2014 Two-Player Print-and-Play Contest Submission List
Nate K
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Illinois
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The Two-Player PnP Game Design Contest for 2014 is underway! If you are not familiar with the rules of the contest, it's simple:

To submit your game to the contest:

1) Create a Work-in-Progress or WIP thread in the Board Game Design forum for your two-player game.

(Note: I realize that not everyone will read the rules closely and that some of you will post your WIP in the Design Contest forum. This will not disqualify your submission. However, more people frequent the Design forum versus the Contest forum. You will absolutely receive more traffic and feedback if you post in the Design forum.)

2) Create a new Item in this Contest Geeklist, following the example shown below.

3) Post, in the contest thread and in this Contest Geeklist, a link to your WIP thread.

4) Please keep discussions of specific games within their respective threads, and discussions of the contest or other general topics in the contest thread.

You may, of course, post major announcements about your game to the contest thread and to this Contest Geeklist, but please be circumspect.

5) Include a link to the contest thread in the first post of your WIP thread.

6) As the game is developed, post the file link(s) to the game in both the first post of your WIP and in the game's Item entry in this GeekList.

NOTE: Your game does not need to be in a Completed phase by the end of the submission deadline in order to qualify. We can judge your game based on the latest prototype. Just send me a GeekMail and I will mark the game as such. Of course, incomplete games are not likely to get voted as highly as finished and polished games. On the other hand, just like all artforms, some games are never really "complete," merely abandoned, so just do your best.




Below you will find an example of the information you may want to include in your game's Item entry. If you need help posting an Item to this Geeklist, please do not hesitate to ask!
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26. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Lucas Gerlach
United States
Watertown
Wisconsin
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Character Gallery is a 2-player game of crazy characters, out-thinking your opponent, and achieving balance.

Number of Players: 2

Estimated Playtime: 10-20 minutes

Game Summary
A valuable collection of character sketches has been discovered in the strange home of now-deceased eccentric cartoonist, R. M. Box. But there’s one problem. Before his death, the artist, in a state of delirium, cut all of these drawings to pieces. In his will, he states that one of his two most cherished gallery owners will be given all of these valuable artworks if she is the first to construct a set of complete portraits. You are one of those gallery owners.

In Character Gallery, two players each try to be the first to fill their gallery with completed portraits while having no remaining character pieces. In order to construct completed portraits, players collect character pieces by laying down cards that allow them to move hat, lip, and shoe pieces from one location to another, but they’ll have to out-think their rival to reach their goal.

Rules only (v3.0) - laid out for reading rather than printing
Rules and Components: Current Version (v3.0)
✦ Rules
✦ 2 decks of 18 cards (6 hats, 6 lips, 6 shoes)
✦ 2 player aid cards
✦ 2 cancel tokens
✦ 24 characters, each cut into three parts (hats, lips, shoes)



The Characters


The WIP Thread


Categories in which it may fit:
Abstract
Artwork-Design
Bluffing
Child-Friendly
Competitive
Language-Independent
New Designer

Character Gallery was formerly titled Lightbulb-Rocket-Octopus-Boot. For those who would like to experience that more abstract version of the game, here are the files:
v2.1 | v2.2 (with less printing and cutting)
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Ben Garbe
United States
Waukesha
Wisconsin
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Kegonsa
v1.1 Components
v1.1 Rules

Designed By: Ben Garbe

Number of Players: 2

Estimated Playtime: 15-20 minutes

Components:

3 total pages
- 1 page (double-sided) of rules
- 1 page of tiles (32x 1" square player tiles (orange & purple); 9x 2" square lake tiles)
- 1 page of cards (2x 3.5"x5.5" player boards; 1x 3.5"x5.5" round/score tracker)
2 boat tokens (orange & purple)*
2 action pawns (orange & purple)*
1 round marker*

*Players may use alternative components (wooden cubes, pawns, etc.) if they choose

Summary:

A warm summer breeze sends ripples across the water as the sun begins to rise over Lake Kegonsa. Your watch shows 5:58 a.m. and in a matter of minutes those ripples will turn to waves as your boat roars to life and speeds across the lake as fast as its motor will take you. You know the spot well. It’s where you caught the fish that now hangs above your fireplace and where you’re hoping to land the lunker that will win you this tournament. You take one last sip of coffee and wait for the sound of the air horn signaling the start of the competition. It's a great day for fishing!

