I wish to unleash the hordes of middle school game designs upon you.
Kathleen Mercury
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Hi Everyone!

Every semester I am fortunate to teach board game design to my middle school students in our gifted class. The whole semester is all about board games and culminates with each student designing their own full prototype and writing a full ruleset. This semester, I have 24 designs to proudly present.

Thanks everyone for all your support. Tomorrow is our last day in class, so we're pretty much done here. We got 180 thumbs (yes!) for the post overall, plus many more sprinkled below. Hilariously enough, last semester's class clocked out at 182. Not that the kids have noticed, of course.

Thanks again to everyone who commented, thumbed, or just offered more mental encouragement. It's been a great semester. See you in December!


I am always tweaking how I teach game design, but this year I had a transformative moment. I went to the Midwest Education Technology Conference (www.metcconference.org) and I went to a session on creating fast prototypes. Since the creation of the prototype is always challenging to do quickly, I went. I am so glad I did!

The presenter did a shortened version of the Stanford d.school's Virtual Crash Course in design. We were paired up and followed a process of interviewing each other and developing the basis of an idea, then finally created prototypes using everyday materials like foil and popsicle sticks. The process was fun, but what really stuck with me was the d.school's design principles:

Bias towards action
Collaborate across boundaries
Focus on human values
Be mindful of process
Prototype towards a solution
Show, don't tell

I really thought about the process--what was effective, and what really wasn't. Prototyping and working with materials is effective because you can think of 500 ideas but only by actually trying them out can you see if they work or not. So I knew I wanted to keep that, obviously, but also to make it better.

I realized that I had my students spend so. much. time. writing about what they wanted to do with their games--writing about how to apply mechanics, researching their themes and writing down information that might be helpful, writing about different objectives, writing about different victory conditions. I realized that I needed to keep the written components about mechanics and theme, but objectives and victory conditions could wait. The reality is that most often, what my students wrote about ahead of always changed for objectives and victory conditions. So I decided to just focus on theme and mechanics because the objectives and victory conditions tend to develop more organically--they naturally arise as students work on the prototype.

So, we started prototyping weeks earlier than before, and now at the end of the semester, it was absolutely worth it. Because we focused just on theme and mechanics, students had a lot of flexibility to play around and try different ideas. Rarely students change theme, but adding or subtracting mechanics happens frequently. By committing to less on paper, they were able to try more ideas. The prototypes have seen a lot more physical development and play testing and I think the students liked it much better. I had two students who actually took my class twice, and they said that while they learned a lot the first time that they could apply, really it was the emphasis on prototyping that made their games better.

(This happens to me so much, Little Miss Best Intentions finally sees another way is better, and I'm just glad the nice folks at Stanford are kind enough to share their materials. (http://dschool.stanford.edu)

So, I have 24 Boss Level prototypes to share with everyone. As always, I am eternally surprised by the creativity and difficult choices my students make in developing their prototypes. 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: what are they and how are they used?
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. They are working on the final, pretty versions and rules this week.

Please feel free to thumb and comment on 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
United States
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Missouri
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, designer of Spin Monkeys and thanks to my great friend
aaron belmer
Aaron Belmer
United States
Chesterfield
Missouri
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, designer of Sanitarium and Conquest of Speros

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 lot behind, but my goal for summer 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:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Partying Pacifist Pirates by AB

You are a pacifist Somalian pirate looking for a new life with less violence as a dance club owner. Your goal is to hijack cargo ships and sell the loot for resources to build your clubs from your friendly neighborhood disk jockeys. Your goal is to provide the best boogie experience your fellow Somalis have ever and will ever have in their lives. Boogie down ye Somalis!

Players have 6 action points on their turn. Players can take the following actions: Land Movement (1AP), Nautical Movement, Build a Dance Club, Build a Boat, and Upgrade a Dance Club. Players use these actions to achieve ultimate victory over their peers.

On their turn players take their actions first, this turn order is determined by who has the least amount of apps on their phone (because pirates don't have dem angry birds!). Players can use all of the 6 action points or less.

If after a player has taken their actions they end up on a Disk Jockey space or a Dance Clubs space they can trade with the Disk Jockeys or with other players. If they player wants to trade with the board it is a 3:1 ratio for most items unless that Disk Jockey has a special trade ex. 2:1 or 1:1. If they player wants to trade with other players (because lets be honest those disk jockeys are kinda shifty) they make an offer to all of the other players. If none of the players accept the offer the player can make another offer or stop the trading phase. If another player accepts the trade the trade happens. One of the other players can make a counteroffer as well. Players do not have to be on a special space to trade with other players.

After players trade they can build, players do not have to be on a special space to do this however, players do have to place boat and dance clubs on the designated space ( indicated on the game board).

I chose this theme because I wanted a really different board game than what other people had done before. I was thinking of really different topics, at first my idea was to catch fruit from a river, while i still like that idea, but when I came up with the Somalian pirate idea while in the shower, it took the first place on my idea list.

Mechanics: Action Point Allowance, Hand Management, and Trading

Players win the game and end the game by acquiring three dance clubs that are fully upgraded. You can upgrade a dance club 2 times. The first time you upgrade it you need 3 People, 3 Metal, 1 Neon Sign, and 1 Concrete. The second time you need 5 people, 5 Metal, 4 Neon Signs, 4 Concrete.

