MASSIVE, GINORMOUS Geeklist of my students' game prototypes!
Kathleen Mercury
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Hello!

I'm out of the classroom until Monday as I'm with our middle school team at Science Olympiad Nationals. We do like to stay busy. I am not sure how many more responses I'll be able to post next week during the last couple days of school next week, so please know all of you have my heartfelt thanks for your support. It means so much to have their work considered so thoughtfully by the gaming community. The students have been excited to see how many thumbs we got on the overall post as well as for individual games. Thanks for helping to make that happen.

See you next semester!!!


Most people think middle schoolers are good at sulky looks and insouciance, but my magical students are capable of much, much more: strategy game design! This semester, I have three classes for a total of 46 student prototypes. As always, I am eternally surprised by the creativity and difficult choices my students make in developing their prototypes.

This semester, I did some things differently. First of all, I started by talking about mechanics first. I usually wait to do this, but you know, I can't believe I didn't do it this way before! I used to think that starting out with theme would be best, because it would give them a bucket of content that they could use to develop initial ideas, then we could develop mechanics according to their ideas. This worked pretty well, for the most part. However, last semester's kids were uniform in their feedback for me that I start with mechanics.

The more I thought about it, the more they were correct. (Shocking!) I used to have kids just jump into playing strategy games for a month or so, learning and teaching each other games, figuring they would get a sense for different mechanics through osmosis, of sorts. They did, but they didn't really know what the mechanics were as they were experiencing them. I was concerned that by teaching them the mechanics from the start, they would be bored or think it was an keeping them from playing games, which they really want to do, of course. So with this year's group, I told them how I was mixing it up, and they were good sports. I tried to make it fun, discussing 30+ mechanics.

But you know, since game mechanics are what separate a strategy game from traditional roll and move games, it was too important not to do, and I won't do it theme first anymore.

So, we discussed mechanics, and then they played games. I found that they had a much, much better experience. They understood better, the mechanics in the games they played, and were able to easily learn each type and discuss them intelligently as to how they would work in their individual games. And, as we designed the games over the course of the semester, their better understanding of mechanics made the game design process easier in some ways. And, faster! The kids started working on their Geeklist information almost a week earlier than in previous semesters, and at the end of the school year, that means something.

So, just to recap, we talked about mechanics, played games for a month or so, developed themes, talked about mechanics again, talked about objectives and victory conditions, made prototypes, playtested, developed rulesets, playtested a bit more, wrote these blurbs as they actively finish rules and prototypes.

A mountain of work in a semester, and these fantastic students deserve every bit of credit you can sling their way.

For their blurbs below, they had to provide the following information:
1. Provide a short Description:
2. Describe the gameplay—what do players do on their turns, how do the components of the game interact with each other?
3. Why did you choose this theme?
4. Game Mechanics:
5. How do players win and how the game ends?
6. WHY IS YOUR GAME AWESOME AND AMAZING?



I will be adding each student's blurb as they finish them (and submit their pictures to me). So check back, because I should have around 46 when this is done.

Please feel free to thumb games you like. My students definitely pay attention to this.

Special thanks to two fabulous local game designers for coming in to my classes to talk to each one about their games and to answer questions. Thanks to my soulmate,
mark sellmeyer
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, designer of Spin Monkeys and thanks to my great friend
aaron belmer
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Webster Groves
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, designer of Sanitarium.

My classes and I am better for knowing both of you.

I created a Meta Geeklist for all my former posts about my students' work. You can subscribe to it, if you'd like to see what we've done and get updates on future posts. http://www.boardgamegeek.com/geeklist/156902/meta-geeklist-f...
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1. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Gargoyles vs. Ghosts G.W.



In Gargoyles vs. Ghosts, you are a building with an army of gargoyles defending their neighborhood. Ghosts are controlled by the players, and are used to defeat other player’s gargoyles and take their houses! Win by getting the most houses from other player’s neighborhoods, and by protecting your neighborhood when all the ghosts are defeated.

On each turn, a player has five action points that are used for moving gargoyles, playing ghost cards, adding power points, etc. When a ghost reaches a square in front of a gargoyle a battle begins. The one who has the most powerpoints (cubes placed in the square with the ghost or gargoyle determine how powerful the creature is) wins. If there is a tie, the cubes are rolled and whoever has the highest number on the die wins. The loser goes to the graveyard. To get houses from other players, the ghost has to reach the house and have at least power points.

I chose this theme because I thought it was unique. Old architecture is interesting, and the reason why gargoyles were first made is also pretty cool. Also, gargoyles bring a sense of mystery...they are crazy looking creatures on buildings!

Game Mechanics: Action point allowance, area movement, card drafting/chit pull, programmed movement

The winner is determined when all the ghosts run out. The player who has the most houses collected from other neighborhoods and the most houses left in their neighborhood wins.

My game is awesome and amazing because gargoyles are fighting with ghosts! The game is a mysterious mix of gothicness and creepiness! Gargoyles Vs. Ghosts deals with strategy building and planning. Players decide which is the best way to defeat and defend.
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2. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Gut Buster by A. F.

