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Subject: Microgame Contest - Entries and Voting Thread! rss

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Mike MacMartin
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Pardon the tardiness on getting this going. I just started a new job a couple weeks ago, and found myself without a schedule that I wasn't used to.

Anyway! Is there someone willing to do a quick recap and summary of all of the entries from the other thread? I'll set up the polls once the list is compiled. If no one else gets the list by Sunday, I'll go ahead and do it.

We'll give the voters a month from the time the polls open up to get their say in, and then it'll be done, and the prizes will go out! Hopefully people have been hard at work building and playing these games - I liked what I saw of the entries! Thank you participants!
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Val Cassotta
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Sorrow of Salilth - Todd Sanders (Dumarest123)
Quote:
Annum 1367.19 - Brumaire
First Light –

We wake to cold and to sound of screams outside the gates of Salilth.Jewel of the cities of Lassadar, home of our citadel and one of the great centers of the Council of Wardens, is surrounded. It is the time we have feared would arrive - the Grayking is come. His presence has grown these last months like some ill-wanted shadow casting itself across the land. Messengers have been dispatched daily to other cities in Lassadar. We Wardens have prepared as best we as are able but will it be enough? It seems we are to be the first to meet openly with he who
was once our brightest promise.

Midday –

Arn’s Mouth at the southern wall was breached an hour before the midday bell, the last to toll for some time to come I fear. The other gates will fall soon.

Watchfire –

Hands of the Wardens were sent forth. They report eldritch circles have opened in the streets and the nameless servants of the Grayking are crawling from the Barrier Planes, slaying those of our people they catch. Our magicks feel distorted, our senses corrupted. The Sorrow of
Salilth, has begun.


Sorrow of Salilth is a microgame for one or two players lasting about 20 minutes.

When playing a 2 player game, one player assumes the role of the Council of Wardens, trying to defend the city of Salilth from the servants of the Grayking and close four barrier gates within the city. If the four gates are closed or all of the Servant units are defeated, Salilth is saved and the Warden Player wins.

The other player controls the forces of the Grayking trying to overwhelm Salilth and reach the Citadel of the Wardens where they attempt to place 10 Siege Corruption tokens within the Citadel, If they are successful, or can defeat all of the Warden Units, Salilth is lost and the Grayking Player wins.

When playing the solitaire variant, the player assumes the Council of Wardens role.

WIP Thread : WIP - SUL - Sorrow of Salilth - Microgame Contest
Download Files : http://www.aanpress.com/game/salilth/
Vassal Module : https://docs.google.com/open?id=0B0WBVnUE4NbHYzhiNzA4ZTYtYmZ...
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Proteus - Daniel D. (Yadsruht)
Quote:


Proteus is an abstract game using only coins; each player attempts to capture their opponent’s 2 or more ‘post’ coins, which define the playing area. Players can either move or place coins, which must always be touching at least one other coin controlled by the player. When players’ coins come into contact, coins can be converted between players.

WIP Thread : Microgame Contest entry: Proteus
Download Files : https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&...
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Dune - Angelo Nikolaou (Moonleaf)
Quote:


Dune: Conquest is an area control dice game set in the planet of Arrakis, where different factions strive for control in order to harvest the valuable Spice. Whoever owns the most Spice at the end of the game wins the Emperor's favor and becomes Governor of Arrakis.

(This game was not completed 100%, but the rules are interesting, and you can see where this was heading)


WIP Thread : WIP - Microgame Contest - Dune: Conquest
Download Files :
-Rules https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&...
-Charts https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&...
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Unfathomable Encounters - Val Cassotta (JustinKase)
Quote:
The depths of the oceans were the last unexploited frontier on our world, until scientists detected a new element formed by the combination of high pressure and intense volcanic heat.

The element, Gottahavium, exists as a quantum fluid. This wonder element acts as a super conductor, and would launch a new epoch in technology for all humankind, and the Conglomocorporation that controls stands to make a fortune.

