Check out these emerging game designers...they just happen to be in 7th grade.
Kathleen Mercury
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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. Over the course of the semester, students play and analyze games, then each student designs a full prototype and writes a full ruleset. This semester, I have 34 students' designs to proudly present.

From gallery of funkdonut
Thank you BGG! We are done for the semester. Thanks to all who thumbed, commented, and asked questions. See you next semester!

I could not be prouder of what they have made. We talk about how it's easy to be a consumer, but harder, and more satisfying, to be a creator and to put your ideas out into the world. Pretty amazing to see what these 7th graders are making and sharing with you all.

Please take a look at their game designs below. Make comments, ask questions, or just thumb their game designs. I will have students respond! Thank you to the BGG community for letting this dialogue take place.

In the past, I've explained the process we take. Instead, you can look at previous geeklists where I've done so (see link below). I thought it would be more interesting to have my students share their thoughts on this project. I gave them two prompts:

What have you learned from designing a game?
Game design is __(adjective)__ because ________.


Their responses:

What have you learned from designing a game?
I never realized how much work goes into making something fun and exciting.
That games are really hard to create and publish.
I learned to balance fun and work.
I have learned that failure is okay as long as you learn from it. Your first try will almost never work right away. You just need to use what works.
I learned how hard it is to make the games I play.
It is really complicated! I thought it would be wayyyy less challenging, but you have to specify so many things in the rules!
I learned that creativity is very different from logic. I thought game design would be creativity, creativity, creativity, creativity. But there are many logic pieces fitting into game design puzzles. It is hard but really fun.
I learned that the original idea can develop into a completely different idea. Also, it is important to have good mechanics and theme.
I've learned how hard it is to create prototype after prototype. I learned to be patient and to be able to come up with more ideas.
I've learned that it's important to take other peoples' opinions on your game because sometimes they point out obvious things you missed.
I've learned to be descriptive with my words and how to be even more creative and innovative.
I have to be thorough and precise to complete projects with a good outcome.
I've learned what excruciating pain and stress it takes to create countless prototypes that the game designer must endure as he dreads the thought of hastily running from the other fire-breathing savages attempting to squeeze the living soul of his beautifully crafted ideas for his board game.
I have learned there is so much more to a game that meets the eye: the work, the mechanics, the fun.
I have been educated in the excruciatingly rebarbative beatitude of creating the holy design humankind refers to as a "game." Although the voyage to completing a game is jejune and rhadamontnine, I will attest that the result greatly fills me with a salubrious satisfaction that leaves me contemplating life.
I learned the importance of planning. If you want to get something done you need to plan. This is an important life skill. I also learned that everything does not have to be perfect. I am a perfectionist to the core and working on a game showed me to let some stuff go.


Game design is __(adjective)__ because ________.
Game design is fun because you learn to come out of your comfort zone.
Game design is worth it because it is tough and fun in the end.
Game design is difficult because it forces you to come to compromises with yourself, something that's hard enough with other people.
Game design is hard because you have to constantly revise.
Game design is scary because there are a lot of deadlines and I accidentally destroyed the school.
Game design is exhilarating, awesome, and sometimes, the prototype can be a bit obnoxious, but overall, it is very exciting, because in game design, you can be as creative as you want, and there is literally no restrictions within game design.
Game design is original because no two games are alike and you have to be original to create a hit.
Game design is a tough process because it requires making, testing, and redoing.
Game design is magnificent because there is no limit to how creative you can be.
Game design is lovecraftian because it is strange, alien, and shows you how insignificant you are making board games.
Game design is a most fastidious endeavor due to its friable structure, which threatens one's creative breakthrough with a symbolic behemoth that insidiously attacks the mental chamber that houses the inveterate imagination.
Game design is hard work because you need to make every single detail right and working, and you must keep your ideas to the end, even if they may be, "ugh this sucks and I want to give up."
Game design is interesting because many steps are involved with prototyping, designing, and publishing the game. It's exciting and it's hard.
Game design is amazing because you a chance to make what you love in a passion-filled, heartily-worked on game board with a fruitful taste of what your brilliant mastermind leaves as your mark saying, "I made this game!"
Game design is addicting because there are so many ways to make the game and it is all up to you to do what you want.
Game design is fun because you have to make cool and awesome games and play them with your friend.
Game design is innovative because you may have a limited supply of stuff.
Game design is an amazing experience. I have learned more than I would about life doing any other activity. I learned how to be organized and creative.
Game design is a long process because you are constantly improving and making changes to your game.
Game design is an art form. There is so much that has to go into it to make it a great game.


Want to know more?

My Meta Geeklist has all my Geeklists of student games. Read about the process, see what others kids have done, subscribe to get future Geeklist updates. http://www.boardgamegeek.com/geeklist/156902/meta-geeklist-f...

Also, I have a website where I post all game design instructional materials for free! 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:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Ark Race by S.M.
From gallery of funkdonut


The flood is coming soon and there is only so much room on the boat! You are representing your entire animal family as you go on this journey. You not only have to race to the boat but you must have the necessary food to be let on. Also you have to dodge mountains and beware of other players trying to sabotage you!

On every turn each player picks three cards out of their deck and places them face down. From simply moving forward to sabotaging all the other player's turn, your and their future is in your hands.

