What game would you have designed when you were 13? Here's what my students did (again!) with pictures!
Kathleen Mercury
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Hello!

Thanks so much to everyone who posted comments and questions. After such a long semester, seeing such a positive response is so rewarding for my guys. As for now, we are on winter break. I have a few more comments to post from them, but otherwise, we are finished for the semester. I really appreciate how generous the BGG community is in supporting my students' work. Look for a new batch in the spring! Thanks so much!!!

Every semester I am fortunate to teach board game design to my middle school students in our gifted class. This semester, I have three classes for a total of 51 student prototypes. As always, I am eternally surprised by the creativity and difficult choices my students make in developing their prototypes.

The process that I take is always being refined. This year, I started by talking about mechanics first, about 30 or so. Then they played games. Each student was assigned a game to learn and taught that game to the other students. Then, each student brainstormed themes, then researched their chosen theme. We discussed conflict and how conflict must be present in a game. Then, we brainstormed victory conditions, dividing it into game ending conditions and actual victory conditions.

After all that processing, students began working on prototypes, playtested them, and then worked on their rulesets. They reviewed other players' rulesets and playtested when they could. Finally, they finalized their prototypes and rules, wrote these blurbs, did a little self-evaluation, and then, a well-deserved break at the end of the week.

A mountain of work in a semester, and these fantastic students deserve every bit of credit you can sling their way.

For their blurbs below, they had to provide the following information:
1. Provide a short Description:
2. Describe the gameplay—what do players do on their turns, how do the components of the game interact with each other?
3. Why did you choose this theme?
4. Game Mechanics:
5. How do players win and how the game ends?
6. WHY IS YOUR GAME AWESOME AND AMAZING?



I will be adding pictures to each student's blurb as they submit them to me. I've been having some trouble uploading them so check back please.

Please feel free to thumb games you like. My students definitely pay attention to this. You can thumb all of them (please try to make it through all of them, if you do) or just thumb the ones you like. Or none of them. However, the thumbs are the easiest way for my students to see that others are paying attention.

Special thanks to two fabulous local game designers for coming in to my classes to talk to each one about their games and to answer questions. Thanks to my soulmate,
mark sellmeyer
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, designer of Spin Monkeys and thanks to my great friend
Aaron Belmer
United States
Chesterfield
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, designer of Sanitarium.

My classes and I am better for knowing both of you.

I created a Meta Geeklist for all my former posts about my students' work. You can subscribe to it, if you'd like to see what we've done and get updates on future posts. http://www.boardgamegeek.com/geeklist/156902/meta-geeklist-f...

Also, I have a website where I am putting all my game design materials. Please note I am a little behind, but my goal for Winter Break is to push out all the materials I've been updating this semester, so take a look at http://www.kathleenmercury.com. I welcome collaboration, comments, and suggestions.

Thanks so much for supporting my students and their work!
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1. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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The Golden Cup by JW


You are a pair of treasure hunters working together to get a newfound treasure in the jungle before other teams get there first. Your objective is to get the gold cup and other possible treasure and bring hem back to your base while not getting captured by the monsters or starving to unconsciousness.

Why did you choose this theme?
I chose my theme because of the want of having a way to feel the adventure and risk of treasure hunting in a lost civilization but against your friends in the safety of your home (or anywhere else.)

Game Mechanics:
Action Point Allowance, Modular board, and Pick up / drop off

How do players win and how the game ends?
The game ends when a miner finds the golden cup back to their base that they had built. The game is won by the person with the most points. Points are scored by the number of artifacts values that are in bases of the player which is represented by the number on the backside of the tile. The only non numbered tile that gets you points is the golden cup which gives you 50 points.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing because of the satisfaction of making a plan to destroy your opponents with your superior strategy and skills of treasure hunting and spelunking.


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2. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Dawn of Terraduke by MP


The players are trying to defeat the Monster king and his minions and achieve fame points. Even though the players work together to defeat Terraduke and his monsters, the player with the most fame points win. Also, a player can attack another player and steal his fame points. To win you must gain Attack Points by picking up a fate card, and defeating monsters.

Why did you choose this theme?
I chose this theme because to have the feel of destroying monsters, gaining powers, and going on Epic Quests.