My game is set inside the human body, where each player acts as bacteria, seeking to destroy from within. But you are not alone in the battle for supremacy. Three other bacteria brawl for control of the organs. All is easy until a new enemy approaches: antibiotics!!!!

On each player’s turn, they get 3 action points. They may move from point to point down the bloodstream, costing one point per point. The other option is to take control of an organ for 2 action points. At the end of every turn the white cube, or the health cube, is moved down the track, one space per organ captured. As the game progresses, antibiotics appear. They attack organs and remove your bacteria from it, a setback that can change the course of the game.

I chose this theme because I am very interested with the field of science and things involved with the human body. This theme applies my prior knowledge along with things I didn't know. It is an interesting theme that had enough structure to create the game I made.

Mechanics: action point allowance, point to point movement, and area control.

The game ends once the health cube reaches the end of the health track. The winner is the player who has control of the most organs by the time the game ends.

My game is awesomely amazing. Behind every corner, a twist. Who will win? Who will lose? Every move counts.
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3. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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To The Top of Everest by G.V.

Each player is a sherpa leading clients up Mount Everest. Each player takes turns moving up the mountain, on the trail that they choose. By the end of each “year”(stage), each player will try to reach the summit of everest. Players must watch their clients health, or else they might not be healthy enough to be able to reach the summit without oxygen or even worse, their client might need to be removed from the mountain and be out for the rest of the “year” (stage). The player who earns the most money from their clients by the end of the game wins!

Before each round, a weather card is drawn which affects how many action points it takes to move one space. Each turn, a player has three choices. To move a space, feed their clients (you don’t want them to starve, do you?), or to rest. At the beginning of each “year” (stage) every player will buy the supplies they need and what trail they’ll take. There are many trails to choose from, so there’s a pretty good replay value.

This theme of Mount Everest happily decided to pop up in my brain when I was zoning out (which is a usual occurrence to me.....) Anyways, I've always found it interesting how people actually climb Mount Everest. So I thought that it would be a great theme!

Game Mechanics: Action Point Allowance, Specialty Mechanic(s)

Players win according to who earned the most money from their clients by the end of the three “years” (stages).

WHY IS YOUR GAME AWESOME AND AMAZING?
It just is.
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4. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Rategy by J.C.

You are a group of rats running around in 15th century London. You go around the streets trying to find food in some buildings. As you run around you are careful to avoid the cat lurking around the corner.

The game is played with 3-4 players and either with everyone for themselves or teams of two, and each player controls five rats. Rats move from dot to dot on the lines (one AP per segment between dots). Players can choose to move the cat to threaten other rat populations. The cat takes three AP to move, where rats take just one, but it moves from white region to white region. The cat can eliminate a rat that is on a bordering dot to the region that it is currently on for 3 AP. Food is acquired by moving rats to certain buildings, waiting for the specified number of turns, and bringing it back to one of the start spaces. The end goal is to have the ratio of the number of food cubes that you returned to your home/start space to rats to be the highest.

The game ends when a group of rats is entirely decimated by the cat. That group of rats loses(if in teams that group of rat’s food doesn’t count towards the team total.

The theme is rats. I just thought that it was an interesting thing that isn’t usually used and i thought that it was interesting.

Game Mechanics: Action Point Allowance, Point to Point movement, Pickup and Deliver.

Personally, I thought that the fact that the cat and the rats move to different places on the same board was something new and interesting. Every day in class, I keep stuffed rats (toys, not real) nearby for inspiration.
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5. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Caste Away by C. L.


You are a Hindu person in a corrupt city. You want to make the city no longer evil and you want to gain Moksha, the release from the cycle of life and death, by doing good acts throughout the city and helping or hurting other competitors that are in the same quest as you. You vote, reincarnate, gather corruption, and ruin other peoples days in this awesome game.

Each turn players travel across this town removing corruption and sabotaging other players. You send your the evil side of you across the board and ruin people’s days by making them be voted against to see if they deserve good or bad karma. While traveling you can do deeds, but if they are questionable if they are good or bad... you vote. When voting you face a prisoner’s dilemma... Do good and get good, or do bad and get bad... but get the candidate closer to losing...

I chose this game while thinking about a way I could make my game have phases. This then brought me thinking about how many religions, like Hinduism, include reincarnation, or life phases. I took the idea of Hinduism and the caste system in India to make my game. I knew a little bit about this stuff because when I was in sixth grade we started learning about this stuff

Variable Player Powers, Action Point Allowance, Player Movement, Voting

Players win at the end of the the last player’s twenty-fourth turn. To win, you do enough good deeds and gather enough bonuses for when you reincarnate. If you have enough bonuses to reach Moksha, then you win the game. If no players reach Moksha or more than one player does, the player that has the most corruption counters is the winner of the game.

My game is awesome because it combines great mechanics in a fun way with great and challenging strategy. It allows you to sabotage your friends or help them in this game with many outcomes that make you think. It has six phases of game time and each phase changes the game as you reincarnate.
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6. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Fowl Play: Return of the Duck King by D.B.

