Amazing game designs from my hilarious students
Kathleen Mercury
United States
St. Louis
Missouri
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I've been teaching game design for a long time, many Geeklists of them, and I've always surprised by the creativity and innovation that my middle school students demonstrate.

From gallery of funkdonut


And we're done! Kablooey! Thank you everyone who thumbed, commented, questioned, or just said good job. As this is our last day, there will likely be no more future updates from us on this thread, but stay tuned for December 2017!

As I had said at the start of this Geeklist posting, "They will count the thumbs on their games. They will respond to all questions and comments. They will adjudicate disputes. They celebrate will memes. They will be so happy. Promise." And they were. So many of you took the time to encourage them, and it means so much to us. People from so many places in the US and around the world challenged and encouraged my students, and I cannot be more appreciative of the BGG community. Thank you.

As I tell them repeatedly, it's easy to be a consumer and to enjoy the fruits of others' work. Creating something and putting it out in the world--that's the goal, that's what can make you happy. Thank you for supporting their efforts.


If you want to subscribe to my Meta Geeklist of student game designs to be notified of future posts, click and subscribe!

About how we do this...

My 13 year old middle school gifted students design strategy games over the course of a semester, and here are their results. We spend two months playing a wide variety of strategy games and analyzing theme, mechanics, and victory conditions. Then, students design their own. They spend about two months on their design and by the end, have created a complete prototype and rule set.

I think game design is the best thing that I've ever taught. My students love games and that hooks them from the start. The project is challenging in so many ways and gets harder, and more rewarding, with every step. Choosing the theme allows them to immerse themselves deeply into a subject that matters to them. Then, by focusing on mechanics and victory conditions, they must think deeply about the experience they are trying to create for their players. Writing the ruleset is the next level of challenge because they must distill their ideas into a cogent, functional set AND then explain it so others can have the same experience in playtesting. After a cycle of playtesting and refinement, students create a polished prototype and we publish the results here for all the world to see.

The project requires holistic, visual-spatial thinking as well as analytical, sequential thinking. They must design the game they want while keeping what gamers want and need in mind. They have to be creative on deadlines and manage their time in class to determine their own courses of action. I never let students design a game with a partner because at the end of class, each student has full ownership of everything in their box--all 8,000 decisions are theirs forever.

All things considered, the results are pretty impressive for students whose only strategy gaming experience might have included Risk and Stratego before this class.

This semester I had FIVE repeat offenders--students who wanted to repeat the class to design games again! Cube Battle, Utopia, Dragcats, and of course, Atlantean Skullduggery are all games created by students who want to keep doing this.

Thanks to all for your interest and support!


If you're interested in teaching game design, I post my resources at www.kathleenmercury.com as well as my school website (and you can see all the other crazy stuff I do like cosplay and film and standup comedy...) https://sites.google.com/a/ladueschools.net/apogee/kathleen-... I'm always excited to collaborate with other teachers and game designers!
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1. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Cube Battle by N.C. & A.F.
From gallery of funkdonut


You live in a magical land with a powerful crystal that supplies magic to the land. Every week the crystal gives off energy crystals. The king hosts a tournament for a prize where the contestants use the crystal for energy and can win a prize.

This game has no turns, but a unique initiative system. Each player will have crystal energy (cubes) that are in a specific order. When a specific cube is up, the player with that cube may play a card that costs the corresponding cube. Afterwards s/he must give the cube to his opponent and discard the card. Afterward,s the cycle resets (some cubes may not come up in the order because of the cycle reset and will only come up in later rotations). Using the cards you will reduce your opponent's health to zero

We chose the fighting theme because it fit well with our mechanics (we designed our mechanics first). We came up with the unique initiative system and our idea sparked from there. We added the tournament aspect to explain why people had magic and why they were fighting each other.

Game Mechanics and how you use them:
Drafting cubes at the beginning.
Last Man Standing-Whoever is the last man standing wins(only two players, so you won’t be sitting around).
Hand Management-Playing the right card or not playing a card as well as searching cards.
Memory-Remembering what is in your deck and if you have seen your opponent's hand then it would be helpful to remember that.
Variable Player Powers-Depending on what character you have picked you will have different powers.

The game is finished when a player is reduced to zero health (represented on their character card and can be different depending on character) and who ever was not reduced to zero, wins (there are no chances of ties).

Our game is special because of the unique initiative system. It makes the game rather skillful because you must maximize your cards because your opponent will acquire the cube. Many of the cards are situational, so you must try to play the best card for the situation in order to defeat your opponent.
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2. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Utopia by G.D.
From gallery of funkdonut


It is the year 2084. As technology advanced, standard of living did as well. People expect more from their governments, they expect Utopia. You are the head of one of those governments, and you must create Utopia. There are many routes to Utopia, scientific advancement, militaristic might, or even streamlining the government itself. Will you be the government to create Utopia, or will you be another civilization pushed to the wayside.

Utopia is your basic deck building game, with a constantly reshuffling deck. The turns go like this, Play, Buy, Discard, Draw/Reshuffle, and finally War. During the play phase, you spend actions to play your cards. After you have played your cards, you enter the buy phase. You total up the money you made from playing cards, then proceed to buy cards. The cards you buy enter your discard, and eventually are reshuffled into your deck. After that is the discard phase. You discard what is left of your hand. Then you draw/reshuffle. You draw six cards, but if there aren’t enough cards left in your deck to draw six, you draw as many as you can, shuffle your discard, and it becomes your deck, and then finish drawing up to sx. Finally war, some cards add to your total “war”, and at the end of each round, whoever has the highest “war” gains a powerful victory card to add to their deck. This process continues round after round, with people empowering their decks and buying UP cards (Which are necessary for winning.)