My game is amazing because it is the only game that will give you the rush of being a pacifist pirate (sounds a little stupid until you play it) and not risking your life in the process (unless you’re playing with actual pirates).
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2. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Venturous Vaults By AK

(I’M BACK!!! If you want to check out my other game I was #47 the last game blurb. Here is the link http://www.boardgamegeek.com/geeklist/166772/item/2975889#it...)

You wake up in a dark room with damp, stone walls. You see chests with different coloured glows (you should have already liked for the pretty colours). You see a person in the room next to you open a chest with a red tinted glow. As soon as the lid is lifted a dark wraith pops out and pushes him back to the first tile. A person in a room on the other side of you opens a chest and pulls out 20 coins of chest. You want the feel the urge to get the largest amount of treasure and riches than all the other people.

My game is a dungeon crawler in which the goal is to get the most treasure than anyone else. On player’s turn, the play may move, open a chest, and if they can, attack another player or monster.

I chose this theme because it was around the time The Hobbit: Desolation of Smaug came out. I also re-read Adventurers Wanted the day before and was playing the new Hydra set in Magic The Gathering. All three of these combined can only mean one thing: GAME IDEA EXPLOSION!!!!!! (Did anyone else feel the ground shake there?)

My game mechanics are rock paper scissors (used in player vs. player combat), set collection (used in collecting treasures), hand management (used in attacking both monsters and other players), and press your luck (the different coloured glows from chests are different tiers).

A player wins when at the end of the game (triggered by all of the chests being opened) he or she has the most treasure (in value NO volume).

My game is awesome because, first of all, like last time, its MY game, second because you all have that urge to be able to go ‘ha ha I’m richer than you’ without playing monopoly (because let's admit it monopoly is almost as bad as candyland), and also we just got a new shipment we now have brownies, cookies, and CHEESECAKE! (So join the darker side).
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3. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Hack for Helga by SB

You are a lonely hacker that lives in your parents’ basement. To impress your online girlfriend Helga that you can, in fact, hack your city’s internet, you must hack into the ISP (internet service provider) to take control of your city’s internet and prove your love to Helga. Will you hack the ISP and find true online love or get disconnected trying?

Start
On start, a player begins on their designated point on the board and draws to the next computer tile they choose (see gameplay)

Game Play
The board is a 6x6 hexagonal board with 36 hex tiles on top of it. Players draw lines from tile to tile on top of the already existing lines on the board.

During your turn, you may pick up and look at (without anyone else seeing) up to 3 computer tiles within one tile of you. Once you have picked up 3 tiles (or found your next sequential tile in for your chain) you must flip that one over for all to see. You then draw a line from your current location to the chosen tile, thus ending your turn.

If the next sequential tile is not found, the player may choose a tile of the same level or lower (the player must then move their way back up if they choose a lower-level tile)

You may start a new chain from your home computer (starting space( at anytime during your turn (starting a new chain takes up the ENTIRE turn).

You must start your computer chains at your home computer (starting space).

Lines connecting two computers must be drawn ON TOP OF the existing board lines.

The tile hierarchy is in order as follows: PC, Switch, Private Server, Router, Public Server, ISP (Final goal).

To steal a pc or other computer tile from another player, you must connect to that tile and then compare the number of PC’s in each player’s possession. (The player with the most PCs wins)
In the event of a tie during a hack battle, both connections are lost forever (x’ed out and all players may not connect to that tile through the lost connection).

Some Mechanics are : Crayon Rail, Route Network Building, and a Modular Board

The game ends when a player finds and connects to the ISP, after connecting, the winner then picks up one of the Helga/Boris dating site profile cards to see which one they received. Four out of the five of the profiles belong to Boris (an old man who wanted to trick people into thinking he was helga). However, there is one of these profiles that belongs to the real helga and is the goal. This is not a determining factor, just makes the game a little more bearable .

My game is amazing because it is about the excitement of hacking and beating your friends, but it is also about finding true love in the cruel and unusual world we live in. My game is also awesome because I worked very hard on it (you would not believe how many hours I spent staring at a blank piece of paper and trying to think what would be the most fun yet functional game I could come up with).
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4. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Break In by MK

A new shipment of money has arrived in the Banking District, and your boss wants it. Can you steal more money than the other robber teams, or will they get the money first?

During each turn, players will maneuver their robbers through a series of obstacles, all the while dodging guards and trying to get to the vault and back out.

Bank robbing can be ordered and simplified down to movement on a grid, therefore making it into a simple and original board game idea.

Game Mechanics: Action Point Allowance: Using a “bank” (hahahaha) of 10 action points, players navigate the bank and remove obstacles. Card Drafting: Players can buy cards to enhance their abilities and speed up the process of the game.

The game ends when a player has successfully stolen the Carmanian Diamond. The winner of the game is the player with the most money when the game ends.

