$30.00
What game would you have designed when you were 13? My students' designs, volume 14!
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Recommend
82 
 Thumb up
32.25
 tip
 Hide

And we're done! Thanks everyone for your thumbs, comments, and questions. I appreciate all your support for my young game designers who WILL be the designers of the future, I promise! Thank you thank you thank you!


I am excited and proud to present 23 student game prototypes for you, the BGG community, to celebrate with me. Please thumb, comment, and critique any games as you desire; I will have my students respond and they LOVE it.


Special thanks to all commenters but especially
Caroline Berg
United States
Washington
flag msg tools
designer
badge
...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
Avatar
mbmbmbmbmb
who provides such detailed and constructive comments every semester. You rock!

Designing games is really, really hard. As a gamer, teacher, and game designer, I know personally how hard it is to take an initial idea and work it until it's working, until it's worth something. And I do this voluntarily.

My students, all 7th graders in my gifted class, do this because I ask them to do so. I want them to be creators of cool ideas, not just consumers of others' cool ideas. So, by teaching them to design games, hopefully they are learning how to be the designers of anything they want in the future. We talk about design mindsets (thank you Stanford d.school) like bias towards action, prototyping to a solution, empathy for the user. They practice designing skills by evaluating the strengths and weaknesses of ideas, generating creative solutions, persevering through the hard work of prototyping, writing rules, and hardest of all, confronting ideas that didn't work out to make them better. Hopefully, by the end, they've developed a love of games and the confidence to take on difficult challenges in the future.



If you want to know more about our process and want to see how I do this, I share all my resources at www.kathleenmercury.com for free. It was hard to start doing this on my own, and I want others to be able to get started as quickly as possible. I love collaborating and presenting at conferences, and I'm hilarious to boot.

If you want to see all my previous Geeklists of student game prototypes, check out my Meta Geeklist (and subscribe so you can see future lists as well)!

Fun Fact: I've shared (including these 23 designs) a total of 384 student game prototypes over 14 semesters. How cool is that?
Your Tags: Add tags
Popular Tags: [View All]
  • [+] Dice rolls
1. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
The Knight of the Templar by C.C.

Modern scientific technology has finally pinpointed the exact location of the Holy Grail. When the countries of Russia, America, and China all find themselves racing for the Holy Grail, they must depend on the skills of their most trusted Generals. While battling giants and dragons and an overprotective Templar Knight, do you think you can collect the most priceless artifacts? Will you be the one to drink from the Grail?

Game Mechanics and how you use them: Action Point Allowance, Push you Luck, and Variable Player Power.

Players score points by collecting as many artifacts as possible. To accomplish this, they must battle monsters, travel through winding paths, and master different special powers. As if attacking monsters and working your way around walls is not hard enough, in every game one player serves as a Templar Knight. Although the Templar Knight has less action points they have more powers and many advantages to try to relocate priceless artifacts. Monsters range from dragons to sirens and players may push their luck in a Blood Rage.

With my game I first focused on the mechanics which were at the beginning Action Point Allowance and Gambling. I then kept thinking and trying and developed the mechanics. I then realized that after battling monsters and working towards the center the perfect theme would be collecting priceless artifacts. What better priceless artifact then the Holiest Grail of them all?

The game ends when all the artifacts are collected or all but one that is uncollectible. The player that has the most points win. Points are scored by how many monsters are defeated, artifact worth, care packages, and monster bonuses. The score may be tied and if so the 8 tiebreakers may help. One of my favorite and last tiebreaker is the first person to find the real Holy Grail.

My game is awesome because of the cool blood rage, the attacking of unknown monster values, and the different special powers that keep players on the edge of their seats.
16 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
2. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Operation X Filtrate by C.Y.C.

Sometime in the near-future, the United States of America and other foreign countries are at war. Plagued with backstabs, betrayals, and chaos, the government has slowly begun to weaken, and spies are everywhere. The president has conveyed to you, along with four other agents, a desperate note--a rogue, high-leveled clearance military officer has stolen a document pertinent to the survival of your country. An anonymous tip has reported the document to be in a storage room in Maximum Security Blackwell Penitentiary—an unpredictable prison system in Europe. There, finding and retrieving the stolen files will be easy… but with a ticking time bomb in the region, chaos is imminent, and every man is for himself. Now, the president writes, now, the real problem is escape.

Your goal is to evade corrupt guards, local prisoners, and unseen dangers. At the same time, you must cunningly earn money to, eventually, buy your way to freedom. If you succeed and reach the exfil site, you will be welcomed back home as a national hero.

Game Mechanics: Player variable powers, tile placement, hand management, time track

Players control their agents on the board. They can choose to be relocated to other prison facilities by movement across the board. For money, players may burn down buildings, fight guards and other inmates, and migrate through restricted areas. They may trade items in the black market. Your main objective, though, is to spend money on favor tokens, which will be used to bribe your liberation.

The reason I chose this theme is actually many different reasons. My prison-spy-dystopian hybrid game came from a variety of memorable series that I binged on Netflix: Prison Break, Nikita, Legends of Tomorrow, Daredevil, Black Mirror etc. Also, I though the time track/exfiltration idea from the movie, Kong: Skull Island, was cool. Please feel free to ask more about my inspirations.