I choose this theme, because the search for Utopia fascinates me, the question of whether or not it can really exist, and if it did, what form would it take? I don’t think my game comes close to answering those questions, nor do I think anything can, but a game about trying to make Utopia seemed like a fun idea.

Hand Management: In Utopia players have to be able to look at their hand, and figure out how to order it so that they can get the most benefits out of said hand. However, unlike many games, where this plan may take the whole game, Utopia players must be able to do it every turn.
Card Drafting: I think this is the mechanic closest to what happens in Utopia, you buy cards from a limited selection to add to your deck. You need to pick the best card, not only compared to the other cards, but with how well they synergise with the deck of each player at the table. You pick based on their value to you, and to all the other players.

The game ends when the Play deck runs out, or when every UP (Utopia Points) card is bought. After the game ends, the player with the most UP wins. Simple. In the case of a tie, divide each winner’s total UP with the number of UP cards they have in their deck. Then whoever has the highest number after that wins.

Utopia is an awesome game because every action matters. The card you buy round one will affect almost every other play you make, the constant cycle of playing and reshuffling and redrawing, causes every decision to have a sort of ripple effect. This also shows you how your strategy plays out every game, letting you do better next time.
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3. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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!Toast! by S. J.
From gallery of funkdonut


What is that thing coming towards you? Is it a potato? Is it a tomato? No, it’s !Toast! War has broken out across the 4 kingdoms (again), and it’s up to you to reunite the kingdoms by making those PBJs. Powerful opponents are on the hunt, and they will stop at nothing to take control. Can you collect all the ingredients you become !Toast!?

This game is played in rounds, with each player taking one turn during each round. At the beginning of their turn, players recharge energy to perform certain actions (moving and shooting) later in their turn. Shooting opponents allows players to steal ingredients. At the end of their turn, players can collect certain ingredients or perform certain actions. Gaining ingredients and fulfilling achievements gives players points.

I chose this theme because PBJs are the foundation of simple meals, and it would present a great challenge for players to combine basic ingredients into a delicious sandwich. Also, who doesn’t want to shoot toast at other players?

Game Mechanics and how you use them:
Action Point Allowance: Players must wisely choose how to spend their energy by either hindering other players (by shooting) or moving to both evade enemy fire and collect ingredients.
Area Movement: Players don’t have to move their character on a set path -- they can choose to move in any 4 of the cardinal directions as long as they stay on the board.
Set Collection: Players collect different ingredients and combine them to gain points.

The game ends in 2 ways(to reduce how long the game takes) -- a)Someone reaches 15 points, or b)Someone collects 2 PBJ sandwiches. Only one of these conditions have to be fulfilled to end the game. Whoever fulfilled one of those conditions wins, but the round continues and players have the chance to tie.

PBJs are a great basis for all kinds of fights -- food fights, cooking fights, and even, um, fights for the kingdom. This game incorporates both strategy, risk, and (of course) deliciousness into one board game. Without a doubt, the best way to end a fight is by shooting toast/unidentifiable flying ingredient-things at others while dodging their shots. A fight for the kingdom over PBJs shows that small ingredients can pack a big punch, and this game represents it like no other.
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4. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
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
Universal Conquest by W.X.
From gallery of funkdonut


The year is 4032, and the chance of a lifetime has fallen into your hands. The theory of the multiverse has been confirmed. Humanity has suffered from overpopulation, and their own universe’s expansion has proven to be fatal. Distant galactic groups have all obtained technology that allows them to control and freely build their own galaxies. You have arrived into a new universe through a black hole, but you are not alone. Conquer the galaxy and defeat your opponents and become the master of the new universe! Your ability to adapt to the new laws of physics in this new universe will determine your destiny. Can you drive your opponents from the universe and be the ultimate master of the cosmos?

Each turn consists of two phases: Player Actions, and Galactic Realignment.

During Player Actions, players will choose to build or move their own galaxies. Players can only choose to move their galaxies OR build a galaxy. Movement and building will determine the specific actions in Galactic Realignment. The amount of movement allowed is 3 + the number of active galaxies a player controls -1. Movement can be split among different active galaxies. When a player builds a galaxy they pay five matter and it takes their whole turn. A player may only have five galaxies on the board at a time.

During Galactic Realignment, players will do the following in this order: Matter Gain, Galactic Collisions, Object Destruction, Universal Expansion/Contraction (For expansion)
Players will gain the matter (white) that is in their gravity zone, and earn the number of colored matter (their own player color) that is gained from that gravity zone. The white matter in the zone is then taken off the board as it is absorbed. After Matter Gain, all Galactic Collisions will be performed. If a player’s galaxy is present in another player galaxy’s gravity zone (or on the same space), the two galaxies collide, and the player’s bet with their matter pools privately to determine the winner. The winner gets their galaxy upgraded, and resets their activeness counters. Afterwards, in object destruction, anything in the gravity zones of black holes are taken off the board, as the black hole destroys them. If the expansion is being played, then a player rolls the custom die and it determines how the universe grows this turn. If “Expand” is rolled, the universe expands by one board strip if applicable. If not, then nothing happens. If “Stable” is rolled, nothing happens to the universe, unless it is past eight rounds and the board is at maximum expansion. If “Contract” is rolled, then the universe shrinks by one strip, if applicable. If not, then nothing happens.

I chose the theme of galaxies because I thought that huge celestial bodies had a lot of interesting physics that could create a good game. For example, I researched black holes and gamma rays for ultimate object destruction, but I gamma rays were too much of a hassle because the shot out in straight lines for lightyears. The theme was interesting to research because galactic collisions had a lot of interesting factors that affected the outcome, although it was mainly size that affected it.

At the end of each round, matter is regenerated on the board and a new start player is determined.
One player rolls the standard die, and the number rolled corresponds to some tile(s) on the board labeled M_.