People control a flock of ducks, and collect food, mate and attempt to be king. It is a dexterity game that allows players to simulate swimming in the ponds, waddling on the land and controlling the king pond. There are duck fisticuffs and loads of other fighting scenarios.

The main action is flicking and the borders make the game more suspenseful. The players can have duck fisticuffs with is a showdown in the king pond. This allows players to move when it is not their turn which makes the game fun at all times even if it is not you turn.

One day in class somebody put a toy duck next to me, then I proceeded to put the duck on my head, it kind of stuck. Then I realized something horrifying it was not a duck but a platypus. To take revenge for my loss I thought I would make my game about ducks. (true story)

Game Mechanics:
Dexterity, action point allowance, and worker placement

The game ends when someone has gotten 11 rounds total, or 5 consecutive turns in the king pond. THIS IS HOW ONE IS TO WIN!

My game is awesome in many ways but the best thing is its large amount of dexterity which allows players to get involved in the game and with each other. I had loads of fun making this game and I hope you like it.
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7. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Le Coup des Chats --- A.W.

In Le Coup des Chats, the players are housecats working together to overthrow their despicable owners. The players will recruit wildcats from the nearby forest to help them in their vengeful quest, then deploy the recruits throughout the house in order to defeat the owners.

There are eight rounds in the game. Each round consists of two stages: Day and Night. During the Day stage, players will move around the house, earning energy points by sleeping. More energy points are earned the farther away the player’s piece is from the nearest owner piece. After all, those annoying owners are quite loud. In later rounds of the Day stage, players will also deploy and activate wildcat recruits they’ve gained from the Night stage. To defeat an owner, two active wild at pieces have to be in the room with the owner, which will then be sent the the hospital for three rounds. During the Night stage, the players will move on a modular tile board that represents a forest nearby the house. All tiles will show the “Trees” side in the beginning and will be flipped over by the players to show the different things underneath, such as wildcats, poison ivy, and muddy ground. Wildcat tiles enable recruiting, while obstacles such as poison ivy extra energy points to move onto. Tiles must be flipped over from the “Trees” side before being moved onto.

My cat, Debbie, inspired this game’s theme. Honestly, she’s a sweet kitty (deep, deep down), but she often becomes grumpy and hissy, even though my family spoils her rotten. Sometimes I wonder if she wants to overthrow us.... Debbie’s certainly smart and evil enough to do so! I honestly love cats, though, even if my own is rather... snarky.

Game Mechanics: Cooperative Play, Action Point Allowance, Worker Placement, Modular Board (for the Night stage, at least)

Since this is a cooperative game, the players win or lose as one. The players win if all of the owners are in the hospital at the same time before the limit of eight rounds is up. The game ends after eight rounds, but can also end early if the players defeat the owners before eight rounds are played.

My game contains various unique aspects, such as the method of gaining energy points. What really makes the game awesome, though, is the theme— cats! Honestly, what more could you ask for?
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8. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Pizza Planet by AL

In Pizza Planet you are an aspiring pizza chef and your goal is to fulfill three customer orders of three different difficulty levels before your competitors do. In order to fulfill the orders, you must travel to different cities on the board and collect ingredients that have different angles. To actually make the pizza, you must fit the ingredients onto the crust.

In this game, players travel around Mercuria collecting different ingredients from different cities using different transportation. There are different ingredients at different cities and you won’t know what ingredients are there until you get there and look! All ingredients are in the shape of pie pieces and have different angles (120, 90, 60 and 45). In order to complete a pizza, you have to acquire the pizza ingredients and make sure they fit on the pizza crust. You have the power to choose the one you want and based on the level of the order I would choose wisely...

There are four types of transportation (plane, bus, walk and boat). Based on what kind of transportation you choose the actions of your next couple turns varies between transportations. For example, if you choose bus it takes you one turn to get to the city, but then it takes another turn to collect your ingredient. However, if you used a bus you can take TWO ingredients. While if you use a plane, you can get to the city and pick up an ingredient all in one turn however you can only take ONE ingredient. After you collect your ingredient you put it on your crust and that’s how you make your pizza! It’s so much easier than making a real pizza. All you have to do is travel to a city, take an ingredient, and slap it down on the crust (nicely).

I chose this theme because everyone loves pizza especially ME! Actually I’m not that enthusiastic about pizza, but I love the idea of a pizza making board game and I knew I wanted to be a person that creates one.

Game Mechanics:
Pick up and Deliver, Point-to-Point Movement

Now everyone wants to know how to win, well I’m going to tell you.
The game has three rounds and a round ends when someone has completed a pizza or is very very close to have completed a pizza (with the right ingredients). Whoever completes or almost completes their pizza first wins that round. Whoever, wins the most rounds wins the entire game! Now there won’t always be a clear winner (there never is), so tiebreaker rules are players must figure out how many degrees each pizza was off by. For example, say my pizza has 300 degrees completed, so I was off by 60 degrees. The same rule applies to overflowing pizza. For another example, my pizza has 380 degrees, so I was off by 20 degrees. Whoever has the smallest amount (over or under fill), wins that round. For the tiebreaker of the whole game just add up your over/under fill and whoever has the lowest wins!