I choose this theme because I have always been interested in the biblical story of Noah's Ark.

On players’ turns they pick three cards to use for themselves or against another player (You can move forward, left, right and use turn blocking cards against other players’). Players can also collect food on their turn although they can only have three food collected at a time. You use programmed action when choosing your three cards. Once you put them down there is no going back. You also use pickup and delivery when collecting the food and bringing it to the boat.

Mechanics: Programmed Action, Simultaneous Action Collection and Pickup And Deliver.

Player victory is achieved when the first person gets to the boat with all of the food they need.

My game is fun to play because it is a game of speed but also a game of collecting food and interfering with each other.
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2. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
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
Imperial Siege by A.G.
From gallery of funkdonut


Ninja are sieging the Samurai to try to take the emperor. Samurai have to protect the emperor and outlast the siege or retaliate and take down the Ninja villages and dojos. Decide the fate. Fight out the battle, gain prestige among friends. Use traps to your advantage, wade through quicksand, fight the onslaught and WIN!!! Do you have what it takes to be the last warrior standing?

Ninja are on teams and Samurai alike. On each turn, Ninja can move five spaces divided among their pieces or wade through, or get someone out of quicksand. They can also trigger traps or regain health by retreating to their dojo. Samurai can move three spaces divided among their pieces, move through the castle without leaving it or triggering any traps, or stay in their positions to guard the door so no ninja can get through. Also if players get within one space of each other, they both roll a combat die to decide what happens. Players may also visit and buy a weapon from a weapon shop.

I have always been fascinated by the stealthiness and focus of ninja, and the technological advances of the samurai’s armor, and order.

Game Mechanics: action point allowance (used to move pieces on each turn), area control (used to open the gate to the emperor room), and partnerships (used for the samurai and ninja), and variable player powers (ninja and samurai have different healths and speeds), and dice rolling (for combat).

Ninja win by capturing the emperor, and samurai win by defeating all of one player's ninja.

MY GAME IS AWESOME AND AMAZING BECAUSE YOU CAN SEEMINGLY CHANGE THE PAST, WOOOO.And you get to raid villages, destroy castles and FIGHT.
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3. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Pirate Plunder by L.S.
From gallery of funkdonut


During the times of old, pirates ruled the land. Traveling from island to island, pirates would battle to get treasure, and the favor of the pirate gods. Plundering! Pillaging! Raiding villages to steal their treasure! You need to appease the gods with all of your treasure! Do you have what it takes to become the next pirate god or will you become fish food? Arrrggghhh!!!! Objectives: Gather gold to offer to the Victory Monument, or attack all other players ports (4 to 6 players only) Each player has 5 actions spread between each of their three ships: Move One Ship, Trade with Traders, Bringing gold back to port, Attacking Another Ship, and Rolling for Treasure.

I chose this theme because I like the way that pirates are so ruthless and that they steal gold from other pirates, while still somehow managing to to make time for pirate jigs and drinking beer.

The mechanics that I use in my game are: Action Point Allowance (Players get 5 actions each turn), Area Movement (Players may move in any direction), Trading (You may purchase upgrades at the shop), Dice Rolling (Used to roll for gold and combat), Set Collection (Your ship can only hold up to 6 gold), and Pick-up and Deliver (bringing gold back to port)

Players win by delivering 21 gold to the pirate gods at the victory monument, or by attacking all other players ports (Only with 4 to 6 players in the game)

My game is awesome and amazing because it is about pirates that are obliterating each-other for victory, glory and the favor of the pirate gods. (Also because you can burn the other team’s port.)
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4. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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El Destructór by E.W.
From gallery of funkdonut


The city of New Tokyo’s historic buildings are in danger as arsonists roam the night, seeking for buildings to burn. But that’s not all, as bombers are attacking the city as well. Builders will be trying to get money by rebuilding houses throughout the game. Firefighters will do whatever they can to extinguish fires. The roles (arsonist, bomber, builder, and firefighter have different winning conditions.

There are two phases: the planning phase (players choose the actions cards they intend to play for the round), next, and the movement phase (players move on the board and use their actions like placing fires and destroying buildings).

I choose the theme because I like the mechanical ideas involving fire and bombs like fire spreading and buildings exploding, causing additional fires and destruction.

The mechanics that I chose to use are simultaneous action selection, programmed action, modular board, tile placement, area/grid movement,and variable player powers.

My game is awesome because it has a lot of fun player interaction, and the card play flows really well and differently, adding to the fun.
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5. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
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
Sable Night by G.D.
From gallery of funkdonut


Sable night is a survival horror game set in a trippy world of monsters and betrayal. All this combined with a healthy dose of unfair environments makes for a truly crazy experience. The objective is to accomplish your win condition (win con) by any means necessary.

Your entire strategy will be based on your secret identity and its associated powers and win con. This secret identity, be it a serial killer, psychiatrist (good luck), or a vampire, you will win or lose based on your ability to maximize what you are. You may be wondering at this point, if my identity gives me a power, wouldn’t it reveal my identity/win con? Never fear, straw man I just created to illustrate a point. Each identity has two cards that have the same power and name, but different win cons. Each turn you will move, attack or use your power until you achieve your win con, or until somebody beats you to it.