Kegonsa is an abstract tile-laying game for two players who are competing in a local fishing tournament. Players must carefully manage the assortment of lures and special action tiles available in their tackle boxes using a unique rondel mechanic while scoping out the best spots in the lake in order to out-fish their opponent. At the end of the day, players weigh their respective catches and the player with the highest total is the winner!

Game Categories:
Abstract
Tile Placement
Hand Management
Rondel

Kegonsa - Updated components/rules posted! Now supports up to 4 players!



Potential Contest Categories:

Most Spouse-Friendly Game
Most Portable Game
Best Competitive Game
Best Language Independent Game
Best New Designer
Best Abstract Game
Best Artwork/Graphic Design
Best Written Rules
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28. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Gregg Jewell
United States
Florida
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2 Players | 10-20 Minutes | Ages 8 and up

Rules v2.8 | Components v1.7 | WIP Thread


I am looking for gamers who would be dedicated to helping polish Strongholds through constructive criticism on the game's design, mechanics and fun factor to be posted in this forum thread or via GeekMail. I am very comfortable with criticism and public posts help stimulate other testers' discussion and debate, so GeekMail is only preferred if you feel more comfortable communicating in that way. Thank you for your time!


Categories: Medieval, Variable Player Powers, Dice Rolling, Set Collection, Fighting


Summary
In this game, you command allied strongholds along the border of a contested region. Your goal is to deploy units to attack and destroy opposing strongholds while upgrading your own defenses and capabilities. The first player to destroy all 3 of their opponent’s strongholds wins!


Components
Dice
The game uses six 6-sided dice with stickers affixed to them called unit dice. These dice are resources for all player actions.

Each side on a unit die has an emblem that represents a clan in the game. The Dwarves, Elves, Gnomes, Men and King’s Guard (Knights) are used to attack opposing strongholds. The Masons are used to upgrade your own strongholds.



Cards
There are a total of 30 cards in the game; 18 keeps and 12 towers.

Keeps are the main component of a stronghold. Each player chooses and commands 3 keeps in the game.



Upgrade a stronghold to connect a tower that provides permanent bonuses to that keep.
Pictured below is a stronghold that has been upgraded twice with 2 towers.



Turn Sequence
The unit dice are resources for all player actions. To start every turn, you are granted up to three rolls of 5 unit dice. After each roll, you may set aside any dice results that are wanted and then re-roll the other dice. The three available actions of a turn are:

 Assault Strongholds - Attack opposing strongholds.
 Upgrade Strongholds - Upgrade your own strongholds with towers.
 Obtain a Rally Horn - Grants extra rerolls for unit dice, the skill die, and the defender die.


meeple Check out the rules for full game details. meeple
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David Thompson
United States
Centerville
Ohio
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Here's another entry for the 2014 Two-Player Print-and-Play Contest. This started as a joke based on Nate's example for contest entries, but I think it has evolved into an interesting, quick worker placement game with lots of direct player interaction and bluffing.

Generic Fantasy Adventure
The Quest for the Open Tavern


BGG Entry | Rules and Components | Geeklist Entry | WiP Thread | Contest Thread

Seeking Blind Playtesters and Feedback/Reviews


By A. Person and David Thompson (with Development by Keith Swingruber)

Inspired by E. Nate Kurth

Number of Players: 2

Estimated Playtime: 20-30 minutes


Summary

In Generic Fantasy Adventure: the Quest for the Open Tavern, players engage in a competitive worker placement game that embraces DIRECT player interaction. This ain’t your dad’s Euro! One player takes the role of the Wayfarers of Devastation - an adventuring party that recently slew a Great Wyrm Red Dragon (or so they claim) and now wants to celebrate with booze. But they’ve come to the wrong town! Governor Xaggy of Hommlette has heard about this band of ne’er-do-wells, and he’s ready for them. Complicating the issue is that the land is under siege from a demonic invasion AND a zombie plague, not to mention the emergence of a Thieves’ Guild.

One player controls the Wayfarers of Devastation, seeking to get drunk and destroy the town, while the other player controls Governor Xaggy who wants to uphold order and keep the town safe through a night of destruction.



