Fearless, epic game designs from the minds of 13 year olds. Please take a look!
Kathleen Mercury
United States
St. Louis
Missouri
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Every semester I am fortunate to teach board game design to my middle school students in our gifted class. Each student designs their own full prototype and writes a full ruleset. This semester, I have 33* designs to proudly present.

And we're done!!! The semester is over and we are on break. Thanks to everyone for the support! We will see you all in May!


Over the course of the semester, the students created a short game with random materials, then learned about mechanics. Then, each learned the rules for a published game and taught it to the class in small rotating groups so they each played between 6 and 8 games (more would come later). Next, they worked on selecting a theme that incorporated conflict, and then chose mechanics that would complement the theme. They then worked on prototyping, clarifying objectives and victory conditions, changing the prototype, and finally writing rules.

As always, I am eternally surprised by the creativity and difficult choices my students make in developing their prototypes. Good ideas are never finished, but I am ridiculously proud of how hard they have worked and fought for their designs to push them this far.

In their blurbs below, they provide the following information:
1. A short description of the game's story
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?

Please feel free to thumb and comment on games you like. My students definitely pay attention to this. I will have them respond to all questions. (Thumbs are the easiest way for my students to see that others like what they have done, and comments are great too!)

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
Chris Darden
United States
Lake Saint Louis
Missouri
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Microbadge: Dungeon Roll fanMicrobadge: Citizenship Recognition - Level I - One small step for geek... One giant leap for geek-kind!Microbadge: Geekway to the West attendeeMicrobadge: Parent of big sister and little brotherMicrobadge: Golden Meeple

, designer of Dungeon Roll.

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 take a look at http://www.kathleenmercury.com. I welcome collaboration, comments, and suggestions. I'm going to put more stuff up over winter break, and if there's something you want to see, message me.

Thanks so much for supporting my students and their work!

*One game posting is an update of a game from last semester that a student is still working on as an 8th grader. How cool is that? Check out Venturing Vaults, #30 . )
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1. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Golden Opportunities: Robbery, Mischief, and Giants by A. B.
From gallery of funkdonut


You and a bunch of your criminal, middleworld-hailing buddies have decided to get together and rob the giants’ house while they’re away on vacation. Fortunately, the ‘magic beans’ that you traded for your cow have been planted and sprouted into a bean stalk of sky-scraping proportions. This is your Golden Opportunity! Now, crawl up the beanstalk into the giants’ castle and rob as many items as you can get your grubby little thieving hands on! But be careful, the giants could return home at any time…

The objective of this game is to get as many golden points as possible. This is done by collecting furniture (robbing it from the giants) strewn about the giant’s castle. Each furniture card a player picks up is worth a certain amount of golden points, (the amount differs) and when a player picks up a furniture card, that player earns those golden points.

Players can choose from a number of actions, and this number changes slightly depending on what actions the player has chosen last round. Components of the game interact both when they’re near each other and when they’re far from each other. It all depends on how the player chooses to play the game. For example, players can steal from each other, and the players do not have to be right next to each other to do that. However, for the giant to catch the player, the giant must be right next to the player’s pawn. Otherwise, the catch is not counted.

I chose this theme because it’s so much fun to imagine and pretend with. Everything seems mashed together, but it all works extremely well and is very fun to play around with.

Point to Point Movement, Chit Pull System, Programmed Action/Movement
There are different types of movement to choose from, which makes the choice of how to move a lot more fun. It opens up new ways to get where you want to be, as well as ways of avoiding certain characters when you have to. The Chit Pull adds in a bit of luck and makes the game so much more interesting and challenging. It also adds a lot of variety to each separate game.

Players can achieve victory by having the most Golden Points at the end of the game. There are multiple tie breakers, as well, just in case the situation calls for it.

My game is awesome and amazing because it’s fun, fairy tale-ish, and it’s not too hard to figure out, but not too easy to win, either. It gives kids the chance to pretend to be in another world while teaching them strategy, and adults to reminisce about their childhood while playing a short, lighthearted game. My game has something in it for everyone, and it all works interestingly and peacefully together to create a really fun, unique experience.
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2. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Lice Infestation by W. S.

In the mystical world of hair, you are trying to survive on the scalp frontier. This man’s blood supply on his head has gone dry and you have been searching for hours and hours for a source of food when you spot it . . . a lovely valley filled with beautiful sanguifers. You have competitors though. Other groups have arrived as well. You must capture all of the precious sanguifers of blood and precious materials for nits (lice eggs).

The object of the game is to either capture all of the precious sanguifers of blood or to have the most lice, nits, aquifers controlled, and blood combined into a score that is higher than any other player when the “No More Lice” card is pulled (card will be pulled or not pulled within the last 10 cards).

The youngest player starts the game. On every player’s turn, he/she can take four actions: moving lice, harvesting blood, playing/discarding/buying cards, buy a sanguifer, and generating nits into lice.

Game Mechanics- Area Control, Area Movement, Card Drafting, Hand Management, Dice Rolling, Bidding.

As the game goes on, after every round a card is passed out to all players. The only point at which the game ends is when either the card deck is depleted or one player has somehow taken over all 4 sanguifers. If a player takes over all 4 sanguifers, he automatically wins the game. But, if the card deck depletes before anyone can take over all 4 sanguifers, then a point count is needed. So do not dawdle getting out into the dangerous world of the hair or you will go down without a fight.

My game is awesome because of its unique rules and theme as well as the bidding or whatever you want to call it. The lice theme was chosen by me because I have never had lice (and hope to never have to) and they can have a grave effect on us, keeping us idle for even weeks on end.

P.S.You must consider the power of bloodsucking creatures for yourself.
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3. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Petrodemic by S.P.
From gallery of funkdonut


Fast forward 1 million years, the world has come to meet its demise. Weird, shiny, slimy creatures have destroyed the whole world. All that is left is a tiny “undo” button in the middle of the rubble of the Petronas Towers in Malaysia. But, time is ticking, you need to be the first person to save yourself, and not to mention the whole human race. You need to build through the rubble of other knocked down buildings, until you get to the ultimate, Petronas Towers.

On their turns, players can do one of two things, players can move their workers to the warehouses, to collect the needed materials. Or they can use the collected materials to physically build their structure. Players will follow the blueprints to stack the pieces together to create a structure. Each tier will offer more difficult structures. As you finish one structure from one tier, you will take another one, collect the materials, and build that one, and on and on until you finish all the tiers and reach the Petronas.