My game is awesome and amazing because it’s something new and it’s one of a kind (I think) and everyone indulges on a slice of pizza now and then because it’s just soo yummy!!
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9. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Preschool Pastime by M.H.

You are a daycare teacher competing to have the happiest kids. Each has a time of day where he or she is fussy and each has a favorite day care room. You have to sign up for the room that will make your kids the happiest, and get the most points to be awarded the best daycare teacher.

On a turn you choose a room for your kids to be in and you have 5 action points to spend to try to make them happy. When you pick a room, you bring your kids there. You should try to pick a room that your kids like so if Susie has fussy time at 1pm and her favorite room is the nap room then try to get that slot at 1pm. In the game there is the accident dice and each round a room gets destroyed, so as the game goes on it will be harder to get the room you want because there are less rooms to go to and more people that want them.

You can have your kids poop, pee, have daydreams, and eat candy. Remember to change the diaper after your kid poops! You can also send a dreaded nightmare to another group of students.

I chose this theme because I really love kids and think in the future it might be fun to own a daycare so I get to see each kid have happy days and sad day (oh no their popsicle fell and it was the last one.) The happy days would mirror their favorite room which makes them happy and the sad day would hence mirror fussy time when they are sad.

Game Mechanics: action point allowance, hand management

A player wins at the end of the game if they have the most points. The game ends after the day is over (7 rounds from 8am to 1pm).

My game is awesome me and amazing because you get to go back to childhood and be in a daycare, except this time you are the one in charge, you get to tell kids what room to go to, when to eat, when to take naps and you also get to curse other groups with nightmares sending them into deep distress until the burden is removed (hehehe).
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10. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Sound the Alarm - S.R.

Short Description: Players are in control of an important monument: the Eiffel Tower, the Great Wall of China, the Colosseum, and the Great Pyramid of Giza. Each player is to protect the artifacts in their monument from being stolen while also stealing artifacts from their opponents. By using five security cameras, they must block other players from being able to reach the targeted artifacts. Players also must be aware of decoy artifacts, these look like normal ones but when you flip them over they have a red X on the back.

Players have 5 action points. On their turn they can either move or reposition security cameras. Repositioning takes two action points and moving takes one. The game takes a little bit of counting because you have to make sure you block off your artifacts efficiently.Think strategically about where to place your cameras, don’t spend time worrying about your decoy artifacts. That way there won’t be any possibility of it being stolen! If you are robbed no worries you can get back at your opponent by maneuvering through his board to rob him back. The goal of the game is to clear other player’s boards. Players may also choose to use a “splat”. Splats can be used once throughout the game and are used to temporarily disarm one security camera; using a splat takes your turn. You may need to use a splat if you are surrounded by cameras or if its crucial for you to get past a security camera. In the end, make sure you don’t “Sound the Alarm”!

I choose this theme because I enjoy the spy, James Bond, kinds of movies where the spies have to be able to do all these great stunts to get past sensors and lasers just to reach the precious treasure. I used that idea and tried to simulate it with my game.

Game Mechanics: Action Point Allowance, Tile Placement, Area Movement, Secret Unit Deployment

The person who has his/her board cleared last is the winner. Clearing a board means that all the artifact tiles have been stolen including any “X” tiles. This also signals the end of the game. If a player’s board is cleared before the end of the game he or she can still keep playing and continue to clear other boards.

My game is awesome and amazing because you are playing for two perspectives. In one way, you are the spy out on a mission to steal from others. Another point of view is being the person that stays back and guards and is on the other side of the theft. I also think its cool how I was able to incorporate real world factors into it like the famous monuments.
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11. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Missouri
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Corn Craze by J.F.

Join the craze as you and 3 other low rank farmers are competing for the spot as the new “Head Farmer.” Whoever can plant and harvest the most corn gets the position.

In each turn, players have 5 action points to use. The steps to successfully planting corn are: plow the space, plant a seed, water 2 times for a sprout, water 3 more times for corn, give the corn maturing time points, and harvest it. Each of these steps has a different action point value. Now here’s where the player interaction comes in. If one player plows a space, another player can use it. But if there is a seed, sprout, or corn, then it is off limits to anyone besides the farmer of that space. Players can also put up fences. If a fence is correctly placed and closed off, you are totally protected and other players can’t touch your plants or plant in your area. There can be an area enclosed with the fence links of 2 different players; this just means that only those two players can use that space.

I chose this theme for many reasons, the main one being that I thought I could make a killer game from it. Also, farming has always been very close to my heart.

Game Mechanics:
In my game there are the mechanics of action point allowance (you have 5 points per turn) and area enclosure (you can put up protective fences).