Cover:




Game Board / Map:




Tokens:




Sample Event Cards:



Categories for consideration:
* Most Spouse-Friendly Game
* Most Portable Game (fits in a 54 card tuck box)
* Best Competitive Game
* Best Bluffing Game
* Best Artwork/Graphic Design
* Most Innovative Mechanic
* Best Theme
* Best Integration of Theme and Mechanics
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30. Board Game: AstroSmashers [Average Rating:0.00 Unranked]
 
Eric Etkin
United States
Gloversville
New York
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AstroMiner:
A Welterweight Semi-4X, Flicking, and Asteroids Smashup

By Eric Etkin

Number of Players: 2 (may be expanded at a later date to 2-6)

Estimated Playtime: 45-60 minutes (about 3-5 minutes set-up)

Components:

10-page rule book (with lots of pictures)
60ish 1.5" tokens
6 Turn Order cards
2 Player boards resource and ship tracking boards
Miscellaneous assortment of eurocubes, small beads, or other tracker widgits

Summary

Ah... Asteroids! The bounty of the solar system. Centuries after Google, SpaceX, and other bored billionaire geeks established a virtual cosmic goldrush, unionized labor continues to break apart these potatohead gems for ore and valuable minerals.

Command a crack team of mining professionals as you navigate the spoils of ore, searching for the newest and greatest claims. Break apart old hulks and upgrade your own spacewreck with the finest components salvage can offer. Deep-mine the biggest and best rocks to build better space stations for your faction, and continue the lucrative payout round after round after round.

But watch out - those asteroids are dangerous business, what with all the smashing and bashing. And with all players controlling the chaos of the asteroid field, that union medical plan is looking all the shinier...

-------------------------------------------------------------

Players cooperatively lay down an asteroid field consisting of 24 pieces of mixed Asteroids and salvageable debris. Then, in alternating turns, the players mix between "Ship Actions" - moving, mining, building, trading, upgrading - and "Drift Actions" - controlling the movement of the asteroid field itself, by flicking rocks to smash into each other.. or the opposing players' ships, spaceports, and mining platforms.

 

 


Play is entirely freeform and not confined to a board. Just scatter your pieces and play!

WIP Thread:

http://www.boardgamegeek.com/article/14937396#14937396

(Rules posted [filepage=101981]HERE[/filepage])

Categories for consideration:

Best Competitive
Best Theme
Best Integration of Theme and Mechanics

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31. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Braden Nash
United States
McCall
ID
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2 Players | 45-60 Minutes | Ages 13 and up

Rules v2.0 | Components v3.1 | Full Graphics Rulebook |WiP


IT NOW ONLY TAKES 45 CUTS BEFORE YOU CAN START PLAYING!


Serfs & Soldiers: A Game of Strategic Exploration, Battle and Fortress Building!

By: Shea Nash & Braden Nash

Number of Players:2

Estimated Playtime:45-60 min.

Components:

2 Boards
64 Field Grid Tokens
12 Control Markers
16 Walls
8 Turrets
8 Fortress Buildings
10 Serfs
4 Soldiers
126 Resource Cards (PnP has a half page Resource Tracker instead of the cards.)

5 Page full color Rulebook or 3 Page Text Rulebook

Components and Rulebook for the PnP have been DRASTICALLY reduced for your printer!



Summary:
Serfs & Soldiers requires you to oversee your Serfs in the exploration and collection of resources in the surrounding land, and command your Soldiers in guarding against foreign attack as well as exploiting the land of your opponents.

Choose from 3 alternate paths to victory: Hoard all the gold in the land, build the ultimate fortress, or conquer your opponent's land.

Absolutely no dice or event cards are used in the playing of this game! The luck is in the discovery of resources, which will change every time you play! After the resources are discovered, the win is determined by strategic skill in maneuvering your Serfs & Soldiers.

WIP Thread to Serfs & Soldiers



Categories for Consideration:
Most Spouse-Friendly Game
Best Competitive Game
Best Language-Independent Game
Best New Designer
Best Artwork/Graphic Design
Most Innovative Mechanic
Best Co-Designed Game
Best Integration of Theme & Design
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32. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Chase Estep
United States
Newberg
Oregon
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Rules
https://www.dropbox.com/s/koi2uf20zahg5vr/Rules.pdf


By Chase Estep

Number of Players: 2

Estimated Playtime: 20-40 minutes

Components:
*3-page rule book
*20-40 cards per player
--1-3 character cards
*28 Terrain tiles
*2 Character Tokens (player-provided)
*10d6 and 2d20(player-provided)

Summary

It's time to battle in this 2 Player LCG that adds the strategic element of of hex movement. Battle against your opponent by utilizing the terrain to gain an advantage and plan ahead to make sure your cards are primed by the time you need to strike.