Game Mechanics: My game uses Action Point Allowance, Variable Player Powers, Card Drafting, Hand Management

How do players win and how the game ends?
The game ends when Terraduke and his monsters are destroyed. The player with the most Fame Points win.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing because the theme of this game is a medieval/fantasy theme, it’s fun, emotional, and sometimes even funny. Also, killing and mild violence is in this game making it an awesome game! And what’s not fun about roaming around destroying monsters that want to take over the world.
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3. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Cargo Mania! by NR

You are part of a group of aerial pilots who are trying to collect more money than each other. They do this by delivering cargo, stealing from one another, and defeating monsters.

On a turn, players should move their airplane 4 spaces in any direction (horizontally, vertically, or diagonally). If a player lands on a specially marked square, they have to take certain steps, which are much better described in the game rules. If a player draws a card, they will have to do exactly what it says to do on the card. When fighting a monster, each attack point is much fuel you own divided by three. Divide down!

Why did you choose this theme?
I chose this theme because I have never heard of a game like this. It seemed like a unique idea and a good idea too. It still does.

Game Mechanics:
Pick up and Deliver, Area Movement, and Chit Pull System.

How do players win and how the game ends?
Players win by having the most money by the end of the game. The game ends 4 turns after a player draws the ‘end of the game’ card.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing because players get to have a fun time competing against friends and family. They can show off their strategic talents and become the board game champion.
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4. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Castle Hassle by R. C.

There is turmoil in Esor. Peasants are rebelling against an evil lord, and many different factions are emerging. You are pure of heart and the one that should lead. You must gather other peasants to overthrow your lord, but such power comes with responsibility. In these dark times, peasant uprisings are common and you must keep your numbers low to maintain your authority. You must lead your peasants to the lord’s castle reach it before everyone else to become the new lord. The game ends when everyone reaches the center castle and the player with the most amount of peasants wins!

On their turn players can draw one peasant tile from the pile, send the Black Death to one other player, send the Black Death to two other players, imprison peasants, send the Black Death to everyone, steal one tile from any other player, give any positive one tile to another player. This means that you can manipulate other people’s peasants. After each turn, players move their colored cube one space closer to the castle. The castle is in the center of the playing area and is three dimensional to add a centerpiece, focus, and goal to Castle Hassle.

Why did you choose this theme?
I chose this theme of the feudal system because the feudal system of the middle ages interested me. I thought that having a game about the feudal system would be a fun way to learn about the Middle Ages.

Game Mechanics:
Dice Rolling, Action Point Allowance, Chit Pull System, and Press Your Luck

How do players win and how the game ends?
Castle Hassle is over when all players reach the castle at the same time. The winner of Castle Hassle is determined by the player with the most peasant tiles.

WHY IS YOUR GAME AWESOME AND AMAZING?
Castle Hassle is awesome, amazing, engaging, interesting, and FUN. This is because of the interesting theme and because of the conflict of the game. The game has history incorporated in it because the time period is in the Middle Ages and is based on peasants and social order. My game is a great learning tool and is really fun. How fun is it to steal and imprison other people’s peasants?
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5. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Weather Wars by TM


Players compete with each other on a island by controlling the weather to become the most powerful season. Players take turns changing the weather to gain points and defeat the competition. Some weather can add points, and some can take points away. At the end of the game, the player with the most points is the best season.

On a players turn players move their missionaries across the land with available action points, and change the weather to gain points. Each player has 6 action points in their disposal. A player might move a missionary, place a new missionary, place a super missionary, draw weather, or change the weather. When a player changes the weather, they get different points depending on what weather they chose and what season they are. Other players who have missionaries in that area also gain or lose points.

I chose weather for the theme of this game because I was able to find many interesting things I could put in my game. Seasons also go hand and hand with weather so i could make my game go to even more depth.

Game Mechanics: Variable Player Powers, Action Point Allowance, Hand Management

The Game ends after each player has had 10 turns. The winner is the player who has the most points. My game is awesome because it’s fun, there is a fair amount of srtategy, players get to control the weather, and players basically act as gods.
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6. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Four Squids Mutation by JS

Players try to survive famine in the ocean (2-D board) by collecting the most food from certain chits on the board. Use radiation to mutate yourself, but don’t go too far with it. Using the radiation, the large variety of other chits to your advantage and disadvantage, and your large selection of actions, collect food from the various food sources while taking down/ avoiding predators and monsters.

