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Subject: The Game Crafter: Legacy Game Design Contest rss

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Sporktopia Games
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I am the judge for the Legacy Game Design Contest on The Game Crafter.

https://www.thegamecrafter.com/contests/sporktopia-legacy-ch...

You've got until February 4th, 2019 to enter. The scoring categories and possible points are listed on the contest site.

Rules
In this contest, you must design a game that uses the legacy mechanism. Legacy games came onto the gaming scene in force with the release of Risk Legacy in 2011. The game family entry for legacy games on Board Game Geek defines the mechanism as:
Quote:

Legacy games are board games that change over time based on the outcome of each game played and the choices made by the player(s). They will make physical changes to the board game by, for example: marking the cards, placing stickers, destroying components, opening sealed packages, and so on.

The changes made in a Legacy game are designed to be permanent. A Legacy game's full experience is played out in a campaign that can only be played once. To replay the full experience again, the player(s) would need to purchase another copy of the game.

Official and unofficial methods to circumvent Legacy mechanics are common in popular Legacy games. A Legacy game modified to avoid permanent changes is effectively a game with a campaign instead.


Some great examples of legacy games are Risk Legacy, Gloomhaven, Charterstone and We Didn't Playtest This: Legacies.

See also Board Game Geek's Legacy Board Game Family if these four don't get the creative ideas flowing.

To qualify, your game must comply with all of the following rules:

Your game must use the legacy mechanism described above.

You may use any printables or game pieces, but you may specifically want to take a look at embedded games and custom stickers.

You may use any player count.

The total cost of your game must be less than $99.99.

Play time should be no more than 90 minutes, per session.

Any theme or narrative is allowed and unique themes are encouraged.

A rules document must be downloadable from your game's shop page, but you do not need to include any spoiler information. Base out of the box rules will suffice, so long as it's clear how the game is played.

The game must be publish ready (as it relates to our shop, not as it relates to being finished). This means it has a logo, backdrop, shop ad, action shots, description, and cool factors. It must also have all images proofed, and have packaging.

This must be a new game created for this contest. It cannot have existed on TGC prior to the start of the contest.

All artwork must be your own, commissioned by you, licensed to you, or in the public domain.

All entries must be submitted through TGC's game editor (by clicking on the "Contests" button) no later than Noon UTC (6am US Central) on February 4, 2019.

Contestants may submit multiple entries to this contest. Each entry will be judged separately.

Notes
You retain all rights to your game and are welcome to sell it in our shop during and after the contest, regardless of the outcome of the contest.

The first round of judging is handled by a community voting process. The final two rounds are handled by the judge. See complete details.

Prizes
The winner shall receive all of the following prizes:

Consideration for publishing by Alley Cat Games (https://www.alleycatgames.com/)
A copy of Dice Hospital: Deluxe Edition (https://www.alleycatgames.com/product-page/dice-hospital-del...)
A copy of 2-Bit Bandits (https://www.thegamecrafter.com/games/2-bit-bandits) (winner of the Adventure Challenge)
A copy of Casino Heist (https://www.thegamecrafter.com/games/casino-heist2)(winner of the Escape Room Challenge)
$250 of shop credit on thegamecrafter.com.
$100 of cash from Alley Cat Games.
100,000 crafter points.
Automatic Showcase status for their game on thegamecrafter.com.
The possibility of judging a future contest.
Induction into The Game Crafter Hall of Fame.

Feel free to use this thread to ask questions about the contest, bounce ideas off of others or share your progress. Good luck and have fun.
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Jon Y.
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Considering my buddy and I just met last night to get real about designing a game (and a legacy one to boot), this is great timing!

Any tips on first time entries to a TGC contest?
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Nicholas Hjelmberg
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Ska_baron wrote:
Considering my buddy and I just met last night to get real about designing a game (and a legacy one to boot), this is great timing!

Any tips on first time entries to a TGC contest?