WIP Thread

2P PnP Contest Thread
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33. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
János Décsei
Hungary
Budapest
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2 player, card driven, light, wargame about dogs that fight WW1 style.

here is the WIP thread.

Base game plus first expansion combined components:

1 board
2 player tokens + 9 special tokens
32 cards

All the actions the players can take are defined by the cards they have in hand. The objective is to deal the opponent 5 or more damage points and thus win the game. Different actions (like moving the plane, or shooting at the opponent) can be done either by playing the corresponding card, or discarding a set amount of cards from hand.

The final (lighter) colored version:
components 1.5 (base+first expansion)
rules 1.5 (base+first expansion)

A couple of sample cards:


Categories for consideration:

- Most Portable Game
- Best Competitive Game
- Best Child-Friendly Game
- Best New Designer
- Best Artwork/Graphic Design
- Best Wargame
- Best Theme

Thank you for watching


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34. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]


Bimeo Quest:

Players:2 Players

Components:
-Printed Board
-Printed Pieces
-2 Meeples

Estimated Play Time:15-25 Minutes

Summary:

You are racing through a forest to get a new rare, and undiscouver material. This material would change the world and make you rich and famous. Though, it is not as easy as you think. You aren't the only one racing for this teasure, you must get this material before the other player.

WIP thread: http://www.boardgamegeek.com/article/15034058#15034058
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35. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]

http://www.boardgamegeek.com/article/15034027#15034027

Click the link to see more info.
Probably Boring Board Game: a competitive 2 - 4 player game.

Objective: reach the finish space before your opponent.

Estimated play time: 10 to 25 minutes

Game Summary: using spinners, dice, coin tossing and cards, you shouldn't expect this game to be TOO engaging!

Well, that's my game...

-A
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36. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]










For years the quarx and the tzenuos have lived in peace, each race surviving in their own mother ship, powered by a small crystal battery harvested from their home land which is now destroyed. However the batteries are running low and must be connected to gain their full everlasting power, so the races must face off and steal one another's battery while defending their own. only one race can win, only one race will survive, and only one race will be remembered. THIS IS BATTERY BLASTERS

components: 4 levitation ships
10 fighter ships
2 batteries
10 battle cards
2 dice

link to WIP thread: http://www.boardgamegeek.com/article/15034047#15034047
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Weston Stapleton
United States
Keller
23401
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Contest Submission Version

April 30, 2014
v1.1 Rules | v1.0 Board and Tokens
Hi-Quality Color Rules 7.34MB | Hi-Quality Color Board and Tokens 4.27MB
Lo-Quality B&W Rules 2.14MB | Lo-Quality B&W Board and Tokens 1.33MB

WIP Thread
[ 2P PnP Contest ] - Beneficiary (Contest Ready)


2 pages to print/cut and its ready! (rules optional)

Categories I Feel It Fits Into
Spouse-Friendly / Competitive / Language Independent / Innovative / New Designer / Artwork-Design / Theme

The Game

Beneficiary is a 2-player game of scheming and second-guessing, with a side-order of push-your-luck. All served on a thin crust of euro placement/removal. Each player is 1 of 2 siblings, both prominent political figures within Nigeria's government. In an unfortunate circumstance, their rich father, a foreign national, was killed in an airplane crash when coming home from the US. This has put his bank account on lockdown by government auditors in the United States. The siblings will be seeking assistance from US bank account holders in order to transfer the inheritance money back to Nigeria and into their own accounts. The player with the most Naira in their account at the end of the game is the winner.

Designed By : Weston Stapleton

Number of Players : 2

Estimated Playtime : 20 - 25 minutes

Components :
1 page Gameboard
1 page of Components
--2 player screens
--2 triangular tokens (1x Score Token for each player)
--16 round tokens (8x County Markers for each player)
--20 square tokens (15 Supporters and 5 Scam Reports)
3 page Rulebook (full instructions with diagrams and examples)
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38. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Tom Van 't veld
Belgium
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Typing

Number of Players: 2

Estimated Playtime: 15-20 minutes

Components:
Cardboard tiles
50 2-sided cardboard tokens (red/green)

Summary:
You are a computer. Sort of. Actually you’re part of the program that converts keystrokes into actual text on the screen. But your fellow parts of programs are doing the same thing. Over and over again. So why not make it fun and do a competition?
In this game, you are trying to make connections between your keyboard and the actual letters they represent. You do this by making a path of green tiles from the keyboard to the required letters.


http://www.boardgamegeek.com/article/15048262#15048262

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39. Board Game: The Shivil War [Average Rating:0.00 Unranked]
Robin Powell
United Kingdom
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The Shivil War tells the tale of the epic battle finalising the last days of... The Shivil War!