This theme was chosen by me because i like being able to actually use my hands to build stuff, and I like world culture, so i combined them to create a game where people are able to learn about world culture, but also able to fantasize about building large monuments as well.

The mechanics are Worker Placement(1), and Dexterity(2)
(1)Used by players moving their workers to the different warehouses. (2)Players actually need to use the materials they collect to physically build up.

Players win by building through the Petronas Twin towers, but they can only reach the Petronas by building through at least one building from each tier. The game will end when a player successfully completes building the Petronas Twin towers.

My game is amazing and awesome because this game , unlike most building games , does not create a mess when a structure falls. Also, you don’t need to know how to read to play this game, so people of all ages can play.
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4. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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A Stab In The Back by C.C.
From gallery of funkdonut


The Earth has fallen into a never ending pit of chaos . You and others are apart of a secret agency to take control of Earth. Will you be the first to conquer the planet before your rivaling associates? Can you sabotage others to make your way to the top or will you get a stab in the back?

On your turn players can establish a base camp, move the mothership or mini ships, steal an opponents miniships or base camp, or battle an opponent. If players ships are adjacent to each other they can battle. When a player lands on an opposing player's camp they can steal it.

I chose this theme because I love apocalyptic scenarios, they’re always heart pounding. Also because the sabotage aspect adds mystery and leaves you asking who is out to get me? Overall I really love the high tension feel!

Game Mechanics and how you use them: Action point allowance is on a turn where a player can move 5 spaces per action. Area enclosure is somewhat used when you establish a base camp. Players use hand management when they are choosing which battle cards to play (not included in picture). Pick-up and deliver is used when a player steals an item, they have to take it back to their base camp to lauch.

Players win when they have completed all three missions, then they move on to MISSION: SABOTAGE. For this mission they have to bring their mothership to it’s beginning position then launch it to the landing pad. Once a player has completed all these steps the game ends and the player has successfully conquered Earth.

My game is AWESOME and AMAZING because it is unique in it’s theme, is easy to learn, and has a fun mix of ideas. Though it is easy to learn, it is also challenging along way as you create new strategies each time.
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5. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Unicorns Unite! by I.D.
From gallery of funkdonut


The evil king Maximilian wants all of the unicorns from the Enchanted Forest to be captured and used to build his majestic unicorn horn throne. In order to do this, he sends out clans of ruthless, aggressive warriors to capture his much wanted unicorns. However, the queen wants to help the unicorns thrive and study their majestic ways. So, she assigns undercover agents to help save the unicorns. Will you save the magical unicorns in alliance with the queen? Or will you capture them for the king’s evil ways? Only the fate cards can tell…

The objective of the game is to be the first player to have both of their unicorns in the castle.

Players start out by choosing a fate card, and not showing it to ANYBODY! These cards tell if you are a unicorn capturer or a unicorn helper. The youngest player then begins the game. The player starts on the castle and then heads in the desired direction, moving five spaces per turn. If you land on an empty space, (which usually does not happen) nothing happens. If you land on a space with a poop token on it, then you flip the token and evaluate the token. There are 3 things that can be on the back of the poop token. These things are a unicorn, a "grab a card," or a mythological creature. If a capturer flips a unicorn, they immediately "capture" it and begin the journey to the king. The same thing occurs with a helper, but a helper takes a unicorn to the queen.

The game ends when a player has two unicorns in the castle at the same time.

I chose this theme because I have always LOVED the idea of unicorns, but I don’t really like the “fluffy and cute” image that kids have in their heads. It’s like Santa. You’re going to have to admit to the kids that unicorns are actually ruthless killers that stab their victims with their poisonous horns. Sorry kids…

Game Mechanics and how you use them: action point allowance, Hand management, set collection

Since there are two different types of players, there are two ways to win. (depending on what type of player you are) If you are a unicorn capturer, you win by having two unicorns in the clutches of the king at the same time. If you are a unicorn helper, you win by having two unicorns in the hands of the queen at the same time. The game ends when either the capturers or the helpers have both of the unicorns in the castle. (capturers-king, helpers-queen)

My game is awesome and amazing because it incorporates the magic of the enchanted forest, the conflict between players while trying to capture/save the unicorns, and the staggering truth about what unicorns are really like. Even though it has many elements in it, once you begin to play the game, it quickly escalates to a fun-filled, whimsical experience that adapts to most ages. (Except for the boring, dull age. Only some people experience this level of "ageness.")
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6. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Farming Fiefs by H.R.
From gallery of funkdonut


You live in the Middle Ages, the age of kings and knights, you have worked your whole life for this opportunity, the chance to settle new lands and create your own city. But as you begin packing supplies you find out that your lifelong rivals have also been given this once in a lifetime opportunity. Will your city flourish, or will your rivals’ cities surpass yours and send you home in shame?

Survive the challenges of settling news lands and surpass your opponents in every aspect to become one of the greatest cities ever. Gain points by gaining advanced resources such as lumber and bread, don’t waver in your determination to be the best or fall behind!

On their turn, players can do their actions in one of three phases. Phase one is collect/process resources; Phase two is build/upgrade buildings, and/or trading with other players. Phase three is advance season.

In Phase one, players collect/process resources and the number of resources a player collects is determined by the number of resource/processing buildings a player has, the level of the player’s resource/processing building, and what season it is.

The second phase is all about building and upgrading your buildings. You use your different resources to build/upgrade different buildings that produce different things. When you build a building, after paying the appropriate amount, you take an lv1 resource building from the pile (unless it is a processing building, in that case, you take the processing build from the pile and place it in the proper way, depending on what processing building it is). Different buildings have different costs, and different uses, for example the storage house is one of the most important buildings, because without it, you can only have at most, 10 of each resource type. Also in phase two players can trade with each other, trading some resources for other.

During phase three, advance season, the season tracker moves up one number. Advancing the tracker affects the resource production in phase one.

I chose this theme because I have always liked medieval times, ever since I was a kid, so using a medieval theme just seemed logical, and I just love this type of game, and I have had a hard time finding a game like mine, so I decided to just make one.

Game Mechanics: Tile placement (placing of buildings), hand management (managing resources), and trading.

The game ends when three years have passed, when each season has occurred and ended three times. The winner is determined by, once the game ends, whoever has the most total bread and lumber resources is the winner.