So how does one end the game? The victory conditions are met when five favor tokens are earned by a player who has also landed on the Helipad tile for exfil. They have won the game and the endgame conditions will have also been met when someone wins.

Operation X Filtrate is a compelling and thrilling approach to foreign affairs and the inside-workings of correctional facilities that withhold the dangerous individuals in our society. Set by the president’s last hope, one of you must survive. Once one of you has escaped, the penitentiary will be under lockdown. This game is competitive and is suited for all types of people looking for a challenge. As mastermind Michael Scofield (Prison Break) once said: “We’re not breaking out of a Jamba Juice, gentlemen.”; getting out is not exactly the piece of cake you were hoping for.
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
3. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Infect! By A. B.

You and several comrades have broken into a hospital, and acting as viruses, you are trying to infect as many people as possible. Travel around to the various rooms of the hospital and steal the patients for infection in order to earn more points than your fellow players. Just beware of the lurking security guards and the shortcuts your teammates might make to be the absolute best. Can you survive a night in the hospital? Or will you leave empty-handed?

My game mechanics are hand management, set collection, point to point movement, action point allowance, and programmed action/movement. You have a set of cards that you’re always managing and playing to keep the game moving along, although you’re limited to three actions per turn. With these cards, you also look at your hand and plan ahead of time what cards you want to play. You're trying to have the biggest collection of infecteds. You move through the hallways of the hospital.

On a turn, a player has the chance to play up to three actions with their combination of three white movement cards and two colored action cards. If you want to get to a certain room, you play movement cards to get around the board. Once you’re in a room, play cards to steal to people to infect. Want to get ahead of the game? Play some of your powerups! Stash your infecteds and keep your collection protected to earn the most points!

I chose this theme because it’s unique and a little different from your average idea of a game. When coming up with ideas, I just thought of the most random, creative, outside-of-the-box ideas, and this was the one that stood out to me the most. It seemed like a good idea that could become an extremely fun game!

The game ends when every person has been stolen from their rooms and there is no one left to infect. You add up your points at the end, along with any possible bonus points. The point values of each person (colored cubes) is shown on an index card. Whoever has the most points wins.

My game is awesome and amazing because it’s more on the evil side and gives you a chance to be the bad guy, something that can be fun as well as challenging. It’s creepy, fun, and thrilling!
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
4. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Co-Wat! by M.S.K.

In the jungle, hairless animals are in desperate need of fur coats. The problem is that there is only one coat in the whole jungle. To win it, you need to collect berries from huts, and fur-fill your animals purpose. Can you steal the fruits? Can you get the coat?

My game mechanic are action point allowance, point to point movement, and set collection. The game uses action point allowance in that on a turn players can move 5 spaces, or do combinations of moving in huts or collecting berries.The game uses point to point movement because there are certain paths that you have to follow to get berries.Finally, the game uses set collection by having to collect certain berries on your objective cards.

On a turn players do 5 movements.There are 4 actions possible;movement, entering huts, placing berries in your hole, and collecting berries.The berry cards interact with the berries because they tell you what y9ou have to collect. The animal cards tell you what you must do in order to win. Finally the hut work with the berries by holding the until an animal enters and takes them.

I had been thinking of a different sort of theme, something that I hadn't seen before. There aren't many games out there that involve hairless animals, so I really wanted to try and make something new and different.

The game ends when any one player completes two berry objective cards, and their secret animal card objective.The game is won by completing two berry objective cards,and completing your animal card objective.

This game is unique and pretty fun to play.It’s sort of a weird theme,but it was really fun to make and I loved finding hairless animals to use for pawns
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
5. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Humor At Hogwarts by: J.P.

In this game, you will be playing as a rebellious student who is using pranks as a way to “fight back” against the cruel Umbridge, (a teacher) and the sinister filch, (a caretaker who is not so caring.) However, you still must be weary of the Proclamations, because if you are caught breaking a proclamation, you will be punished. Will you be able to go down in Hogwarts history as a “master prankster," or just another one of the amateur trouble makers?

Game Mechanics and how you use them:
Action point allowance, this mechanic is used whenever a player must make their turn. You have several things you can do, but only have 4 actions per turn.
Area movement, players have lots of places that they can visit throughout the game. And will have to move around and prank different parts of the school
Hand management, This mechanic runs the fun part… pranks! You will have several cards that represent pranks and you will have to decide when and where to place them.

On player's turn there are several things you can do; Play prank cards, move around the school, move teachers/ photo people in order to lower enemies, and raise yourself.

I chose this theme because I am a big fan of “Harry Potter”,and because some past Harry Potter board games have not lived up to expectations.

At the end of your thrilling year at Hogwarts(12 months/rounds), whoever has the most “prank points” wins the game… (There are several “tie-breakers” set in my rules.)

This game is an amazing way to play through a fun year at Hogwarts, and get to prank people without consequence...What could be better?
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
6. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Last Living Lobster by S. F.