Engage in the TGC community (i.e. the chat). You will make your game known and get a lot of good feedback.
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Sporktopia Games
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Quote:
Any tips on first time entries to a TGC contest?


Checking in in chat https://www.thegamecrafter.com/chat and talking through progress can help. On the game design front, make sure to have a shop page that explains the game well. That means having some good action shots and a copy of the rules. Any graphics or video that shows a bit of a walk through is a good idea. And work the scoring rubric into your design as best you can.

Good luck!
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dylan coyle
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This is rad! devil
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Scott Smith

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Agreed. This is rad. I'd love to enter this--always wanted to try the "embedded game" feature on GC. Anybody else feeling daunted by the idea of designing and, more importantly, playtesting a legacy game in this time frame, however? Any tips/ideas on how to playtest the thing? I'm trying to wrap my head around it...
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mike heim
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This must be a new game created for this contest. It cannot have existed on TGC prior to the start of the contest.

Bummer. I guess my WIP Guildhaven City wouldn’t work then.

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Sporktopia Games
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Correct. Sorry.
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Sporktopia Games
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BIG NEWS: In addition to the prizes offered already for the contest, Alley Cat Games (https://www.alleycatgames.com/) will consider publishing the winner!

A copy of Dice Hospital: Deluxe Edition (https://www.alleycatgames.com/product-page/dice-hospital-del...) has also been added to the prize list.
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Jon Y.
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sporkage wrote:
BIG NEWS: In addition to the prizes offered already for the contest, Alley Cat Games (https://www.alleycatgames.com/) will consider publishing the winner!

A copy of Dice Hospital: Deluxe Edition (https://www.alleycatgames.com/product-page/dice-hospital-del...) has also been added to the prize list.


That's awesome news!

So I'd assume that, at least for purposes of Alley Cat publishing it, a medical theme would help?

Also - is the rubric supposed to only add up to 90?
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mike heim
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Is there a WIP forum location on BGG specifically for this contest? Although I have a clear idea of the game, I'd want sufficient blind playtesting and this is the best community for that.

Legacy games are considerably more complicated than a normal game just to make them work.
They are much more difficult to make sure that they make sense, and a game designer has to be both adeptly talented and quite lucky to create a legacy game that rocks.

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

I'm toying with a 2-3 player coop, scifi planet survival legacy inspired by the sandbox PC game ASTRONEER.

It will use worker-placement elements, and a push-your-luck mechanic.

...Initially meant for 14ish 30minute game sessions, but we'll see how it fleshes out as I continue to work on the story. My last game had light legacy elements and it expanded from 42 pages initially, to 72 pages (plus 9 pages of cards) after a year of work.


Nope. Working on something different.


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Donald Orr
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I have a crazy idea that's probably way too big...

Players craft a fantasy world together, as newborn gods, then play an escalating 4x game in the world they've crafted.

But that's a big idea. We'll see where it goes!
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Sporktopia Games
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Quote:
Also - is the rubric supposed to only add up to 90?


That's correct. 90 points is intentional.
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Sporktopia Games
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Quote:
Is there a WIP forum location on BGG specifically for this contest?


Currently there is not. I can add one if people want it or if somebody else wants to set one up and let me know, I'll give the blessing that it's an official one.
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Sporktopia Games
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Alley Cat Games has also added an additional $100 to the prize for winning this competition.
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Mango Sangria
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I've seen this asked several places, but do facilitating/enabling methods to circumvent the legacy mechanics disqualifying the game?
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Sporktopia Games
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Quote:
...do facilitating/enabling methods to circumvent the legacy mechanics disqualifying the game?


Due to there being a large number of unofficial and sometimes official ways to circumvent the permanence of a legacy games currently on the market, it's not something that'll get you disqualified, but you will take a hit in the Game Mechanics points section:

Quote:
Is the legacy mechanism used in an interesting way? Does the game feel like a legacy game? Are permanent changes being made to the game?