Action Point Allowance - Players have a limited amount of actions during the first phase of their turn, and can choose to build or move.
Modular Board
The board changes size, and brings new resources on the board
Worker Placement
Players place galaxies (workers) that can move, collect resources, and grow. They provide a certain amount of points at the end of the game.
Set Collection
Players collect their own matter from the board and can use it for galactic collisions and building galaxies.
Simultaneous Action Selection
Players reveal the amount of matter they want to bet during a galactic collision at the same time.
Grid Movement
The board is a hexagonal lattice that players move on.

Players win by having the most points at the end of the game. Matter is worth one point, and galaxies have different values. The game ends when the game is more than eight rounds and at maximum expansion, and “Stable” is rolled, only if playing the expansion. If not, then the game ends after twelve rounds.

My game is awesome and amazing because it combines many different elements that mimic the physics of universes. Some things are different, but it’s a different universe.
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5. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Atlantean Skullduggery by O. K.
From gallery of funkdonut


You are a magical pirates with gills stealing treasure from lost city of Atlantis. However, the city is guarded by sea monsters, and other cutthroat pirates seek to steal your treasure. Treachery is everywhere, and the murderous current forces you to fight ghost ships from those less fortunate than you You must control the currents and monsters to annihilate your enemies, or you will sleep forever under the uncaring ocean with a knife in your back. The objective of Atlantean Skullduggery is to collect and steal gold.

On a player’s turn, he or she has four actions. The game revolves around a deck of tiles called the Atlantis Deck. The main three types of tiles are Gold Tiles, Monster Tiles, and Current Tiles. The Gold Tiles give players GP. The four Monster Tiles create sea monsters in the game, which players can then move around. The different sea monsters have different abilities.The last tiles, Current Tiles, have currents that point in certain directions. Monsters can then gain extra moves in the direction the currents go. Players use monsters to attack attack other players, and move currents to better position monsters. Players can also form alliances when two players go onto a certain tile. The alliance provides mutual benefits for the players,until one player breaks the alliance by attacking their ally and stealing their gold.

I designed this game by first deciding on mechanics I wanted to use. Gold, currents, and sea monsters seemed to fit the mechanics I had, so I went with the theme of magical pirates manipulating currents and monsters.

The game mechanics are Modular Board, Tile Placement, Action Point Allowance, Area Movement, and Partnerships. Modular Board and Tile Placement are used with the tiles being placed and moved that form the playing surface. Action Point Allowance is seen with the four actions a player can use on their turn. Area movement is used when players move their pieces and other player’s pieces from tile to tile. Partnerships are used in the alliance mechanic.

The game ends when a player gets four gold.

My game is awesome and amazing because people are losing and gaining gold so much, it is never clear who is winning, and everyone feels they have a good chance. Despite the luck in flipping over tiles, there is still immense strategy in the movement of monsters and currents. Finally, players get to interact in game, with the monsters, and in person, with the alliance mechanic.
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6. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
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
FasterThanLight Trade By N. S.
From gallery of funkdonut


In the future, it is difficult to be a business, you have the perfect route built, then another corporation comes and completely destroys it! Ugh…

The point of FTL trade is for you and your partner to get your ship to all four of your planets before your opponents do and RULE THE GALAXY, or something like that.

FTL trade is a route building game where you have three phases of your turn. You start by placing tiles, then you move your ship (if possible), and finally you refill your hand back to your previous amount

I chose this theme because:
Space is awesome
Some of the movement/fuel mechanics require it
Space is awesome

Some of the game mechanics include:
Tile placement - you place tiles to progress your route
Hand management - you have a hand and you have to place tiles or else you won't get new tiles
Route building - you have to build a route to connect all four of your colors planets
Chit pull system - there are wormholes that you can pass through, you determine where you exit by drawing a wormhole color

The game ends when a team has sent a ship to all four of their planets. A team wins by adding up all of their tiles, fuel, wormholes, and other things. The team with the most points win.

My game is amazing because it relies on cooperation. You could win by yourself, but it is much more difficult if you are by yourself than if you are playing together with your partner.
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7. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
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
Dysentery and Destiny by A.U.
From gallery of funkdonut


In the wild and untamed West, where you are alone and constantly in danger, lies many months of traveling through rough terrain of uncharted territory. Filled with graves and creatures, where not much is fair, make sure your wagon reaches Oregon and you don't die, in Dysentery and Despair.

The objective of the game is to have at least 3 meeples successfully cross the line going to Oregon, or if you infect and kill 6 meeples minimum.

On a player’s turn, he or she can do a combination of three options: move, infect or buy. When a player moves, it is either for one meeple or one wagon. The second option is to infect. This is an expensive task, but it will be well worth it. Becoming infected gives that meeple or wagon two rounds to survive, unless they pay the amount it is to heal the meeple or wagon. Every card played costs a certain amount of coins, and it costs extra to heal or infect. Speaking of currency, another option is to buy. A player can collect and save coins to buy trading posts. Once a trading post is bought, the player places a house token on top of that trading post. He or she then receives more income than they received before by one coin for each trading post. If a player decides to override a trading post, they have to pay more than the original player did.

This theme presented many new and undiscovered aspects to a game, such as infection, and how the early settlers experienced and dealt with the objections. This theme also can be played in many different ways, and in multiple different settings.

Game Mechanics: Move, Infect, and Buy.

A player can win in two possible ways. First, a player can win by having three or more meeples cross the line labeled Oregon. Another way a player could win in this game is by infecting 6 minimum meeples that aren't able to survive within the two turns allowed to survive.