I chose this theme on a spur of the moment whim (at least I didn’t buy a car). I wanted to inspire fear in the players, however halfway through, I realized that inspiring fear isn’t possible with my current resources. At that point I decided to make it as crazy as possible (which is why I have both Kachulu and Cathuku in my game . This was quite freeing, as I was allowed to branch away from classic horror tropes, and into some more fun stuff (Like the boss called “Human Nature,” now that’s a fun one).

This game relies completely on variable player powers, one of my favorite mechanics. Action point allowance in also makes an appearance. It may not promote balance, but it sure is fun.

Winning is simple. All you have to do is accomplish one goal. One measly goal. I’m sorry this isn’t your first rodeo, you know that goals are never “just goals.” It’s true, nobody else wants you to win (unless you are playing with family) so accomplishing a goal will be a little bit harder than expected. You’re most likely thinking, that’s not new, what’s the catch? Fine, it's not just the game that's crazy, it’s you. If you go insane you win receive a new win con, which will totally overwrite your old one, no matter how close you were to winning. (Sorry)

This game was built from the ground up to maximise replayability. The possibilities are too close to infinite for me to count, with many different player identities, madness identities, items, rooms, madness rooms, bosses MADNESS BOSSES! Even the board grows and evolves as you play. Yeah, there are a lot of ways this game can play out. A lot a lot of ways.

Thank you for taking the time out of your busy schedule to read and make comments on a student's assignment (you know, people get paid for that kind of thing). It may be nothing to you, but it means a lot to us.
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6. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Race to the White House by J.Y.
From gallery of funkdonut


You are a United States senator with the hopes of one day becoming the president of your country. You begin your campaign two years in advance. However, there are many other candidates that share your dream, and you must compete with them, for there can only be one president. Along your campaign, you will promote, invest, debate, speech, slander, and hire employees to ensure your spot in the White House. Do you have what it takes to become president?

The main component of Race to the White is the Rondel Wheel. There are six parts to the wheel, and players have the choice to either advance one or two spaces per turn. The spaces are Debate, Speech, Promote, Slander, Hire and Invest. Each space gives you the opportunity to use or receive money and support. For example, on the Slander space, you have the chance to steal money from a chosen opponent. The player with the most support wins the game, but money can also help you along the way.

I chose this theme because of the upcoming 2016 election to learn more about politics.

Rondel Wheel: Players move around the Rondel Wheel, earning support and money.
Variable Player Powers: Republicans and Democrats start with different amounts of support and money.

The game ends once the players have gone through 24 rounds, and the player with the most support wins.

My game is unique because it uses real world elements but is still enjoyable to play.
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7. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Please check out my student game design Geeklists! You rock!
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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
Infinite Possibilities by K.E.
From gallery of funkdonut


You are a time agent from an alternate dimension. A superior and all-powerful race called the Seneimatikena have taken 4 of your most important artifacts and scattered them in many places around their dimension. They also took other artifacts from other dimensions and scattered them along with your own. There are also other time agents coming to take their artifacts back. The artifacts are constantly moving about the dimension, like boats stuck in a whirlpool. Time is in a loop, and things keep shifting around and happening again and again. Your world is now in a state of peril because things in history are amiss, what with the artifacts missing. The other dimensions are a threat to you, because if you don’t fix your dimension first, you will be destroyed. The other dimensions have been feuding with you for a while, and they would jump at the chance to destroy you while you are weak. You must collect all of your artifacts and bring them back to the portal that leads back to your world, before your dimension crumbles, and everything and everyone you know is lost forever.

On your turn, you have 4 actions to use. You can Time Travel (move), Collect Artifacts, Fight Other Players, Destroy Other Player’s Artifacts, Regenerate Artifacts, and Use Power-Up Gems. You can move other players’ artifacts to make it harder for them to win. You can also destroy artifacts, but it takes a lot of actions to complete. You can even regenerate your own artifacts if they have been destroyed, but it takes many actions to complete. And by using the Power-Up gems, you can freeze other players and stop them from doing anything for 2 of their turns, or 2 rounds. This only takes 1 of your actions!

I chose to make my game about dimensions and time travel and artifacts, because I like space a lot. I think that there is other life out there in space besides us. And this game kind of represents that, with the different dimensions and different worlds.

My Game Mechanics are Action Point Allowance, Area Movement, Set Collection, and Pick Up and Deliver. Action Point Allowance: each player only has 4 actions per turn, and they can use them however they like. Area Movement: player move their pieces, called Time Agent Pawns, and they can also move artifacts, around the board. Set Collection: each player is trying to collect their set of 4 artifacts. Pick Up and Deliver: players are trying to pick up their artifacts and bring them back to their own portal, where they traveled to the dimension.

A player can win by bringing his/her artifacts back to their own portal before everybody else. The game ends when one player manages to do this. They are declared the winner and it ends.