There are 4 colors of lobsters. They are living in an ocean right by a lobster restaurant. There are 5 lobsters of the same color. Each color is trying to not have their color cooked, but to have all of the other colors cooked. To not have your color of lobster cooked, you can save your own lobster color before it’s finished cooking with a save lobster tile. The last lobster color standing in the ocean will be declared winner.

Mechanics: Area Movement and Real Time

In Last Living Lobster, you use Area Movement to move around the board to get special tiles, to get save lobster tiles, to save lobsters, and to sabotage other lobsters. Each round is 2 minutes long. There will be a timer that is set for two minutes. At the end of the two minutes the lobsters in the pot are cooked and all of the save lobster tiles on the board are put back.

On each turn, a player has a number of choices to do. The player can move any lobster (doesn’t have to be of their color) in any direction on the board, or they can save a lobster from the pot.

The game ends with 10 rounds, if before 10 rounds, only one lobster color is left standing they are considered the winner. If that doesn’t happen, at the end of the 10 rounds the lobster color with the most of their color in the ocean wins.

My game is awesome and amazing because it keeps you engaged throughout the whole game. If you get distracted the time is still going and your lobster is cooking. There are many hard decisions to make throughout the game. If you make the wrong decision, it could hurt your lobsters. This game is a unique, different game. There is nothing quite like it!
14 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
7. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Burger Boss by J.G.


A burger restaurant has just fired their boss and you and a few others are trying to also get the job. The restaurant has decided to hold a competition to see who has the best burger skills. You need to get hired or else you will just have to look for another job.

I am using the point to point movement mechanic as you move from one of the stores to the next. The stores are the only places that you can go with no spaces in between them. It also uses hand management because you must decide which items to buy and how to pay for it. You also need to decide which food items to cook.

On your turn, you must pay your workers or else they will be fired. You also must move and buy objects to keep your restaurant going. You can also cook food and make money to get closer to your goal. If you decide not to cook any food, you must have enough storage in your refrigerator to keep the food.

I chose this theme because I haven’t played many games like this and I thought that it would be cool to engineer a game that was so unique. It was something that I was generally unfamiliar with. I did a little bit of research on it to figure out some estimated costs. I changed things slightly so you weren’t buying beef for $4.87, it was for $5.

The game will end at the end of 8 days. The person with the most amount of money wins. This is because this person will make the restaurant the most money and can manage money the best. There are other factors that weigh into a tiebreaker such as amount of chefs or sinks.

I love this game for how unique it is and I see how far it came from when I first played it. It was too long to set up and it was impossible to make any money. It was the best strategy to just not buy anything. So I changed a lot and I am happy at how it has came out now.
12 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
8. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Treasure in Time by J.H.

In the year 2917, time travel has just been created. You are a brave explorer seeking to get fame and recognition for your new museum, by time traveling back to 2017, and even the Stone Age. Many other brave treasure seekers are after the riches of the past, so you must be quick! Use the Space-Time Continuum to get around from time to time, and to leave your opponents in your dust. Will you become a legendary treasure collector and bring your musuem success and fame, or will you forever live in the shadow your nemeses’ gleaming artifacts?


Game Mechanics and how you use them:
Point to Point Movement - Players move their pieces between the different time-period boards and the space-time continuum.
Hand Management - Players choose whether to save cards or play them, and what combinations of cards to play.

On a player's turn, they play as many cards as they desire, including 0, then they choose between drawing a card (they can choose from 2 cards) from the time period board they are on, moving the space-time continuum, or trading one of their cards for a basic card (again, being able to choose from 2 cards).

I’ve always been interested with the idea of time travel, and all of the things that come with it. Right now, my game has a theme of time travel, but the mechanics and gameplay aren’t affected very much. If I continued making it, I would hopefully make paradoxes and affecting other times a core aspect of gameplay itself.

When a player secures 15 artifact points in 2917, where their museum is, they win the game immediately.

My game is fun, because it has a lot of player to player interaction, and there are different strategies with different combinations of cards.
12 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
9. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Crazy in Love with Drawing by J.Z. (Beyonce’s Husband)


You are in a world that appreciates good artists and despises bad ones. Good artists get all the wealth, fame, and respect, while bad artists are isolated, ignored, and poor.

You and a partner must face off against a team of two in the craziest cube art competition of the century to determine their fate.

Game Mechanics: Tile Placement: tiles/cubes used to draw pictures, Betting/Wagering: players bet on which team will win, theirs or opposing, Deduction: players must guess what their teammate is drawing, Partnerships: players will form two teams of two.

At the beginning, all players bet up to four betting cards (inside the player bags) on which team they think will win, their team or the opposing team. Next, players will draft a topic card. Then, the players will choose someone to construct a picture using the cubes. The picture must be something related to the topic drafted. Instead of the drawer determining what to draw, the opposing team privately tells the drawer what to draw without the drawer’s ally knowing.

The drawer will draw the object using the cubes, and the guesser must guess what the drawer is guessing within one minute. If it is a success, the drawer and guesser get a point. If they don’t, nothing happens. The players will determine the drawer and guesser on the other team, and the same thing will happen. They will use the same topic card. After every topic card, players will alternate positions as guesser and drawer on their team.