In this game, you get 6 AP per turn, and 10 turns per game. You must spend all of your AP during the course of the turn. Before doing your turn though, you must pull three chits from the chit bag. These can introduce food, predators, events, radiation, and more. Now it’s time to use your AP. There are plenty of actions you can perform with these 6 AP, such as move, eat, pick up, hit, psychic powers, upgrading yourself with radiation, etc. In order to gain points, certain chits provide FP (food points), and storing or eating these chits that you are holding will give you FP, which is the equivalent for points. After using your (not so) precious AP, more havoc happens because you get to move three predators in the way of your choice, and surprise surprise, they can hurt other players. Also at this time, things with programmed movement will move.

What is up with this theme of psychic squids who mutate with radiation you ask? Squids are cool, psychics are usually cool, and combine these two and radioactive waste, and you get awesome chaos.
Mechanics include chit pull, action point allowance, area movement, and pick up and deliver.

The game can end in two ways. Once all players have had ten turns, the game ends. Also, if a certain chit “crushes” all players against an edge, the game ends. If you manage to complete the game the first way stated above, then you count up FP. During the course of the game, as stated above, the chits you eat and store give you FP, and after counting your FP up at the end, the player with the most wins. If the second way stated ends the game, nobody wins.

Wait, so why is this game so awesome? It has a creative theme that everybody approves of except people who think the gameplay and theme promotes animal abuse. Also, you get to attack your friends, take down your own predators, consume legendary monsters like the Kraken and the Leviathan, and other hilariously stupid stuff. As we know, the more chaotic and unrealistic a regular sounding game is, (usually) the better it is.
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7. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Spiders, Bats, and Ghosts Oh My! by PM

In the deep forest there lives bats and spiders. You the ghost are walking through this scary forest to find food. The only thing in the forest you want to eat is spiders, but bats are eating spiders. Players try to be the first to collect 9 spiders by moving their ghosts. Along the way you come across obstacles such as bats and other ghost.

On a player's turn you have three action points (AP), and you have different options as to what you want to do and they all cost different action points.

They can be:
For 1 AP: move a bat, move ghost, and move your obstacle
For 2 AP: catch a spider, catch a ghost, place your obstacle, and push someone’s obstacle off
For 3 AP: draw a card

Other players can stop other players by moving things like bats that if you decided to capture a ghost then you get one of their spiders. Another way to stop other players is by placing your moving obstacle and blocking them. I chose this theme because I thought of the idea around Halloween time and what better way to make a Halloween theme game.

Game Mechanics:
Players win when they are the first to fill up all of their colored squares. The game ends when the person who is the first to fill up their colored squares.

My game is awesome and amazing because
the players can have fun, but can also try and work together to not let the person with the most spiders win. Players also have a lot of interaction with the other players.
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8. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Call to Mine by EW

You are a miner during the California Gold Rush trying to strike it rich in the mines. You must strategically place miners to dig up certain areas. Remember, you are competing with your fellow miners, too slow, and there will be no more dirt left to dig. Finding gold means a happy life for you and your family. Failure means a life of poverty.

Players can move, dig down a level, wash the pay dirt, and dig up a tile. The miner pieces need to be on top of the tiles for that tile to be dug up. This simulates the fact that the gold is randomly placed, although the tiles have their value predetermined.

Why did you choose this theme?
I choose this theme because I liked the Idea of a board divided into multiple “levels”. The first thing that came into my mind when I thought of levels were the mines. Miners do need to dig down to find minerals. When I thought of mines, I thought of gold and what better time-frame to set this game in than the Gold Rush itself?

Game Mechanics: Action-point allowance, worker placement, and tile placement. Correction: replace worker placement with modular board

How do players win and how the game ends? The end of the game is triggered when all tiles on the board are dug up. The winner is the layer who dug up the most gold during the game. Negative tiles mean that it is gold corroding acid and will subtract from your total score.

WHY IS YOUR GAME AWESOME AND AMAZING?
Players take chances to mine up gold, and everyone wants to be rich. This game can ruin your life if you find nothing, or can make you feel like king of the world if you strike it rich. I love seeing people get their hopes so high, only for them to be crushed. I also like to see a person who is losing to make a comeback. It has a certain amount of luck to it.
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9. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Welcome to Mushroomland by RC

You are a gnome living in your gnomey garden. You need to collect mushrooms to become the mushie lord and control the Fungal Market. You have a little section of garden, and you want to expand said garden to grow more mushies. Certain mushies only grow under certain trees, so in your garden, you have to grow trees to grow your precious fungal treasures. Welcome to Mushroomland!!