Since Gottahavium can only be found in deepest reaches of the ocean, a very inhospitable places for humans, Deep Sea Drones (DSDs) are utilized to locate and then mine the deposits.

With so much on the line, the ConCorps have covertly shifted resources from military contracts to ensure they will be the sole proprietors. And so, a quiet little war has sprung up under the sea.


Each player controls one of three ConCorp exploratory forces, which are vying for control of the limited deposits in the volatile oceanic depths.

The game is patterned after the classic Micro/Mini-games in the late 70’s early 80’s, and is meant to be a light quick wargame that can be played in a single session.

Before starting, players must choose the scale of the game they wish to play. This can range from a small skirmish, allowing for multiple sessions in a night, or have a much larger scale conflict that would allow for a much more in depth battle.

Once the size of the game is decided, player will pick a ConCorp to represent, and the pick their force of DSDs. Each ConCorp has 5 different drones to choose from, with an overall theme for each of the 3 ConCorps.

After setup, players take turns mining & moving, with a simultaneous fire phase between each player’s move phase, so as not to give any one player an advantage in being able to move in, without repercussions.

However, this is not just a straight up shooting gallery. As with many games of this genre, the map is hex based, and the terrain has an impact on both movement and combat. There are also oceanic events, such as strong currents, undersea volcanoes and seaquakes that provide a random element that can ruin even the best-laid plans of AIs and Drones.

While the main goal is to attempt to mine a set number of resources (depending on game size), players can also take a more offensive stance and attempt to annihilate the other player’s base going for the more brutal total victory.


WIP Thread : WIP - Unfathomable Encounters (completed) - Microgame Contest
Download Files : https://docs.google.com/?tab=oo&authuser=0#home
Vassal Module : https://docs.google.com/open?id=0B0WBVnUE4NbHOGViNzg0MGUtYzc...
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Val Cassotta
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First off, many thanks to Mike for running this contest - it made me dig out a few of my old Microgames and relive a portion of my mispent youth

Second - THANK YOU to Chad (Radchad) for creating the Vassal Modules for 2 of the games!!

As for the contest entries, I believe I have all 4 - but I am reserving this space in case I missed someone.

If anyone wants me to edit their details above, including adding some flavor text/story to the QUOTE, let me know and I will fix it.
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Rules that Governed this Contest
From the Original Thread Contest Thought: Easy Builds Contest (or, Microgame Inspired Contest) - the Rules that Governed this Contest

Quote:
Inspiration:
This contest is inspired by microgames of the past, and their redesigns. The idea is to have a reasonably compact game, but yet capable of a large variety of situations. As I say later in the thread "small in stature, large in scope".

Rules:
* Players: 2. Ideally can expand into more than two. Ideally solo option.

* Core rules (movement, combat, whatever - the main sequence of play and procedures) must be on one page.

* 2 page board required. Option to upgrade to 4 page at expense of two other pages (you may not reduce the number of tokens/counters/chits)

* 1 page (per player) of required charts and tables. Unit stats, CRT, weapons charts, recruitment diagrams... Whatever you need.

* at least 1/2 page of tokens/counters/chits, but may use up to one page. Ideally 1/2" square. May also provide other sizes and shapes using the "optional" category below

* May have up to 2 pages of cards and tiles. Cards are things you draw and play, that you have a hand of. Tiles are things like terrain overlays - things that you place and (generally) don't move.

* other than dice, all components must be presented in the files

* double sided pieces required for gameplay eat up page count. (this includes things like "wounded" units). Optional things like double sided maps where only one is used in a game are allowed and do not take up room, but if both sides may be used during a game (including double sided terrain tiles, for instance) they do take up room.

* you may include optional things - stickers for custom dice, extra units or counters or tiles, that kind of thing - so long as the "required for the basic game" components meet the above restrictions.
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Mike MacMartin
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Poll: Game ratings
Rate the various games among the spectra. Unlike many other contests, in this one you're not ranking the game, but rating how well it did for each.