I picked the drawing theme because I think that people will enjoy making their own things, and I like drawing things too.

The game ends after 15 topic cards have been drafted. The process of finding the winning team is complex. First, allied players will sum up their points. If it is a tie, then another round will be played, but only one team will draw and guess. If they guess it in one minute, that team wins. If they don’t the other team wins. If not a tie, players will assess the betting cards and sum their scores again . The team with the highest sum wins. If the second sum results in a tie, the same tiebreaker will be used if the first sum was a tie.

My game is amazing because it allows people to create what they want.
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
10. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Aokigahara by C.E.

Food is very scarce in Japan right now, and families are throwing the weaker people into the forest to save them money and food. You are the unlucky “weaker person,” and have to find the exit of this forest. Only one person can escape before villagers get suspicious and everyone is sent back, so it’s a race to escape. You can hinder the others with the help of kind magical spirits you have come across, however you can come across hostile spirits who will bring you trouble for bothering them. Will you escape the cursed forest of Japan or spend the remainder of your days wandering in the darkness, wasting away?

Game Mechanics:
Action selection: You may choose what actions you will take, and when, how many spaces you move, and in what direction.
Area Movement: You can move around the board.
Trading: You can trade your spirit tiles with other players.
Take That: You throw spirit tiles at others to steal from them, and slow them down or even stop them from moving one area altogether.

Each turn, players will move up to two spaces (this number may change depending on your condition card). After, you will flip the tile you’re standing on and collect it. Then, flip one tile touching the one you just flipped. You collect that as well. Each tile can be an effect tile, spirit, tree, key, or end tile. You take on every effect piece you flipped, if any, and may use any spirit pieces you have acquired, or save it. You may also trade with any players in a 5 tile radius. If you use any spirit tiles on a player in possession of a key tile, you get the key tile from that player. These tile actions can be taken in any order but you must move first.

Although it has a dark history, the forest, Aokigahara, is such a beautiful place, and the history is interesting. Plus, I get to add Japanese spirits, which are so interesting to learn about.

You win once you have the key tile and find the end tile, hidden somewhere among the other tiles.

WHY IS YOUR GAME AWESOME AND AMAZING?: JAPANESE SPIRITS AND FOREST ESCAPES WOO!
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
11. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Eelopolis J.W.

You and your friends are undersea explorers travelling the world in search of new species and old ruins. On one of your expeditions, you find the lost city of Atlantis, now inhabited by colorful eels intent on protecting the treasures hidden within. You must conquer the eels at their dens in order to fight their leader, the Queen Eel. Will you come out on top, or will the eels get the best of you?

Area Control/Influence: Players capture eel dens of specific colors that will help them defeat the Queen Eel. Eel dens can be captured, held, and taken away by other players.
Area Movement: Players move their pieces across the board to reach specific dens, as well as passages that cut through the sides of the board.

On any given turn (In no specific order) , players may move 1 space, capture eel dens, take other players’ eel dens, trade in cubes, and capture the Queen Eel. Players also gain one eel cubes of a certain color, consisting of green, red, and blue. These colors correspond to Eel dens on the board, which are captured by that color cube.

I chose the theme because eels are my favorite animal. I think that they look awesome in the water, and the fact that they can harness electricity is even more fascinating. The game originally started as Eels and Escalators from Spongebob Squarepants, but evolved to a city of eels set in the ruins of the famous sunken city.

Players win the game by conquering the Queen Eel, accomplished by capturing smaller eel dens as well as collecting Queen Cubes. Players must control at least two eel dens of any color in order to be eligible for capturing the Queen. Players must have captured three dens of different colors at least once, and have three Queen Cubes to win.

I think my game is awesome because it includes an animal that doesn’t receive much attention, whether it be for its appearance or for the slimy aura surrounding an eel. The story surrounding the setting is very fun, and the mystery of Atlantis will keep players engaged through their experience.
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
12. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Inventor by A.D.

Build. Design. Invent. You are a mechanic in the 21st century. All the antique machines have been burned for scrap metal. You are hired to recreate some old inventions with some dusty blue prints found in a museum. Can you build the best machines for your sites or will you fail with the others?

The object of the game is to build the most machines for your city.

Action Point Allowance - you have four action points per turn.
Modular Board - the board is made of hexagons that can be rearranged in any order
Pick Up And Deliver - Players collect resources around the board and bring them back to their designated laboratory

Players start by placing the normal pawn any where along the outside edge and move pawns to find resources on the hexagonal titles. Players take actions to attack, build, expand, patent, or get blueprints. Players have to use all four action per turn. Players can use different resources to do these actions. After patenting players get a random number (1-5 weighted) of experience tokens + 1 or 2 extra depending on the difficulty of machine built.

The game length is decided by the group playing. Player will choose how many rounds they want to play and the games ends when that many rounds have been played. Players win by having the most experience tokens at the end of that many rounds.

I choose this theme because I really like steampunk. I based this game off of steampunk concepts such as different inventors building their own machines.

My game is awesome and amazing because you get to build machines and while doing so you can sabotage, and every one likes architects.
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
13. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Fandomination by S.A.

