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Subject: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Contest Ready rss

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Scott Hill
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Entry Thread for Cambridge
Designed for the 2018 9-Card Nanogame Contest



Cambridge
Age: 10+
# of Players: 2
Game Time: 15+ minutes

Components:
[9] Cards on [1] A4 double-sided PDF sheet - see download links, below.
[1] Rules PDF - see download link, below.
[18] stackable 15mm discs (9 each of 2 distinct player colours) - to be provided by player(s).

Cambridge is a 2 player abstract territory control strategy game.

In Cambridge, players play opposing generals exploring a new environment, deploying units into villages and strongholds, and then finally conquering their opponent in a battle of wits and strategy.

I'd Like to be entered in:
Best Overall Game
Best 2-player Game
Best Written Rules

Download Links:
Cards
- Colour: https://1drv.ms/b/s!Aj_az2k4Qe627TunKxUEFvFitx1w
- Low Ink: https://1drv.ms/b/s!Aj_az2k4Qe627UigSIFtKzeNPHRb
Rules: https://1drv.ms/b/s!Aj_az2k4Qe627WMHAz25peaY_x3D

The files are also available from the Files section of the BGG database game page for Cambridge.
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Draft Rules

Introduction
Cambridge is a 2-player abstract territory control strategy game.

Components
1x Rule book – this document.
9x Location cards – supplied, see Cards PDF.
18x Stackable 15mm Unit discs (9 each of 2 distinct player colours) – to be provided by player(s).

Overview
In Cambridge, players play opposing generals exploring a new environment, deploying units into villages and strongholds, and then finally conquering their opponent in a battle of wits and strategy.

Setup
Each player should choose a player colour and collect all 9 Unit discs of their chosen colour.
Then, randomly select a Start player.
The Start player should then collect all 9 Location cards into a deck.
You are now ready to begin the game.

Location card anatomy
Location cards consist of 3 parts:
Roads (brown)
Fields (green)
Villages (white circle) or Strongholds (white circle with grey outline)

Villages and Strongholds are considered to be neighbouring if they are on adjacent Location cards, and they are connected by an unbroken Road.

Game Structure
A game of Cambridge is played over 3 phases – Exploration, Deployment, and Conquest. The winner of the game is the player that has Unit discs remaining at the end of the Conquest phase. If both players lose all their Unit discs during the Conquest phase, then the game is declared a stalemate.

Exploration phase
During the first phase of the game, the players take turns, starting with the start player, to choose a single card from the Location card deck and place it, either face up, on the playing surface, in any orientation, obeying the following restrictions:
• After the first Location card has been placed, all subsequent Location cards must be place such that at least one road on the chosen Location card aligns with, and connects to, a road on an already placed Location card.
• Location cards must not be placed in such a way as to create one or more roads that lead into fields.

After placing a Location card, the current player hands the remaining Location card deck, and the turn passes on, to their opponent.

Once all Location cards have been placed, the Exploration phase is complete and play proceeds to the Deployment phase. 

Deployment phase
During the second phase of the game, the players take it in turns, starting with the player that did not place the last Location card to deploy Unit discs to the Villages and Strongholds present, obeying the following restrictions:
• Each turn a player may place one Unit disc only.
• Unit discs may be placed in unoccupied Villages or Strongholds, or Villages or Strongholds already occupied by the owner of the Unit disc being placed.
Once all Unit discs of both players have been placed, play proceeds to the Conquest phase.

Conquest phase
During the third, and final, phase of the game the players take turns to perform one of four actions:
1. Move
2. Reinforce
3. Attack
4. Reduce
These actions are described below.

If the active player can perform one of the four listed actions, then they must perform one.

If the active player cannot perform one of the four listed actions, then they must pass.

If both players pass, then the game is declared a stalemate.

If one player’s Unit discs are entirely removed from all in play Location cards, then the player who has Unit discs remaining in play is declared the winner.

If neither player has Unit discs remaining in play, then the game is declared a stalemate.


Move action
To perform a Move action, a player moves any number of their own Unit discs, from a single Village or Stronghold, to an unoccupied neighbouring Village or Stronghold.

Reinforce action
To perform a Reinforce action, a player moves any number of their own Unit discs, from a single Village or Stronghold, to a neighbouring Village or Stronghold that is occupied by their own Unit discs. The moved Unit discs are added to those occupying the Village or Stronghold.

Attack action
To perform an Attack action, a player moves any number of their own Unit discs, from a single Village or Stronghold, to a field on the Location card of a neighbouring Village or Stronghold that is occupied by their opponent’s Unit discs.

If the opponent’s Unit discs are occupying a Stronghold, then one Unit disc is removed from the active player’s moved Unit discs.

But, if the opponent’s Unit discs are occupying a Village, then one Unit disc is removed from the opponent’s occupying Unit discs.

Unit discs are then removed from both the active player’s moved Unit discs and the opponent’s occupying Unit discs, one at a time, equally, until either no Unit discs, or only one player’s Unit discs, remain on that Location card.

Removed Unit discs are placed to one side and are now considered to be out of the game.

If none of the opponent’s Unit discs remain on the Location card, then any remaining Unit discs of the active player are moved onto the Village or Stronghold on that Location card.

Reduce action
To perform the Reduce action, the active player chooses an in-play Location card and removes it from the game.

The chosen Location card must not hold any Unit discs of either player, and removing the chosen Location card must not split the remaining in play Location cards into more than one contiguous group.
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Added game logo, details, and v1.0 of cards PDF.

Draft rules coming very soon, but, in brief:

Game is played out over three phases - Explore, Deploy, and Conquer.

During the Explore phase the players draft from all available cards, placing one card on the table, either side up, and with any orientation, but with path meeting path.