On your turn:
You have 5 action points (AP) per turn
You may:
Place a fence piece- 1 AP
Plant a tree- 2 AP
Pick a mushroom- 2 AP
Hire a truffler- 1 AP
Move a fence piece- 4 AP
After you use your action points, you must draw 3 cards
You have a hand limit of 9 cards
Keep your cards secret from the other players
When the deck runs out, shuffle the discard pile and then use that as the new deck
All cards are one-time use; after you use any cards, discard them

Sample Turn
First, place 3 fence pieces to enclose an area
Then, plant a Ponderosa Pine tree in a dark region
Next, draw three cards
This concludes your turn

Why did you choose this theme?
This theme appeals to me because I have always loved the idea of toadstools, gnomes, and a garden. When I was little, I used to pretend my life was something like this game.

Game Mechanics:
1) Area enclosure/ Mod board: Players enclose garden squares on the board with fence pieces to grow trees and mushies on. This area is your garden.
2) Action Point Allowance: Players have different actions that they can perform on their turn with only a certain amount of action points (TBD).
They can:
pick mushies
hunt for mushies
grow a tree (you must have the correct seed cards)
hire a truffler [(dog or hog) you can only pick truffles with a truffler]
3) Card Drafting/Holding: At the beginning of each turn, you may draw up to 2 tree cards (0-2). You then, on any turn after that, grow a tree. Certain mushies can only grow under certain trees.

How do players win and how the game ends?
After the game ends, tally up the victory points!
(VP/ VP’s are victory points)
Each kind of mushroom has a different value of points per each individual mushroom
Matsutake- 10 VP’s
Truffle- 6 VP’s
Portobello- 1 VP
Add up the VP’s for each player
The player with the MOST VP’s wins!

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing because my theme is awesome, amazing, silly, and fun. It is very conflict oriented, without being annoying in the sense of not ever being able to do anything. There is a scientific part to my game because the mushrooms that are present in the game really exist and they actually grow under the trees that you can grow. Also, how silly is getting to plant manure?
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10. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Missouri
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Dreamhex by EJ

You’re stuck in this nightmare. Again. Except you’re not alone. The only way to wake up in your bed safe and sound in the morning is to collect all your missing item halves from the other people stuck in this nightmare while still maintaining enough control over your nightmare to escape.

Players can do a certain number of things during their turn. Like brutally murder and ki—
I mean, erm…
Players can do a set of A, B, and C during their turn, in no particular order.
A— Steal/Negotiate for a Item from another player
A— Use a ability—Costs 3-15 depending on what ability
B— Roll the dice and move, depending on the sum of the two dice.
C— Draw some control from the "bank"
C— Roll the dice for landing on a shadowy spot

You must be in the same room as another player to steal/negotiate.
The goal is to be the first to collect all of your item halves.
Different tactics make for different endings. Every game is different.


I choose this theme because I have always been interested in dreams. I have also never played a board game with a dream theme so I wanted to try and make one. I also like sleeping.

Game Mechanics:
1. Modular Board-There are rooms that the players can arrange at the beginning of the game for a different game every time they play it.

2. Set Collection-In order to win the game, you must have collected all your items in your set

3. Variable Phase Order-There are a number of things you must do during your turn but the order in which you do them in don’t matter.

The game ends when a player has collected all the items and has the required amount of control (20) and is in the starting room (The center piece). There is one more round and then the game ends. The game is won by a player who has collected all the items, has at least 12 control, and is in the starting room. Ties are broken by whoever has the most control.

My game is extremely awesome and amazing because it has different outcomes every time you play it and you really have to interact with other people in order to win the game. There is also a whole lot of tactics for winning.
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11. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
United States
St. Louis
Missouri
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Ships, Torpedos, and Certain Death by N. G. or V.C

Your ships find themselves in iceberg infested waters. You must navigate all of your ships around the icebergs. Deploying nets, launching torpedoes, and launching bombs will help you be successful in making it, and will slow down your adversaries. Theses adversaries will try to kill your health tokens and sink your ships. But through hard work and deep thinking you can succeed.

Players have four action points per turn in which they utilize them to reach the end of the board. A player can not sail into icebergs or onto other ships.
1 point- Movement
1 point- Deploy a net
2 points- Launch of bomb
2 points- Remove tangled net
3 points- Launch a torpedo

When a player moves a ship, the ship can be moved to any adjacent hex. Deploying a net allows a player to place a net in any one of the 3 hexes behind them. This effectively slows down other players because they usually will go around the net. A player can fire a bomb up to two hexes away in any direction. Bombs eliminate one health token of another ship. A ship sailed that has into a net can no longer move, launch bombs, or launch torpedoes until the net is removed. A player can launch a torpedo up to two hexes away in any direction. Torpedoes eliminate two health tokens of another ship. Torpedos are big blows to other ships because two out of their three health tokens have been lost. When a ship has lost all three of its health tokens that ship has sunk and is removed from the board. Ships that reach the end of the board are all worth five points plus one more point for every health token it possess.