You are a fandom teleporter, who needs to take over fandoms to save them, and the other players are trying to take the fandoms for themselves. You either want to make it one supreme fandom and make it full of fandom cultures or you want to keep them individual and take over the world. Are you going to make it through the battle of the fandoms?

Game Mechanics: Trading and Campaign Battle Card are the game mechanics in Fandomination. You are allowed to trade fandoms if both players agree to the trade. A reason to trade would be one fandom would be more popular and the other player wanted something of another’s like their character cards, fandoms, or battle cards. Campaign battle card is used to battle for the fandoms. Campaign Battle Card in my game is used by having one person put down a low card and have the next player put a higher number card down, until there are no higher cards, you may combine two cards to get a higher number.

Players can battle for a fandom, trade fandoms, make a ship (not a boat) or wanting a romantic relationship to happen between two people, return a character to their home or take a character card with the name of the character and fandom on it back to their fandom.

I chose this theme because I love books and movies, am part of very many fandoms, and am very interested to learn about other fandoms and more about my own.

The players win when they get four to six fandoms, depending on how long players want their game to be.

My game is AWESOME AND AMAZING, because my game has different fandoms that appeal to different people like the people who like murder mystery (Sherlock), kissy-kissy adventure stuff (Hunger Games), or drama (Gilmore Girls) Also, who doesn’t like to go into the fandom world?
9 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
14. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Wild West Conquest by E.S.

You are a cowboy roaming the lands of the Louisiana Purchase. Your job, to claim as much land as possible and collect valuable resources, is challenged by other neighboring cowboys wanting to do the same. Will you strike gold and beat out the competition to make a name for yourself as the richest cowboy in the Wild West? Or, will you be defeated and left with the tumbleweeds?

In my game, I use the following mechanics: Area Movement, Trading, Tile Placement, Modular Board, Area Control, and Set Collection. These are used when players move from land tile to land tile, and when players spend certain sets of resource cubes to claim land tiles. Each land tile is a modular piece that makes up the playing field.

Players move around the board (modular land tiles) collecting resources and industrializing land tiles in order to gain points. Points are counted at the end of the game based on how many resources and how many land tiles a player has/owns. After each round (every player has had their turn once), a new land tile gets added to the board. There are five resources: Wood, Water, Food, Coal, and Gold. Each of these resources have their own values (they are worth different amounts of points), and they each can be used to purchase land tiles or trade with the bank and other players.

I got the idea for a wild-west-themed-game from a game I created with a partner in class using UNPUB cards. The game wasn’t that thought out, but it gave me an idea to produce Wild West Conquest. I decided to go along with the wild west theme because I felt that the Wild West has a lot of action that can help enrich my game with intensity. Besides, who doesn’t like cowboys and cowgirls looking to strike gold?

The game ends once every land tile in the reserve has been placed. After the last land tile has been added to the board, players each get one extra turn before they count up their points. Points are determined by how many resources a player has. However, owned land tiles also convert to resources at the end of the game. The more land tiles you have of one resource, the more resources they convert into (4 gold land tiles converts into 7 gold resource cubes). The player with the most points wins and is the richest cowboy/cowgirl in the Wild West!

My game is absolutely awesome and amazing because there is a lot of competition between players, and there are many actions a player can do on his or her turn. This allows for many strategies and tactics to be developed and implemented in the game. Players always can try something new and have a different experience each time they play!
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
15. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Desert Treasure by C.D.

You are a struggling archeologist, looking for a way to make some money. Then, you discover a treasure trove of artifacts, but you are not alone, other archeologists have come to also stake their claim. So you go dig as soon as possible, but you are on a time limit, and have to move and dig up artifacts before the sandstorm catches you. Will you be the star archeologist or will you be left in the dust?!

Game Mechanics and how you use them: The game mechanics are: Auction Bidding, Point to Point Movement, Variable Player Powers, Action Point Allowance, Press Your Luck, and Memory.

Before you start playing, you get 1,000,000 dollars where you auction off four cards that will give you an advantage in the game, the SUV, making it so you can move one extra space per turn, the Bulldozer, making it so digging takes only one action, the Workers, letting you carry twenty extra pounds until you slow down, and the saboteur, which disables one other advantage after the auction but before the first person moves. If you are sabotaged by the saboteur, you flip over your card. (Note:You keep the money you did not spend at the auction.)

Each turn you have three actions which you can use to move, dig, or drop.
Moving means you move from the tile you are on to another adjacent tile. This takes one action. Digging is where you flip the tile you are on, taking that tile, placing it in front of you, and replacing it with a replacement tile, this takes two actions (one if you have the bulldozer). The last thing you can do is drop an artifact. The goal of the game is get the most artifacts in the base, so dropping them in there is highly recommended. If you drop a tile in base, you have to flip that tile over and set it with your money. Dropping takes one action.

After your turn, you put the turn counter down one.

I chose this theme because ever since elementary school, I have been enthralled by archeology, and am still interested in it today. This game really makes me feel like an archeologist, because you need to focus on what archeologists focus on such as how much you can carry, and when storms will come.