One player takes the role of the muscle-bound Husks, the best weapon craftsmen in the land, while the other plays the mysterious Shivilnecks with their vast knowledge in spell casting. Players will need to craft a unique weapon or spell for each of their 6 lieutenants to fend off and destroy the opposing forces, cashing in a bounty for each kill. The main purpose is to pay these riches to secure land, immediately winning the game when your whole homefront is fortified (other optional endings may also be add as desired).

With 288 different combinations of weapons and spells each with their own abilities and attack arcs, the game's goal is for each battle to feel different with different strategies for each occasion. At the same time, the gameplay is simple and streamlined in a way any player can pick up.

Download link - The Shivil War PDF
Fixes - Corrections and Clarifications

Thread - http://www.boardgamegeek.com/thread/1131970/wip2p-pnp-contes...
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40. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
(WIP)
By: Ann Onimous

Number of Players: 2

Estimated playtime: ???

Components:
-for game pieces, currently every type of coin
-two die
-small yellow pieces

Summary:
Looting Looters' Loot is a game where you are the commander of a fleet of pirates and you are trying to take over your opponent's island and take their treasure. When you first enter the game, you only carry two gold coins. The rest are on your island, being defended by you. You have six ships; one Mainship, which is the ship you need to get to your opponent's island, one subship, where your deputy is, one Galleon, a slow-at-turning-battleship, a Frigate, another battleship, and two Dinghies, two lifeboats to help your men escape.
On a little island, there is a stingy boat maker that will sell boats to you for a pretty high price. And since the only currency you have is the gold coins you own and took from your enemy, that's the only payment the boat maker will take. But, when this battle is over, the stingy craftsman secretly plans to sail to mainland and sell the gold coins you gave him.
To win you must get your Mainship to your opponent's island. If there is a tie, then the amount of gold you both have is the tiebreaker.arrrh
bagbag

Thread:
http://www.boardgamegeek.com/thread/1130919/wip-looting-loot...
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41. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
This is part of my Grade Seven Project
The Orb Gates
Printable 2 Player Competitive Strategy Game
Made by Not You( A.K.A. Student # 13(Charger))

Prize categories:
Best Theme
Best Dice-Based Game(does this count? if not then never mind)
Best New Designer
Best Competitive Game

Rules https://docs.google.com/document/d/1OFBiVyqR_WleFHUaNZYpa4Hh...

Expected play time:15 minutes+ plus set up time.

Components:
https://docs.google.com/document/d/1CvAGlpMjmzWzIUWWcpYy6DlZ...
Rule Book
Game Board
Carrier representation tile
Chaser representation tile
x 10 Trap cards
x 10 Chaser item cards
x 10 Carrier item cards
x 5 trap representation tiles
Pencil(player provided)
Die (preferably two dice)(player provided)
x 10 Chaser stat cards
x 10 Carrier stat cards

Story
“Mankind” has been working to build a Utopian society for thousands of years, yet every time it has failed. Man has made an orb capable of of powering everything, even the whole solar system that man has conquered. With that power mankind would be able to invent anything they could understand and learn everything they want. But man has to first make a machine capable of extracting that energy, but that isn't the only problem. Many question have been asked on how it should be used and worry it will fall into the wrong hands. There have been riots, fighting and betrayal. Leaders all over the world have a meeting about the chaos, and in the end decided it was their chance to make a Utopian world. They tried to keep it quiet but rumors started to spread and then the truth was revealed. It caused the world to go spiraling into a dystopia world.That year humanity lost fifty percent of it population but has built the Extractor and was building it's defenses including it main defences the gates. But they don’t have it perfected yet and there is a 50/50 chance that the inexplicably bad will happen. But now with what seems like very little time left the United Governments of the World are sending a team called the Carriers because of their dream to carry the remains of the human race to a utopian world and save it from it’s doomsday, to put the orb in place even though the technology is still imperfect. But a rebellion called the chasers named after their objective to chase and catch the dream of a utopian society, started in fear of the chances of things going wrong and are trying to approach this from a different view. The Chasers reached the Carriers right before The Chamber of the Orb Gates. The two teams duke it out in front of the chambers and only the leaders of both the teams can enter the chamber while their comrades blocks the other team from helping their leader. Run and fight to the end for your dream and open the gate of hope!

http://www.boardgamegeek.com/article/15045325#15045325

~ student # 13
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42. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
The Sitting Duckling is a deduction based board game about a six person dinner party where one of the people is a detective and one of them is a victim.