Why is my game awesome and amazing? Who wouldn’t want to rob a bank? The excitement, the thrill, the drama. And the money. Who doesn’t want a ton of money? But, then those annoying laws come in the way. Those laws that say you can’t rob a bank, to protect the possessions of others or some other stupid reason like that. Now, for those souls, or soulless people, who don’t abide by that law, then this game isn’t good for you. But for the boring chaps who abide by that rule, this is a great way to experience the thrill without any of the danger. Or money. Which makes you kind of wonder what the point in all this is without the money? To have fun? Naw, that’s not worth it. I have no idea why anyone would ever play this game when they can rob a bank. I guess that’s just one of the mysteries of life. Or maybe there are decent people out there? I have no clue.
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5. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Croonies by SK

You are a part of a gang living in a small town on the coast of Washington state. A golf club is trying to seize your tree fort through eminent domain and you need money to pay your attorney to save your fort from being firewood. You find a map to an old French pirate treasure map and decide to follow the map to find the treasure. As you head down to the ocean to start looking, an old man tells you an old legend about Three-Eyed Willie, an old pirate whose treasure was scattered everywhere in a cave. Can you find the treasure before anyone else? Or will you let the golf club take your home?

On every turn, players can do one of four things:
Place their coloured track on the board
Break another players track
Take some treasure
Break a boulder

I really liked the idea of adventuring and exploring, but, it is hard to do when you’re young. That’s why I like playing adventuring games and such. But, instead of playing those, I decided to make my own.

The mechanics that I used are network building, pick-up and deliver, with a modular board.

The game ends when all of one players tracks have been placed on the board. Players win if they have the most gems at the end of the game.

My game is perfect for those who love exploration and find it enjoyable to have an amazing time playing with others.
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6. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Operation Boyardee: Italians Cows in Space (aka Settlers of Cowtan) by MS

As you and your fellow cow fleet attempted to be the first cows to settle on the moooooooons of Jupiter, there was a problem. You were arguing about the best topping for pizza, and it turned into a fight. Your fleet separated into four ships, each determined to conquer the most moons. Can you become the Big Cheese of Jupiter?

Goal: Try to colonize 30 times, then, after you do that, have 7 colonies on the board at once.

On each turn, you move on the Rondell Wheel (1, 2, or 3 spaces), complete the action specified on the Rondell Wheel, draw 2 cubes randomly from the bag, put 1 black cube in, then repeat (the Rondell Wheel then move then draw then place actions) until you draw a black cube or decide to end your turn. Also, after you have drawn once, you are able to place one of the cubes that you have drawn out of the bag on the Rondell Wheel. For instance, if you have drawn a pink cube and an orange from the bag, you have the choice to move on the Rondell Wheel again, complete that action, then draw, and repeat, OR place a pink (move cube) or orange cube on an unoccupied space on the Rondell Wheel (i.e. there is no other cube or anything written on that space), and THEN draw from the bag (you are able to place at most one cube you have drawn on that turn on the Rondell Wheel (during each round [note: a round is moving on the Rondell Wheel, completing that action, then drawing and putting a black cube in the bag, OR placing a cube on the Rondell Wheel, drawing, and putting a black cube in the bag. A TURN is the set of rounds a player completes before the next player goes]).

I chose this theme because
1. Cows are awesome (I challenge you to find 3 people who don’t like cows)
2. Moons are cool (see above parentheses)
3. Italian cows are awesome (see above parentheses)
4. Ok, I really don’t have a 4th reason but 4 is still a cool number (again, see above)

The mechanics I used were Push Your Luck and Rondell Wheel. I used Push Your Luck because players have to decide if they want to move on the Rondell Wheel again and have the chance of drawing a black cube. I used the Rondell Wheel by using a Rondell Wheel to determine what a player would do during that turn (they can move 1,2, or 3 spaces on the Rondell Wheel)

A player wins if the make 30 colonies and then has 7 colonies on the board at once, OR if someone has 10 colonies on the board, then players determine points by 2 times the number of colonies they currently have on the board plus the number of times they have colonized (if there is a tie, whoever’s move it is next of those who are tied wins).

WHY IS YOUR GAME AWESOME AND AMAZING?
Because who doesn’t like Italian Cows that are in space (by the way, their names are Spaghetti, Pizza, Ravioli, and Mostaccioli)?

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7. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
A Migration Situation by CY

As the leader of a narwhal pod, you must safely guide your narwhals through the treacherous Atlantic Ocean to the Davis Strait while picking up special powers and reproducing along the way. The game will end when the Davis Strait is completely filled with narwhals, and the winner is the player with the most narwhals in the Strait by the end of the game.

On a player’s turn, they must take three actions of the following: moving, reproducing, taking a card, or using a card.

Moving requires only one action. If a player decides to move, they must move one of their narwhals to an adjacent hex.

On the other hand, reproducing requires three actions. While reproducing, a narwhal can place another on its hex when it is on the same hex as the Reproducing Narwhal’s hex (in the middle of the table).

If a player decides to take a card, it must be the first action he or she takes. In addition, the player cannot use that card until his or her next turn.

Using a card takes one action, but the player gains a special ability if a card is used on his or her turn. However, cards have their drawbacks.

After each turn, the player who just took a turn must roll the dice. All of the narwhals in the row number that the dice show will die. When a narwhal is dead, it removed from the board. However, these narwhals can be revived through reproduction.

I chose this theme, because I personally think narwhals are very fascinating creatures. Not that many people know about them, and I would like to show the world how “cool” of an animal a narwhal actually is.

One game mechanic that I used is Area Movement. Players utilize this mechanic when they move their narwhals across the game board. Another game mechanic incorporated into the game is Variable Player Powers. By taking and using cards, players gain different abilities that can help them develop a strategy.