My game is awesome and amazing because it is a new idea, and it is unique. The artifacts move by themselves, naturally, because they are moving through time on their own. (Players move the artifacts the way the arrows on the board are pointing at the beginning of every round.) Players can choose to team up and help each other, or they can try to succeed on their own. Although I noticed that when players are desperate, and when someone is about to win, they team up purely because of circumstances to try to prevent the other player from winning. My game is fun to play and it is cool!
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8. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
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
Welfare of Commanders by J. D.
From gallery of funkdonut


You are a commander in a medieval time hunting for land. There are other commanders looking for the same land as you. The only way you can get the land you want is to capture and destroy them. Luckily, none of you have an advantage. The bad thing is that all you have are some minor buildings and some gold. You must build up your base, train troops, and destroy all of your enemy's’ buildings to get what your heart desires! As you get later on in the game, medieval technologies will improve and you will be able to buy new things.

During your turn, you will collect gold from your gold producers. You will be able to train troops, more your troops, attack with your troops, buy market cards, and build buildings and defences. The more buildings you buy, the more buildings and troops you will unlock to defeat the enemies. Players are able to use troops to fight enemy buildings and troops. Players can build defences which can help defend a player’s base.

Players win when all other player’s buildings have been destroyed. There can be a tie when there is no gold gain for one whole turn or a troop trained for 3 turns. A player is eliminated when all of their buildings are destroyed or captured and when that happens they lose and all troops and market cards get discarded.

Worker placement is a big thing in this game. If your troops are on the offensive and an opponent attacks you, you may lose the game and troops are moved by area movement. The central gold mine is a tile that many players will try to fight for to get a good economy along with trying to expand their empire. (Area Control). Players may build defences around their base to protect the base from outside invaders (Area Enclosure).

During the process of your game, you will have fun building your army and seeing how much of an enemy base you have destroyed. Unlike some games, this game has multiple different strategies to win such as getting a good in base economy, going for the central gold mine first, and also going for early start thieves. In the medieval times, technology, army strategies, and weapons are constantly changing and so is the game! You will be able to unlock new buildings, troops, and be able to buy more market cards that give you and your troops abilities.
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9. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
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
Escape the Computer Virus by W.P.
From gallery of funkdonut


In this game, your player will find his or herself teleported into a computer which is infected by a virus. The player you control must try to compete with others to get there first.

Players will roll two dice which will determine how many cards and/or network tiles (used for the game board spaces) are drawn. Then, they draw the cards and network tiles, and place them in their hand. After that part of their turn, they may play cards and network tiles in their hand. Each card and network tile has different varieties of actions on it that you may play. After playing their cards, they will move your player piece across the different tiles on the board, and then carrying out the action of the tile you land on. Many actions may be carried out while you are moving, such as attacking on other players or viruses using pickaxes and guns. If a player is killed, he/she will be turned into a virus of their choice. Viruses are found when you teleport into the computer, and will cause damage to you when they touch you. They may move freely, and are moved when players have finished moving their own piece and done carrying out all the actions they want to take.

I chose this theme of computers, mazes, and viruses because I am interested in computers and the subject of computer science. I like working through mazes, and I like trying to think to solve brain teasers. I am interested in both medical and computer infections, and I want to keep learning more about them.

The game mechanics used in this board game are: action-point allowance (action points per turn determined by the numbers on the dice), tile placement (tiles are placed on the board), programmed action/movement (action cards determine what action you should do if played), modular board (location of tiles will change, and they will be destroyed and added), area movement (because tiles are where you can move on, and tiles’ locations can change), chit pull system (pulling out tiles), dice rolling, hand management (action cards to play), grid movement (the board is in a grid), and finally, player elimination (is possible if someone loses all their health),

Players win the game when they reach the finish first. Then, other players may take one more turn, allowing others to fairly win. Another way to win the game, besides reaching the finish, is to have all other opponents lose all their health, turn into a virus of their choice, and lose the game, although the other players can keep playing and move their viruses.

My game is awesome and interesting to play because people can build a maze towards the finish, and compete in Player vs. Player battles using weapons that they acquired and own. Furthermore, players can rush viruses at each other to try to eliminate another player, and the other player may have to experience an intense situation trying to escape the viruses.
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10. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Vocaloid by J. V.
From gallery of funkdonut


How would you live your life as a teenage pop-star? You’d probably try to become the most popular! From some smaller cities like Hanoi, Vietnam to busy top-notch places like Tokyo, Japan, you’d be moving from one place to the other. The hardest part is your competition— you can’t let them stop you from beating them— you need to own the cities! The best part is: You’re holographic! You can be anywhere, you’re unpredictable, and you can also have an ERROR HAPPEN IN YOUR SYSTEM! But…can you beat them all? Avoiding any trouble? Or will you keep playing back in your parents’ garage?

Players are competing to be the first with three pairs of “matching” cities. In a player’s turn, he/she moves across the board OR acts in a certain way (trading, buying, selling, losing, stealing, etc.) to try to get the city(ies) on the opposite side of the board. Players are trying to stop other players from getting matches on the board, as everyone’s cards are openly shown. If a different player lands on a place where another player owns, they must pay a (an increasing) fine. They also have to try to avoid the ERROR spaces, otherwise everything they’ve got goes away! You’ve gotta be both sneaky, smart, and willing to flaunt your cities and popularity on the board!