Aesthetics: both visual and quality of writing.
Game Design: how coherent the game rules are.
Ease of Building: how easy is the game to construct? Are the files easy to print out?
Play: how good is the play experience?
Adherence to Contest Rules: How closely does the game follow the contest rules?
Overall Impression: How much do you like the game?

The voting is open for one month (until December 18th). At the end, I will be distributing the GeekGold. I will math out the ratings and rank each category (essentially, each rank is one point, per vote). There will be multiple categories - aesthetics, game design, ease of construction, and overall. Enjoy the voting, and the games!
Sorrow of Salith
  1 (low) 2 3 4 5 (high) Vote Count
Aesthetics 0.0% (0) 0.0% (0) 0.0% (0) 14.3% (1) 85.7% (6) 7
Game Design (Rules) 0.0% (0) 0.0% (0) 28.6% (2) 0.0% (0) 71.4% (5) 7
Ease of building 0.0% (0) 0.0% (0) 28.6% (2) 42.9% (3) 28.6% (2) 7
Play Experience 0.0% (0) 14.3% (1) 28.6% (2) 14.3% (1) 42.9% (3) 7
Adherence to Contest Rules 0.0% (0) 0.0% (0) 14.3% (1) 14.3% (1) 71.4% (5) 7
Overall Impression 0.0% (0) 0.0% (0) 0.0% (0) 42.9% (3) 57.1% (4) 7
Total Voters 7
Proteus
  1 (low) 2 3 4 5 (high) Vote Count
Aesthetics 14.3% (1) 0.0% (0) 57.1% (4) 14.3% (1) 14.3% (1) 7
Game Design (Rules) 0.0% (0) 0.0% (0) 28.6% (2) 57.1% (4) 14.3% (1) 7
Ease of building 0.0% (0) 14.3% (1) 28.6% (2) 14.3% (1) 42.9% (3) 7
Play Experience 0.0% (0) 14.3% (1) 28.6% (2) 57.1% (4) 0.0% (0) 7
Adherence to Contest Rules 28.6% (2) 0.0% (0) 28.6% (2) 28.6% (2) 14.3% (1) 7
Overall Impression 0.0% (0) 0.0% (0) 57.1% (4) 42.9% (3) 0.0% (0) 7
Total Voters 7
Dune: Conquest
  1 (low) 2 3 4 5 (high) Vote Count
Aesthetics 0.0% (0) 14.3% (1) 71.4% (5) 14.3% (1) 0.0% (0) 7
Game Design (Rules) 0.0% (0) 0.0% (0) 28.6% (2) 71.4% (5) 0.0% (0) 7
Ease of building 14.3% (1) 14.3% (1) 28.6% (2) 42.9% (3) 0.0% (0) 7
Play Experience 14.3% (1) 14.3% (1) 42.9% (3) 28.6% (2) 0.0% (0) 7
Adherence to Contest Rules 0.0% (0) 0.0% (0) 42.9% (3) 42.9% (3) 14.3% (1) 7
Overall Impression 14.3% (1) 0.0% (0) 42.9% (3) 42.9% (3) 0.0% (0) 7
Total Voters 7
Unfathomable Encounters
  1 (low) 2 3 4 5 (high) Vote Count
Aesthetics 14.3% (1) 0.0% (0) 28.6% (2) 28.6% (2) 28.6% (2) 7
Game Design (Rules) 0.0% (0) 14.3% (1) 0.0% (0) 71.4% (5) 14.3% (1) 7
Ease of building 0.0% (0) 14.3% (1) 14.3% (1) 28.6% (2) 42.9% (3) 7
Play Experience 0.0% (0) 0.0% (0) 14.3% (1) 85.7% (6) 0.0% (0) 7
Adherence to Contest Rules 0.0% (0) 14.3% (1) 0.0% (0) 28.6% (2) 57.1% (4) 7
Overall Impression 0.0% (0) 14.3% (1) 0.0% (0) 71.4% (5) 14.3% (1) 7
Total Voters 7
This poll is now closed.   8 answers
Poll created by mmacmartin
Closes: Sun Dec 18, 2011 6:00 am


The voting is now open! Please pardon me for being so slow at it.
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Val Cassotta
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If anyone has feedback on how I can improve the game (such as putting the counters in line with each other for easier cutouts), comments on what you would have liked to see in the game, what worked/didn't work for you - please feel free to let me know in the WIP - Unfathomable Encounters (completed) - Microgame Contest thread.