The game ends when the turn counter gets to zero, anyone not in the base by zero is disqualified. A player wins if they have the most money. They get the most money by putting artifacts in the base (the starting spot for all players) or/and being in the base with artifacts.

My game is awesome and amazing. First, it is very fast paced and quick. Also, it makes you create and change strategies as you go. Finally, it really makes you feel like an archeologist.

(P.S. If you have a better name for this game please tell me, I would really appreciate it.)
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
16. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Palace of Shrines by D.S.

Your one god is true, all others are blasphemous. Ever since you were a child, you have always sensed some purpose in your life. Now you have been spoken to, directed at your capital. However, others have been blinded, transformed as leaders of cults that have no purpose. You must gain the capital as your own. Will you fall at the hands of peasants? Will you be able to please your god?

You are a cult leader, sent by a deity that is probably a figment of your imagination. Your goal is to conquer the port city of Hathe, and you must have no combat on the way to glory. Others have claimed the throne, and they are unworthy.

Game Mechanics: Area Control/Influence is used by buying shrines, which give you power over that area. However, other players may buy the shrine from you for double the price you paid. Set collection is used by getting money. There are no cards in this game, only money, because I felt no need for cards.

Players have 3 actions they can use every turn. You can move any amount of spaces until you reach an obstruction or river. Obstructions include Buildings and walls. Actions can also be used to enter buildings, gain followers, and acquire nobles.

I chose this theme because I originally wanted to make a 3d board, but the resources were not available to me, so I resorted to a flat board. My theme is a Medieval city. I researched City structure, and also medieval social structure. These two combine to make a semi-accurate representation on how religion dominated people’s lives, and how no one was above the law, except religion.

Players must have the most nobles when the spire bill is pulled. Like I said earlier, the game has no cards. So I drew a symbol on the back of a 50,000 dollar bill, and when someone receives it, that ends the game. The game ends 4 turns after the spire bill is pulled. You win by being the having the most nobles, however, they leave after 3 turns, so when the spire bill is pulled, there will be a noble collection frenzy.

WHY IS YOUR GAME AWESOME AND AMAZING?! I attempted to emphasize player control, and how all players have equal ability to fail, or win.
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
17. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Smashteroids by N.W.

You are a panda in space, travelling from Mars to Jupiter. You need bamboo to survive, and on Mars, all bamboo has been destroyed. You and your opponents are racing to Jupiter to get the delicious bamboo you need. Watch out--between Mars and Jupiter there is an asteroid belt that is treacherous and dangerous! Can you dodge the asteroids and make it to Jupiter first?

Mechanics:
Action point allowance: you have two moves to use every turn.
Area movement: players move their spaceships across the board.

Players move from tile to tile trying to get to Jupiter. There is an asteroid belt in between Mars and Jupiter that moves every round. Players can choose to hop on asteroids to move faster, hop on people to paralyze them and drain their fuel, or teleport through portals to finish faster. The game is played in several rounds. In a round, each player takes their movement turns and then the asteroids in the asteroid belt move. After the asteroids move, the start player token passes to the player to the left and a new round begins.

I chose it because I was always fascinated with space and the universe. I chose pandas because I had just learned a lot about them, they fit my theme because pandas need bamboo to survive, and jupiter is the only planet that has bamboo in the entire solar system.

The game ends when everyone has gotten their spaceship cubes to Jupiter, the biggest planet on the map. The first player to get both of his spaceship cubes to Jupiter wins.

My game is amazing because players are pandas racing to mars for the abundance of bamboo that has sprouted there.
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
18. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Pinball Penguins by J.C.

Penguins need fish, and on the icy sheets of Antarctica, the sea can’t be found for hundreds of miles. The only way to get fish in time is to reach the ice holes, where the penguins can reach them. However, there is only a certain amount of fish near each ice hole. Players must compete to survive by pinballing around the board and collecting fish.

Area Movement - Pinball Penguins takes place in a small section of ice in Antarctica. You end up traveling all over the board to eat fish and avoid players and glaciers.
Programmed Action - I decided to use this mechanic because I liked the way it worked in Walk the Plank. In Pinball Penguins, you play three movement cards face-down and they are revealed player by player.
Hand Management - In Pinball Penguins, you have a hand of 12 cards to chose from. Each card has a different way that you can move around the board.

At the beginning of a round, each player will play three movement cards. These cards will be revealed in a clockwise direction, starting with the player who has eaten seafood most recently. If a player moves onto a ice hole, they take any one fish token from the edge. If a player hits another player with one of their penguins, they take two fish tokens from the victim. After the players have all moved, the glaciers are moved. Reveal one card from each pile, found to the left of the board. All of the green glaciers are moved based on the green card revealed. This is the same for the other two colors (green and orange). If a player is hit by a glacier, they lose three fish token.

The reason I chose Antarctica as the theme for my prototype was because of the many different types of games/mechanics that would go well with it. I have played a few games with a cold environment theme (ice, Antarctica, snow, etc.) and I noticed how many obstacles you could create with just a sheet of ice.

The game ends after 15 rounds have progressed. Whence this has happened, players with at least two penguins in the cave count the number of fish tokens they possess. Whichever player has eaten the most fish, wins. If no players have more than two fish in the cave, everyone loses.