This game is awesome and amazing because no one would ever want to actually travel across the country in a wagon train because it is dirty, dangerous, and dull; in this game player get to experience it without real risk. Dysentery and Destiny will show the many different, horrific, disgusting paths to death.
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8. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
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
Who Runs the World? Squirrels! by S.G.
From gallery of funkdonut


In the world of squirrels, time is both not short at all and really short. You have all year but only 12 turns. You also have neighbors aspiring for the same goals you are and prowling wolves keeping you in check but you must break the boundaries that they set.

On your turn you have each of your squirrels take 6 actions to move, climb, pick up acorns, research, hire, plant, and/or raid. You then have each of your trees drop acorns and pay your squirrels. Once everyone has gone you move the wolves and the month.

I chose this theme because I like squirrels because they are very smart. This lead me to make a game of all skill.

The game mechanics I have are:
Action point allowance: Each squirrel has 6 movements
Point to point movement: Squirrels move from vertices to vertices
Pick-up and deliver: Squirrels pick up acorns and deliver them to trees

At the end of the 12 months, the player with the most acorns wins.

My game is awesome because there is no luck and lots of different strategies. There is the many squirrel strategy, the saving strategy, the many tree strategy, the raiding strategy, and many others.
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9. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
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
Myth Hunters by S.C.
From gallery of funkdonut


Legends of mutant creatures and supernatural beasts have been passed down for centuries. These abnormal animals are known as cryptids. Many explorers have tried and failed to prove these cryptids exist. Now it’s your turn! You must trek across the globe to search for cryptids in their own habitats. Can you find evidence, evade sabotage from your competition, and beat them to the glory of discovering the most cryptids?

On their turns, players may choose to either search for evidence, refuel, or lock another player if within two squares and if they have lock tokens left.

I chose this theme because cryptid hunting is an exciting and mysterious topic. Even though many people don’t believe in cryptids it is always fun to pretend and think What If.

Push Your Luck- You choose whether to stop and save your progress or risk losing it and keep going
Area Control/Influence- Once you have proven a cryptid exists by reaching their cryptid space you put one of your color chips there and claim it as yours.
Point to Point Movement- You move from square to square on the board trying to advance towards the cryptid space.
Take That- When you lock another player you are sabotaging their progress to further benefit yourself.
Card Drafting- You draw cards from a bag to determine whether you move forward with an evidence card or reset your round progress with a fail card.

The game ends when all cryptid spaces have been claimed. Once the game ends each player should count all their cryptid spaces marked by their color chips as these will be their points. Also, if a player has either cryptid figure they should add one point to their other points and if they have both cryptid figures then they add two points. The player with the most points wins!

My game is SUPER fun and awesome because you get to race against your friends and pretend you are a world renowned explorer and cryptozoologist!
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10. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Capture! by A.R.
From gallery of funkdonut


In a magical world, far, far away lie 6 different islands filled with an abundance of creatures. It is your job, as the hunter, to capture these diverse creatures and keep them as your own. What you don’t know is that each of these creatures packs a dangerous ability that makes each creature unique. You compete with other hunters to become superior and dominate the world.

A player’s objective is to be the first player to reach 20 points. A player obtains these points by capturing creature, which are each worth a variety of points.

Players may take 2 of 9 actions on their turns. These actions are drawing a cube goblin, potion, or brawler, using the cube brawler’s ability, drawing capture cubes, moving to an adjacent hex, drawing an attack or health jewel, attacking another player, using a captured creature’s ability, drawing a creature, and capturing a creature. The most important component of the game is the capture cubes. Capture cubes are necessary to capture creatures. To capture a creature, you need the amount of cubes listed on the card. Capturing a creature allows you to use its ability, which gives you an advantage for the rest of the game. But, to decide which creature to capture, players need to draw creature from one of the 6 decks, which are separated by element: fire, water, light, earth, darkness, and magic. As for cube goblins, they allow you to automatically draw a cube without using an action point. Cube potions allow you to draw 2 cubes instead of 1, and the cube brawler allows you destroy 2 other cube “creatures” of your choice. Players may also attack other players in an effort to kill them, and when a player is killed, they lose one of the creatures they captured, and the points and ability that came with it. Players may choose to build up their health or attack as they choose.

I chose this theme because I personally love nature and animals, and my fascination with them has lead me to have a great interest in creatures of the mythical kind. I loved these mythical creatures so much that I even decided to make a game about them!

Game Mechanics:
Action Point Allowance
Point to Point Movement
Card Drafting
Chit Pull System
Set Collection
Variable Player Powers (obtained from creatures)

How players win and how the games end is simultaneous- players win by being the first to reach 20 points, and the game ends when a player reaches 20 points.

My game is awesome and amazing because I really have never seen anything like it, and I think it’s very unique in that way! Also, the creatures really add a big part to the game and make it totally amazing because there are so many, each with a different ability.
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11. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Treasure Fish by A.D.
From gallery of funkdonut


Imagine a place... a place where fish can peacefully search for treasure... unfortunately, a place like this doesn’t exist. In this ocean, you must take take on this journey to camouflage, hide in the ocean, run away from the seafood-hungry fishermen to ultimately reach the treasure. Can you survive the journey and get the biggest treasure?

On a turn, players can flip over wave tiles and battle other players to ultimately collect the most starfish cubes and get the greatest treasure- all while not being caught by the fishermen.

I chose this theme because I love underwater-themed things and fish- but I did have to add a human component to the theme.

Action Point Allowance- Players have 4 actions each turn and may move, flip over tiles, and battle.
Betting & Wagering- Players bet & wager starfish cubes in order to win the other player’s starfish cubes.
Simultaneous Action Selection- Players reveal the starfish cubes they betted at the same time.

Players win by acquiring the most starfish points throughout the game. The game ends when everyone has reached the end of the ocean and claimed their designated treasure jewel.