The game end is triggered when all of the spots in the Davis Strait are occupied. The winner of the game is the player who has the most narwhals in the Davis Strait.

“A Migration Situation” is a very distinct and unique game, because of its exciting theme, and the way it incorporates real world information into the gaming world. It is also cool, because narwhals have the ability to gain fun powers that will help them win the game.
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8. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Arachnid Anarchy by RP

Plays 3-6 players
Intended for ages 9 and up

You are a team of two spiders and a fly trying to make your way in a harsh world of limited food and resources. Can you and your gang survive the longest by collecting five fly points first?

The object of the game is to collect five fly points before other players. Players will do this by moving spiders and flies around the board and completing actions.

Each player controls two spiders and one fly. A player will obtain fly points by collecting and/or stealing flies. There are two types of flies: player flies and public flies. Player flies are controlled by players and are worth two fly points if stolen by other players. Public flies are not controlled by players and are randomly dropped on the board at the beginning of the game.

Players have 5 action points (5AP) per turn which they may choose to divide among their spiders and player fly: Move 1AP, Take a Fly 2AP, Carry a Fly 2AP, Send a Spider Home 3AP, and Steal a Fly 4AP.

Players can obtain mystery cards by landing on mystery circle tiles OR successfully bringing a fly back to his/her web. Mystery cards are a fun addition to this game that can either be helpful or destructive to a player. If a player has the chance to receive a mystery card, they are not required to take it.

I chose this theme because I found spiders interesting and thought there were many things associated with them that could be incorporated into a fun board game. After some research, I decided that spiders was the way to go.

These are some of the key mechanics that I incorporated into my game:
Action Point Allowance: Each player has 5 action points to spend per turn. Different actions have different point values.
Area Movement: Players move pawns around the board according to their own decisions. Players are not limited to specific pathways.
Card Drawing: Players may draw mystery cards and complete the actions written on them

The game ends immediately when a player collects five fly points. After this event occurs, all other players will be given one more turn to collect five fly points and tie the game. If no other players can tie the game within that 1 turn, the player who collected five fly points is crowned winner.
My game is awesome and amazing because it puts players in the shoes of some average spiders trying to make their way in life. My game is also very entertaining and addictive and is a great family game.
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9. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Power Hungry by DJM

Explorers have discovered a brand new continent and people are rushing to colonize it. You must provide electricity to these brave settlers and eventually monopolize this lucrative market. Will you provide light to this new world or will they forever live in the dark?

Gameplay: Players create chains of energy producers across a modular board and attempt to create the most energy.

Players start a turn by calculating energy created during the previous round. Next he/she draws two geography tiles from the Bag of Power, pick which one he/she wants to keep and places it on the board and returns the unwanted one to the bag. If he/she pays 5 energy points at this point he /she can place her/his Energy Producer on the newly drawn tile even if its not connected to their chain. If players so wish they can purchase new Energy Producers for the listed price. Also if they pay the cost of an energy producer to its owner they can take it off the board and return it to the owner. The owner must accept. A Producer placed on a bought out tile is safe unless the new owner agrees to sell. At this point the player places their Energy Producer on the board either connected to their chain(adjacent to a previously placed producer) or if they paid the price on the new tile. Then the next person clockwise is given the Bag of Power and completes their turn.

I have always been interested in how electricity is generated and the benefits and drawbacks of the ways to generate it.

Game Mechanics: Modular boards, chit pull, tile placement.

The game ends after 12 rounds whomever has the most points wins.

Because I made it and it’s very slightly Educational. And entertaining.
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10. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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A Zoo Askew by AG

You are a zookeeper and some of animals in the local zoo have escaped, and are wildly running around. You must get all of your animals into their enclosures. It is your duty to safely get the animals back to their enclosures. The first zookeeper who gets all of their 5 animals into their enclosure gets a promotion. Can you get them back before the other 3 zookeepers do?

On each turn, players have 3 action points, and can choose from the following actions: claiming land, moving their animals, or drawing movement cards from the deck.

Claiming Land: You can claim land by placing a hex tile on the hex bordering the hex where one of your animals is on. It costs all 3 Action Points, and once you place the hex tile on a hex, the other players’ animals have to go around that hex.

Moving Animals: The movement cards display arrows that point up, down, left, and right. They have one or two arrows on them. One arrow signifies that you move one space in the direction the arrow is facing, and two arrows signify that you move two spaces in the direction the arrow is facing. Moving animals cost 2 action points.

Drawing Movement Cards: At all times players must have 5 cards in their hand. On each turn, if a player draws a card before completing any other action, they may use that card on the current turn. If they draw a movement card after completing an action, they may only use that card on the next turn. After a player uses a movement card on a turn, they stack that card in a discard pile, and draw a new movement card from the deck. If a player has more than 5 cards at one time, they stack the excess card(s) in their discard pile.


I chose this theme because we were told that animals is a good theme to think about. A zoo came to my mind, so I thought about animals escaping from the zoo and finding them.
Some game mechanics I used:
Action Point Allowance: every turn, players have 3 action points to use, and each action costs a certain number of action points.
Area Influence/Control: when you claim land, you are using area influence, as you are gaining control of an area.
Area Movement: on each turn you (may) move your pieces on the board, and players also have advantages and disadvantages when moving.