One of the best aspects of Pinball Penguins is how interactive it is. Many of the cards involve sliding around the board, bouncing off of walls, and rolling, flicking, and dropping cubes. In my opinion, to be able to move around the pieces in this way really makes a game more fun.
12 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
19. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Shooting Stars by B.K-L.


You and your friends have all decided to become publicists because of the boom in media. But being a publicist is hard work, especially when you’re just starting out. You have to gain well-known clients and reputation non-stop, make connections with the media, and assign your clients to events, not to mention compete for clients! Which of your “friends” can you trust, and which will stab you in the back? Can you get the most popular clients? Can you gain the most reputation?

Mechanics: Area movement, card drafting, bidding, dice rolling, set collection, and action point allowance.

All players start at the START space in the center of the board. Players have 3 actions to use on each turn, which they have to use all of. They can use those points to move (1), interact with clients, connect at a magazine (2), release press (after connecting 3 times at the same magazine company) (1), brag to a magazine (about getting a new client) (1), and other actions. Getting clients and earning reputation points are the main focus of the game. To get a client takes 2-3 steps/actions. First, you must Dibs a client (1 action). Then, you Charm the client by rolling the die to get certain numbers depending on the level the client is at. If someone ends their turn on Dibs, another player may Dibs the same client and Bid a starting price for a bidding war between the two players. Whoever wins stays on Dibs and the loser must get off Dibs. You gain/lose reputation points from many different aspects of the game, such as press release directed towards you, sending clients to events, and Bragging about clients. You can only find clients in the 4 hotspots around the board: Movie Studio, Recording Studio, Dance Studio, and Book Publisher. Once you have charmed a client, you cannot attempt to Dibs or Charm another client until you have Bragged to a magazine company about earning your latest client. This makes you have to go from hotspots to magazine companies throughout the game, which is a reason why players have to move around the board. After every 3 rounds, an Event Night takes place, in which events are picked through card drafting to be out for the night. Players then take turns sending their clients to the events based on worst to best client basis.

The game ends after 24 rounds (6 event nights). The person with the most reputation after trading in all resources for reputation points wins.

I actually came up with this theme from dumb-luck! While trying to figure out what would be an interesting theme for a game, I decided to go to my Spotify songs and hit shuffle to try and pull ideas from the titles/themes of those songs. Sadly, I do not remember which song it was that inspired the publicist idea, but I’m glad I listened to it that first time! I chose this theme instead of another because I thought the idea of having a client base which you help and stick with through thick and thin sounded like a very interesting job to have, and one that could be very eventful!

I think my game is very unique because if you think about the vibe around jobs, it doesn’t seem like you would want to make a game, where fun is a priority, about one. Making a game about a publicist’s job is hard to do, since there are so many elements that are important to include, but are difficult to translate into a game that works. Even though I had to leave some aspects out, my game is still interesting and fun because of the competitive aspect that I managed to work into it, even though publicists aren’t usually competing. The Press Release cards make players choose between helping themselves or hurting others. I’m proud of the Magazine Connections that I put in, since that is important in how a publicist can help their clients. Having Magazine Connections in the game lets you control Press Release, and gives you access to some exclusive parties, both of which are benefits that real-world publicists get from connections.
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
20. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Dragon’s Gate by V. L.

As long as fish were swimming in rivers, the legend of the Dragon Gate existed. Though many fish only dreamt of jumping the Dragon Gate, some individuals were quite motivated to succeed. These fish have the spirit to win over one of the dragon god’s favors, which will, eventually, lead to their success of jumping the Dragon Gate. And you, are one of those motivated fish.

Game Mechanics and how you use them:
Set Collection- You collect cards from a various selection of locations, and only certain cards are available at specific locations.
Hand Management- Rare cards and area domination cards can be combined to make special forces, but if you are in a hurry, then you can only use the domination cards for regular space.
Variable Player Powers- Depending on which dragon god you make offers to, your powers will vary.
Press Your Luck-You can continue to flip chits, or stop and take what you have.

Players continue down the river towards one location of their choice, and flip chits or pull cards.They can move from one location to another, but that will usually take multiple turns. Chits and cards can interact for special domination actions, but thats on a very rare basis.

My grandfather often told me of this tale, and I had a very high opinion of it since I was small.

When one player gets to the Dragon Gate, or have taken over the Dragon Gate. The Dragon God that the winner has the favor of ultimately is crowned the new Dragon King. The territory of the Dominant One (one with the most territory, does not need to be winner), shows all of the rest of their cards in hand, and see if the one who took the Dragon Gate has less than them. If so, the Dominant One ultimately wins.

WHY IS YOUR GAME AWESOME AND AMAZING?
BECAUSE I’M THE HAND-DRAWN MAJESTY, AND I SPENT A LOT OF TIME ON IT.

Mercury note: Be sure to click on the picture to see the hand-drawn cards.
9 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
21. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Slama Hamma Ding Dong by D. Y.

In the weird world of Stevensphill, everyone is craving ham! Nobody knows where the ham is, but a secret source leaked to you the location. Now players must race to the ham before anyone else does. In order to get to the ham, players must run around the city while collecting items, trading, and robbing banks.