My game is awesome and amazing because it is really fun, and it is basically my dream game, the game I have always wanted to play.
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7. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Piggy Rush by E.G.
From gallery of funkdonut


Your dad, Papa Brick has told you piggies about the Big Bad Wolf, but you never really thought that he’d come back. Well, while you were wandering in the forest, you saw him, the Big Bad Wolf, and you need to get to the Papa Brick’s Brick house before the other piggies. Will you arrive there safely, or will the wolf blow you away forever.

First you have to choose who is going to be the wolf, and who is going to be the straw pig, twig pig, and/or plastic pig, but there must always be a wolf. Each piggy has 5 points and 5 actions, but the amount of points each action costs depends on the pig/wolf that you have. You roll the eight-sided die to see who goes first, and then you go clockwise from the person with the highest roll.

All piggies can move 1 space for 1 point (2 spaces for 2 points etc.), but only a maximum of 3 spaces per turn. All piggies can also set up a trap for 3 points, and run through a trap for 3 points (if a pig runs through the trap then the trap is gone).

The straw pig can set up a house for 1 point and go through someone else’s house for 3 points. The twig pig can set up a house for 2 points and go through someone else’s house for 2 points. The plastic pig can set up a home for 3 points and go through someone else’s house for 1 point. The wolf has 5 points and 7 actions. He can move 1 space for 1 point (2 spaces for 2 points etc.) but a maximum of 4 spaces per turn. To blow away a straw house costs 1 point, to blow away a twig house costs 2 points, and to blow away a plastic house costs 3 points. A pig when going through someone else’s house must pay the amount of points, but does NOT have to pay a point to go onto that space, but does have to pay 1 point to get out of that space.

When a wolf needs to blow away a house he must blow the house away but does NOT have to pay an extra point to get onto that space, and if there is a pig on the space you have to pay another point to eat the pig.

I chose this theme because pigs used to be my favorite animal, and I remember always listening to the three little pigs in preschool. I always loved that experience, but then I saw the movie Hoodwinked, and I started to feel bad for the wolf. So when I got to choose my theme, I thought that this would help make everything fair.

Game Mechanics: Action Point Allowance, Variable Player Powers, Area Movement

The game ends when either a Pig gets to the brick house, or the wolf eats one pig. How to decide who wins is that if a wolf ate one pig, then the wolf wins, but if a pig gets to the brick house, then that pig wins the game. However, only the pig that made it to the brick house first wins, the other pigs do not win.

My game is really fun, and kind of simple. You don’t need a lot of pieces, and it doesn’t take that much time to setup. You will find yourself wanting for just one more turn, even though you know you can’t.?
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8. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Wing It! By L.F.
From gallery of funkdonut


Hurry Up! Winter is coming! You’d better get your butterflies mature! Starting with larvae (because eggs are boring), players advance on a roundel wheel to develop their butterflies through the four stages of butterfly life: larvae, caterpillar, chrysalis, and butterfly. As players’ butterflies advance around the roundel wheel, they must place carefully as others’ placement on the roundel wheel can cause their great plans for butterfly domination to go down the toilet. Once players complete the life of a butterfly, they choose a butterfly worth a hidden total. Once one player completes the life cycle of seven butterflies, totals are added and the winner has the most points from their butterfly bits. Oh! And don’t forget about those player-controlled predators!

On a player’s turn, she can move on the roundel wheel. The roundel wheel has the following spaces: two move spaces, one larvae space, one caterpillar space, one chrysalis space, one butterfly space, one predator space, and an eat space. On the two move spaces, players are given the option to change the season, or move an already placed predator. The larvae space is the starting position for all players’ butterflies. Players must eat at least once before they can transition to larvae.Butterflies eaten by predators will also start here. On the caterpillar space, players can transition to the caterpillar life stage. This is also the same for the chrysalis space. On the butterfly stage, players will completely transition their butterfly and choose a butterfly of their choice for a hidden point total. On the predator space, players who are at least at the caterpillar stage can introduce one new predator to the board. Lastly, on the eat space, Caterpillars and Larvaes munch on delicious leaves. Players at the larvae or caterpillar stage must eat at least once to transition to caterpillar or larvae.

I chose this theme because it is something I always remembered being really interesting when I was younger. I loved seeing a butterfly in my yard and wanting to try to catch it. I even remember being SO upset when it flew away. Butterflies brought a smile to my face when I was younger and I wanted to bring a smile to the players’ faces too!

My game includes a few mechanics:
A roundel wheel is used as a board for all players to move on. It provides a unique experience for players because there are only eight spaces and lots of predators!
Players collect sets of butterflies, each of which has a secret point value.

The game ends when one player completes the life cycle of all seven butterflies. The game is won by the total of the hidden point value. So, this makes sure that the player to complete all seven is not necessarily the winner.

My game is awesome and amazing because the rondell wheel provides an interesting twist for adults, while the theme of the game is still appealing to a younger audience. Anyone can enjoy my game, and I hope you enjoy it too!
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9. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Rise of the Planet of the Sloths by C.L.
From gallery of funkdonut


The year is 2125 and genetically engineered sloths have rebelled against humans and are planning to dominate the world! Will you defend the human race, or will you join the sloths in world domination?

Players play as either sloths (1-2 players) or humans (1-2 players). The Sloths can cross water regularly but cannot end up on water at the end of the turn. Sloth horses cannot cross water. The Humans cannot cross water on regular moves but the human plane can cross water which gives it a big fast travel advantage.

The players interact and play by using a series of eight cards per player. These cards allow a player to move (1, 2, or 3 spaces), battle (attack an enemy player), attack (destroy a building), build (a building), or defend (block an enemy’s action or protect a nearby city). Sloths also have a horse card and humans have a plane card. All cards must be played before a player can reuse a card.

I chose this theme because sloths are unique and I do not know of any other games that have sloths as the main idea/theme.

Game Mechanics: Hand management, modular board, area control

Players win by capturing a certain amount of areas on the board. On the four small boards that make up the large modular board there are an overall group of seven main areas that must be captured to win. Depending on what gameplay mode you choose to use you may have to capture a different amount of main areas. You capture these places by building cities on them, but beware, other players can destroy your cities.