Players win by having the most harvested corn at the end of the game. The game ends when the “season spinner” gets to the stop notch.

My game is totally unique, and not like anything else. It’s fun, and who doesn’t love corn!!!!
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12. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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St. Louis
Missouri
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Russia: Land of Treasure - P.M.


Russia is a land full of treasure and people know that. So four cities in Russia each sent out an expedition crew to find these magnificent treasures and make their city very rich. You and the other players are the adventures chosen to do this task but it won't be easy. You will have to deal with the harshness of the weather that never gives up and even foul play from fellow explorers stealing your finds. So all I can say is good luck, adventurer.

Each turn players have six action points to spend in different ways. They can move take treasure and even get guards to end up stealing from another player. Then at the end of each player’s turn a weather card is drawn which can completely mess up what a player is doing or help them steal from their friend faster. There are also artifacts which can give you a huge point advantage since they are worth a lot of points.

At the time when the class was choosing topics I was in a phase where i was like “Russia is the most amazing thing ever!” and a lot of the things i did had to involve Russia. But then we were in class and we all had to choose a topic and I thought Russia had to be in it. My original idea was actually astronauts racing dragons in Russia but then I thought of treasure instead and scratched my original idea (also my friend wanted to do a racing game so I let him do that). So once I had Russia and treasure in my mind I combined them into a game where people hunt for treasure in Russia.

Game Mechanics:
Action Point Allowance, Point to Point Movement

The game ends once all treasure (besides the artifacts) are dug up and brought to a city. Then you decide the winner by whoever accumulated the most points over this entire adventure. But if there is a tie the winner is whoever got the most treasure because they were cool enough to take the small little things like books. But if the two somehow tie again they have to go and whoever can find real gold in Russia first wins (no fake gold and it can only be from Russia).

Well obviously it’s amazing because it’s in Russia and who doesn’t think Russia is cool.
Also the game isn’t only go to one place loot it then leave you can mess with other players by blocking paths or even going to them and stealing from them. It also only allows players to hold a certain amount of treasure so they can’t just take everything.
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13. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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St. Louis
Missouri
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Flower Fight by A. F.

You are fighting other gardeners who are represented by adorable characters to keep your garden alive. Your garden must also survive deadly elements in order to prosper. You must also have a diverse garden and you also must earn lots of points in order to win!!

On their turns, players can plant sprouts by placing light green cubes on garden spaces. They can bloom their flowers up one growing level to a yellow, orange, red, and pink cubes in that order. Players can also kill other players flowers. Players can place colorful gnomes onto garden spaces to earn more points. But, these gnomes can be stolen, giving the player who stole it more points. At the end of the game, points must be tallied, and the player with the most points and least amount of flowers wins!!`

The components of the game interact by your choice of actions such as stealing gnomes, killing flowers, and the super awesome special elements.

I chose this theme because I thought that it would be a cool and unique idea to have a game based off of gardening and flowers. The theme originally included IVY, but due to recent editing, IVY has been taken out, and the game has been reworked, but it’s still playable!!

Game Mechanics:
Action Point Allowance
Tile Placement
Paper-and-Pencil

WIN: You are the person with the most points at the end of the round.
TIE: You are the person with the most points AND least amount of flowers.
LOSER[S]: Everyone else.

My game is awesome and amazing because it’s a unique game idea with original elements and player pieces {Thank you HM!!}. It is structured, with basically no way to cheat the game, with surprise elements and good playability, it makes a great game!
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14. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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St. Louis
Missouri
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Locked Out of Heaven by K.K.

You were a criminal in life so you’re stuck outside of paradise. The only way to get in is to flee back to earth and do enough good to make up for your past. You need the keys because you’re locked out of heaven and were so bad you don’t have a key. Try to collect enough good deeds and collect a key before your fellow criminals.

In this game you are given 6 action points to spend on your turn in a combination of your choosing. You can move a space, block others, destroy obstacles, do a good deed, switch a tile, collect a key, or/and see the light. You can use these to try to either collect enough 7 deeds or try for redemption given to you on the cards. Once you finish these you can trade the deeds in for a key and go as fast as you can to the “light.”

I choose this theme because I am religious and would like to apply a little of what I learned to my game. Even though I do not believe this game is very controversial it does have a small amount of Christian beliefs. Another reason I choose this theme is because at the time we were brainstorming the Bruno Mars song “Locked Out of Heaven” was stuck in my head and it was the first theme that popped into my mind.

Game Mechanics:
Action point allowance, Tile placement, and Modular Board

The players win this game by collecting 7 deeds and trading them in for a key or by completing your personal redemption. After you have done this it is a race to see who can get to the “light” or the center 4 yellow squares on the board. If it is a tie that ever has the most deeds left over wins.

My game is very awesome and amazing because a lot of people wonder what is the afterlife like and this game gives you a chance to move around in a post death environment and receive redemption from things you did bad.
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15. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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St. Louis
Missouri
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Armageddon by M.T.