During the Deploy phase, the players place their unit discs on to either an unoccupied settlement (the circles in the centre of each card), or a settlement occupied by their own units.

Then, in the final Conquer phase, the players move units from one settlement to either an unoccupied settlement, or to one occupied by their own units, or they 'attack' an opponent settlement. If attacking a village (no grey border) then defenders first lose one unit, if attack a stronghold (with grey border) then attackers first lose one unit, then both side lose units one at a time, equally, until only one player's units left. Game ends when one side is conquered.
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Joseph Propati
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Welcone to the contest
 
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C&H Schmidt
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Why is the game called Cambridge?

(As a current student of the University of Cambridge, I checked out this thread because of the name.)
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Gswp wrote:
Why is the game called Cambridge?

(As a current student of the University of Cambridge, I checked out this thread because of the name.)

I live in Cambridge, UK.
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C&H Schmidt
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Ah, I thought there would be some thematic (historical?) connection.
 
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Jonas Lidström Isegrim
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
There is a brige to fight over!
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Gswp wrote:
Ah, I thought there would be some thematic (historical?) connection.

I could say it’s an allegorical examination of Town vs Gown. But that would be a lie.

Anyway, it is a reference of sorts, but I’d prefer to maintain a slight air of the mysterious about it.
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Quadrante wrote:
There is a brige to fight over!

Several bridges. And a stronghold!

(Well, a mound, that was once part of a Norman castle, iirc)
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Uploaded minor changes to full colour cards PDF and added low ink cards PDF (https://1drv.ms/b/s!Aj_az2k4Qe627UigSIFtKzeNPHRb).
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Draft rules started, see: https://boardgamegeek.com/article/27894810#27894810
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Idea Phase
Draft rules post updated with final rules.

Added link to rules PDF to thread OP.

Cambridge is now Component Ready and I will be moving it to Contest Ready as soon as I've double checked the rules text.
 
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Joseph Propati
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
Don't forget to put some graphics in your logo.
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
kingspud wrote:
Don't forget to put some graphics in your logo.

Thanks! I forgot the requirement to have some kind of ‘artwork’ in the logo.
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
Updated logo in thread OP.
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
Added some text examples to the rules PDF. Plan is to add some images to these examples before making the game contest ready later today...
 
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Garry Hoddinott
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
A top little game! It's simple, logical, intelligent. Constructing your board map is quick following minimal rules and an interesting part of the game as you can begin to set your strategies. By having essentially the same map card front and back with the simple variation of villages on one side and strongholds on the other means no two games are likely to be the same. You might like a certain strategy, but you will need to implement it differently as the map takes shape each game. You then place your army units army units with an eye to the villages and strongholds you will be trying to protect / conquer. And then ... no dice - attacks are made with known strengths and no random outcomes.
This is an excellent type of game for the 9 cards format. Add a handful of flat discs and you are all set. Cambridge doesn't try for too much, but certainly delivers on what it promises. Give this one a try.
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
Added example images, and made a few other minor edits, to the rules PDF.

Cambridge will now be moving to Contest Ready.

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Scott Hill
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GarryHoddinott wrote:
A top little game! It's simple, logical, intelligent. Constructing your board map is quick following minimal rules and an interesting part of the game as you can begin to set your strategies. By having essentially the same map card front and back with the simple variation of villages on one side and strongholds on the other means no two games are likely to be the same. You might like a certain strategy, but you will need to implement it differently as the map takes shape each game. You then place your army units army units with an eye to the villages and strongholds you will be trying to protect / conquer. And then ... no dice - attacks are made with known strengths and no random outcomes.
This is an excellent type of game for the 9 cards format. Add a handful of flat discs and you are all set. Cambridge doesn't try for too much, but certainly delivers on what it promises. Give this one a try.

Thanks.

Really pleased with the game. As, I think, is probably always the case, there are aspects of the game I'm not 100% happy with, but it is a complete game, and, I am of course somewhat biased, but, I find it a fun little filler.
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
Cambridge has been set back to Component Ready, as allowed by the contest organiser, just in case I need to make any changes before the 15th.
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
Cambridge now has a game page in the BGG database.
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Chris Fee
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No fair! They're using brains against us! We removed our brains to make room for guns and explosives!
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
Fairly straightforward game that sets up and plays quickly. I'm not as big a fan of perfect information games but that is on me, not the game. The rules are very clear and provide excellent examples.
 
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Scott Hill
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Re: [WIP] Cambridge - 2018 9-Card Nanogame PnP Design Contest - Component Ready
The v1.0 Print and Play files are now available from the Files section of the BGG database game page for Cambridge.

And I am now setting Cambridge back to Contest Ready.
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Christofer Waldenström
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Hi Scott!
I printed and played your game a couple of times. It is a nice little logic game, easy to set up with simple rules but a nice depth in gameplay. The rules are clear, and the examples makes it easy to understand the different parts of the game, even if I would have liked small arrows or something in the pictures just to make it super clear what was going on. I liked the different phases of the game, building the game board, deploying unit, and then fight. Once you understood the strategy of the fight phase, phases one and two became more and more strategic. Cool.
There were a few times, however, that I ended up in a situation where the game basically stalled because none of the players wanted to enter a village because it was bad for them. Or they just did small moves “behind own lines” to make sure that the other player could not win a disc by attacking a village or could not remove any of the cards behind the lines to shrink your playfield and make you move into the bad spot. As an example, in the picture, players can choose to move discs back and forth between their stacks if neither wants to enter the village in the middle because it will lead to losing a disc compared to your opponent. Maybe you could find a way to make the game progress faster in those situations.
Overall a nice game!

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