My game is good because it incorporates an underwater theme into the a fierce competition to get the blue jewel but collect as many tiles as you can at the same time.
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12. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Mothership Melee by J. S.
From gallery of funkdonut


You are a spaceship commander fighting for power in an unstable universal conflict. Enemies are numerous and people are unsure who to follow. You must show them that you are the superior force of the universe--only you should control the universe and restore stability and peace.

Each player controls a fleet of spaceships, fighters, economy units, and a mothership. Players are trying to shoot and destroy other people’s motherships to collect victory tokens. The first person to collect all of these acquires control of the universe. In each player’s turn to fight, they use actions. These actions can be used to move around motherships and other units around and/or to move into into wormholes or warps across the world, attack other players’ motherships or fighters, and shop for other units such as moveable attack space stations.

On each turn, players collect Universal Currency or (U̶C̶). Then, that player has the option to move, using actions (AP), then they may shop for units or upgrade/heal their mothership. After these are completed, players may use units to attack other players, this is also optional. At the end of a player’s turn, they may have certain conditionals like being pulled into a wormhole and/or settling a planetary lander on a planet to mine resources.

Game Mechanics:
Area Movement: Players move fighter, support units, and mothership.
Hex and Counter: Players move pieces on hexagon shaped spaces on the board.
Action Point Allowance: Players have the choices to move, shop, and attack.

This game is fun because of the interesting mechanics and theme based in space and players have a simple goal that is easy to understand. The game is also very balanced and the turn order doesn’t give anybody advantages over anyone else and everyone has the same options. The game also makes sure that everyone has the same choices and skill is balanced with a touch of good old luck!
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13. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Bootylicious by A. Z.
From gallery of funkdonut


You and a few other pirates have been captured as hostages. Instead of immediately being eliminated, you are given the chance at survival. However, to do this you will have to beat everyone else, as pirates, to conquering 4 of the 7 islands in their ocean arena.

Players are able to choose from a variety of actions to do on their turn, including: move, draw from the event deck, buy from the shop, conquer an island, or go through the whirlpool. A special piece, the shark, interacts with the players. When the shark ends up in the same hex as a player, that player loses actions relating to how much shark food the shark has eaten at that point.

Inspiration actually came when our Apogee class was learning about game mechanics. I started forming a theme revolved around a few select mechanics that I found interesting. Furthermore, I had just played the game Jamaica, and I found its theme very unique.

Game Mechanics and how you use them:
This game has many mechanics such as:
Action point allowance- Each player is able to perform up to two actions per turn.
Worker placement- Players place a selected number of meeples onto islands when conquering them.
Push your luck- The event deck has cards that can both help or hurt players that draw from it.
Area control/influence- A player must control/have conquered four of the seven islands to win.
Tile placement- If and when it’s bought, barricades may be placed onto the board as an obstacle for all players.
Area movement- Players move their ships across the board.
Point to point movement- Players may move their ships from one hex to an adjacent one.
Trading- Instead of combat, players may trade resources for islands as part of a deal.
Partnerships- During combat, players may make partnerships with other players to ask for reinforcements.
Card drafting- Players may draft cards from the event deck and save them to use for later.
Hand Management- Players manage their storage card’s spaces that contain resources.

The game immediately ends when a player conquers four of the seven islands around the board. The player who does this wins the game.

My game is awesome because it allows players to always have a sense of accomplishment. It also allows players to continuously be involved with the game, even if it isn’t their turn. Lastly, it gives players a sense of urgency to beating other players in a race while also forcing players to be able to protect what they have earned.
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14. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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When Zombies Attack by U.E-O.
From gallery of funkdonut


A group of scientists have landed in a post-apocalyptic America. They begin hiding, but there are zombies in their new found escape room. They must each take back at least two zombies to research for further examination as well as exit passes for themselves and their collected zombies. As challenges increase, they soon realize that every man is for himself. In addition, there are many obstacles in order for them to get to their exit and you are the controller. Will you be able to get out? Are you going to get out of danger? And most importantly, are you brave enough to commit? The objective of the game is for players to try to get to the exit of the escape room, but there are some conditions. In order to escape and thus win, players must have at least two zombies to take with them and at least three exit passes. Extra research points can be earned if you’re not last!

When Zombies Attack is played in rounds. Each player should go once during a round. A round ends once each player has spent their actions. You have up to three actions per turn from the following options: move, switch positions, pickup resource, or exit room. The game starter is the person who most recently experienced a near-death situation (car accident, injury, asthma attack, etc). Following, the rotation of players should move clockwise from the game starter.

I got inspired to choose this theme after hearing of the attraction Escape the Room. Escape the Room is a place that you are trying to find a key to get out of this locked room. You get help from a limited amount of clues. My game is very similar, although you are a scientist that is trapped in an escape room, but you have to collect zombies to examine on later. Research points are things that would help you with research just like the clues help the person escape.

Game Mechanics:
Action Point Allowance- players have a limited number of actions per turn and some choices can cost more actions than others.

Area Movement- players move their pieces along the board in no specific path.

Dice Rolling- players roll dice to determine the amount of points they can receive from picking up a research point.

End Game:
The game will end once all players have reached the exit. It is possible that 2 or more players will not be able to reach their destination. If this happens without any solutions the game will end.

Victory Conditions:
A winner can be determined by who met all of the requirements and by the order of how players reached the exit. A player must have at least 2 zombies, 3 exit passes, and must have reached the exit. Players must add up the research points (add positive, subtract negative) if applicable.

My game is awesome and amazing because it is inspired by something that people can relate to. It is unique and has never gotten inspiration from another game. Each player has the same amount of choices, but will almost never have the same result.
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15. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Extinct by G. G.
From gallery of funkdonut


Survival of the fittest. All around the dark jungle other animals lurk trying to take your resources. Your goal is to collect three of each of your resource. You must, however be aware of the quicksand and other players trying to compete with you for resources. Can you get all that you need to have a safe, happy habitat without others taking it from you?