I chose this theme because I love VOCALOIDs! I love eastern Asia, I love music, I love- a lot of things, but that’s besides the point… ☆*:.。. o(≧▽≦)o .。.:*☆! I love anything to do with concerts (even if I’ve never been to one ˚‧º·(˚ ˃̣̣̥᷄⌓˂̣̣̥᷅ )‧º·˚), so I thought it would be interesting to have a “mini world tour” of your own, with of course, the system crashes. Hey, even virtual pop stars get “sick!”

Mechanics:
Modular Board: The game’s bits and pieces are shuffled, reshuffled, and re-reshuffled again!
Area Movement: Players must move from place to place in order to ATTAIN THE EPIC CITIES *^*.
(Variation of?) Card drafting: Players take cards to see how/where they are or need to move.
Negotiation: If a player lands on a certain spot which has the action of buying, he/she must negotiate with the opposing player to buy!
Chit Pull: For the “even” movements, players select different chits to see which action they must take.
(Variation of?) Area control: The main objective of the game is to own make three pairs of cities! IT HAS “AREA CONTROL” WRITTEN ALL OVER IT!!!

Victory is sweet! And in my game, you get the gold star when you own four cities. But you MUST finish the round to see if anyone else finishes attaining four cities. If there is a tie, the person with the most money is the winner!

WHY IS YOUR GAME AWESOME AND AMAZING? Cause it’s janu.(<<Tru dat. Hats off to whoever wrote that. Jahnabae-senpai has noticed you, child.) (I can smell you too.. <3)

My game is AWESOME AND AMAZING BECAUSE VOCALOID IS LOVE. VOCALOID IS LAIFU. Heh, I’m kidding, but still. I think my game is awesome because of how you can block other players, but at the same time, you have to try to win! It’s a lot of hard work, but when you walk away with that satisfaction of winning, , I don’t think you’ll be needing any more sugar in your tea for a while: Victory is SWEET!
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11. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Animal Attack by D. T.
From gallery of funkdonut


You are an animal ruler and your artifact has been taken, but you have your opponent’s artifact. Your job is to “combine” your and your opponent’s artifacts on the same tile to create a magical flow of peace, love, and success to your kingdom. You must do so by training your army, taking your artifact back, defend their artifact from being stolen, and eventually rule the known animal world in peace and harmony.

In a turn, you can buy troops, move and attack with troops, and receive resources from your miners, farmers, and mid-terrain. You and your opponents can fight and battle against each other to win your artifact back and rule all of the animals.

I chose this theme because since I like battling with a mix or strategy, I took these 2 factors plus my social studies project (middle ages) to create a “friendly” animal fighting environment to play in. I also added interesting factors from fellow classmate’s games and mixed them into the “jumble” of my game.

I used area movement to enable the animals from move from tile to tile to travel to other areas of the gameboard. I also used the mechanic set collection to add currency and different types of animals into play. I also used push your luck by adding lucky tiles in mid-terrain. Getting them can result in huge rewards or fatal lose.

You can win by either capturing your opponent’s artifact and still having your artifact. When everybody goes completely bankrupt and no more animals are on the gameboard, then you all lose. You can lose when your opponent or anybody has their and their specific opponent’s artifacts in their artifact tile.

Since this game has the PERFECT combination of fighting, hatred, and animals (KITTY), you can fight for your beloved artifact and greedily hover over your opponents holy artifact with the sense of mischief still burning in your soul. You also can fight for the win and watch at the end of your glorious victory your friends long ago either hanging their heads in shame or raging at you for being so victorious (that is, if you win) .
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12. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Dropping Fire Bars by H.C.
From gallery of funkdonut


Even millions of years ago, music was prominent among the earliest humans. Producers of mixtapes and compilations of music were forged through the fiery trials of the volcano, and those who were successful possessed the pyrotechnic powers of the mixtape. Tribes fought for control of the mixtape, but many perished in flames. Be the first to burn down someone else’s cave through the powers of the mixtape!

On their turn, players may carry out four actions. Possible actions are moving, attacking, and drawing fire. In addition to moving and attacking, drawing fire yields three possible results: fire, ash, or an explosion. If fire is drawn, then players keep track of it and put it back in the bag. Three fires result in one mixtape. Drawing ash does nothing except that the player puts it back in the bag. Drawing an explosion attacks everyone within the explosion radius, sending them back to their starting cave.

I chose theme because I enjoy music greatly and mixtapes interest me. Good mixtapes are often called “fire.” Cavemen are often related with fire, so I thought it would fit well with the theme.

The mechanics in my game are action point allowance (a player has four actions per turn), push your luck (players draw fire with a risk of explosion), and area movement (players move square by square).

Players win when one of their caveman pawns carrying a mixtape enters another player’s cave, essentially burning it down.
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13. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Virus Supremacy by R.K.
From gallery of funkdonut


You are a virus and you are trying to take over the human body, or the board. Each player is represented by virus microorganisms. They then must conquer parts of the body throughout the game.

On their turn, players have an action point allowance of three. Players may challenge a part of the body adjacent to a part that one of their virus microorganisms is to claim it. To do this, each player places down their battle cards, which are dealt out in the beginning of the game. The player with the higher value conquers that part and draws a DNA strand card, the currency of the game. They can also have the option to open the shop. When they enter the shop, they may choose to buy something.

I chose the theme of the game because both of my parents are doctors, and I haven’t played many games with similar themes and playstyles.