Players: Two.

Time: 10min to 20min.


Components:
One Sitting Duckling Board
One list of people and rooms
One sound order list
One murderer turn sheet
One detective turn sheet

Gameplay:

Goal:
If you are the murderer your goal is to get away with the murder either by
distracting the detective or rolling doubles to escape the house.
If you are the detective your goal is to find out who was murdered and in what room they were killed, you can do this by hearing clues or by rolling doubles to get untied.

Turns:
Each player has a turn card and on each turn the detective can hear a sound or roll to try and get out of the chair. On each turn the murderer can make a fake sound (to be given with the real sound when the detective asks for a sound) or roll to try and get out of the house.

My thread:
http://www.boardgamegeek.com/article/15044521#15044521
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43. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
unpublished prototype Protect or Pillage


Goal: The object of the game differs from what side you play. If you are the privateers you must acquire a certain amount of resources by plundering trade routes and raiding small coastal settlements. If you are the Spanish you must stop this at all costs by sinking or capturing all pirate ships.

Theme (
Privateer): you are a sea captain sent by queen Elizabeth I to enter the Mediterranean and fill the near-empty Exchequer with Spanish gold and spices. If you fail you will have destroyed your honor, your life, and your country.

Theme (Spanish): you are a trusted adviser of the Spanish King__________, you have recently received a promotion to admiral and you have been given command of two Spanish galleons and have been given orders to sink or capture any English privateers here to raid your Spanish treasures. If you fail, you will have sent the Spanish Empire into ruins, you will have wrecked your career, and you run the risk of execution, assuming your once wealthy nation can afford it.
http://www.boardgamegeek.com/article/15034076#15034076

Protect or Pillage rulebook
Whats needed: you need 4 pirate ships, 2 spanish galleons the board, 1 four sidded dice, a pencil and a paperclip.v
Goal: The goal of the game is either to pillage or protect. If you are the spanniards then your goal is to destroy the pi tes who are trying to steel you resources. The resources are either suger, gold, silk, silver or dye which you would check the resource sheet to tell what each city/trade route have possession of. Once the pirates have completed getting the resources they must escape through the strait of Gibraltar, once the pirates have achieved this they have won the game and achieved an amzing luxiorous life but if they fail and the Spanish destroy you then the game ends. Once the Spanish have killed the pirates or have taken overall there ships than the game is over and they win But if the pirates escape with the gold then they wind.
Shoals: shoals are really annoying or helpful depending on you position on the board. Shoals block your path making you unable to go through tiles with shoals on them making the game a little frustrating.
Attaking: Attacking is the most complicated part of this game but it is easy once you know how to play the game. Each side when attaking have 2 options board the enemys ship or fire your cannons. Boarding has been found as better later in the battle because you get to choose the exact place you are destroying but cannons you have a 1 out of 4 chance of hitting your target but you are also more likely to hit a target.
Wind: The wind spinner is for speed bonus mainly that can either help or do the exact opposite. The wind spinner is spun at least 1 evey 5 turns and what ever way the wind is pointing then you get a plus 1 movement bonus, but if you are very unlucky then you will have a minace 1 movement if you are going the opposite direction the wind is facing.
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44. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
(WIP)--

Sailor Moon Game: Rescuing Sailor Moon

Number of Players: 2

Estimated Play Time: 20 minutes (?)

Components: board, cards, rule book, (etc?)

Summary: The Sailor Moon Game: Rescuing Sailor Moon -- is a roll and move game in which the goal of the game is to rescue Sailor Moon. Queen Nehelenia has captured Sailor Moon and it's up to the rest of the Sailor Scouts (you and a friend) to save her. Queen Nehelenia wants something in return though -- you must collect 40 points before you can try and save Usagi. The first Sailor Scout to save her wins!

my WIP: http://www.boardgamegeek.com/article/15034539#15034539
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45. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Leprechauns vs. Jims

By C. & K.
This is for our grade 7 class project, however that does not mean your criticism is restricted, and this is C. and K.'s official contest entry. -C. & K.