Humanity’s time is up. The Gods have decided that it is time to smash the puny mortals to the ground. The leader of the gods, Matticus Tonnicus, has declared a competition: Who can destroy the most mortal civilizations? The prize for winning this competition is becoming the next leader of the Gods. The five Gods up to this challenge are El Fuego the God of Fire, The Influencer God of Human-Made Apocalypses, Terracus the God of Earth, Morbi God of Disease, and Spocker God of Space. Your objective is to destroy as many human civilizations as possible by using your godly powers (Class Cards) to target one city for each power (Class Cards) and grab the rubble of the buildings (The Colored Blocks) as proof to the Head God that you destroyed the human’s cities.

First you lay out the board and begin laying out the colored blocks and have everyone choose a class. Now you can begin playing. In Armageddon there are several phases which are the drafting phase, the destruction phase, and the trading phase. In the drafting phase you spend destruction points that you win from destroyed cities to buy new cards to use in the destruction phase. In the destruction phase you use your cards to destroy human cities and take the cubes away from the cities as destruction points. In the trading phase you can trade the cards you have to get the cards other people have whether they are yours or someone elses.

I chose this theme because destroying and burning things has always been a hobby of mine and I am very interested in the idea of the apocalypse and all the scientific and mythical possibilities on how it could happen.

Game Mechanics: Variable Player Powers, Card Drafting, Action Point Allowance, Trading.

The game ends when all the cities or group of squares outlined together have been destroyed and taken by players. The winner of the game is determined by who has the most accumulated points by taking colored blocks as you destroy cities and the different colors are worth different amounts of points. Red blocks are worth 5 victory points and Green blocks are worth 1 point. At the end you simply add up the points gained by the blocks to determine your winner.

My game is awesome and amazing because you get to watch the world get destroyed because of the 3D aspect of the game and you can get all your anger towards humanity out without becoming a psychotic mastermind bent on enslaving mankind.
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16. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Missouri
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Daring Dogs by R.J.

Dogs on each team (purple, blue, yellow, and green) try to earn points while avoiding being captured by the dog catcher.

During a turn, a player can do one action. She or he could either use her or his number cards to move to a space with extra points, a dogfight space, a tough bite space, or an alley space.

I chose this theme for my game because dog versus dog catcher is a real-life conflict that many people know about. It involves adventure with a bit of risk.

Game Mechanics: Area-movement, set collection

A player wins by having the most points by the end of the eighth round.

This game is awesome because the rules are simple and players are equal, but the theme gives the game a sense of excitement!

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17. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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St. Louis
Missouri
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ZANDY’S CANDY AND THE INVASION OF... CAPTAIN VEGETABLE by E. L.

There are two teams: the candy (Zandy) and the veggies (Captain Vegetable, or Cpt. Veggie). The candies love karate and practiced it all of the time. The veggies invaded the world where the candy lived, so the candy moved to Earth. However, Cpt. Veggie followed them there. The main idea of the game is candy vs. vegetables: the candies are the good guys, and the veggies are the bad guys.

On each turn, the teams can move a certain number of pieces. If they land on a member of the opposing team, the pieces go to the martial arts arena, because the veggies learned karate, too, to “learn the enemy’s thinking.” They can also choose to take over factories/farms if they meet the requirements.

I chose this theme because I like candy (even though I don’t get it very much), and I don’t like vegetables that much (even though I get them every day), so I decided that I would make a game where the candies are the good guys and the veggies are the bad guys. I think it’s a cute theme, and says what little kids stereotypically think of their food.

Game Mechanics: Action Point Allowance, Partnerships, Set Collection

The candies win if they have more veggies than the veggies have candies, and vice versa. The game ends on two conditions: one, they must have reached 100 points, and two, they must have taken over all of the opposing team’s farms (if they’re the veggies) or factories (if they’re the candy).

I think my game is pretty cool. One of the reasons is that when I set up the little cubes at the beginning of the game, I imagine them as a tiny little army of cubes with funny cartoon faces. Another reason is that I think it’s a really fun game to play, and I hope everyone else enjoys it, too!
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18. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
United States
St. Louis
Missouri
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Treehouse Tyrants by M.H


Picture this, You’re back in the eighties; where kids played outside instead of mybooking and facespacing and using other newfangled witchcraft like the pearphone. Your job is to make the best treehouse on the cul de sac! To show your neighbors whose the big cheese, the Hot dogger, should I go on?

On their turn, players may move their kids, build on to their treehouse, or sabotage other players giving them bust points

I chose this theme because I really love treehouses and well, who doesn’t?

Game Mechanics: Pick up and deliver, Dexterity, Action Point allowance

The game ends when a player gets four Bustpoints rendering them paralyzed. A player wins when at the end of the game, the player with the biggest treehouse wins.

My game is awesome because, well, if you don’t like it then, go step on a lego!
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19. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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St. Louis
Missouri
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Blood, Gore and More by O.F.

Running around the Above (human world), your creature is trying to get home to the ROTS (Realm Of The Supernatural). You have been invited to a cooking show which the grand prize is a ride back home. You rush to the location of the show and you see it’s packed to the brim with creatures of the ROTS. It’s gonna take a lot more than luck to win this show. Grab your cooking spoon and fish eyeballs and Lets get cooking...

