a way onto your game table between games in the future? Which one should it be?
Read the entries, post your vote here
Votes are due one week from today, at the end of the 19th of April.
Voting details:
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.
Ever get to a game night about 20 minutes too late? Everyone's mid-game, and no matter how awesome your friend's collection of solitaire games is, it'll just be abandoned once a game finishes up. But what if it didn't have to be like this? What if, in this beautiful, wonderful game-filled world, there was a game that you could start solitaire, and add in players as they came up?
Not only that, but they could drop-out at any time and not mess up the game for anyone else?
Easy come, easy go, as they say.
The use for this, other than inviting players to join even if you're mid-way through, is that you could use it as a game to go in-between other games. There are still player-elimination games out there, and some of them still have long play-times.
In classroom-ed speak, you need a sponge-activity; keep the kids working while the rest finish up.
So here's your challenge for April, as inspired by a suggestion by Zag24:
Design a game to be played in-between games. It must be able to start Solo, and add-in or drop-out players at will with a minimum of fuss.
And since it's an in-between game, it should also be able to end at any point - or else it'll create its own "wait to be finished" conundrum!
Now the details:
Theme: Whatever you feel like
Mechanic: Game can start solo. Add-in and drop players at will. Can end and score at just about any time.
Component restriction: None
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: Thursday the 2nd through to Thursday the 9th
Voting: Through the 19th. 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
Drop In Drag Race
A game for 1 to 12 players
Components:
1 deck of 12 vehicle cards
1 play deck of mod and event cards
12 six sided dice.
Played in short rounds, each a quarter mile on an infinite drag strip.
Each player takes a random vehicle card on their first round. Vehicles have an acceleration and a speed stat, different for each one.
Each player places mod cards they wish to play. Some mod cards are permanent mods to the vehicle and remain in play, while others are single use then discarded. Mod cards may be held until needed.(eg a nitro is a single use card, giving a boost in acceleration and speed for one round, but extractors are a permanent mod to the vehicle.) Some mod cards require the vehicle to have stats over a certain amount, so if acceleration is low, you need to improve it before playing a card requiring higher acceleration.) Other mod cards can effect events, such as event immunity, which could be played if you knew you had to play a wipe out event, to protect yourself from the disaster while other players are ruined!
Each player then rolls their dice, and their scores are calculated. This is done by multiplying their speed by acceleration as well applying any modifiers. The result is then multiplied by the dice roll.
After this, any event cards in hand MUST be played. Such things as a crash (player with card nominates the player effected), or Wipe Out (all vehicles destroyed, start from scratch), or Track Inversion (swaps scores, last player wins). When crashed or destroyed, discard vehicle and mods to start fresh.
Once all events and mods are taken into account, the highest score wins the race. The players then draw a card from the deck for each player they defeated (unless they crashed or their vehicle was otherwise destroyed). So, if you have four players, the winner takes three cards, second place getter takes two cards, etc. If playing solo, you draw 1 card for every twenty five points in your score for the round, with the goal of boosting your score and your vehicle stats.
Anybody leaving the game discards their vehicle, their hand and all their mod cards in play.
Anybody joining the game collects a vehicle from the newly shuffled vehicle deck, and commences from the start.
Events can and will destroy your vehicle or mods at any time! A crash event card in solo play must be played against yourself. Try to counter events with event immunity, instant repair, airbag, mod salvage and other cards to to survive!
The game can end at any time, winner decided either as the person who owns the highest total acceleration and speed from vehicle and permanent mods, or the vehicle with the most wins. The winning condition should be chosen at start of play.