Number of Players: 2

Estimated Playtime: 30-60 minutes

Components :
- ? page rulebook
- 3 Dice nets
- 86 Minion pieces(1 page)
- 2 Map Sheets
- 1 Grid paper
- 2 Half-page workbenches
(To be confirmed)

Summary

The tribes of the Leprechauns and Jims have lived together in peace for centuries past. Until Larry(name credit to our teacher), the current leader of the Leprechauns, found a pot of gold in the inner mountain ranges of his territory. It was only five pieces, but that was enough to make Jim Ford, the mayor of the Jims, jealous. Gold was considered the most valuable item that exists.

Your goal as Jim Ford is to obtain the gold from Larry. However, if you pursue only the gold, your village will begin to distrust you, and you won't be able to use them anymore to obtain your precious gold. You must cover your ambitions by expanding the village concurrently.

Your goal as Larry is to protect your gold from Jim Ford. Since Jim Ford is expanding her land, you must protect your land from being taken over as well.

WIP Thread: http://www.boardgamegeek.com/thread/1132423/wip-leprechauns-...
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46. Board Game: Eclipse: Rise of the Ancients [Average Rating:8.46 Unranked] [Average Rating:8.46 Unranked]

This is the rulebook for the print & play game called The land of the ancients. In this game the goal is to be the first person to get to the end and have the most points at the end.
Components: 5 level sheets all titled lvl 1,2,3, and 4, one world map of all 4 levels, 2 character sheets (one man and one woman), 16 monster cards, one chainmail chestplate, pants, and helmet, one leather chestplate, pants, and helmet, one iron chestplate, pants, and helmet, one steel body armor 2 steel boots and one steel helmet, one dark body armor, staff and shield, one bronze sword one wooden shield one iron shield one iron sword and one knife/dagger. you will also need a pencil,, eraser 2 meeples and a lot of 6 sided dice.

How you start: at the beginning of the game each player chooses a character sheet and writes their name on the top and puts the armor points AP at 0 and the health points HP at 10/10, they get out all the leather armor and the dagger and put it on the table between the two people. once that is done take out The terrible falls level sheet and put the two meeples on the two closest hexes to the start. because the characters are wearing the lightest armor they move the quickest, each person rolls five dice (you can roll 1 five times and add them up) after you have added them up you can move your meeple that number of squares. After both people have moved the person to move first has to fight a monster for level one pick up a giant crab card for level two pick up a orc or goblin card for level 3 pick up a evil spirit or skeleton card and for level 4 pick up a possessed armor or giant rat card. how you fight is, one person rolls for the monster and one person rolls for themselves, the monster rolls first the number of dice rolled is the ATK or attack number and the human rolls the number on their weapon, the higher number wins and the tie goes to the human. once that happens one HP or health pint is taken away from the loser, once someone reaches 0 HP they die, when a player is wearing armor it adds AP, AP acts like extra HP. if a player takes 3 hits whether that is HP or AP they need to bring the attack over to the next person you keep doing this until the monster is dead, once a monster is dead both players move like normal. once all 4 monsters in that section are dead you move into the treasure phase.

Once all 4 monsters are killed both players roll 2 dice the person who gets the highest gets the first pick of the treasure for level one the treasure is the wooden shield the chainmail and the bronze sword. for level two the treasure is the iron shield the iron armor and he iron sword for level 3 the treasure is the steel boots, body armor, and helmet, and for level 4 the treasure is the dark body armor staff and shield.

The last thing you need to know is on levels with groups of hexes where there is a gold outline that means there is a house or tower there and you can only fight monsters in those areas and only one person can be in there and you can’t switch to the other person to fight the monster.

[WIP thread]: http://www.boardgamegeek.com/article/15056602#15056602
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47. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Conquest of Blood

This Is a WIP for a class project game. The link to the page is here:

http://boardgamegeek.com/article/15034110#15034110

By A.Guy and P.Pole




Theme:

There are two empires on each side of the Angora River. Both rulers are bloodthirsty and desire more land than they can hold. Due to their personalities and hate for each other, they start a massive war, which lasts until both rulers die. You, the player are the new ruler to the empire, faced with the everlasting war, and depleted resources, but that does nothing to dissuade your ambitions of outclassing the neighboring empire in every way possible and making your people come out on top.

Goal:

Your goal is to win the war by capturing all the other empires cities or by making a peace with them that allows you to come on top.