I chose the theme of naval combat because warfare between ships has always fascinated me. I also am enthralled by aspects in my game such as how a net can disable a ship or how torpedos can sink ships.

Game Mechanics: The game mechanics in my game are action point allowance and area movement.

The game ends when all of one player’s ships have sunk, made it across, or a combination of both. The victor is determined by points. Each ship that manages to get to the end of the board is worth five points. Any health tokens that the ship has is worth an additional point. Therefore, the minimum number of points that a player could score with a single ship is 6, and the maximum number points you could score is 8. Ties are broken by whoever reached their point total first.

My game is awesome and amazing because the theme provides a lot of suspense. Additionally a lot of strategy is involved in my game. Players must pick out the best routes to navigate their ships around icebergs where opposing ships lurk at every corner. How fun is sinking other peoples ships and shutting them off by deploying nets?
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12. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Somethin’ Fishy Is Going On by LH


You are at the bottom of the ocean, swimming above quicksand, avoiding fish hooks, and collecting gems. Your goal is to make your way to the top of the food chain, and to dominate your underwater world! To do this, you must strategically keep your school of fish in one piece, all the while preventing other schools from overpopulating it, and causing yours (and hopefully some of theirs!) to die out.

On the first turn, players roll both dice, and the sum of the numbers you roll are your action points for that turn. Action points (used only for moving fish) cost one AP. Then players move their fish onto game board. Players count placing a fish on game board as one action point. On the second and all following turns, players roll for action points, move (players don’t have to exhaust all AP), and then draw a card from the deck. After drawing a card, players must immediately perform the action(s) listed. Players may stack fish up to four tall. Beyond that, all fish on that tile die of overpopulation. If players do decide to stack, they may move stacks of their own fish, as one.

Why did you choose this theme?
I chose this theme because it fit very well with my idea of how a board game should be. I like nature, and this theme provided a close simulation to it, in fact, it depicts a part of nature itself. It is also a theme that I can (personally) do in a much more creative fashion, along with devoting the entire setting of the game to fit perfectly with the theme.

Game Mechanics: Action point allowance, worker placement

How do players win and how the game ends?
Players win by tallying up points after game end. The game ends when a player makes it to the end of the game board with all of their (remaining) meeples. Once a player has done so, the other players finish their turns. If the first player to finish the board is last (in turn order), the game ends right then.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing because it is played similarly to how nature works. The theme makes it an exciting adventure, and sparks a healthy rivalry among players.
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13. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Kitty Wars By: S.M.

Kitties are trying to ruin the house by destroying everything. Each player plays a cat and they try to bring “Objects” to drop off points to “destroy” them. In the game you can move your character, move objects, Remove tiles, Move dogs, and Attack players with dogs. The game ends when all the Objects are “Destroyed”. To win you want to have destroyed the most Objects when the game ends.
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14. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Furniture Foxtrot by H.M.

You are a dancing chair without a dance, like a fish out of water. You must go talk to the all knowing paintings to learn your dance. You must be careful, for fear of the wizard finding you and turning you back into a normal chair. Players move their chair pawn throughout the house by betting a number literally against the house. One player rolls an eight-sided die. Every player then tries to guess a number lower than the one rolled. If the do this, they can then move that many spaces. There is also an event deck that will do its best to mess up your plans. There is also a wizard piece, who prevents you from moving if he is too close. As an extra challenge, players can use the Dreaded Tles Deck, which add a party felling to the overall experience. Players try to collect knowledge cubes that are located under paintings. There are eight cubes, two for each person. The cubes are shuffled up so that players might have to explore the entire house to find their’s.

When I was choosing my theme, I tried to take the most boring thing in the room and make it interesting. Nothing seemed more boring than my chair, and I really hate musical chairs, so I thought chairs dancing through an enchanted house would be entertaining, different, and spontaneous. I also thought it would be challenging to try and make being a chair fun.