I'm very open to critisism (preferably constructive), comments and suggestions.

I am sure the other game designers would also like to hear some feedback.

Thanks all!
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Mike MacMartin
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Voting ends soon! Tomorrow even! Vote!
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Mike MacMartin
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Voting has closed! I've gone and done some mathing!

Each rank is worth its points in that category. Overall score is compared, and some subcategories too! Sadly, there's only 7 votes on each, but hey! That's 7 votes for each! [The Adherence to Rules category is for my own purposes, and does not affect the outcome]

*drumrolls*

Sorrow of Salith:
Aesthetics - 34 points
Game Design & Rules - 31 points
Ease of Build - 28 points
Play Experience - 27 points
Overall - 32 points

Aesthetics is clearly the strongest point of this game, though it leaves a great overall impression!

Proteus:
Aesthetics - 22
Game Design & Rules - 27
Ease of Build - 24
Play Experience - 24
Overall - 24

Game design and rules look to be the strong suit of Proteus here, and it is pretty well consistent with the rest of the categories.

Dune: Conquest:
Aesthetics - 21
Game Design & Rules - 26
Ease of Build - 20
Play Experience - 23
Overall - 22

Looks like people seemed to enjoy the rules and design, but found this one hard to build.

Unfathomable Encounters:
Aesthetics - 25
Game Design & Rules - 27
Ease of Build - 28
Play Experience - 27
Overall - 27

With three 27s, a 28, and a 25, this one looks consistent. What I find cool is this is a game that people thought was easier to build than the others (except that it tied Sorrows of Salith), and that that was its top category. Play Experience was consistently a 4, with a single 3.


So, here's how things look:
Aesthetics - Sorrow of Salith, Unfathomable Encounters, Proteus, Dune: Conquest
Game Design & Rules - Sorrow of Salith, (tie) Unfathomable Encounters, (tie) Proteus, Dune: Conquest (just missing the tie!)
Ease of Building: (tie) Sorrow of Salith, (tie) Unfathomable Encounters, Proteus, Dune: Conquest
Play Experience: (tie) Sorrow of Salith, (tie) Unfathomable Encounters, Proteus, Dune: Conquest (again by just one point!)
Overall Impression: Sorrow of Salith, Unfathomable Encounters, Proteus, Dune: Conquest.

Sorrow of Salith was at the top of every category, but some met up with it. I think that Mr. Dumarest123 has set a high bar for these PnP Design Contest games, and it's great that others have gone and met him there! He's clearly won this!

Unfathomable Encounters came second on every category that it didn't tie with Sorrow of Salith - a great showing!

Proteus and Dune: Conquest both put up pretty good fights! They both got a hell of a lot of 4 votes, showing that the games were appreciated, but they couldn't quite match the top two.

I know I said that I would split the pot based on category winners, but if it is ok with the entrants (well, primarily Dumarest, given his sweep), I'd like to divide it 40/30/20/10 for SoS, UE, Proteus, and Dune (respectively).

Thank you all for playing! And apparently I am garbage at keeping myself to deadlines, so extremely sorry once again for that blush
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todd sanders
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thanks all for the votes! was a fun game to design. and yes the split is fine with me.

was very enjoyable working on this kind of game which was new to me and seeing what else everyone did.
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Nigel Swan
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BoardGameGeek » Forums » Board Game Design » Design Contests
Re: Microgame Contest - Entries and Voting Thread!
Well done all. It was great fun playing your games.
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