The mechanics in my game are as follows: Action Point Allowance, Simultaneous Action Selection, Programmed Action, Worker Placement, Area Control/Influence, Area Enclosure, Point to Point Movement, Trading, Hand Management, and Campaign and Battle Card Driven.

The game is over when all parts of the body have been conquered or when a player has 6 of the 8 properties. The game is won by when 6 of the 8 properties have been captured. If you have the most points when this happens, you win

This game is great because there are a lot of mechanics. If you are losing due a certain mechanic, you can catch up because of another. There are a lot of elements to it, too.
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14. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Carnival Fun by B.L.
From gallery of funkdonut


Like any typical teenagers, Mark, Lenny, Jack, and Luc thought it would be fun to sneak into an abandoned carnival. But fun soon turned into horror when lovestruck ghost girls started popping up and chasing them. Can you help them escape? You’ll have to search for items like plastic knives, pieces of wood, and even shoelaces. Oh, and also, your “friends” will be backstabbing each other……. Because there can only be one person who escapes….

The goal of the game is to get all the required items to craft a key and escape the carnival, without dying.
Players have a variety of moves they can make. They can run, search through boxes for items, craft keys to escape, fight each other, and yes, even teleport. The different types of items are plastic knives (used for fighting, and yes, they can be deadly), wood (used to make keys, not for smashing other people on the head), and shoelaces (also used for crafting keys, not for strangling other people). These items are acquired by searching boxes across the carnival, or by fighting another player and stealing their stuff.

I wanted to make a game with a theme that is creepy and funny at the same time. So I thought, ghosts, chasing, lovestruck ghostgirls……. Teenagers getting chased by lovestruck ghost girls.

One mechanic is chit-pull. When a player searches a box, they get to draw one item out from the chit-pull bag. It keeps the game exciting with luck factor. Action Point Allowance is another important mechanic, every player gets 5 action points every turn, keeping the game moving at a good pace.

The game ends when a player crafts a key and escapes the carnival. Once one player escapes, the game ends and everyone else is stuck there forever……. MUAHAHAHAH!

This game can be enjoyed by people of all ages and is perfect for a dark, creepy, night…………….. WITH (plastic) KNIVES!!!!!
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15. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Cat Burglars by A.C.
From gallery of funkdonut


You are a cat, the best animal of all time. You are trying to get money by robbing the extravagant houses of Rich People Neighborhood. You face stiff competition from other cats, so you must be the first to collect your color pieces from all seven houses. Will you succeed? Or will you be caught red-pawed?

On your turn, you can either transport, steal, or visit the store. However, the houses in Rich People Neighborhood are heavily guarded, so you need to counter each component of the security system in order to steal from the house. You can purchase items in the shop to aid you in your mission.

I chose this theme for a few reasons. First of all, cats are my favorite animal in the world, so I knew I would stick to this theme. Also, I wanted to include a play on words, and one of the few commonly used phrases that involve cats was cat burglars, so I framed my game around this central idea.

The mechanics I chose to use were action point allowance, set collection, and area movement.

The game ends when one player has collected all of their color pieces from the houses. That person wins.

I really wanted to make game with cats in it, so this is the result. Also, players get to compete with each other to see who can complete the task first. Plus, it has a pretty short play time and setup time, so players can play it if they don’t have a ton of time.
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16. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Locked in Peril by L.P.
From gallery of funkdonut


Locked in peril is a game where you are locked up in a bouncy castle. There are a lot of little kids and angry clowns. Complete dares and challenges to survive this terrible experience. As you move around there are many twists and turns you could go through.

On turns you have many choices of what to do. You can choose to skip a turn for three turns. If you chose to skip a turn you can’t leave until your time is up. Also, some of the fortune cards may make you have to rest against your will.Next, you are able to challenge others by picking a card and both completing it. Who ever wins the challenge gets to place a piece on a challenge space and take off ALL of one player's chips.
You get two actions per turn. First, you can move however many your character card can. Next you can choose one of the other actions, which are the choices above. You can pick one of those to follow through in addition to moving.

I chose this theme because I thought it would be fun and it could be very colorful. Which I love in games. Also, I really like bouncy houses. Circus was one of my favorite parts of growing up so this game brings back so many amazing memories.

One of my mechanics is area control; you are able to control certain sections. You win by completing your win condition. The game ends when the first person completes their win condition.

My game includes lots of fun and games. It brings back great childhood memories and makes you want to go back to the good old days. At the circus, when you got cotton candy and the awesome people in the circus. Also, there are many new and exciting aspects for circus in this game! Such as dares, challenges and different bonuses and challenges. Although it isn’t a party game, it will be a party playing it!
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17. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Servant of the Old Ones by O.K.
From gallery of funkdonut


In the world of the Cthulhu Mythos, things lurk beyond our sane universe that would destroy all life should they break through. You are a cultist trying to summon your god and end the world before another one ends it. You must gain cards from the Old One Deck to create the right circumstances to summon your God. You can then use the God’s Awakened Power to fulfil the God’s End Condition to win the game.

Cultists(players) go through multiple phases on each turn to get resources. The phases allow cultists to get cards and locations on the board. Cultists play cards to hinder other players, make it easier to summon their own God, or just win without summoning their God. Once they have the cards and locations needed to summon their God, they summon it by discarding the needed cards while holding the needed locations. They do not get to use the discarded cards, so Cultists must keep needed cards while playing others.