Game Mechanics:
Pattern recognition, bidding, programmed movement (how the wizard moves), event decks

The game ends when:

Your house blows up due to plutonium
The power goes out and you can no longer see the board game
Something catches on fire
Someone gets attacked by fire breathing bear that has chainsaws for arms
Someone obtains both of their knowledge cubes

WHY IS YOUR GAME AWESOME AND AMAZING?
Have you ever seen dancing chairs before!?!?!?!?!?!?!?!?!? Yeah, I didn’t think so. Chased by a wizard?!?!?!?!?! Yeah, I didn’t think so.
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15. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Billionaire Cyborgs by N.M.

In Billionaire Cyborgs, players play as billionaires Steve Jobs, Andy Rubin, Bill Gates, and Larry Page. In attempt to make even more money, they are fusing themselves with technology and becoming cyborgs. They put on shows for people, raising money and showing people what they have done.

On each turn, players move four spaces and draw a robot part card. Their robot part cards contribute to their robot blueprint card, which is basically telling them how to build their unique robot. Once they have completed their robot, the billionaires put on shows for people and try to make more money than the others. If one player is getting close to the finish, another player can shoot an energy blast at that player, sending them to the repair shop and costing that player 125,000 dollars to fix it.

Why did you choose this theme?
I chose this theme because I love science fiction and I thought it would be cool to make some of my own.

Game Mechanics:
•Dexterity
•Set collection
How do players win and how the game ends?
The game ends when a player reaches the game end space. The player with the most money wins the game.

WHY IS YOUR GAME AWESOME AND AMAZING?
This game is incredible and mind-blowing because players can actually pretend to be a billionaire and kind of know what it’s like.
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16. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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To the Top by N.W.

You are the captain of many trekkers trying to get your trekkers to the top of Mt. Everest and back down safely, before monsoon season arrives. You have ten days until monsoon season. You want money. You will receive $40.00 for each saved trekker.

Players start by bidding on resources. Then, their trekkers have to ascend Everest while avoiding avalanches, managing their Oxygen, and racing the monsoon season and other trekkers.

Why did you choose this theme? I chose this theme because I think that Mt. Everest is very interesting, and I’ll probably never get the opportunity to climb Everest.

Game Mechanics: Action Point Allowance, Dexterity, Auction/Bidding, Point to Point Movement

How do players win and how the game ends? Players win by having the most money at the end of the game. The game ends after ten rounds which are marked by the monsoon markers.

WHY IS YOUR GAME AWESOME AND AMAZING? My game is awesome and amazing because how many games are there out there where you get to cause avalanches.
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17. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Lucky Leprechauns by R.G.

Lucky Leprechauns is a game where you will work to collect leprechauns and gold and gain the most points by the end of the game. The game ends when the banshee-o-meter gets to 5. The banshee-o-meter moves up one when any player is caught by a banshee.

To start a turn, the first player (the player that can name the most NFL quarterbacks) rolls the action point die. This determines how many action points the player has for that turn. Next, the person can choose from a variety of actions to take using their allotted action point allowance. These actions can range from directing a banshee towards another player to buying gold. At the end of a round (or after each player has gone once) the players will move the banshees 3 spaces in the indicated direction in the bottom of the banshee's chip.

Why did you choose this theme?
When I was brainstorming ideas, I thought of pink hippos and leprechauns and fireworks. Those were my three main ideas. Someone had already taken the idea of fireworks (see Redneck Firework Fun by ZW.) I couldn't think of a good idea for hippos so I went with leprechauns.

Game Mechanics:
My game involves dice rolling and an action point allowance system.

How do players win and how the game ends?
The game ends when the banshee-o-meter reaches 5. The banshee-o-meter increases by one every time a player is caught by a banshee. The winner of the game is the player with the most points at the end of the game. These points can come from gold, which gives you one point when you first receive it, or leprechauns which give you 2 points but also give you a point every turn you have a leprechaun in your control.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing because the theme is funny (or at least should be,) and it is not perfect. Nobody's can be, and I will admit mine certainly isn't. It is the product of someone that had never played any strategy board games and didn't know a single thing about gaming. But I hope that my game will prove to you that anyone can make a board game... Even if you don't know anything.
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18. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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St. Louis
Missouri
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Redneck Firework Fun by Z. W.

This game is about rednecks who launch fireworks.

Players mine flammable elements, purchase black powder bases and connectors, and move around during one phase. They launch their homemade fireworks in the next.

I chose this theme because I love explosives and I think it’s funny to have rednecks trying to do chemistry and launch fireworks.