A player wins when they have gotten all of their five animals into their respective enclosure. The game also ends when a player has brought all of their animals into their enclosure.

My game is awesome and amazing because it has a fun theme, and there is some humor involved. It is also set in a hectic and chaotic setting, which makes it fun, and you get to move animals and be a zookeeper with your family or friends.
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11. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Thar’s Booty Down Tharrr by AT

Answer the following prompts below:
You are a shipwreck excavator, but your job is not doing well. You just heard about the biggest shipwreck of all time! Can you satisfy enough clients to save your business or will your job sink like the shipwreck itself? To save your job, you must maneuver around the deadly sharks, manage your oxygen, and fulfill you client!

On a player’s turn, they have a few options. If they are in their boat, they may purchase a power. The available powers are spears, flippers, scuba masks and a rope. These powers will help players in many different ways. Players also have 5 spaces that they can move in any direction. Players must also watch out for sharks, that will swim after every round. When players reach the shipwreck, they must roll the desired number on their client card to receive the item. But watch out! You may be trying to get the same item as one of your opponents! Players may also attempt to steal an item from another player.

I chose the theme of an underwater adventure because I have been snorkeling. I think that it is very fun and I am fascinated by life underwater. I also really wanted my game to have an adventure feel to it.

The game mechanics I am using are action point allowance and set collection. Set collection is used because players are challenged to collect all the items that their client asks for. Action point allowance is used when players move. They have up to five action points to move with.

The game ends when a player makes it back to their ship with three items in their possession. The winner is the person that has the most points. Points are gained by the number of items in your possession and your remaining coins. The player that ends the game will receive additional points.

My game is awesome and amazing because it was designed by someone that, starting the semester, knew nothing about designing a strategy board game. I learned a lot, and really enjoyed applying my newly found knowledge to a topic that I find really interesting. I also think my game is very fun, and I hope that I have executed the feel of being a real scuba diver, and the challenges that come with it.

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12. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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We Bee Serving The Queen by EB

You are a bee collecting pollen from flowers to make recipes for the queen. If you can’t collect enough pollen, the queen could die. As you travel across the field, you stumble across different colored flowers, each with a different kind of pollen. The queen has made many different kinds of recipes of her favorite honey, for you to make then bring back to her. Can you fulfill the queen’s needs, or will you be banned from the hive? As a bee you will fly around outside the hive to make the best honey around. Make sure to bring it to the queen and take all the credit. But don't let another bee leech onto your great work!

Players control four bees and have four actions to split up between them. Players can move to an adjacent hex, or steal parts of other players’ recipes. When you move you bees, they land on flowers, and collect the pollen from them. Once you have done that, you may use the pollen to create your own recipes, or use it to steal points from opponents. Once you complete a recipe, you can take it to the queen. She will the reward you with points, an extra bee, and an extra action. However, if another bee is involved in the making of your recipe, she doesn't deem you worthy and decides not to give you any bonuses, except for some points.

I chose the theme of bees because I wanted to use hex paper and actually have it fit a theme, and a beehive is made of hexes. Perfect theme to fit a hex game board.

The two main mechanics in my game are Action Point Allowance and Pick-up and Deliver. Action Point Allowance is used to move your bees around, collect pollen, and steal parts of recipes from other players. Pick-up and Deliver is used whenever you collect pollen from a flower. You keep it safe and when you have enough to complete your recipe, you deliver it to the queen, and hope that she is satisfied.

The game ends when there are no more flowers left,or when all the recipes have been made. Whenever you complete a recipe you get points for it, and whoever has the most points when the game ends is the victor.

My game is awesome and amazing because it has lots of player interaction. If you pick up pollen that you don't need, or you just want to mess with someone else, you can. Stealing from someone elses recipe can be devastating for them, because not only have you stolen points from them, you have also stolen a chance to get an extra bee from them. This decision also comes with a price. If you decide to steal, one of your bees has to stay with the pollen, so you lose a bee for a while. This whole system adds a great deal of player interaction that I love. Its just so fun messing up your friends.
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13. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Galaxy Gallop by MK

You have a very important mission, aliens are threatening to blow up planet earth and end all mankind, unless you can bring them the precious black star! You must first get the black star, then bring it to the aliens on the moon. You and four other cowboy astronauts are in a race to reach the moon first. Save our planet, and be named the best cowboy astronaut of all time by being first of your opponents to make it to the moon. But hurry, the aliens are getting impatient!

On your turn, you move 3 spaces. You can turn but it is optional, If you do choose to turn you can only turn once. Use space money to buy armor for you horse, and send attacks on other cowboy astronauts. When you land on a war star, you roll a die and the number of the die decides which attack you send on the cowboy astronaut of your choice. Each horse has different weaknesses and strengths that will be determined by the card you draw. Collect a black star and be the first to get to the moon and save the world!

My theme was inspired by the tv show Firefly my teacher told me about. Plus cowboys in space is awesome!

The game mechanics in my game are dice rolling, and card drafting. Dice rolling is used when you land on a war star and you roll a die to determine the attack on another player. Card drafting is used when you a draw a card to decide the

The first player to collect a black star and make it to the moon is the winner!