Trading: During a player’s turn, they can choose to offer a trade to an opposing player. Players only get to offer one trade per round.

Card Drafting: Players can draft cards once they land on a claiming square. Cards have different values and can be used for different purposes.

The game is played in rounds. In a round, players get 5 total actions. You can move your character, trade, or steal.
Whoever has the Pig card gets to go first. After a round the pig card will be passed to the player on the right and then that player gets to go first.

For most of the game, players will be collecting cards on the top part of the city. Once players get the key cards, then they can unlock the bottom half of the city.

Players can enter different buildings and draft cards. Those cards can be used to trade or claim other cards.

Player can also rob banks, but if caught players could go to jail and lose a turn.

A player can win by obtaining the ham. If more than one player obtains the ham within the same round, then they go through a tiebreaker. The tiebreaker is determined by whoever has the most points.
I wasn’t sure what idea I was going to use, but then the idea of ham just naturally came to me. Ham is just a random word that many people don’t appreciate. I think that ham is a great tasting wonder provided from nature.

Slama Hama is a very interesting game that has players chase after a piece of heavenly ham.
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
22. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Take It And Run by B.M.

Things aren’t looking good. You have depleted your inheritance from pops, and are desperate to pay the bills. So, you and your buddies have resorted to art thievery. It pays well, but it’s extremely high-risk, with the police on watch, as well as really tired guards. In Take It And Run, players compete to create patterns with stolen art to earn points, and play cards on themselves and others… some being good… some being bad. Can you collect the most points by the time the po-po arrive?

My mechanics are pattern building and set collection. These are used to gain point tokens, which are how one wins. The cards that are works of art are used to make patterns.

At the start of each player’s turn, they must draw a card from the deck. They show this to others, no matter what it is. If it is a work of art, take it to your hand. If it is an effect, take that effect, good or bad. Once a player has collected enough cards, either by trading or drawing from the deck, they may use them together in a pattern to earn a certain amount of points. More difficult patterns have higher point values. The game continues as so.

I chose this theme because It seemed like a really cool and open-ended idea I could easily collab and add on to. I wouldn’t have had the game I have now without my great feedback. It really helped me expand my game.

The game is measured in rounds, by the po-po progress meter. The meter measures 10 rounds, which is how long it takes for the po-po to reach the museum. When the meter hits 10, the game ends. Players then total their points, and whoever has the most is the master heister. If there happens to be a tie, players play rock paper scissors, very fitting for art thieves if I do say so myself (Not really).

My game is awesome because it’s unique. I have never once played a game that had art thievery in it. I plan to be the first of 2017 to do so. I love card games, so this game allows me to experiment with that style of game (It’s hard.) I hope people will enjoy it as much as I do.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
23. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1968]
Kathleen Mercury
United States
St. Louis
Missouri
flag msg tools
badge
Please check out my student game design Geeklists! You rock!
Avatar
mbmbmbmbmb
Grab it, Go Go Go! by R.P.


You and a few other robbers all heard of the new bank that opened on Fourth Avenue in Manhattan. All of the robbers want to steal the money, and get out of the bank first. However, only one robber can successfully get out. Players are competing with each other to take the money and get out of the bank first. Who ever reaches the emergency exit and gets out of the bank with the money first wins.

Game Mechanics and how you use them: The mechanic in my game are action selection, area movement, and tile placement. Players get four actions per turn, and they can use them to move disable a camera, set a trap, collect a key, unlock the vault, and take money from the vault. Area movement is used because my game is a race game, players move across the board to win. Tile placement is used by players placing tiles as traps for other players.

Each player is a robber, trying to steal the money and get out of the bank before they get caught. Players move across the board, collecting the keys they need to unlock the vault while setting traps for other players. They can throw a grenade at another player to decrease their actions, or block off a certain area so they have to take a longer route to get out using a tripwire or bear claw trap. Players also have to avoid being seen by the cameras and detected by the motion detectors. They can disable cameras using their peanut butter and infrared light so they can get past them. The motion detectors cannot be disabled, they are a permanent obstacle. Once they reach the vault, they have to unlock it by using a bobby pin, steal the money, and get back to the emergency exit. Who ever reaches the emergency exit and gets out of the bank with the money first wins.

I chose this theme because who doesn’t love breaking rules? Bank robbery is not something people get to do on a day to day basis, since it’s, you know, illegal. In this game, players get the thrill of knowing they are doing something illegal, in a way that is allowed. I created a board game in another class based on bank robbery. In that class, what mattered was how the board looked so the overall game was honestly terrible. I decided that I really wanted to develop that game and make it (as Ms. Mercury would say), awesome and amazing.

The game ends once a player passes through the Emergency Exit. The player that passes through the Emergency Exit first with the money is the winner.

My game is a unique game that provides a lot of conflict and choice for players. Players are actively engaging with each other as they set traps and try to make other players fall behind(who doesn’t love a little sabotage). Players get to choose what route they wish to take and when they wish to set traps. The person that wins gets to be the one with all of the money and most importantly, the bragging rights. That is, until you play again.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.