Game Mechanics: Set Collection, Area Movement, Action Point Allowance, Dice Rolling

The game ends when the third Uranium tile of the game is revealed by any player. Then, the black Money Cubes are tallied up, and the player with the most wins.

Everyone loves fireworks!
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19. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Night Time Crime by A. K.

Night Time Crime is a game about four people who all are about to die of a disease so they decide to use the dead to avoid being dead. They decide to dig graves for jewelry which can be used to pay for a cure. Along the way players will find stones that grant them special abilities to gain more jewelry than anyone else. After all, there is only one cure.

On a player’s turn they may do an assortment of things. They can attack other players, dig up graves, use stones to turn the game around, or move. Stones can allow you to steal, warp, or many other crazy things.

Why did you choose this theme?
I chose this theme because I wanted to put a new twist on something very old.

Game Mechanics:
Action Point Allowance, Area Movement, Card Drafting

How do players win and how the game ends?
The Game ends when either there are no more graves to dig up, or three scythes are dug up. The winner is the player with the most Victory points in jewelry at the end.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing, because how many times would you get to say that a stone warped you to another area, or that while grave robbing death himself came out. Yeah, I didn’t think so.
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20. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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War for Intergalacia by S. S.

You represent an aspiring race, old or young. Your race needs more space or some other weird reason you need planets. You need to colonize and protect planets that are the biggest. Full size planets are worth three points, dwarf planets are 2 points and moons are one point. The more points you obtain the closer you are to victory.

Players move, colonize, attack, or buy in their turns. Most players buy ships and power. I suggest not buying at the start of the game, and blowing other players away with power the end. The ultimate goal is to destroy the other players and conquer Intergalacia.

Why did you choose this theme?
I choose this theme because I like Star Trek and I am interested in space and space travel.

Game Mechanics:
Card Drafting
Action Point Allowance
Area Movement

How do players win and how the game ends?
The game ends when all planets are colonized. The winning player is not necessarily the player with the most planets conquered. The winning player is the player with the most points.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome because it is fun for multiple ages from 5 to ∞.
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21. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Exorcist by A.G.
[

You recently moved into a new house.
After about a week or so, you start to noticed strange things. Kids laughing and screaming, and footsteps. You invite some of your friends over and decide to try to perform an exorcism.

You are all trying to exorcise the most demons in order to get the most credit in a newspaper article that will be written if you are successful.

Players flip tiles which have paranormal and bizzare actions so players gain or lose points. Players can move in different directions a certain amount of times with action points. Achieve goals and collect points to win the game. The game ends when a player achieves their chosen goal.

Why did you choose this theme?

I chose this theme because I like dark and creepy things. With a game, it’s hard to make it creepy when you are sitting around your table with a couple friends, but I did my best.

Game Mechanics:
Action Point allowance
Hand management (in a way)
Tile placement

How do players win and how the game ends?

The game ends when a player achieves his or her goal which is chosen at the end of the game.

WHY IS YOUR GAME AWESOME AND AMAZING?
My game is awesome and amazing because it is unique. I have never played a game where you are trying to exorcize demons. Plus, in my game tree are some tiles that say weird stuff that's kind of disturbing.
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22. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Death by Rat by J. G.

Death by rat is a game in which you are one of the many rats in medieval England. You go around a small, poor village and infect homes and people. Watch out though your opponents are also infecting. Have fun and infect.

6 cubes(various colors: red, blue, white, pink, orange, blue)
10 black death tokens per player (60 in all)
1 board
10 blue foam puddles
To end the game one of the players must infect the lord atop the castle. To win Death by Rat you must have the most accumulative points earned.

To most people rats are gross and dirty but, to me they are fun and awesome now they are infecting people in a time period that fascinates me. How can you get more awesome than that???

Players end the game when a player has infected the lord that is on top of the castle. A player win the game if they have the most accumlative points earned through infecting.

My game is awesome and amazing. It involves rats, infecting people (in a non sadistic way), going back in time and did I mention the rats.
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23. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Lost in the Halls of Nightmare Academy by E.W.

Players are trapped in Nightmare Academy and must fight their way through the unknown to escape. As they journey, they will find adventure … and terror. Each round, players will continue to create the game board by placing cards before they make a desperate dash to their exit. They will fight the terrible horrors concealed as well as each other to get through the school and to their assigned exit before it is too late.
Will you escape?
Will you survive?