My game is super awesome and amazing because it because it has an awesome and amazing theme and is very fun.
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14. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Fruit Pursuit by OW


You are an animal, racing other animals in the forest. You need to collect a specific amount of fruit and get to your cave before December is here. The amount of players will determine the number of pieces of fruit they need to collect. The end of the game is triggered when the first animal, with enough fruit pieces, gets to the cave before December is here. There is a round counter with months to track your progress. Every turn, you must move a space on the round counter. When it gets to December, it is the end of the game. Also, every new month, you select a new fruit card. This card will determine the fruit that you can collect until it is a new month.

Describe the gameplay—what do players do on their turns, how do the components of the game interact with each other?
Each turn, each player has 3 action points. With these points, you can move your animal, pick up fruit, or block another player. If a player chooses to block another player, they can either use a log to block a player from crossing or use a rain hex and make that player stay where they are for another turn.

I chose my theme to be animals in the forest because I love animals. Also, I know that many other people like animals too and so this would be a game that would appeal to many people.

The game mechanics I used for my game were modular board and the chit-pull system. The modular board mechanic means that the board is in many pieces, rather than a fixed board. The chit-pull system allows players to block other players during the game using different chits.

The winner is the person who gets to the cave with enough fruit before it is December. The game ends when the round counter gets to December, so there is a chance no one will get to the cave before the end of the game. If this happens, the player who has the most fruit wins.

My game is awesome and amazing because it combines strategy with an element of excitement and fun.
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15. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Sailing the Seas by TF

You are a leader of a mighty and powerful nation that needs to colonize to other landmassees due to a new age of discovery, rationality, and intense boredom of your homelands. Although, other nations also have the urge to colonize the world. Compete with the other nations to settle on different landmasses, creating epic empires of settlements. Will you succeed in colonizing the world?

Objective: Settle many colonies throughout the world, and build a strong navy to demolish your opponents.

Players may either move their ship, or build a new ship on their turn. If the player chooses to move, he may also build a city on that turn. If a player’s ship lands on the same tile another player’s ship is on, a fight begins. The winner of the fight sinks all of the enemy's adjacent ships, or captures his/her city, depending if the ship attacked a city or not. You win fights by rolling the higher number on a dice. You add numbers to the dice’s number by the bonuses you have. You receive bonuses from the amount of ships you have adjacent to each other.

I chose this theme because history interests me, and this theme is based on the European colonization of the world. The theme allows for many fun and interesting interactions and experiences for players.

My Game Mechanics
Area Movement - Players move their ships across seas and rivers to different fictitious continents
Dice Rolling - Players roll a die to find out who wins the battle. Whoever rolls the higher number wins.
Area Control - Players try to build colonies on different landmasses and islands. Each colony you build lets you control the tile your colony is on, and you receive three points for each colony.
Action Point Allowance - You receive one action point per turn. Building a ship costs one action point, and moving three tiles costs one action point as well.

The game ends when all of the landmasses or islands have at least one city on them. Players win by receiving the most points. 1 point is awarded for every ship you have, 2 points are awarded for every city you own, and 3 points are awarded to the player who has a city on Alexandria Island.

My game is awesome and amazing because it is extremely fun to build colonies on different continents. It is also fun to traverse the seas while bombarding other player’s ships and colonies. There are also multiple strategies to my game that make every playthrough different and unique.
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16. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Artsy Fartsy by AW

Using colors from your painters palette you are trying to complete Artsy Fartsy cards to earn Artsy and Fartsy points and beat your fellow artists.

Gameplay:
The objective of the game is to construct patterns of colors on your Artsy Fartsy cards. Complete the most Artsy Fartsy cards and earn the most points using your colors and strategy. Starting with the person who last colored something, each player has the opportunity to take 5 actions. These actions include:
-Placing a tile on the board
-Adding a tile to your palette (maximum tiles on palette: 12)
-Picking an Artsy Fartsy card (max once per turn)
-Remove a tile from the board (max once per turn)
-Proclaiming Artsy Fartsy (completed a card)

I chose this theme because I enjoy colors and art and decided that it would be a good theme for a game.

Game Mechanics and how I used them:
Pattern recognition
Each player creates patterns according to cards they draw.

Pattern building
Each player builds patterns using colors from their painters palette to earn points.

Action point allowance
Each player has 5 actions per turn.

How players win and how the game ends?
The game ends when board is filled and no further colors can be placed or game can also end when all cards have been used.

The player who has the most Artsy points when any of the above endings have occurred is the winner. If a tie occurs the person who has the most Fartsy Points wins.

MY GAME IS AWESOME AND AMAZING BECAUSE:
It is a fun and creative way to get together with friends or family to have a fun time with fun colors and strategy.
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17. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Maghreb By JCM


In my game you control a trade civilization in north africa and are trying to crush all others to prove your dominance. You must out complete and destroy everyone else.

On each turn players can build roads claim cities move caravans obtain resources and upgrade. Each players caravan must complete its mission and deliver resources to other cities to earn points. Players also get points by building roads and claiming cities. Each mission is determined by 2 mission cards a city one and a resource one. They are in two piles so each gameplay is different.Roads are very cheap with 5 for one wood and 4 for one stone to facilitate player interaction.

I chose my theme because I wanted to do trade networks but everyone uses the silk road. I chose instead to explore North African trade routes.

My mechanics were Crayon Rail, Pick Up and Deliver, Route Network Building. I use crayon rail when you have to draw on your roads and color cities you own. Pick up and deliver is used in resource and city missions where you take resources with camels to each city. The route network building is used for building the roads.