The objective of the game is to collect three of each of the three different resources you have near your corner (you begin with one of each resource and it counts as one of the three you are trying to collect). Players earn resources by moving (with a green card that a player has in his/her hand) onto a space with their resource. They then must play a collect card (also a green card the player has in his/her hand) to collect the resource on the space he/she is currently on.

Each player has three actions per turn. The player can move (1, 2, or 3 AP), collect (3 AP), build (1 or 2 AP), or attack (2 AP). When a player plays a collect card, they have just collected one of THEIR resources. When a player plays a build card, the temporarily block a way to get into that space. If a player plays an attack card, they are trying to tear down another player’s build cubes. Another use for the attack card is to collect ANOTHER player’s resource. One person goes at a time. The goal of the game is to collect three of your specific resource.

I chose this theme because I love animals. My house is in some woods so I am privileged to see so much wildlife.
Action Point Allowance: You have three actions per turn.

Programmed Action/ Movement: Players get seven cards at the beginning of the round. Each card has a different action on it.
Tile Placement: Players can place their player cubes on the board to prevent other players from entering that square from a certain side.
Area Movement: As long as players play a move 1, 2, or 3 card, they can move in any direction (but not diagonal) they want to.
Hand Management: Players have seven cards to start with and they can choose which card to play, and when.
Players win when they collect three of their specific resource. Players may continue to play for second, third, and fourth place if possible. The game ends when a player wins or there are no more resources left for second, third, and fourth.

My game is awesome and amazing because I put a lot of work into it. I think the theme is cool.
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16. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Treasure Rush by J.W.
From gallery of funkdonut


Your ship just docked on a long-lost island that is full of treasure. The problem is, other enemy pirates have the same goal of getting rubies and opals. Beware of the enemy thieves and gold bomb traps! Good luck on getting the best treasure before it runs out.

Treasure Rush is played in rounds. One round consists of two turns for each player. Players can choose to move one, two, or five spaces per turn for both their thief and their pirate in a turn. Each player can either steal a treasure from another player with their thief, place a gold bomb in another team’s treasure, force another player to trade with them, get treasure from the board, or just move, on one turn.

I made the game before deciding this theme, but I knew about halfway through finishing the prototype that pirates collecting treasure and blowing up others’ treasure would be fun and relevant.
Game Mechanics and how you use them:
Tile Placement: Tiles go on different parts of the board depending on their color, and they are moved around the board when someone takes possession of them.
Area Movement: Players can move around gold bombs wherever they want.
Trading: Players can only trade when they land on the same space. They are forced to trade, so some players without resources
Card Drafting: Players pick a card from their hands that determine how far they go on a turn.
Hand Management: Players must hold a stack of cards in their hands to play the cards to determine how far they go.
Pick Up and Deliver: Players pick up the gold bombs and deliver them to someone else’s base.
Variable Player Power: There are pirates and thieves, which can do different things.

The game ends when all treasures have been cleared off of their original spaces (in the bases). When the game is over, the treasures and their amount are added up for each person and the winner is determined by who has the most amount of points.

It is great because the theme fits well, and the game isn’t too long or too short.
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17. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Global Directive by A.Y.
From gallery of funkdonut


World War 3 will be all about technology, and because of that, we will need the best hackers in the United Nations. You are chosen to help your country because of your previous knowledge of hacking. Your goals are to hack into the main database of rivaling countries to find offensive battle plans of other countries and make a defensive battle plan for your country. You are also to be as quiet and stealthy as possible. Are you up for the challenge?

Your objective is to get the most points by destroying walls and viruses, stealing research, not getting caught, and temporarily neutralizing people.

The Global Directive is played in rounds. You must have 4 people to be able to play. You must have 3 cards in your hands at all times but you may only take 2 actions. The starting player is the third to oldest, and the order of play is counter-clockwise. On your turn, you may move, destroy walls and viruses, place walls and viruses, or spend 2 points at the yellowmarket.

I chose this theme because I always wanted to be good at technology but I was always very bad at it. So instead of learning technology, I just made a game about technology.

Some Mechanics Include:
Action Point Allowance - You have a limit of 2 actions per turn
Worker Placement - You are allowed to place walls or viruses on to the board
Push Your Luck - You can choose to spend points to either help you, hurt you, or do nothing
Point To Point Movement - You move hex to hex unless you have a move 2 card, then you would move 2 hexes
Area Movement - Players are moving their meeples around the board in order to destroy firewalls and viruses
Hand Management - Players have 3 cards in their deck and need to decide which 2 of the 3 cards they are going to use
Set Collection - Players collect firewalls and viruses that can be used for money

Players win when they have successfully destroyed the most amount of viruses and firewalls and in turn, have the most points.

My game is unique because it is based on a future event that may or may not happen. Most games are about past events or events that are going on right now, but this game provides a realistic prediction about the future. The Global Directive has a theme that is about more advanced technology, which would provide an unbiased opinion about this game. It would provide an unbiased opinion because World War III never happened in the real world so people could think of this topic in a more diverse way.
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18. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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College Contamination by S.M.
From gallery of funkdonut


Your freshman year of college is challenging enough without a deadly plague infesting your campus. That’s right---the buildings of your college that you were so excited to attend is now overrun with sickness. And guess what? You’re trapped inside, due to a government-enforced quarantine. Escape is impossible, so you are left with only two options: To create a cure, or to die trying.

In this totally fabulous game, players have a few different options in their turn: to move, to search, and to trade. Moving is pretty self-explanatory, so I’m not going to waste your time explaining it. When you search, you move your player piece to a classroom, and select a search card. To trade, you must be in the same quadrant with another player. Trading can be forced; both players do not have to agree to trade. Now, when you search, you can get nine different cards: lab keys, aloe leaves, a bag of sugar, gunpowder, yellow 6, infection, nothing, shield, and instacure. To access the lab and successfully create your cure, you must have lab keys, aloe leaves, a bag of sugar, gunpowder, and yellow 6. You also cannot have an infection card with you.

