Archive for Design Contests
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Brett J. Gilbert
United Kingdom Cambridge
Divinare — Coming from Asmodee 2012!
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We were schooner-rigged and rakish With a long and lissom hull, And we flew the pretty colours Of the crossbones and the skull; We’d a big black jolly roger Flapping grimly at the fore, And we sailed the Spanish waters In the happy days of yore. — John Masefield, ‘Long John Silver’
I am thrilled to announce that my card game Brethren of the Coast has been announced as the winner of this year’s Hippodice game design contest in Germany. The Hippodice organizers have not yet themselves published the results — so I sincerely hope that I am not jumping anyone’s gun! — but the news comes from no-less a gaming authority than the Spiel Des Jahres website. A trusted sourced, I think we can all agree.
I spotted my own name, quite by chance, in the @SpieldesJahres twitter feed — something that would surely raise the eyebrows of even the most phlegmatic of game designers — and I will post more details soon. But for now: Go me!
This post also appears on my BrettSpiel game design blog.
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Brett J. Gilbert
United Kingdom Cambridge
Divinare — Coming from Asmodee 2012!
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A few days ago I included information about the forthcoming Europa Ludi contest in a list of five international board game design contests — little did I know that I was preempting the announcement by a matter of hours!
Details of how to enter, and information about its schedule for 2012, are being posted on the new Europa Ludi website. So far the information is only in French, Spanish and Catalan, but Matthieu Nicolas, the Europa Ludi contest manager, has confirmed that the English and German information will be posted in the next day or two.
If you are a budding game designer and would like to enter, you need to be quick: Submissions must be received by 15th February.
Good luck to any and all entrants, and also to the organizers during the inaugural year of the contest. The Boulogne-Billancourt and Granollers contests have both had a successful history, and surely now have a bright new future together — and a rather fine logo, to boot!
This post also appears on my BrettSpiel game design blog.
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Brett J. Gilbert
United Kingdom Cambridge
Divinare — Coming from Asmodee 2012!
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In which, primarily for my own reference, I collate the details of five board game design contests that are all open to international submissions. If you know of any other regular contests that I’ve missed, do let me know!
Europa Ludi (France/Spain) http://www.ludotheque.com/spip.php?article583 Europa Ludi has been newly formed in 2012, and combines the existing Boulonge-Billancourt and Granollers contests. The schedule for this year’s contest has not yet been announced.
Hippodice (Germany) http://www.hippodice.de/AWB.html The 2012 contest is already underway, and the winners will be announced in March. Submissions for the 2012 contest were made in November 2011, with shortlisted prototypes requested in December.
2013 contest details Deadline for submissions: November 2012 Winners announced: March 2013
Premio Archimede (Italy) http://www.studiogiochi.com/en/p/premio-archimede.html The Premio Archimede contest is run every two years by studiogiochi in Venice.
2012 contest details Deadline for submissions: May 31st 2012 Winners announced: September 29th 2013
Lucca Comics and Games: Gioco Inedito (Italy) http://lucca2011.luccacomicsandgames.com/index.php? The contest is only for card games, and each year the contest organizers choose a theme, with is typically only a few words. For example, the themes for the 2009, 2010 and 2011 contests were ‘Nessun Dorma’, ‘15 Minutes’ and ‘Jungle!’.
2012 contest details (not yet confirmed) Deadline for submissions: July 2012 Winners announced: October 2013
Ludopolis (Portugal) http://ludopolis.pt/en/ The contest is being run for the first time in 2012 as part of the Ludopolis games festival held in Lisbon in June. Deadline for submissions has already passed and this year’s winners will be announced in June.
This post also appears on my BrettSpiel game design blog.
Mon Jan 16, 2012 12:09 am
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Brett J. Gilbert
United Kingdom Cambridge
Divinare — Coming from Asmodee 2012!
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I'm going to try cross-posting stuff from my regular blog here on BGG, although the reformatting is a bit fiddly, isn't it? If you know of any HTML-to-BGG-forum-formatting conversion tips or tricks, do let me know!
Devotees of such things will no doubt have noticed that Days of Wonder have announced the twin winners of their Ticket to Ride Map Design Contest. Fulsome congratulations are due to the winners, who will see their maps published later this year: Ian Vincent of the UK (go Ian!), and François Valentyne of Canada. Readers interested in the delicious details of the new geographies offered in the forthcoming Map Collections can find out more on the DoW website.
When I first heard about the contest I, like many, many others, immediately set about the task of designing my own map, but before doing so publicly speculated on what Days of Wonder, in creating the contest, might be looking for. Ian Vincent read that blog post (without realising who I was, although we had previously met) and has, graciously, been kind enough to credit me in the rules for his India map.
Not, I hasten to add, for inspiring any specific part of his design, but rather, I think, for helping to articulate the nature of the Ticket to Ride brand itself. It’s genuinely gratifying to know that my words were helpful, and a geek thrill of another kind to see my newly minted nickname — Brett “Spiel” Gilbert (thanks Ian!) — up in metaphorical lights. Commensurately small lights, of course, but lights nonetheless.