The game ends when each city is claimed or a person has collected ten cards. A player wins when he or she has the most points. Every three roads is a point, each claimed city is 2 points, every type of leftover resource is a point and the number of points on each card are added to your total.

My game is awesome and amazing because it is unusual and requires strategy. It also has complicated aspects that reduce the amount of luck and increases strategy. The final reason my game is awesome is I made it.
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18. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Raining on Your Parade by PS

You are a cloud who just stumbled upon a happy park. However you are not just any cloud, you are a cloud that feeds on misery, and you love to cause havoc by striking the pool with lightning, ruining golf tournaments, making sandwiches soggy, and of course, raining on The PARADE! However, there are other clouds competing for the same source of energy. Will you be the cloud to ruin everyone’s day at the park, or will you tremble in fear as the others triumph?

To decide who goes first, players will quickly turn over one of the cloud pictures, and whomever names it the fastest will go first.

On a player’s turn, they have the option of: moving, placing a cloud, traveling to a previously placed cloud, or striking down on the park with lightning, drawing a chip, placing a chip, with a total of 7 action points.

A player must spend one action point to move to an adjacent hex , they may move multiple spaces per turn.

After moving to a hex, a player may place a cloud on the board for a single action point. This may done multiple times per turn. To place a cloud, players will draw using their color coded dry-erase marker.

I chose this theme because whenever something fun or important is supposed to happen outside, Mother-Nature decides that it is her job to ruin whatever that special event happens to be. The idea of using weather as the main component to a game seems like a good idea. Natural things naturally (Get it?) lends itself to conflict.

The game mechanics I used include: Action point allowance, this allows for players to make decisions while knowing they can only do so much in a turn. Card/chip drafting, players draw chips which they may place on the board which will yield points to player. Area control, players place clouds on the board to give themselves points while simultaneously preventing other players from getting that same point source.

The game ends once the parade has gone through the park 3 times. Players win by accumulus - I mean, accumulated the most amount of points throughout the game. If a tie occurs, whichever player has the most amount of clouds on the board is the winner of the tie. If a tie still occurs, use the cloud pictures to determine the winner, whomever names the cloud the fastest wins.

MY GAME IS AWESOME AND AMAZING BECAUSE:
The weather is always an annoying thing, but what if you controlled it? You could have so much fun ruining peoples “Fun in the Sun”. My game captures that feeling with a blend of strategy and luck, which can create lots of fun experiences for the players.
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19. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Top Dog By JM

In your doghouse, there is unbalance. You and your dog friends are getting cocky trying to find out who is the best at capturing squirrels. It’s time to declare who is truly the top dog. In the game, players take turns moving about the board to try to collect squirrels before the garbage truck comes. During a turn, players use their actions to move their dog throughout the board. They attempt to collect squirrels of their assigned color before the truck comes. When the truck reaches the house, the players must be back to their original starting point on the board.

I chose this theme to pay homage to my dog, Brody. He is spazzy and energetic, but he loves to chase squirrels around the backyard nonetheless.

My game has several mechanics.
--Action point allowance- The players are allowed seven actions per turn. This is constant throughout the whole game.
--Set collection- The goal of the game is for players to collect all four squirrels of their assigned color. They are constantly competing to collect the set.
--Pick up and Deliver- The players pick up squirrels as they move across the board.

The game ends when a player collects all four squirrels of their color. They must collect all four then return to the starting point before the truck reaches the end of the road.

MY game is very awesome and amazing. Do you like dogs, energetic times, and competition? Then you are going to agree that my game is a great way to spend your time! Are you the top dog?

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20. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Brain Trains vs Space Aces by DS


As your race stumbles forward in exploration, you find the Earth, supportive of water and land, but when other races join in the fight for Earth, you will have to defeat them or fall. As a zombie/alien, you have to claim the most areas on the ‘Earth’. Players will do this by placing cleared spaces/train tracks in the squares, and when they move over them, they claim the territory temporarily. Players can permenate territories by moving over a shadow-boxed square. All temporary claims are wiped away every 3 rounds after the first. Also any player out of a shadow box loses 2 health, and any player off of a cleared space/train track loses 3 health.

As a zombie or alien, you have four action points, you can use them to do things such as:
•Roll the orange dice to set cleared spaces/train tracks (2 action points)
•Move over a claimed territory (1 action point)
•Move over an unclaimed territory with a cleared space/train track, one in which you or another player has placed a cleared space/train track (1 action point)
•Move over an unclaimed territory without a cleared space/train track, one in which no one has placed a cleared space/train track (2 action points)
Example: Roll the dice to set cleared space track once, move over an unclaimed territory twice.

Why did you choose this theme?
Because it brought together a few of the most popular themes.

Game Mechanics and how you use them:
Variable Player Powers

How do players win and how does the game end?
The game ends when someone permenates the last of their claims

WHY IS YOUR GAME AWESOME AND AMAZING?
Because it has zombies, aliens, trains, and best of all, my name on the box...

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21. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Skedaddle by DC

You are a fun deprived penguin looking for food. You will be trying to wow the judges and prove yourself loyal for the Fish-Trick-Trophy. You will need plenty of energy, in the form of fish. Are you able to skedaddle your way to the top?Your penguin must collect a pattern of fish and skedaddle back to any ice cap to perform snazzy tricks that are shown on the cards and will be performed for points leading up to the ultimate Fish-Trick-Trophy.