My game is awesome and amazing because the main theme is SLOTHS. This is unique and different from anything I've ever seen. This game takes the classic game risk and adds a modular board and sloths spin to it.
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10. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Dimensional Dilemma by E.M.
From gallery of funkdonut


You are a mama monster that has laid eggs (sorry boys). It was a peaceful day, ( as peaceful as it can be when you are constantly fighting the other tribes) when suddenly a blue whirlpool appears above your camp and dozens of two-legged creatures(humans) pop out with long sticks that shoot out hurty things and raid the nursery stealing all of your eggs......YOUR EGGS. In this great time of need you must seek the help of an archer, swordsman, and wizard from your tribe, and learn to cooperate with the other tribe to get both of the tribes eggs back. The creatures have destroyed the black and red tribes on the other side of your world and you are the only hope to get your eggs before they hatch. Good Luck!

One player has to be the banker who stashes and distributes the mana from gems conquers and players going to the shop. On your turn you can, infiltrate, attack ,defend, walk, sprint, draw a card, play a cards or cards or fly. (if you are the griffin). You can switch between all the heroes from your village. You have mana and get one more every turn and certain actions cost different amounts of mana when you are out of mana you can’t move.

Players must get all their eggs from the human captors before they hatch if they do hatch then you have to recapture them successfully and shout MY BABIES. Players win by successfully delivering all their eggs back to the nursery in their tribe.

I chose this theme because it was already forming in my mind and I really liked it.

The mechanics are hand management because you have cards that you can play; chit pull system because players can go to the shop where they can buy stuff; dexterity; and area control because you have to conquer areas and point to point movement.

My game is Awesome and Amazing because it was made by me (wink-wink) and because the theme is really good and the whole idea is well thought out with a few flaws but still very fun and functional.
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11. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Everest by G.D.C.
From gallery of funkdonut


It’s 1856, and Mount Everest has just been named the tallest mountain in the world. The 29,029 foot mountain is yet to be conquered. You are one of the first of four people to risk their lives with this mountain. Its cliffs are slippery, its weather is maleficent, but the question is, can you not only conquer it, but survive the long journey down? The objective of my game is to gain the most points in the game, and finish with a good amount of health chips. You don’t need to reach both the top and the bottom, you just need to have the most points at the end.

On turns, players throw their hook up or down a maximum of three spaces. They then roll a six-sided die. If they roll an even number, they get to move up. If they roll an odd number, they get to move down. The dice rolling comes into play here. If you’re moving up and you roll an odd number, then you move down the number of spaces you tried to throw your hook up. This is switched around for when you come down the mountain. Instead of testing your luck with the die, you may also just move up one space at a time.

You use the board to move your pieces on, and make progress on the game. The green pieces are used as food, and you consume them on every turn. The white pieces are oxygen tanks. They are used on every single turn only in high altitude. There are also red pieces. These pieces are used as health chips. On the board, there are obstacles that make you lose health points. At the end of the game, health points are counted up, and they count as points. There are player icons that are used to move around the board. There is also a die that you roll on turns. If you roll an even number, then you move up, and if you roll an odd number, then you move down. Lastly, the stop signs are used as obstacles. The punishments for each are written in code next to the obstacle.

I chose the theme because I liked the idea of a race on a very well known mountain. We all know of Mount Everest, and I thought it would be cool to try to conquer it.


My game mechanics are Action Point Allowance, Area Movement, Dice Rolling, Trading, Variable Phase Order, Chit Pull System, Dexterity, and Test Your Luck.
Action Point Allowance-Players have a choice to test their luck or move up one space at a time.
Area Movement- Players move their icons on the designated spaces on the board.
Dice Rolling- You roll the die to determine whether you move up or down, depending on what number you roll.
Trading- Players can trade their supplies with other players if they are having a shortage of one of their supplies.
Variable Phase Order- Players’ turns go clockwise from the player who rolls the greatest number to begin the game.
Chit Pull System- Players can land on base camps on the board (brown circles). If the player lands on a base camp, then they can pull two supply objects out of the box.
Dexterity- Players must roll a die. The die will determine how your player moves.
Test Your Luck- Players can try to move up and down greater spaces (a maximum of three), or they can move one space at a time without doing any harm to himself or herself.

You win this game by having the most points at the end of the game. You get points by being the first person to reach the top (10 points), the first to reach the bottom (15 points), and the amount of health points that you have remaining. All of these totals are added up at the end of the game to determine the winner. The game ends 12 turns after the first person reaches the checkpoint on the board (5 spaces away from the end).

My game is AWESOME AND AMAZING because it is very competitive, and it is very fun to play against your friends.
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12. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Clash for Cash by E.L.
From gallery of funkdonut


You, a group of highly skilled thieves go head to head with guards in buildings across town in a clash for the cash. Aspiring for riches in the upper class, you will not rob one, but up to four different buildings. During this great city heist you will hit all of the money-filled areas around town, including a bank, a wealthy person’s house, a casino, and a convenience store. Once you get 1000 points or 10 billion dollars your quest is finished.

On a turn, all of the robbers will go first, by playing on of their cards and using the number of action points on that card. Used cards are discarded until the rest of the cards have been used, or you switch to another map. All of the robbers will go at the same time. A guards turn is the same, but if there is multiple guards on the board, all use the same points of the card.

I chose this theme because it’s a fun theme that can really bring out your inner sly thievery. It’s also quite simple, steal and not get caught or keep from stealing….simple. Not only will it bring out your inner thief, if you’re the guard it makes you feel brave and heroic. Lastly it’s…..well…..fun.

My game includes action point allowance, partnerships, simultaneous action selection, area movement, and hand management.

To end gameplay, either the robbers must successfully steal 1000 points from objects, or in the guards case, you must catch the guards at least three times.

My game is quite awesome because of how fun and simple it is. While played, the awesomeness really makes you a part of the game, and in that world. Lastly, player interaction during it really makes it intense.
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13. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Tasty Pastry by S.W.
From gallery of funkdonut


You have just moved to town and are looking for job, when you stumble across a bakery. You already know how to bake and have previously held a job as a pastry chef. You walk inside the bakery and ask the manager if he is hiring. He says that he needs a new chef because the old one quit, and you are hired! You have to become the best baker in town by being the first person to successfully fill up the display case (complete seven out of the nine recipes).

Can you prove yourself a worthy chef? Try to bake as many delicious pastries as you can, and show the other bakers in town that you mean business!