The game ends when…

· One empire conquers another

· The two empires make a peace

· The game ends after 500 turns (auto peace)

Time:

The game will take 1 to 2 hours to play on average
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48. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Nightmare is my simplification of an over complicated and impossible to make print and play, quick play R.P.G. that I have turned into a sort of quick play, regular board game that is print and play.
In this game one player is the fighter and one is the game master. in a way, it has become slightly P.V.P. In this post-apocalyptic world, the beast Cthulhu has taken over the minds, sanity and dreams of the entire surviving population; those who stand up him, end up dead. The fighter(s) must fight through the nightmares that Cthulhu will befall them and will send out his very real creatures of horror; Cthulhu will challenge your mind and blade, so be prepared with both. When and if you make it to his cave, he will attempt to obliterate your very soul. Good luck.

Players: 2-6, plays best with 2

Approximate play time: 20-40 minutes

Awesome level: concluded 999,999,999,999,999,999,999,999,999,999,999,999

Components:
-2 page rule book
-Game map
-18 attack cards
-18 nightmare cards
-a guarantee that this game is amazing (this is the guarantee)



http://www.boardgamegeek.com/article/15059913#15059913




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Glaya B
United States
San Mateo
California
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designer
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The Dragon and the Emperor

Number of Players: 2

Estimated Playtime: 45-60 minutes

Summary:
An evil force is invading the land, and the Emperor is determined to save his people. He sends his loyal Dragon out to collect the elements he needs to power his spells and create the magic items he requires to defeat the advancing evil. In this fully cooperative deck building game, both players must work together to defeat the enemy before it reaches the palace or casts curses over too much of the land.

This is a game for exactly 2 players that uses deck building with asymmetric decks and resource management. One player is the Dragon, who collects resources from a hex map, while the second player is the Emperor, who uses the resources to power spells and create magic items to combat the advancing enemy.

Edit:
I would like this game to be considered for the following categories:
Most Spouse-Friendly Game
Best Cooperative Game
Best Language-Independent Game
Best New Designer
Best Integration of Theme and Mechanics

Link to complete game file:
The Dragon and the Emperor (Version 3.0, posted April 30, 2014)

Components:
1 Map
74 Cards
--12 Dragon Cards
--12 Dragon Upgrade Cards
--1 Dragon - Optional Card
--12 Emperor Cards
--12 Emperor Upgrade Cards
--1 Emperor - Optional Card
--24 Evil Cards
108 Tokens (players may substitute cubes)
--15 Fire Tokens
--15 Gold Tokens
--15 Spirit Tokens
--15 Stone Tokens
--15 Water Tokens
--15 Wood Tokens
--15 Curse Tokens
--3 Magic Item Tokens
1 Evil Pawn
1 Dragon Pawn

Links to past files:
Rules (Version 1.1)
Cards (Version 1.1)
Map (Version 2.0)
Emperor cards (Version 2.0)
Dragon cards (Version 2.0)
Evil cards (Version 2.0)

WIP Thread

Edit: I should mention that this is my first submission to a game design contest.
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50. Board Game: Unpublished Prototype [Average Rating:6.93 Overall Rank:2466]
Nate S.
United States
Eau Claire
Wisconsin
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Withdrawn from this contest, see WIP link for details

WIP Thread | 2 Players (future expansion for 2-4) | 20-40 Minutes | Ages 8 and up


Summary
As the only two prominent rental property owners in this ever expanding city you must use every trick in the book to get ahead and you're not above bribing city officials or sabotaging your opponent!!!

Objective
Starting with a Central Park starting tile, two players draw and place tiles consisting of buildings/roads to create an expanding city of interconnecting roads and blocks containing rental properties, desirable / undesirable properties and no impact properties which simply serve as buffers. Players claim/buy rental property and place other city block properties that can increase or decrease rent income. In addition, Action Cards with related tokens are used to further improve their rental income or decrease their opponent's rental income. The ability to secretly collect action cards and play at a future time introduces a bluffing aspect and unknown threat. The primary goal of the game is a earn more total accrued rental income during the course of the game. Since property value, and thus monthly rental income varies during the game, it's important to grow your rental empire rapidly and maintain it, all while keeping strategy in mind and being patient when warranted.

Components
- 45 City Tiles
- 10 Slumlord Meeples/Cubes of 5 per player
- TBD Action Cards
- TBD Bling/Blight Tokens/Cubes
- Scoreboard(s) or pen/paper

End of a game (without bling/blight and action cards, using paper scoring = Orange 26 vs Green 15):


See WIP link below for the latest updates on the game and especially rule progression. This announcement entry will no longer be updated as often with changes and as a result most details are contained in the WIP thread.

WIP Thread
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