I'm looking for permanence and not an "evergreen" style game, but I won't outright reject a game for not having it and if it were compelling enough it would definitely receive consideration, but would carry at least some handicap in the score.

Thanks for asking, that's a good one to have completely clear.
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Mango Sangria
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Thanks!
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Noah Singer
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This is a great idea for a contest! I am considering designing a game but am still trying to decide if I will have enough time to design, prototype, playtest, get artwork and do graphic design for a legacy game by the time February rolls around.

Is there a recommended number of game sessions? Is there any amount that is too few or too many?

Is there an advantage from a scoring perspective to try to make the game less expensive or should we be trying to use every dollar up to 99 to make the game as cool, full of components and exciting as possible?

Thanks!
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mike heim
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SO I've come across a problem on TGC...

"Cards do not come sorted, they are in a random order."

So, how can TGC produce legacy games if the cards are not in order or in tuck boxes? It would seem that the surprise would be known as people are instructed to assemble the components, tuck cards, and hide certain items for later use.

Or maybe I'm misunderstanding something. If so, please let me know.
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Brian Compter
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You can use embedded games to control blocks of cards. Still you have a point, but I think you have an opportunity to be creative and work around the issue.
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Adrian Pillai
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Scrapyardarmory wrote:
You can use embedded games to control blocks of cards. Still you have a point, but I think you have an opportunity to be creative and work around the issue.


Hmm, creative... Legacy without cards...

*eyes lighter fluid and matches*
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Judgement Dave
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elfboy wrote:
Scrapyardarmory wrote:
You can use embedded games to control blocks of cards. Still you have a point, but I think you have an opportunity to be creative and work around the issue.


Hmm, creative... Legacy without cards...

*eyes lighter fluid and matches*

"Remember Adrian Pillai, the game designer?"
"Game designer? Legacy?"
"Yes - mainly burning down half the town while play-testing."
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Sporktopia Games
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Quote:
So, how can TGC produce legacy games if the cards are not in order or in tuck boxes? It would seem that the surprise would be known as people are instructed to assemble the components, tuck cards, and hide certain items for later use.


Mike, yeah embedded games would be a good way around it. I ran into the same issue for the escape room challenge before they added embedded games and made the card backs different for things that opened later and had a note to sort by the backs first. Not perfect or the best when you are trying to hide things, but it worked.

Hopefully that helps.
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dylan coyle
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Wolf Land
elfboy wrote:
Scrapyardarmory wrote:
You can use embedded games to control blocks of cards. Still you have a point, but I think you have an opportunity to be creative and work around the issue.


Hmm, creative... Legacy without cards...

*eyes lighter fluid and matches*




I was toying with the idea of tearing up, drowning and burning cards for a legacy game I've wanted to make for a long time called Wolf Land.

Wolf Land is set in a place like old Ireland, where each player is a werewolf, but also takes turns being a judge in the Brehon Law-like system. The Brehon system is notable for a high value for equality and the minimal use of capital punishment for the time.

Characters build up their allies and townships over time, which would be marked with stickers as they change. Characters become werewolves, witches, druids, or just better farmers. Meanwhile, forests are chopped up, mountains mined, and pastures walled off in the name of progress.

Each episode is a negotiation and vote, with the winners getting what best matches their goal for the episode. As the year of play passes, votes and negotiations mold the island like the game city-states. Throw in some twists over time (like invasions and foreign influence) and the map, laws, develop while characters and NPCS grow, change, die, and get reanimated.

Players are ranked at the end for how influential on the land and people they were, and how much they transformed over time.

I imagine a session taking 30 minutes (depends on the group), and I am working on material so groups with fluid memberships can play 5 times a week for the year. It would be optimized for FLGS, offices, schools (especially for negotiation classes), and online systems like Casandra.

Lighter not included.

[edit grammar/spelling]
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