On a player’s turn, they first must draw a recipe cube randomly from the bag of ingredient cubes and place the cube in their pantry, which is placed next to the player boards on the left. Then, players choose a customer card. The player will try to complete the recipe that is on the customer card that they draw. The player will then place the needed ingredients (for the recipe on their customer card) into the correctly labeled square on their board, and extra (not needed at the time) ingredients into the pantry. Once a player gathers all needed ingredients for a recipe, they place the ingredients into the mixer. On the next turn, ingredients are moved to the oven, and on the turn after that, to the decorating table. When the recipe is done, you place it in the display case.

I choose the bakery theme for two reasons. First of all, I love to bake. It’s a lot of fun to mix up all of the ingredients, put them in the oven, and take them out and decorate them when they cool off. The second reason I chose this theme was simple - I love eating what I bake!

I have two main game mechanics, and one smaller mechanic. One of the big ones is action points. Action points is used in my game because on each turn the player gets a minimum of 3 moves and a maximum of 4 moves per turn. The other big mechanic in my game is set collection. The set collection part of my game is where the players try to collect ingredient cubes so that they can bake with them or save them for later. A small game mechanic that my game has is chit pull, because players draw the ingredient cubes blindly from the bag.

The game ends when one player fills up the entire display, which means they will have completed seven recipes. That player (the first one to fill up the display case) is the winner of the game.

My game is awesome and amazing because it is fun for all ages, boys or girls can play it, and it has a unique theme.
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14. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Conquerors of the White Desert by C.W.
From gallery of funkdonut


You stumble into the snowy, and icy land of Antartica, you must try to conquer the broken down research stations. Stay alive against avalanches, blizzards, and angry animal attack in order to win.

The objective of the game is to conquer the most land and stay alive. However, you must keep all they land yours and not let it get invaded by others. Staying alive is necessary for the land to remain known as your land.

On player’s turn they first spin the spinner(only the first person spins it), take two invasion route cards, then have a variety of actions they can perform. They can do a set of these actions, but only have 5 action points. They can either conquer/invade land, go fishing for food, prepare materials for the challenge, and move around. At the end of the round, everyone will face off in a challenge, and if you do not survive (the penguin attack or something else) then your chance of survival shall be lowered. In the game, you get invasion cards which give you bonus points if you conquer all the stations in the right order. However, one problem is that a research station can be found on more than one card, so you must try to keep the stations on your card, rightfully yours. Also, during the challenge, if you have successfully completed the challenge, you may help out other players by donating some of your extra supplies to them.

I chose this theme because my friend and I were randomly choosing types of people and how they would survive in different countries/continents, and I got picked to find out how Sumo Wrestlers would survive in Antarctica. Antarctica has been a place that has fascinated me for a long time.

Unfortunately all the games that my parents would buy me, if they bought me any games, were like Monopoly or Life. What I really wanted, was a good game that included a cool setting like Antarctica. Pun intended.

Game Mechanics: Action Point Allowance, Point to Point movement, Area Enclosure, Hand Management, Set Collection. Each player gets 5 action points(Action Point Allowances). On the ice fishing board you have to go from one specific tile to another specific tile(Point to Point Mov.). You conquer land and mark it with a cube.(Area Enclosure). Decide what invasion card to use(Hand Manage.) And Set collection when you collect other player’s cubes or collect animals and food for bonus points.
You win the game, by conquering the most stations, which gives you a greater number of overall points; or by conquering all of the stations which means, that the stations have to be marked as yours all at the same time. Completing 8 invasion routes, or collecting 10 of another player’s invasion marks (You get these by successfully conquering a piece of land that was originally someone else’s.

The game ends when there are no more invasion route cards, there are no more new challenges, someone reaches the 80 point mark, and when there is no more food left on the ice fishing board.

My game is awesome and amazing because you get to compete against your friends and see who is really the most fit and ready to survive in the white snowy desert of Antarctica.
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15. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Sushi Masters by K.T.
From gallery of funkdonut


Look champ, you need to know what you're getting into. If you think that this game is a action-packed, sushi-grabbing, money-stealing, wait, did I just say that? Never mind that. Ok, back on track here. You are a ninja. You have a ninja clan. You have enemies. You compete for sushi in a tournament. You want to win. Collect the sushi, bring it back to home base, and DOMINATE YOUR OPPONENTS!

Listen up, you want your clan to win this, right? If you want that wish to be true, then keep reading. You need to submit six sushi to your clan and bragging rights are yours! But don’t think it’s that easy! You have opponents too! Your actions depend on the amount of energy you have. Doing things like jumping over traps/walls definitely would reduce your energy faster than simply strolling along the battle-ridden road. Energy can be refilled easily. You can find more from rice tiles. But these are ninjas, they're masters of, well, being ninjas! You have weapons off start, and just like energy you can get more. But for the people who load up on goodies, you can only have two items at a time! Your welcome. But if you're worried about this being 4-man solitaire, the player can be almost anywhere all thanks to your ninja chibis! You have 3 ninja chibis for your own entertainment! They are fast, can return sushi to your clan for you, but are slow and probably be knocked out any moment of the game.

For players to interact you can be in any corner of the board. For example, you can lay down traps, and people can step on them right when you thought there was no hope. You can also have your chibis spread out and give you an edge over the arena.

I’ve always loved ninjas. Thought they were very mysterious and cool. When I was little I would complain that no one made a ninja game. So I wanted to bring matters into my own hands. I got the idea of sushi because of the quote on the door. Thanks Madame.

Mechanics and Why I put them in my Game: Chit Pull System, Action-Point Allowance, Point to Point, and Pick up and Deliver. The action-point-allowance and point to point allows multiple ways of getting around. Also you can use your chibis to help with Pick up and Deliver. This aspect adds a goal for you to take sushi and safely bring to home. Chit Pulling adds to the luck factor, if you’re lucky maybe you’ll get the weapon you wanted.

You win by collecting and returning sushi. 6 to be specific. The first player to do that wins. There can’t be any ties because there are turns.

Well, first I have to point out that everybody likes ninjas, and everybody likes sushi. We like ninjas because their cool. We like sushi because it’s good. So, by using these traits... look, IT’S ABOUT NINJAS AND SUSHI? WHAT ELSE DO I HAVE TO SAY?!!!
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16. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Black Hats: Modern Escape Artists by A.F.