Players can trade ingredient cards so they can complete a recipe or add some other ingredients to make their dish extra special. The components of the game interact because you sometimes have to work with others to get the ingredients you need to finish the recipe of your choice. The judge is who decides who gets ahead and who falls behind. It’s up to the players if they want to add extra ingredients to impress the judge, but be warned it can also harm your recipe.

My passion in life is cooking. Over the summer, I’m always baking and cooking with my parents but mostly myself. I’m also interested in the Supernatural, but I don’t believe in Big Foot.

Game Mechanics:
Trading, Set Collection, Action Point Allowance

Players can win every three rounds (a nine round game) by getting the most points out of 15. If you win, you receive a ticket to the ROTS.If not, play the next three rounds to see if you will win. In the end, everyone is a winner since there are only 3 kitchens. The game ends after nine rounds.

It involves the supernatural, cooking, and the right amount of cooperation for everyone to enjoy!
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20. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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St. Louis
Missouri
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Trip Hop by R.H.

America is under a crisis. Pop music is taking over. The unskilled singers who don’t even write their own music are being played on the radio. They are leaving a group of skilled individuals, with their skill to talk fast, and rhyme like you’ve never heard before, out in the dust. These people are the rappers of america.

In the game Trip Hop, players that are rappers will claim land of their own and defend it from other greedy rappers. As they travel around the U.S.A. claiming land. they will get fans. That is the rappers ultimate goal.

I chose this theme because rap music is unique. No other type of music and even come close in the way rap music sounds. In pop music you can hear many songs that sound the same. But in rap, every song is different and every rap a rapper comes up with is different too.

Game Mechanics: In this game, players move by Action Point Allowance. They have % points which allow them to move across the grid on the board. There is also
area control. Players try to take land and control it.

The game ends when all the squares on the board are filled up. All squares including cities. The player with the most points win. Points are acquired through the squares players capture.

This game is awesome because it is about rap music. I love rap music. I haven’t seen a game about rap music before, so i created one.
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21. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Roadkill Restaurant by H.M.

Roadkill restaurant is a battle between culinary students for business loans from their chef and culinary consulting teacher at NOSCR, New Orleans School of Culinary Refinement. the school provided a certain amount of meat but you have to buy the rest to prove that you can keep up the production. Players are using roadkill to complete certain recipes, that have been adjusted to your requirements.

Players take each turn by using action point allowance. each player has the option to buy ingredients, like garlic and tabasco, cooking the meat, cooking the ingredients, delivery of food, going driving, and adding single ingredients to the pot. the players interact with each other by competing over the supply at the store and trying to get the loan.

I chose the theme of roadkill because, it was a topic not typically thought about and is considered to be disgusting. That is why I brought it to light in a fun new and creative way. where you're cooking it up instead of tossin’ it out. And it creates a gross element of fun into game play. And because I am random and crazy.

Game Mechanics:
action point allowance
set collection
chit pull system

Players can WIN the highest amount loan, hence the first place. If they possess the most food review points. Then, second place is determined by the amount of recipes completed and third by most leftovers in your stock at the end. In a tree or two player game the winners are ranked by the top three or two is the top segment.

My game is awesome and amazing because it shows that when you have something that seems to be useless there is still a use for it. And because it involves the aspect of cooking roadkill.
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22. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Missouri
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Secret Agent Strays: Operation Launch By IP

Downtown New York: a world where stray animals are have been accepted into a spy academy, they must use their non-opposable paws to collect the dead drops sent from Russia in a race be the first to launch Zimbu the monkey into space.

Each player has 2 Action points. They can choose to move one tile on their miniboard (1AP) Look for a dead drop under a tile (1 AP), or use their characteristic powers. The Purloining Pigeon can fly over two tiles, the Alley Cat can use its night vision to look under an adjacent tile, the Stray Dog has a memory tracker of where he’s been, and the Sewer Rat can save up to 10 extra AP. When a player finds their dead drop, they must turn around while the other players hide it again.

The two things I’ve loved since a kid were animals, and spies!

Game Mechanics:
Action Point Allowance, Memory, Secret Unit Deployment.

The game is won when one player has found their dead drop six times- No less, no more. Well, I guess it could be more, but...

WHY IS YOUR GAME AWESOME AND AMAZING?
These be the spies! That are animals. With superpowers. ‘nuff said.
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23. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Parallel by: M.S.


You are lost in another dimension! You and your partner (the person sitting across from you) have just found out that you and him/her are the same person and you have switched dimensions (accidentally of course). It’s different here, where you are: everything is backwards, and you want to get home. You need to build a portal to get back home.