Even though players set off in very separate directions, their fates are entwined: for a mere two Flight Points, players may change the very chambers and corridors of the school. This powerful mechanism will disorient their foes, setting them off course and undoing many turns of hard work on the foe’s part. Players will, each round, spend their Flight Points in moving their token towards their assigned exit and switching cards as well as battling the savage nightmares hidden beneath the surface of this school. Only the bravest, most reckless student can make it out.
Are you up to the challenge?

I chose this theme because, in my mind, school and nightmares have always been connected. After all, school may be a nightmare, and many nightmares feature schools. Also, in Lost in the Halls of Nightmare Academy , there’s no way of knowing where anything will be in that particular game, and on the first day of school, you have no idea where any of your classes will be. In both cases, it takes a quick and ready mind to survive.

This game is a modular board game. Players draw from a deck of terror to create the different rooms and classes in the school. If they encounter a nightmare, they can either Run Away, which will always cost 2 of their 5 Fight Points, or they can roll a die to discover how much Fighting will cost them. They also can switch two cards, which may give them the final advantage in the game. In the end, only the best, the ones most willing to plan and to sacrifice will win.

If one player manages to reach and pass through their own exit, there will be one final round for players to try desperately to escape. Those who cannot exit by the last round dissolve into shadow within the depths of Nightmare Academy. Of those who made it out, only the one with the most remaining Fight Points will win; all others will be pulled back into the school and trapped there ever after - until the next game.

My game is fantastic because, in this game, you have a hand in how the game board looks. Also, you win not only by brains and skill, but also by a pinch of luck, which is how it is in the real world. Finally, my game is great because, even though all the players run in separate directions, they are all barreling towards the same ending.
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24. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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River Rescue by J. Z.

During a huge storm… a flood occurred. The people beside the river got swept into the dark waters. Now, you have your team of highly trained rescuers to save the people drowning. But, be careful, the waters are ridden with dangerous sharks and octopi, and only the best team can win the honor of saving the most lives.

On their turn, players have a Point Spending Phase and Player Action Phase. In the Point Spending Phase, players may spend their Victory Points to earn upgrades. In the Player Action Phase, each player has 3 action points (AP) to spend on their actions.

Why did you choose this theme?
I originally went with a waterfall theme. But, as the game progressed on, I discovered that it would be quite impossible to build a 3d board in the time given. So, i went with a similar game, river rescue. also, i think that saving people is a good o’ thing to do

Game Mechanics:
Worker Placement
Pick Up And Deliver

How do players win and how the game ends?
The game ends when all of the victims are rescued. When the game ends, the winner is the one with the most points.

WHY IS YOUR GAME AWESOME AND AMAZING?
Because saving people from the horrible fate of drowning is a nice thing to do, and no one can beat my awesome game pieces.
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25. Board Game: Unpublished Prototype [Average Rating:6.91 Overall Rank:2540]
Kathleen Mercury
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Yanjiang by LG

You are the boss of a mining company and you are being extra super risky by trying to dig a hole straight to China. On the way you encounter many hardships, from other companies trying to stop you, to the hot burning lava in the Earth. You also will encounter many rewards for working so hard such as collecting gems. When you get to China you will be rewarded and will live in wealth and fame for the rest of your life. You are going to choose where you are going to start by picking out where you are going to start mining. You will do a series of actions such as dig, move, turn, stun and many more things on your way to China. You will have to find gems along the way. You will dig and move to find all the gems your heart desires but once you find your way to China lava will start to flow. You need to get all of your workers out of the mine before they BURN! When running from the lava you may want to try to get the other miners into the lava which is why you control the lava. You will place a lava hex after the end of your turn. Eventually you will count all the points you get from the gems and getting to China.

I chose this theme because I always heard the silly term about digging a hole to china and things like that. I always thought that you couldn’t do it, but now you can with my game Yanjiang.
Game Mechanics:
1.) Action Point Allowence
2.) Modular Board
3.) Point to Point Movement

You win the game when you have the most points. Remember you get points from gems and getting miners to China. You will tally your points at the end of the game. Keep your miners that you got across and gems you’ve collected in one pile and the miners that have came in contact with lava in different piles. The game can end in the following ways: When lava makes a straight line across from one side of the board to another so no one can get across, If all of one player’s pieces are burned by lava or to China, or In rare cases when there are no more ground tiles left on the board.

My game is awesome and amazing because it is creative and well put together. It displays well what it would be like to actually dig to China. You will love my game because it is very fun and really interactive to a point where there is a lot of interaction between players.
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