But what of my own design? News of the winners has reminded me of how much I enjoyed the challenge of designing a map, and I thought you, dear reader, might be interested to see what I came up with — Ticket to Ride: Around the World.
The year is 1925. A quarter-century after our five old friends met to commemorate Phileas Fogg’s famous journey, they meet again. Within the past decade, great transport projects such as the Panama Canal and the Trans-Siberian Railway have opened up the world to the adventurous traveller like never before, and now, with the Roaring Twenties in full swing, and inspired by their dynamic spirit and industrial fervour, our friends agree to take on their grandest challenge yet — to recreate Fogg’s impossible journey for themselves!
That was my pitch, and the principle conceit of the map was that some routes would wrap around the left and right edges of the map, creating an entirely new geography and the possibility of true ‘Around the World’ tickets. These ‘long route’ tickets feature two cities as usual, but require them to be connected by a single, continuous, circumnavigational series of track. Other than that specific addition, the game preserves all the familiar concepts of the existing games and added no new mechanics or scoring bonuses.
I do wonder, of course, whether anyone else who entered had the same idea. It’s impossible to know, although since when I mentioned the contest to my maze-designing sister, herself a keen TtR online player, she independently expressed exactly the same idea, I can’t help but think that other entrants had it too!
Anyway, I began by looking at the different world map projections, and quickly settled on the Robinson projection as being a good fit for the standard Ticket to Ride board size. After that I roughly scaled the projection, overlaid this with a scan of the original Ticket to Ride map (of the United States) and, working in my favourite graphics package, began to pick out a selection of world cities that might form the basis of a workable map.
I deliberately set out to create a map which would have (roughly) the same scale and density as the US map, partly because I was looking to create a map that would similarly fill the rectangular board space, but also for pragmatic reasons. I knew the US map ‘worked’, in terms of its balance of route lengths and colourations, and I didn’t want to set myself the additional challenge of reinventing that part of the system. To me, the geographical conceit of the map was the key idea.
Soon enough I began to add routes to the map, using the background US map as guide to how large the train car spaces needed to be. If you compare the first two versions of my map you will see that I quickly ‘zoomed in’ on the Robinson projection, cropping the Arctic, Antarctic and Pacific regions as much as possible to focus on the main continental landmasses. This maximised the usable portions of the map and allowed more room for longer routes to be fitted between cities.
The overall form of the map began to take shape quite speedily, although many details remained to be worked out. I had to pick junction cities for the wrap-around routes, and work out how dense or otherwise all the ferry routes demanded by the abundant oceans ought to be. Inevitably, of course, I started to take rather preposterous liberties — What’s that? A trans-Atlantic tunnel between Africa and South America? — but I was still playing around with ideas and figuring out where more routes would be needed for the map to be suitably connected to support 5 players.
Ah, now things are starting to come together! This was an early attempt at colouring the routes, but established some useful conventions: Note the rounded lozenges for ferry routes, where dots indicate necessary locomotives, the heavy outline on tunnel routes, and the six differently coloured routes that span the board edges. Things would continue to evolve, but I wanted to make sure that the Pacific routes would be clearly readable during the game to avoid any confusion, so decided upon a limited number, all differently coloured, which would be as disparately located as possible: top, bottom and middle.
Here we catch the map in the middle of being re-coloured (something that I did repeatedly, each time trying to balance the mix and density of routes). Note that the routes within Africa and Asia have been visually tided up — I didn’t like all those kinks! — and that there is a new Iceland-Africa ferry route, that there is (at last) a ferry from Dakar to South America, and that some of the place names have now changed.
By now I had begun to think more carefully about the time and place of this map (the very thing I counselled readers about in my original post) and realised that I needed to pick a specific year and cross-check world place names with that era. I eventually settled on 1925, and so Brasília was out (not founded until 1956!), and Jakarta, Ulan Bator and Chennai all needed to revert to their erstwhile monikers.
Playtesting continued to reveal more things that needed to be fixed, such as relieving the congestion around Panama, and also demonstrated that simply forming a circumnavigational route was actually rather hard work! Not that that I wanted the map to make things easy for the players, but I did moderate the challenge by contracting key routes such as Tokyo-Panama, and completely removing the need for a trans-Pacific stopover in Hanga Roa (goodbye Easter Island!). Meanwhile, South America, which I had never been happy with, changed again to more accurately reflected the local geography of the cities, and elsewhere some of the tunnel routes shifted, again to better match the placement of large mountain ranges.
Rules mavens should note that the necessarily large number of ferry routes mean that the game is played using the ‘three card’ joker rule from Ticket to Ride: Nordic Countries (where, when completing a ferry route, three matching cards can be played in place of a locomotive).
Another complete re-colouration of the routes and — at the very last! — the sudden disappearance of Beijing and appearance of San Juan (plus another nudge to South America) brought the map into focus. Personally I really enjoy both the detail and the whole, and was pleased with how the varied geography created different challenges for the players at different points on the map.
My favourite part (if I were forced to choose) is the array of routes in and out of Panama, which features regular, ferry and tunnel routes, and all 9 route colours (if you count grey as a colour, that is). That one city offers everything in the game in one place!
This post also appears on my regular BrettSpiel blog, which you are, of course, more than welcome to come visit!
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