I chose this theme because I am in love with the Cthulhu Mythos, and believe that Lord Cthulhu will grant me leave to do as I wish if I continually make human sacrifices to him. So be warned. Cthulhu fhtagn. We must go to the Ultimate Chaos and sign in our blood...oh...never mind. Getting distracted.

Some of the game mechanics are Campaign/Battle Card, Set Collection, and Variable player power. Campaign/Battle Card makes it so that players are fighting with the cards they need for Set Collection. Their gods are all different, which is Variable Player Powers.

Players typically win by fulfilling their God’s End Condition, which ends the game with their victory. However, some cards can also let Cultists win, and sometimes End Conditions are changed, shifting the circumstances. Also, victory sometimes relies on others winning, so there can technically be infinite winners.

This game is awesome and amazing because it has a theme we all know and love (if you don’t Azathoth will eat you), puts players into the mind of their opponents and forces them to think turns in advance, and creates a crazy game where circumstances are constantly changing.
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18. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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RoadTrip by A.P.
From gallery of funkdonut


Road trips are always crazy… But they are even more crazy when YOU have to build the roads AND drive the car! You’re goal is to race from city to city, sightseeing collecting some money… and only with 3 roads to build on! Would YOU be able to beat your opponents to their destinations? Would you be able to get the most cash? Let's find out, So start drivin!

Each player will try to drive their car to their city to collect their money (10$). With that money, players can choose to do 2 things: 1 buy power ups, or save it for later. If you save it, the money left over will count as points when scoring. Before you can drive anywhere you have to build a road to drive on, which is when you draw a line with DRY ERASE marker from one dot to another.

I chose the theme of a “roadtrip” because I thought that the idea that you need to not only build a road to get somewhere, but drive their as well was incredibly cool. In addition, I liked the game Expedition - that’s where I got the idea for my game - but I thought that it would even more fun if it had cars and cities.

The game mechanics are: Action point allowance and route/network building. Action point allowance because you can use money you get to purchase power ups of sorts. Route/network building because that would be the roads for the cars.

The game stops when the first person reaches all of their cities. To win the game, each player counts there points for all of the destinations they reached and all of the money they have left - the player with the most points wins.
My game is a very fun game not only for younger kids, but for everyone.

There are so many elements that make my game awesome: conflict, originality, colorfulness, and COOLNESS! In my game there is a lot of conflict, so even if you lose it every time you play, you would want to play again. My game is also original, because how many games are about a ROADTRIP? I have seen so many games with the plain old colors - red, yellow, green and blue - so I decided to take it up a notch and make my colors pink, pastel yellow, neon green, teal, purple and tie die!
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19. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Zombie Fish by J.P.
From gallery of funkdonut


In zombie fish, there are two teams, the fish team and the zombie fish team. The fish team is trying to create an enclosed area with tiles surrounding it, and the zombie fish team is trying to eat all the fish. Can you survive the zombie fish apocalypse?

On the fish team, you can move one space in any direction as long as that space does not have a tile in it. or move a tile one space in any direction as long as you are next to that tile. Also you may summon a tile and place it in the exact center of the board. As the zombie fish team you may move one space in any direction, and if you move on to a tile, you are stuck there until two more zombie fish get on that tile, then the tile breaks. if a zombie fish is in the same space as a fish, then that fish is taken out of the game and replaced with a zombie fish of that color. If a tile is moved to a space with a zombie fish in it, then that zombie fish is moved back one space in any direction of the fish player's choosing.

I chose this theme because, there is no other game with zombie fish in it, but there are many games with fish or zombies. I wanted to make an original game that has never been thought of before.

Game Mechanics: APA, Modular Board, Tile Placement.

The game ends when there is only one fish or zombie fish left, or the fish team surrounded a certain amount of space with rocks all the way around.
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20. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Forest Maze by E.T.
From gallery of funkdonut


You wake up to find yourself in the middle of a maze, which is in the middle of a forest. But you are not the only one. Your objective is to eliminate all the other players. If that is not possible, then you want to be the richest player. You only have 25 turns to that.

On your turn, you have to move around the board collecting Apples. How many moves do you get a turn? The Master Dice decides that. Also you can put walls to stop players. To attack other players, you can use gobins, or do it yourself.

Why in a forest? Well because apples grow on trees, and there are a bunch of trees in a forest. And also I like mazes.

The players win by eliminating all the other players. If you can’t do that in 25 rounds, the winner is the person with the most Rubies.

The game mechanics are Area Movement and Dice Rolling. You use dice rolling to decide how many actions you get a turn and area control to move across the board to collect Rubies.

My game is awesome because you get to go around a maze collecting Apples, and moving goblins to eliminate other players.
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21. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
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
Art Heist by A.V.
From gallery of funkdonut


Imagine you are a desperate art thief breaking into one of the most famous museums in the world. Your mission seems simple get in, get out, and don’t get caught. Until of course you add in pesky security guards and other desperate thieves like yourself.