You all are the four most notorious hackers in the world, known only as the Black Hats. Despite the fact that all of you are crazy, narcotic psycho-maniacs destroying the cyberworld just to get a twenty-grand, golden iPhone 3GS and showing it off on Hackbook and Hackr, you hate each others’ guts.
Recently, all of you had the luxury of getting nabbed by the Feds and slapped together in the same jail cell. . .for life. . .unless you haven’t given up. One day, the security has been shut down temporarily for maintenance, giving all of you and your crazy narcotic psycho-maniacs the chance to escape. Collect the blocks of code littered around the compound, break your security lock, and walk out the compound like a boss, with or without your fellow OCD computer geeks. However, once the security comes up. . .well you’re already crazy and narcotic, so let’s not add amateur to it.

The board is surrounded by a set of 4 colored firewalls. guarding the 6 different areas in the compound: Hangar, Warehouse, Generator Room, Mess Hall, Control Room, and Cell Block. The four Black Hats cannot move out of their central jail cell, but all of the players snuck devices in that can send worms into the network and move orthogonally outside of the cell. The worm can store 4 colored node cubes and set 8 cubes on the board when preparing in the cell that act as fast travel if you lay them down in every other space (even diagonal!). They can be arranged like Tetris shapes for a more streamlined movement.

The game is set in 4 rounds. Players vote on a primary and secondary room to invade. These objectives will then be guarded by “special colored” firewalls. The formation and the reward amount of these objectives are arranged via cards. The color of the cubes in the rooms is up to the players. They’re masters of data manipulation right? The firewalls are time-consuming and requires preferably multiple players playing a role in accessing the cube stash in the most efficient way possible.

Once you bypass all the firewalls, you have a limited amount of turns to grab your cube goodies and escape before the auto-datasweep destroys everything in the room.

Each round ends when all the cubes in stock/bed run out, or the objectives are fulfilled and everyone folds. Players can then negotiate and trade cubes with each other and attempt to break their respective locks. Locks are set in 3 levels, each one progressively lengthier to fulfill. You must get the correct colors and break each level via cubes from different room rewards or cubes in stock.

When you break your lock, you are allowed to attempt a solo or team escape. It’s your choice whether you want loyal friends or glaring enemies.

I chose this theme because me, a hardcore gamer myself, have never met a hacker before. And all the games that tried to include hacking in it was never the core of the game. It was never fleshed out or innovative in any way, so I was surprised very few companies ever developed hacking video games when it’s such a noticeable issue in some places. That was the idea that coursed through my head, and hacking was where I went.

Game Mechanics and how you use them:
Grid movement because it’s a grid board; Action Point Allowance based on where you want to go within these confines with your limited actions; Pattern Building to break your locks; Pick-up and Deliver to bring your goodies back to HQ; Route/Network Building to move faster around the board; Set Collection involve the cubes you need to get to break each set of codes protecting your lock; Trading with players


Players win by escaping the compound and having the most points/cubes. Attempting a team escape on the loading bay gives you bonus cubes based on how many players are on the boat before it leaves. Solo escape gets you a bonus cube for arriving first and leaves immediately.

WHY IS YOUR GAME AWESOME AND AMAZING?
Because you wouldn’t be on this website without hackable devices. Everyone loves coincidences right?
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17. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Flower Power by C.L.
From gallery of funkdonut


Who will plant the best flowers? Welcome to the community garden. A fertile area shared by you and your opponent(s). Your objective is simple. Get your cards to plant the ideal flower combinations, and gain the most points! But watch out for opponents ruining your seeds in a “stinky” way…

When you start out on the game, everyone will first draw 3 combination cards of any point worth. You can look at your cards, but keep the cards facedown. You can decide on who goes first by seeing who had gardened last. The order can then go counterclockwise from there. Once everyone has grabbed their cards, they each may pick 3 flower tiles. On their next turns, players can then place (plant) their tiles, or grab more combination cards and tiles.

Players can also ruin others combinations by placing dog poo on their seed combos on the board. Once it it a player’s turn and they want to ruin another’s plant, they can choose to take a poop tile and put it on the board, but they will have to pass up their next turn.

The flower tiles all work with each other to form awesome plants, and spectacular garden layouts!

I chose this theme only because of the name. I was in class (at the beginning of the year), and we were discussing themes, when I mentioned something about flowers battling to the death. All I could think of was: Flower Power. How cool is that name? So I just modeled the game after that.

Game Mechanics:
Set collection: Get the combos of tiles you’re assigned on the combinations cards.
Chit Pull System: When you pick your flower tiles and combo cards.
Hand Management: Manage the tiles and combinations you take.

Players can win by completing the most combinations, and gaining the most points. The poop cubes also help if you need to knock an opposing player down a few points. The game can end in several ways: the flower tiles run out, the combination cards are gone, or all the spaces on the board are filled.

WHY IS YOUR GAME AWESOME AND AMAZING? Well for starters, it’s a game about flowers, and that’s about just as close to the dream as you can get. It can help people discover a secret passion for gaming, beating people at games, plotting revenge for a future time of playing a game, or maybe even gardening.
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18. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Crushed Ice by R.D.
From gallery of funkdonut


You are itching to have some fun on the perfect snow day. You and your friends run outside for a snowball fight and you want to protect your snowman, while building up your fort and destroying other forts.

On your turn, you can throw a snowball at someone’s fort, move one of your players closer to someone’s fort, add blocks to your fort, or pick up a card. A card has two options on it on what you can do on that turn. Once you are two spaces away from someone’s fort, you are eligible to throw a snowball at that fort on your next turn. You have to roll a snowball, or marble across the board in order to hit someone’s fort. To move a player, you move two spaces on the board. The spaces are determined with lines on the perimeter of the board. To add to your fort, you have to move your person two spaces back. That earns you one snow block.

I was looking around the room for inspiration and I saw a paper snowflake hanging from the ceiling. Then, I thought about snow, and that led me to thinking about snowball fights. I think a snowball fight is a unique theme that not many people have done before.

Game Mechanics and how you use them:
Action Point Allowance- You have two players that you use to get close enough to a snow fort. You can only move them two spaces on one turn.
Area Movement- You move your players across the board.
Campaign or Battle Card Driven- Each card has two options on it on what you can do on that turn by picking up a card.
Set Collection-You have snow blocks and snowballs that are used to build forts and throw at forts.
Dexterity- You have to roll your snowballs across the board.