First you set up the given walls in the middle of the board so you cannot see anyone’s board/portal. Then you make up a pattern (which will be your portal) and put it behind the walls so no one can see your fantastically amazing portal. On the first turn the player whose birthday is the farthest away will read a question aloud then stand and look at everyones boards (over the walls) except for their partners (whose board will be covered by a giant paper triangle) then answer the question aloud. Everyone else except for the person reading the question and their partner will look at their own board and figure out how their partners board looks while using their own to figure it out. Ex: Player one, lets call him George, goes first. He picks up the questions list and reads one off. He asks how many blues are in the right column. He stands up and answers 7 blues. You have 3 blues so you know your partner has 4 of them. You record on your sheet of paper how many blues are in the right column or whatever other information you collect about your partner's portal. George’s turn is done so he passes the question list clockwise to Justine and the process repeats.

Because I am a movie lover, and about how many movies are there about the main character getting stuck in another world/place? Approximately a bajillion and three. Also it’s just a fun, spacey, science fiction idea that may or may not be true, and if this situation were ever to happen the players would be prepared and safely make it to his or her home dimension, limbs and all.

Game Mechanics:
Partnership, Deduction

The game ends when one pair of the two partners have successfully completed each others portals and they can return home to their home dimension with all limbs and brain.

Because its one of the less common games where you don’t have a player piece, and you feel like you are cheating when you're not because you get to stand up and look at other peoples boards and figure out what your partners portal looks like. Pretty wild huh?
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24. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
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Missouri
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Phasmophobia by V. S. P.


You have died, but before you can pass into the afterworld, you must become the scariest and coolest ghost! You and other ghosts are competing for the title in a haunted mansion. To win, you must possess, scare, and test your luck on objects you collect to fight your way to victory. Beware though, you must avoid Ghost-Trackers and lights!

In the beginning you must choose wisely when you pick your ghost, for each one has a different special power. Each player has 6 action points that they can use to move through walls, pick up objects, possess, and scare. You must avoid scaring the Ghost-Trackers or you will receive a penalty. Although, you can possess them to earn extra points. When people enter the haunted house, you must race your opponents so you can earn the points for scaring/possessing them. There also is a luck factor where you can pick up the light blocks; 25% chance of losing points and 75% chance of gaining points. You can also move through portals to transport across the board to where you want.

I chose this game because horror movies are one of the most amazing things ever. Also, Nintendo is my life so Luigi’s Mansion inspired me to use a ghost theme and the board setup was slightly inspired by Pac-Man. Lastly, the portals obviously came from Portal.

Game Mechanics:
Tile Placement - Action Point Allowance System - Dice Rolling

The game ends once one of the ghosts reaches 200 points and then exits through the entrance. This declares who is the “coolest” and scariest ghost.

My game is awesome and amazing because ghosts are awesome and amazing. They are one of the coolest supernatural beings so they deserve to feature in an awesome and amazing board game.
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25. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2283]
Kathleen Mercury
United States
St. Louis
Missouri
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Escape! - A.C.

You are the CEO of a company and you have invited your three consultants to a cruise in the Caribbean. You notice that other companies have copied you and invited their consultants to the same cruise. Suddenly, you and the others hear the cruise ship captain announce that the ship is sinking, and then hear a splash (the captain has left you!). Your job is to get all your company mates off the ship first - or try to - before the ship sinks. You can work with others to get both your people off the ship, but beware! Double-crossing may lie on your path to safety!

Every turn, players have three actions that can be used to move (only horizontally and vertically, not diagonally) or unflood areas around one of their pieces (you cannot unflood diagonally). The goal of the game is to try to get all your people onto lifeboat squares so that they can get off the ship. You start off on the housing floor, so you must go to the stairs, climb up the stairs, then make your way toward the lifeboats. Once one of your people are on the lifeboat square, you may either choose to wait and get more of your people onto the “lifeboat” (four people to a lifeboat regardless of company) or take off on your own. Once a lifeboat has been used, a Lifeboat Gone! tile can be placed upon the lifeboat tile. The tile with four arrows is the helm of the ship. You can use this space to steer the ship left or right, making the respective lifeboats inaccessible. If a person steps on one of the mystery tiles (? tiles), they may draw a card. The cards all have one of two headings: Action or Equipment. Action Cards must be used immediately, while Equipment Cards can be held onto until use. The housing areas are treated as one tile, so you may move out in one action. The game has four modes: Easy(play as shown in rules), Medium(time limit of 20 turns), Hard(time limit of 15 turns), and Legendary(time limit of 20 turns but only two actions per turn).

I guess I chose the theme of a cruise ship because I wanted to incorporate companies and a sense of suspense to my game, while keeping it over water. Therefore, I came up with the idea of a cruise ship sinking. It’s luxury, yet suspenseful.
Game Mechanics:
• Card Drafting
• Hand Management
• Area Movement

In the case that all lifeboats have left the ship, the company that has gotten the most of its members off the ship wins. In the case of a tie, the company that used the least amount of lifeboats wins. If a tie still is in effect, the player with one of their pieces closest to a lifeboat area wins. A tie after this is unlikely.

My game is cool because it is one of the few games where companies are brought up and on of the only games with a cruise ship sinking.
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