This game is made up of three ten minute rounds. On each turn players have a set amount of actions they can move, steal, and buy. Before being able to steal paintings players must have all the components in order to steal the paintings (lock picks, rope, etc). In order to get all the items needed to steal paintings players have to buy items from the store or other players. Players will need to do all this while avoiding security guards and cameras which catch you and put you in jail (which of course you can bail yourself out of). More conflict is provided as players race to be the first to steal paintings.

I chose this theme because I thought the idea would be fun and I enjoy art.

One of the main game mechanics that I have is action point allowance since players have a set number of actions per turn. Another main mechanic that is used in my game is hand management because players are able to control the item cards that they have.

The game consists of 3 ten minute rounds. Every player needs to be out of the museum by this time failure to do so will result in them losing. If all players are out of the museum hero fee the rounds are up them game can end early. The winner is the player with the most money received from collecting paintings.

My game is great because there is a lot of conflict and excitement combined with strategy and skill, also ART!
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22. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Lord of the Animals by M.L.
From gallery of funkdonut


You are an animal trainer who lost his job and is trying to capture buried treasure to support your family. There are four islands that you can search for this treasure. On the islands, your transportation choices are the deranged animals that live on the islands. You need to find the treasure to get out of the islands and prizes for extra points at the end. You need treasure to leave the island.
On a turn pick a player movement card, you can move,move the traitor, pick a tile, use steel tile, and place a tile. You interact with each other by using the traitor so you can make others lose lives.

I chose my theme because animals are basically infinite. Also animals live in different places, so you can chose lands. Lastly animals have special traits that can help you.

I have many game mechanics. Including a modular game board so that you don’t know where everything. My game also has programmed action/ movement so you can change speeds in land. Lastly my game has pick-up deliver so you can place the tiles in the middle.

A player can win by having the most points after the game ends. The game ends by placing 4 tiles in the green section. The game also ends if all of the players have no more lives.

My game is awesome and amazing for a lot of reasons. Including being able to take animals all over the land. Also you can go around different lands while having the danger of landing on a bomb.
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23. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
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
Orbitron by L.C.
From gallery of funkdonut


In this game, players are trying to cross the universe to get to an orb, and then get back to “home” where they will be safe from danger. To allow the first player back to home a role in the end of the game, they will control the alien spaceship(s) in order to bring the remaining players to a disadvantage. Once a player has been captured by the alien ship, they must complete a challenge. Then, they are freed, but until they successfully do so, they follow the same path. The goal is to get back with the most materials. The longer you stay out the more materials you can get for yourself.

On their turns, players must move three spaces, and may not stop at one or two spaces. Players may move to other planets by portals, and move through space. They may also try to escape alien ships or defeat them. (If necessary.)

I chose this theme because when you have a concept nobody knows a whole lot about, like a fantasy you can do so much with it. That’s why with a secret universe, you can really add whatever you want because there is no limit. There is nothing real about it, yet that’s ok.

Game Mechanics: Secret unit deployment, Action point allowance, Time track,
Partnerships.

To win the game, you need to have the most materials by the end of the game. The game ends when all players have made it to the orb and back to the “Home.” The players cannot move backward. The only way to do that is by using portals. If in a partnership, the partnership is broken when getting to “Home.”

This game is awesome and amazing, because there are few other games like it, meaning not many have portals, space, and aliens all in one. It is cool, because this one unlike many other games, is not entirely a race. It is more about efficiency. Quality over Quantity.
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24. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2621]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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designer
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Please check out my student game design Geeklists! You rock!
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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
Escape! by A.J.
From gallery of funkdonut


Far out on an island, 4 people climb out of the wreckage of a crashed airplane. The survivors see before them an island, with the promise of food, water, and warmth, but also great danger ahead. Players will have to go through cold snaps, heat waves, forest fires, and they might even be attacked by another player, just in the name of survival, and possibly, escape.

On their turn, players move, craft, attack, and pick up items. This is all done under a point allowance of 5 action points, each of the listed actions costing 1. After this phase, called the Action Phase, the Event phase occurs. Events can be dangerous and can be very bad for you, or can save your life and be game changing. These are randomly determined by rolling a 20 sided die. Lastly, a player goes through the Life phase, taking the toll of their actions. They lose a water, food, and warmth, but a player can counteract this by spending resources they have collected.

I chose this theme because I am really fascinated by survival stories, and I love the ideas of being a survivalist and being able to survive in nature. I have always thought it would be fun to have a game that broke down the traditional health bar into a more realistic and complex version. This game puts together both the realism and fun that I like to see in a game.

My game incorporates the game mechanics Action Point Allowance, Point to Point Movement, and Set Collection.
Action Point Allowance is used when players go through the Action Phase (amazing naming skills). Players only have 5 action points to spend on moving, attacking, crafting, and picking up items. Point to Point Movement is used when moving during the Action Phase from hex to hex. Players use Set Collection when they are collecting wood for crafting their life rafts.

When a player crafts a life raft, they choose a spot on the board where they will deploy the life raft. If they reach the spot before another player beats them there, they place the life raft. This ends the game, and the player that crafts the life raft is considered the winner.

My game is very fun thanks to a solid combination of realistic player stats, and a fun mix of events to stir up the gameplay. The game is amazing thanks to a host of different events and possible actions that other players may make.

Thank you for taking a look this description.
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