The game ends when someone’s snowman is knocked down. The person with the most points wins the game. They can earn points by the number of snow blocks remain in place and the number of blocks they have left. Whoever’s snowman is knocked down gets a deduction of 5 points.

My game is awesome and amazing because it has the right amount of dexterity elements, luck factors, and strategy. The dexterity is with the snowballs, the luck is trying not to miss when rolling, and the strategy is deciding what will benefit you most in the game and coming up with a way to have the most points.
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19. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Cat Burglar by M.E.G.
From gallery of funkdonut


You are a mischievous kitty ready to get their paws on some rare and precious catnip. In Meow Town, the city by which you live, the ground does not provide good soil for growing catnip, so your owner and everyone else in the town only has five pieces. You are apart of the A.C.S. (Advanced Cat Society). As a member of the A.C.S, you are required to steal catnip. Some objectives for Cat Burglar are to obtain the most Catnip and Mouse tiles by the end of the game.

At the beginning of the round, the ring-leader rolls a dice onto the ring-leader card. Whatever number they land on is the number that everybody moves. On each player's turn, if they have the choice of robbing a house or drawing a card by moving their cat piece. If they rob a house, they roll a dice to decide whether they lose a turn, gain catnip, or move Animal Control or the Dogs. If they draw a card, they most likely get a quest card, but they also might get an attack, defense, or a you’ve been caught card. If you draw a quest card, it tells you to rob a certain house. When you rob that house, you get a catnip tiles. Attack and defense cards come into play when you get into a cat fight. You’ve been caught cards help determine the end of the game. When someone draws the fifth one, the game is over.

The reason I chose this theme was because I LOVE cats and also because about a week before, I played a game called Kitty Chaos. I really liked the name, so I started playing around with names and came up with Cat Burglar.

Some Game Mechanics are:
Action Point Allowance: Each player has two actions each round.
Campaign or Battle Card Driven: Players can draw quest cards and once they complete that quest, they get a Catnip tile.
Dice Roll: When players rob a house, they roll a dice to determine what happens.

The game ends when the fifth "You’ve Been caught!" card is drawn or when every house has a robbed tile on top. At the end, players count up their catnip and mouse tiles and determine a winner.

WHY IS YOUR GAME AWESOME AND AMAZING?
Cat Burglar is amazing because it has an amazing title that best describes the game.
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20. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Sheep in the Keep by M.W.
From gallery of funkdonut


A long time ago in a land far far away sheep fought the ultimate battle against the nightmare lord. The sheep managed to push him back into his lair using their ability to launch themselves at castle walls. Find and defeat him using the godly power of SHEEP!!!!!

Each turn all players will choose where to position their sheep launchers, aka siege engines. Players decide which of the four areas they want to fire at using cards. Players then decide what what sheep launcher they want to use to break down the castle walls. Each of the three sheep launchers can fire at a different height. The ballista fires at the lower section, the catapult fires at the middle section, and the trebuchet fires at the top section. Players want to avoid choosing the same position as someone else or both players must fight each other for that spot. If players run out of sheep then they must buy more or chase some sheep for a turn to gather more. In order to win the game you must gain the most points by destroying nightmare tiles or destroying the castle in general. The point of the game is to decide how you get points and how you can get the most by ending the game or prolonging the game. The catch is that you don't know where tiles are they are face down so you may accidently hit a trap instead.

I ended up choosing this theme because I find that abstract ideas are more interesting. I mean who doesn’t want to fire sheep out of a catapult?

Game Mechanics:
Modular board: In order to keep the tiles more secretive the board is made up of tiles with nothing or traps and nightmare tiles.
Dice Rolling: Once you choose a position you aim by rolling a dice and you hit the tile with the number of whatever you hit.
Hand Management: There are two different types of cards in my game. One set is the position cards and one is the type of sheep launchers you use.
The game ends when all eight nightmare tiles are destroyed. The player with the most points wins.

My game is amazing because the theme is pretty interesting and you get to launch sheep!
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21. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Fishy Feuds by B. T.
From gallery of funkdonut


You are a penguin in the harsh environment of the South Pole, and you must catch the golden fish before the others. This golden fish is said to grow back once bitten off of, being an unlimited food supply. Rumors have been spread that the golden fish has finally swam over to the region in which you live. It’s not as easy as it sounds, for huge numbers of fish have moved with the golden fish making it harder to find. Leopard seals may be used to attack other opponents, but don’t forget. Leopard seals are independent creatures and will not stay loyal to one player. Your opponent has the same right to make the seal strike back! There is the factor that you are not the only penguin living in this region. You have other competitors!

On each turn a player will make one action. This action is one of the following: moving a penguin one space, moving a leopard seal two spaces in a straight line, depositing a fish on a glacier, and stealing a fish from a glacier, moving a purple glacier, or passing a turn. Once a fish is abandoned for two turns, the fish is returned to its original space so that your opponents once again have the as much of a right to the fish as you do.

When the leopard seal piece lands on the same space as one of your opponents’ penguins, a fight begins. The colorful, six-sided die is rolled until the color of one of the penguins is rolled, deciding the winner of the battle. A fish is then taken from the defeated penguin’s stash and deposited into the winner’s stash. Purple glaciers may be moved one space to move a fish that is on it to avoid the capture of another player.

I ended up choosing this theme, because seriously; what is there to not love about penguins? In my opinion, it is quite clear in terms of predators that could cause conflict, prey that could help players earn points, and different forms of movements for the penguins.

Mechanics: Modular Board, Pick-Up and Deliver, and Hex-and-Counter
These mechanics allow the player to be able to have several choices for each turn. With the many choices of moves, there will always be a variety of ways that the game will end. You will never know what to expect. You won this game, but who will win next time?

The game ends when a player discovers the golden fish and deposits it in his/her fish stash. The golden fish is worth five points, but poisonous fish collected can possibly deduct points.

My game is awesome and amazing for several reasons. Let’s start off by saying that it has a wonderful theme. I mean, let’s be honest. How can you not love a penguin? These lovable creatures embark on their journeys to find the one and only golden fish. This will change one of their lives forever, leaving him/her with an infinite food supply! Now THAT’S the right life for a penguin!
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22. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Style Savvy by M.A.
From gallery of funkdonut


You are a stylist in the cutthroat world of Hollywood. It is a cold world out there with rival stylists, picky clients, and constantly changing circumstances. You need to earn money by creating multiple outfits for different customers to get to the top, but it won’t be easy. Are you up to the challenge?

