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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26. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Dragon’s Fate by H.G.
From gallery of funkdonut


Dragons were the supreme rulers of the universe, with vast treasuries and canny queens of each tribe. They were unstoppable. But one horrible day, humans arose and stole the dragon’s treasure and scattered it amongst the universe. Seven mighty dragon heroes were selected to recover these hidden wonders and to bring them back before time runs out. . . . .

There are 3 time periods in this game, Past, Present, and Future. You need to collect all of the treasure from different time periods before time runs out. There are different variable powers for different types of dragons: Astro, Mid-Winter, Necromantic, Time Travel, Mercury, Wildwood, and Cloudburst.

Players choose 3 out of these 6 actions: move up to 3 spaces, attack a another dragon, steal from a another dragon, collect any treasure, drop your treasure off at your den, or buy a bonus. There is the void, and if you enter the Void-void, you die and go back to your den. If you die, you lose everything and “Respawn” at your den.

The game ends when the void (black tiles) disappears completely. All players have to collect all of the treasure from the three worlds. (If not all of the treasure is collected before the end of the game, then all of the players lose.) The player with the most treasure wins.

I chose this theme because I am very interested in dragons and this game actually got changed plenty of times, and now, I am winding up with a completely different idea of when I started with my game. I would like to see what other people see of my game, I also chose this theme because it was the first thing that I have thought of because my train of thought is, DRAGON, CAT, STUFF THAT IS USELESS, (wow, now that I look at it, I am not focused at all. . .). I also made this as my theme because my game is not just about dragons, it’s about time travel stuff. I got the idea after thinking of different worlds. . .

Game Mechanics and how you use them: Variable Player Powers, for the different types of dragons. Modular Board, The cards placed are different each time. Action Point allowance.

DUH! It is AMAZING and AWESOME because it is! I think that my game is really fun to play because you have something other than a living human being playing against you! It has a lot of player interaction with cool player powers! Example from yours truly, I named one after Mercury (Mercury Dragon, is able to walk through lava and kill other dragons with FIRE!)! DIS GAME TIS AWESOME!
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27. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Sometimes Monsters are Just Misunderstood by A.F.
From gallery of funkdonut


You are a monster trying to collect what you need to be happy. However, authorities are trying to stop you. You need to suddenly collect what you need without getting caught.

Player will trade resources with each other, and different players will have different monsters that are kept hidden and have hidden values on them so you may want a certain resource more than another player. You will them bid on a resource deal money back out and play continues. This continues until you run out of cards to bid on. Then everyone will vote on the other players who they think are a certain monster and give them and monster card to correspond. If your monster cards match you lose ten points. Then points are added and whoever has the most wins.

I chose this theme because it went pretty well with the game and I did mechanics first. Also I find that monsters is an underused theme.

This game has hidden roles, auction, and trading and I use them to have players negotiate and try to figure out who each other is.

At the end of the game players will vote on who they think each other is. You will then add up your points and if you have been voting for having the role you actually have you will lose points.

This game is awesome and amazing because it is simple but has enough depth to keep it interesting it also has deduction and deception to keep it fun and add replay value.
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28. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Paintball Go by T.Z.
From gallery of funkdonut


This game is an intelligent fast paced tactical paint shooter you will have to eliminate the other team or capture their base to claim your victory in this brutal paintball arena. So grab up to 3 more friends and GO GO GO!

Each turn you carefully plan out your moves with a set of cards with preset actions on them. You try to anticipate the opponent's moves so you know how to counter them. When you inflict damage upon the other team you collect money which you can spend in the shop to help you become even better at eliminating your opponents.

I chose this theme because it would be fun to have a sort of tactical shooter in the board game world. I also chose this because I knew the system of lining up cards for your moves as you execute them one by one would fit nicely with my world, because the gameplay is more of a commanding your troops game than a conventional shooter.

These are some of the mechanics used in my game: Programmed actions, monetary system, worker placement and tactical dice rolling.

To win the game you must either eliminate all other enemy troops or capture all the enemy bases by shooting your way across the board to claim your victory.

This game is cool and awesome because it is a fully functional realistic tactical shooter on a board. It has many calculations and factors contributing to the accuracy of your shot to maximize the tactical realism.
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29. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Deduction by A.G.
From gallery of funkdonut


Pugtropolis has been ravaged by a crime wave, and you must figure out who did what. One of four suspects has robbed each of these locations, a Bank, a Museum, a Jewelry Store and a Mansion. You must figure out who robbed which location by analysing suspects,because whoever is missing is the culprit.

Players draft multicolored suspect cards to figure out who robbed which location. at the begining of the game, one of the suspect cards is placed in a crime file, and players must figure out which card is mising. The wrench in the machine is, that you can only hold 4 suspect cards at time. After they get four, the player must discard one of theirs. Also, there are powered cards, which might be something like switch hands, or discard a player's hand. Throughout the game, players arrange accusement cubes. Because of this, players must remember cards that they had before, which tests player’s memories and logic skills.

I chose this theme because I have always liked mystery stories and board games like clue, and I like games where you have to think to win, not just luck.

The mechanics in my game are Memory ( players must memorize cards) and Card Drafting. ( players draw more suspect cards)

After four rounds of play, the game ends and the player who correctly guessed which card is in which crime file wins.