Starting with the person who most resembles Danny DeVito, play will continue to the left. At the end of each round there will be 12 hexes on the board. Each round has 4 phases, Collecting fish, Going to ice, Doing tricks, Getting scored

I chose this penguin theme because at the beginning of this unit of board game design, I chose to shout the word penguin when my teacher, Madam Mercury called out “If you can’t think of a good theme just go to animals. Oh and DC, you are a star student!”

My mechanics are as follows, modular board, tile placement, card drafting, and area movement. The way Skedaddle has a modular board it that once you land on a hex that has already been iced over you must place a hex on it, that is also tile placement. It has card drafting because at the start the game you receive cards that hold your trick. Area movement is featured in my game because if you want to play my game you’ll have to get over the fact that you need to move.

Players win once they have the most trick points after all the game ends.

My game is awesome and amazing because if any of you or your friends want to have a life changing experience filled with ups, downs, emotional hardships and sweet victory you really need to try out my game, Skedaddle. Not on shelves yet.
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22. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Coconut Love by CD

Your grandma is extremely sick, and the doctor said that the only cure was coconuts. You love your grandma very much and want her to live as long as possible. As you make your way up to CoCo Heaven, you see many monkeys on the palm trees already. You found out that the disease got to many other people. Will you pick enough coconuts to cure your grandma before the coconuts run out?


There are three actions that a player could take: Move a space, Pick a coconut, or Steal a coconut.
Each hexagon title is one space. If you pick up a coconut, it costs two action points, dropping a coconut at your square also costs two action points. You may steal a coconut from another monkey that is adjacent to your square. Stealing a coconut also costs two action points.

I chose this theme because I think monkeys and coconuts are cool.

The game mechanics that I used are action points allowance and

Players win by adding up the points that they have on the back of the coconut. The game ends when all the coconuts on all of the trees fall off.

My game is awesome and amazing because it's about monkeys picking coconuts to save its grandma.
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23. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
Pangea by EC

You are a secretive tribe of prehistoric creatures on Pangea. You have just started to evolve and create villages, cities, fishing, huts, ports, and farms, but the problem is that other species have also started to evolve. As a result, you must race to grab land and modernize your population. A meteors coming, and can you triumph over the other inferior species, or will you fall to their superior skill?

I chose this theme because I wanted to make a game about colonizing a area of land. At first I thought space but I feel like it was too corny so I thought a lot more and came up with colonizing Pangea in a civilization versus Manor (love the game).

Players start with three food. Food is the currency in the game, and players need to give food to the board every time they pass the food tile on the rondel wheel. Your pawn may move in any direction (including diagonally) 3 hexagonal spaces.

The mechanics are very interesting with the rondell wheel and area movement. I chose them because I really wanted to use area movement and a rondel wheel while but when I started I had a vague idea of what a rondel wheel was but I really liked the idea.

You may destroy another person's tile purchases by moving on to the hex that purchase is on are on and by paying the price of that tile and flipping the green destruction coin. {Note-you put your food in the bag regardless if you win or lose the destruction} You may move your larger game piece counterclockwise spaces on the rondel wheel then you must follow these rules concerning the action you take after your rondel movement.

Note-your first tile purchase is free of cost.

The goal of this game is to colonize Pangea as much as you can before the meteor. LIVE IT UP! The game end idea came to me when I was using a Chinese calculator in math class then I incorporated it into the game end condition. Game ends when one of these happen... The time runs out, all of any one time purchase is used up by the players, or all food is all spent on tile purchases. Get extra points for each city (2vp), village(1vp), port with shipping(3vp), each port(1vp), the person who has the most food(4vp), the person who has the most pawns(4vp).

This game is awesome because you are monstrous evolutionary success fighting to live your lives.
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24. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2623]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
Hazy Mazy by CH

You wake up in a maze with three other teams of friends, the first team that makes it out of the maze will be the only team. You have to get your whole team out of the mysterious maze before another team traps you in forever... You need your last meeple to get the key across to the other side on it's journey through the maze.

Game Mechanics: Area movement (you have to only move on the colored areas that match your meeple), modular board (the board is made up of tiles that are placed down in no specific order with no specific direction), and pick up and deliver (you must have your last team member bring the key across to the other side.

Each player moves takes three actions per turn. The first action has to always be moving a meeple on the game board. Your meeple/meeples must stay on their coordinated color on the board.

The other actions you may do on a turn are 1) turning an tile 90 degrees or 180 degrees (clockwise or counterclockwise).

2) Playing a power move (jump over one tile to another on any space that matches your meeple OR switch two touching tiles’ places, even if a meeple or multiple meeples are on the tiles). You only get two power moves per game.

3) Playing an orange boulder to block any move against your personal meeple/meeples on the board. (You only get one orange boulder in the game, it is only used once.)

You can steal the key from another meeple and it counts as one of your three actions per turn.

I chose this theme because I wanted a game board that could be changed up through player interaction.

Players win when they get their whole team of four meeples across the board and the last one gets the key.

My game is AWESOME and AMAZING because if you and your friends are looking for some competition and a lot of player interaction in a game, HERE IT IS!!!!
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