The reason I selected this theme was because the whole “apocalyptic plague” idea sounded interesting, and I thought it would create a great game (and as you can see, it did!)

In my game, there are several game mechanics:
-Action point allowance (each player is given two actions per turn, and they must decide how to use them)
-Card drafting (you can choose whether or not you search and select a card)
-Trading (Trading of cards)
-Hand management (you must decide what cards to keep, and what cards to discard, because you can only have a total of five cards in your hand)

Players win by collecting the four ingredients (a bag of sugar, a set of aloe leaves, gunpowder, and yellow 6) and a set of lab keys. The player must then make their way to the lab, and enter. Then, the game is won.

My game is awesome and amazing because it has an engaging plot, countless opportunities for player sabotage, and an exciting combination of luck and strategy.
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19. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Spree! by S.V.
From gallery of funkdonut


It’s the summer, and you and your friends want to hang out at your favorite department store in the mall. However, a small conflict, in an aisle turns into a full- blown war, and now everyone is trying to get the best items in the store. Will you be the sole shopping survivor, or will you be left in the clearance rack?

Players buy items with money trying to collect the most points by the end of the game. Players earn money by spending time at the Food Court.

A player has 5 action points (AP) that they use to perform actions. They don’t have to use all AP but unused AP will not be carried over to the next turn.
Move (1 AP per move)
Buy an Item (1 AP per Item Token)- use money cubes to buy Item Tokens to receive points and win the game.
Use Special Deal (SD) Cards (1 AP per SD card played)- each player gets one(1) of four(4) different SD cards to play during their turn that gives the player an advantage. Each card is used only once the entire game.
Pass (no AP, no actions may be used before passing)- a player may pass their turn only if they are in the Food Court, where they earn money cubes to buy Item Tokens. The number of turns they pass in the Food Court determines what color money cube they receive.

I chose this theme because I felt that I could make a workable game from it. I had an idea from the beginning about a shopping themed board game, and I worked on it until I created this game.
Game Mechanics-
Action Point Allowance, Area Movement, Set Collection

The game ends when all the Item Tokens are bought. The winner is the player with at least 1 token from 5 or more departments, and the most points in total.

My game is awesome because I worked hard on it and listened to other people’s feedback, and changed it accordingly. Also, who doesn’t love a little shopping- induced craziness?
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20. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Colóny by K.G.
From gallery of funkdonut


You are the queen ant of your colony. One of your worker ants comes bearing an urgent message: Your ants have discovered an abandoned colony! You immediately gather a squadron of ants to go conquer the abandoned colony, but upon your arrival you notice that a few other colonies had the same idea. Now you need to reach the the queen’s chamber of the empty colony while collecting as many riches as possible. Will you let your greed bring you to capturing the colony? Will you dig to the challenge?

Players collect diamonds by searching (drawing from the search deck) and stealing (taking diamonds from other players using attack and defense points) in the abandoned colony. The first player to reach the queen’s chamber gets +5 diamonds. When a player reaches the queen’s chamber the game is over. The player with the most diamonds both in their inventory and in their storage room by the end of the game is the winner.

I chose this theme because I was wondering about ant colonies, how they run, and what their general makeup is. I think the way ants can make colonies 6 feet deep with chambers that have specific uses is awesome. I believe that ants are incredibly smart and are very strong. I think ants are the apex insect.

Game Mechanics and how you use them:
Action point allowance-Players have 3 action points per turn to spend on five possible actions
Area movement-Players move from hex to hex on the board
Event deck-Players choose to draw from the search deck as one of their actions
Take That-Players can choose to steal diamonds from other players as one of their actions


The end of the game is triggered when a player reaches the queen’s chamber at the bottom of the board, the player who reaches the queen’s chamber first receives five extra diamonds as a bonus. The other players, however, take their last turn after the end of the game has been triggered. The player who has the most diamonds both in their inventory and in their storage room when the end of the game is triggered is the winner. In the event of a draw, the winner is determined by a best of three rock, paper, scissors match.

I feel like my game is a race game with a twist, instead of the first player who reaches the end is the winner, the end of the game is triggered when someone reaches the end, and the player with the most resources when the end of the game is triggered is the winner.
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21. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Dragcats by H.G.
From gallery of funkdonut


Each pair of masters find their element threatened. They align for the first time in centuries to protect and spread their element. It is your job to guide them through the perils of new land. Which element will survive? Which ones shall perish?

Players are trying to gain the most prey points, battle points, territory cards, and cats/dragons. Players may choose 3 actions to perform per turn. There are five actions that a player can choose to do on their turn. A player may choose up to three of these to perform on a turn. Actions are: Move, Hunt, Battle, Ride, and Explore. Each action takes up a different fraction of a players’ three moves.

Dragons and Cats have always been an interest to me in life, and this game is the perfect chance for me to finally put two things that I like in one thing!!!

Game Mechanics and how you use them:
Variable Player Powers- Each lead dragon and cat each have their own Variable Player Power. Each lead cat has their own special Variable Player Powers
Modular Board- Players build their own board

The game ends when one player doesn’t have any more territory cards left. That player receives 5 extra points.
The game is won with the player with the most points. Different things are worth different points. In case of a tie, the player with the most territory cards wins.