This game is awesome and amazing because you need to think, memorize, and use logic to win the game.
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30. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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City Escape by J.F.
From gallery of funkdonut


You are living in a fenced-in city, where the government is so totalitarian for whatever reason: you decide. Never, until now, did you realize that your world is encased in a lie. As you realize the truth, a plan to escape formulates in your mind. You recruit others to form a group to escape together. Now, you must gather supplies and get out of the city, while avoiding being caught by the government. But be cautious! There are double-sided agents amongst yourselves! Even you could be bribed by government to work for them! There are three other revolters who are escaping, but you want to be the first to escape before it’s too late. The objective is to be the first player to get all of your people out of the city.

Each player has the goal to get all four of his people, represented by cube meeples of the same color, out of the city. A card will define who each player is, and will be replaced every two rounds of turns. Revolters can move three spaces on each turn. They can pick up supplies, use them against others or for themselves, and move toward freedom, first stopping at a tent of their color. Government officials move on spaces around a tent, surrounding it, to capture the tent, making it no longer exist.

I chose this theme because I was particularly drawn to dystopian books. Usually in these books the main character tries to escape, so I decided escaping a city should be the thing.

Game Mechanics and how you use them: Some mechanics I used in this game is Action Point Allowance and Modular Board. For APA, each player can move a meeple at most three spaces, and certain supplies can be used a certain amount of times. For Modular Board, the objects (cube meeples, tents, pink circles where players can get supplies, etc.) are dropped onto the board at random at the beginning of the game, making it a different setup each time.

The game ends when a player has gotten all of his meeples out of the city, or off the board.

WHY IS YOUR GAME AWESOME AND AMAZING?
It’s kind of meant to be a quick, replayable game. This game is pretty cool because a player can be on the good side or bad side -- they can, almost, “change characters.” So yeah. And it promotes adventure and dystopian or sci-fi books which can encourage reluctant readers, I guess. Or not.
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31. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Mafia Madness by N.A.
From gallery of funkdonut


In Mafia Madness you try to get the most influence while not getting robbed or attacked. You start out with 4 players: one is your boss and the remaining 3 are you grunts. You take those players and try to buy properties and influence the whole board. You may also buy awesome fun weapons such as potato launchers! The game board has lots of funny and interesting properties such as McNoah's (Mcdonald's) Stacy’s (Macy's) and so much more!

One a player's turn they get 3 moves. The Player may choose to either split the moves between all of their Mafiosos or they may also move only one of their players all of the spaces. Buying a property takes one action.

I chose this theme because I wanted to have a action game but also have some strategy involved. I thought that Mafias had both those characteristics.

The game ends once all of the properties are bought Then you count up your influence cards. The winner is decided by who has the most cards.

My mechanics are auction bidding, point to point movement, and area control.
My game is awesome because it is a mashup of action, strategy and a good time.
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32. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
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
Cave Catastrophe by B.W.

Getting lost is one thing, but what about in a dark and infested cave? You and your friends are in a cave infested with monsters. Your goal is to escape by collecting gold and beating your friends, or else you will be stuck in the cave forever. Will you escape, or die trying?

Players travel along the board game path (decorations don’t mean anything) trying to avoid monsters and players transformed into monsters. The goal is to get the most gold tokens from killing monsters, treasure chests (some are bad and subtract gold), and other people.

It was the first thing that came to my mind, and I developed off the idea of people trapped in a cave.

The game mechanics are: Variable Player Power, Action Point Allowance, Resource Managment, Programmed action. Players spin a spinner to see which chracter they will use, which is Variable Player Power. Characters all have different amount of movement, which is Action Point Allowance. Players keep collected gold, which is resource managment. Monsters that players don’t use move by themselves, which is programmed action.

When all treasure chests are opened, then the game will end. The player with the most gold tokens wins the game!!

My game is amazing because I drew all the decorations on the board, like the vines and bones.
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33. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Bloodthirsty Vikings Who Steal Gold by C.F.
From gallery of funkdonut


You are a family of vikings. Gold is scarce and everyone is fighting to get it. There are power treasures that are enchanted and if you claim three of them anyone you attack and destroy is gone for good. Do you have what it takes to attack your enemies? Or will you fall to the knees of your opponents?

On each turn players have three actions. You must collect influence (no actions), place influence (1), take influence (1), move (1-3), attack (1), or collect a power treasure (3). Players also get special action cards and can use them to move, attack, defend, and collect influence.

I chose the theme vikings because I wanted to make a water game and the vikings were a great way to do it. Stealing gold also fit well with the theme.

Mechanics: Variable Player Powers: Players can choose which actions to do on a turn. Action Point Allowance: Players actions are limited on a turn. Area control: Players place influence blocks and you can take over islands and obtain lots of gold that way.

Victory is achieved when one player’s ship has been sunken. The other 3 players remaining win.

My game is awesome and amazing because you can be vicious and attack other players while becoming very rich at the same time.
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34. Board Game: Unpublished Prototype [Average Rating:6.87 Overall Rank:2879]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Monklatte by E.R.
From gallery of funkdonut


You are a monkey and you need to get to the top of the tree before your fellow competitors and without getting hit by Monkey C.G., The Chocolate God, as he throws bananas at you.

On your turn, you will move up the tree using action point allowance and dodge the monkey god as he throws bananas. You can spend chocolates to go extra spaces, but don’t spend all of them, they will count as points at the end of the game.

I chose this theme because I love monkeys and chocolate.

The game mechanics used in Monkette are tile placement and action point allowance. The game mechanic of tile placement is used when the chocolate god throws bananas, and the game mechanic of action point allowance is used to move your monkey up the tree.

You win the game if you are the first person to the top of the tree; the game ends at this point.

My game is AWESOME and AMAZING because it is fun, it has STRATEGY and you get to be a monkey.
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