Everyone will start out with $10,000 that they will use to buy dresses, colors, and shoes to make outfits with (they cannot buy anything else throughout the entire game so pick wisely), after they have all of the things that they want to buy with their money, they will draw client cards that have special requests on them. You will then have to make an outfit based on the requests and what materials you have in your closet. Once everyone’s outfit is complete players will vote on whose outfit is the best based on how well they complied with the client’s requests (they can’t vote for themselves). The player who has the best outfit (best dressed list) will get the most money, the player who has the worst outfit (worst dressed list still gets publicity) will get the a little less money, and the players who are set in the middle will get the least amount of money. Along the way rival stylist can use money to steal items from other stylists to further expand their closets after the market has closed.

I chose my theme because I love it! The topic of styling outfits fascinates me and I think it will do the same for a number of others. Another reason why I picked this theme is because there are a number of games that don’t appeal to me and I was tired of that so I made a game, myself, that would do just that.

Game Mechanics:
My game mechanics include voting and card management. I used these by having the players vote on whose outfit was the best and having the players manage their cards and make outfits with them.

The game end is triggered when one player has reached the $20,000 mark on the board. At that point someone will count to ten while that player and everyone else scrambles to make the best outfit they can without knowing who the client is. After the ten seconds are over, one random client card will be flipped over and the players will be scored as explained above. The money will be added up and the person with the most money at the end of the game will be the winner of the game and will be declared most famous and successful stylist in hollywood.

My game is awesome and amazing because I made it! As a middle schooler it really makes me happy that I accomplished so much. Another reason why my game is awesome and amazing is that it is a game that will attract more females to the amazing, mystical, magical world that is the gaming world.
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23. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Sllama Llama Ding Dong by K.D.
From gallery of funkdonut


The game is set in a South American trading town at the base of the Andes Mountains. You send your pack of llamas around the town and up the mountains to different trading posts so you can obtain goods and earn points.

On your turn you can take one of your four llamas out of the llama stables or if you already have a llama out that you want to move you can move it up to three spaces on the board. If you reach a trading post you can spend some of your 15 pesos to buy a trading good for your llama or a trading good that is worth points. On the same turn you can draw a card from the movement deck. If the card is good, or has a number of additional spaces you are allowed to move, you can keep it and use and discard it later. If the card is bad then you could either counter it with the given counter if you have it, but if you don’t, then you have to pay the written fine immediately.

I chose this theme because when Board Games class first started we had to make a quick and easy game to play and for some reason the first thing that popped into my mind was spitting llamas and I loved the idea so much, I decided to use it for my actual game too.

Trading is an important mechanic because that is the way you earn points and how you obtain goods to keep your llamas healthy and happy. Another mechanic used is card drafting. You draw a card from the movement deck on each turn and the deck contains good cards that you can use to move farther or bad cards that slow you down because you don’t get a movement card and the bad cards make you pay a fine or a trading good. Dice roll is also used. It’s used in determining the winner of a llama battle, which would be one of the bad cards in the movement deck. You roll the two dice that are the color of the llamas involved in the battle and the larger number, you can add one to your number if you have purchased or traded for a llama armor card, wins.

The winner gets one of the loser llama’s trading goods and the loser llama has to go back to their stables. The trading goods that aren’t llama goods are worth a certain amount of points each. The person with the most points at the end wins.

The end is triggered when all the cards in the movement deck run out.

My game is awesome and amazing because it has a good combination of luck and strategy. You decide what actions you want to perform, but when you are trading for a trading good worth points, you don’t know the price until you agree to buy it and, in the movement deck, you don’t know if you are drawing a good card or a bad one, until you do.
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24. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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You Can’t Hive from the Queen by R.T.S.K.
From gallery of funkdonut


You are a wasp queen ruling your hive. However other queens threaten your power. Prove your supremacy by taking over unruly lone wasps or stealing your competitors larvae. Can you become the true wasp queen?

To win, players either take control of 5 solitary wasp nests or to collect 8 enemy larvae.

Each turn players can produce new wasps/bees and move their wasps. Players attempt to steal food and larvae from each other as well as killing each others wasps. At the end of each turn spiders spawn which will also try to kill your wasps.

I chose this because it was a animal theme and bees are fascinating.

Game Mechanics:
Area Movement: The wasps all move
Worker Placement: You place bees/wasps to do your various tasks
Take That: Players most times have to kill each others wasps steal their larvae and nests etc.

Players win by taking over 5 wasp nests or collecting 8 enemy larvae.
Theoretically the game can also end via the infinite hordes of spiders.

WHY IS YOUR GAME AWESOME AND AMAZING?
It has bugs and variety.
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25. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2631]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Dancing Robots by O.D.
From gallery of funkdonut


Dancing robots in the future travel to earth to find a suitable home because their home on planet Mercury is getting too close to the sun, and will soon be engulfed by it. When they get to earth, they find old disco tapes from the 70s. They then travel back to Mercury to tell other robots about the new planet and dancing, but no robot believes them. The robots need your help to make the other robots believe in dancing by helping them in a disco party!

Whoever gets the most points by the end of the game wins!

On a turn, you get 4 moves. To move to a new square, you use an action point and move to the square that you wish to move to. If you land on a square that has a D/C on it, that means you landed on a dance central square. When you land on a D/C square, you pull a card from the deck and dance the dance moves on the card on the dance board. If you dance the dance moves correctly, you get a point. If you mess up and step on a wrong square, you do not get the point. If you get to 5 points, you get an oil spill card. When you get an oil spill card, you place an oil tile on a square of your choice, but that square cannot be a D/C square. You can move to other sections of the board if you would like. To dance on the dance board, you pull a card and step on the tiles that correspond with the colors on the card. If you have a card that has 2 colors in 1 square, you have to step on those colors at the same time.

I chose this theme because I could not think of a theme. So when we did play testing, someone brought up a random theme, which was disco robots from the future, and when they said it, I had lots of ideas flowing, and it just seemed like a lot of fun. I also love dancing, so I could not think of anything more fun than dancing robots!

Game mechanics:
Action point allowance and Grid movement

The game ends when someone gets ten points first or when you run out of cards. When you run out of cards, whoever has the most points wins.

My game is awesome and amazing because it is full of action, color, fun, robots (who doesn’t love robots?), and dancing!
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