Who doesn’t like dragons or cats? There are also really exciting Variable Player Powers, and all of the dragons’ Powers are so OP, but I couldn’t think of anything else, but who wouldn’t want to be a dragon/cat exploring an unexplored area of the world? There are also two player pawns that a player controls instead of just one! That gives players more decisions on which one(s) to use and which one(s) to keep in place!!!
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22. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Throwing Shade by P.F.
From gallery of funkdonut


In a world where there is limited forest space and never enough water, you, a Redwood in California, are in the crazy battle for survival. You are trying to grow the biggest forest, and defend yourself from your fellow trees. Throw fireballs, spread your seeds, collect water and energy, and take down your enemies! Are you strong enough to survive in the fight for the forest?

On a turn you can plant saplings and grow your trees, but always for a cost. You may also play cards during the four actions you get in a turn. Once everyone has taken their turn, that is the end of one round. You play nine rounds.

I chose this theme because I have visited the Redwood forest and have seen its magnificent size. The trees themselves are truly amazing, but I know that to grow that large, it takes time, and over time, things happen. I wanted to capture that in my game, and though there are only nine seasons in my game, that is a smaller scale of many decades. Trees do not not really fight each other, but there is competition for resources in forests, and only the strong survive.

Game Mechanics and how you use them:
Action point allowance: Limits the player's actions to 4 during a turn.
Area control influence: You try to have the most space at the end of the game.
Tile placement: You place tree tiles on different spaces.
Card drafting: players draw cards at the end of rounds.
Hand management: You choose what cards to play in your hand.
Set collection: water cubes and sunlight cubes are used to purchase trees

The game ends after nine rounds, or seasons, of the game. At the end of those nine rounds, whichever player has the most tree space (hexagonal spaces with their color tree on it) wins! In the case of a tie, whoever has the most combined resources wins.

My game is awesome and amazing for many reasons. It has the perfect amount of skill and luck needed to win. Also my game lasts for a good amount of time, not too long, not too short. To add on, there are super cool cards to play like lumberjack and acid rain. Finally, my game requires people to use their imagination, which is a healthy, fun way to play board games.
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23. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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“Panda”monium in Space by E. Y.
From gallery of funkdonut


When a spaceship full of giant pandas explodes, it’s every animal (or robot) for himself... in spaaaaaaaaaace. Their only food source, the bamboo cubes, are scattered amongst the debris of the ship. It’s a perilous battle for survival (in spaaaaace)—will your panda survive? Or will it starve in the depths of spaaaaaaaaaace?!?

On each turn, each player plays a card from their hand of 3 cards. The cards determine which pieces are moved. There are 3 types of cards: Move, Cancel, and the Trump card, which you need to watch out for! Push other pandas away and send them spiraling in the wrong direction, and be sneaky and unpredictable in you quest to collect the most bamboo cubes by bringing them back to your base. And don’t forget the robots! (Or the portal!)

I chose this theme because I had 3 ideas while I was trying to come up with a theme: pandas, robots, and outer space. So, I decided to combine them all into one super awesome theme!

I use multiple mechanics in my game. For example, I use programmed action by having players play their action cards before anyone moves. Also, I use simultaneous action selection by having players all play their action cards at the same time.

The game ends when all cards are played the second time (after the first time, the deck is reshuffled). The winner is determined by who has the most bamboo cubes collected by the end of the game.

My game is awesome and amazing because it’s about pandas, robots, and outer space, which are all awesome, and because it’s based mainly on skill rather than luck; players must think outside the box in order to push their panda in the right direction using the cards given to them. Additionally, it has movement mechanics that closely resemble that of real life. Also, I made an ingenious method of preventing pieces from moving off the board while keeping it realistic. Finally, it was made by ME—the greatest and most awesomest person of all!!!!
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24. Board Game: Unpublished Prototype [Average Rating:6.96 Overall Rank:2625]
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
Virus.exe by G.H.
From gallery of funkdonut


The internet is a dark and mysterious place to find your way around. Why? Because of people like you. You own your own portal, and you are determined to make it the best. By doing so you must destroy your competitors. But there are others out to get you. Do you have the ability to survive this world of memes, viruses, and pointless tutorials? Will you survive? Will you collect the most viruse and use your power according?

Players start in their own individual portals. Player each have a turn where they can carry out certain options. Players can only carry out six options in total though. Players are able to move in any direction four spaces. Moving is a separate option that doesn’t count into your six options. You don’t have to move four spaces but that is the maximum amount of spaces a player can move. Players also can carry out different options like:

Obtaining a virus: Players move onto a space with any color virus and then use a software update to take it off of the board.

Stealing a virus: Players use two worms to forcibly remove a virus of their choice from a player. If the virus is black, they may take if for themselves but if it’s blue or orange they must put the virus back on the board randomly.

Running a Trojan Horse: Take a trojan horse and forcibly give it to a player. This will cause them to lose all of the software updates the player currently possesses. You can perform this action three times per game.

Using a Meme ability: To use a meme ability, take the meme card and perform the action on the card.

Moving the contamination:Take the contamination and move three spaces in any direction. If you move it into anyone’s portal, they have to flip a contamination card and face the consequences.

Collecting supplies: You can either take one software update or two worms.

I chose this theme because the internet is a great place and I myself am a casual memer. Overall, I love the environment that the internet provides and how many people are able to come together to form this worldwide, diverse, and unique community.
Game Mechanics and how you use them:

Action point allowance-Players have a certain number of options you can perform per turn
Area Movement- Players have move from space to space and move the Contamination from portal to portal
Chit-Pull System -Players draw contamination cards to reveal what they will lose when the contamination piece goes into their portal.
Variable player powers- Players can choose meme abilities throughout the game and people can take the abilities and use them accordingly. Not one player owns a certain meme ability.

The game ends when a player reaches twenty viruses. The next people who are closest to collecting twenty viruses are second,third, and fourth place respectively.

My game is awesome and amazing because I will be able to turn friends and family against each other all over a shiba inu, a sad frog, and a poptart cat.
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