Yay! Student Game Designs Craving Your Feedback, Advice, and Mad Props
Kathleen Mercury
United States
St. Louis
Missouri
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Thank you BGG! We are done for the semester!

From gallery of funkdonut


Each semester, I take my 7th grade gifted students on an adventure of game design, and this Geeklist presented their final game prototypes for you, my humble BGG user, to thumb and provide feedback.

Please thumb any and all games you like! They love seeing this! They won't be responding to any more comments, but they still check, even years later.

Our Process
Over the years, students have been coming to my class with more and more gaming experience because of older siblings who've had my class, their participation in my strategy games class, or because their families play games. Many still haven't though, so I have them play a variety of games to learn all about different mechanics and themes, as well as experience different types of gameplay over all. After this, students design a fast game in groups to get an idea of what game design in, then we dig in. Students brainstorm and research themes, revisit mechanics, and begin prototyping. We have a few rounds of playtesting, prototyping, playtesting, and then we begin to craft the rules for the games, itself as a prototyping step. After peer reviews, we make the final prototypes and what you see below is the culmination of all that work.

Design mindsets
Much of what I do isn't really teaching game design, but coaching students through the design process. Rapid prototyping, creating proof of concepts, showing unfinished work, feedback (giving, getting, incorporating) and technical writing are all part of what I coach the students to do. Most will never create a game again, of course, but all of those ideas will always be relevant.

My goal is for my students to become active creators of content and ideas, not just consumers, and this project definitely reflects that. 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, and creative 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.

They have come up with some really cool ideas, especially given their inexperience, so thank you for helping me to celebrate with them.

If you're interested in my game design teaching resources, go to www.kathleenmercury.com.

If you want to subscribe to my MetaGeeklist of all these geeklists, click here. You'll get a notification when I add a new one (one each semester).

Thank you, thank you, thank you, thank you!


On a personal note, I would like to dedicate this Geeklist to the memory of N.C., who recently passed. He was a brilliant programmer, loving and dedicated husband and father to two fierce former students, and one of the most inspirational parents I've ever been fortunate to work with. He made me want to be a better teacher.

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1. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
In the Path of the Moai by: A.S.

From gallery of funkdonut

Living on Easter Island has never been easy, but your powerful ruler has just tragically died. Sad as it may be, you now have the chance to become the next Easter Island Ruler. The only way to prove your worth is to track down and bury large, formidable stone Moai. Will you be able to bury the Moai to secure your place as the new ruler of Easter Island?

In the Path of the Moai is played in rounds. On a turn a player must move their Native (player piece)and move a Moai. They may choose to bury a Moai if they can. At the end of their turn they roll the Moai Summon Spirit to see if new Moai spawn.

In 3rd grade we had to choose a myth to research, I chose a the walking Moai on Easter Island. Now, years later, I was trying to decide on a theme that was both unique and appealed to many different people. It took a while, and I thought of some pretty out there ideas (Neon Polka-Dot Cuddly Bears) until I remembered the research project in 3rd grade. The instant I thought of it, I knew it was perfect. Easter Island and the Moai are so unique, but at the same time appeal to many types of people. I hope you enjoy my game of big, formidable stone statues.

Game Mechanics: Point to Point Movement and Pick Up and Deliver

The game ends when one Native (player) buries four Moai, and everyone has had a final turn. The Native who buried the four Moai then win the game, and of course, are the new ruler of Easter Island.

In the Path of the Moai is very simple to learn, but super fun to play. You could focus on just burying Moai yourself, or you could try to move Moai away from an opponent. (Who doesn’t like a little sabotage!) It’s also super awesome to modify gameplay, you could play around with your own fun variations. Then, when you win, you become the new ruler of Easter Island (bragging rights and all). That is, until you play again.
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2. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
Happy Hippie: Save the Turtles! By J.W.
From gallery of funkdonut


Turtles are dying in Cuddly Cove! Too much pollution and the deadly whirly-pool of death is killing the turtles off. Turtle loving hippies rush to scene of the crime. Compete against the other hippies to save the most turtles before they all die! If you save the most, you will win the Turtle Saver Peace Prize, not to mention, bragging rights as the top hippie.

On your turn, you move your boat piece, pick up turtles, and save turtles. Then, you choose a turtle and a piece of trash to move. Roll the water current dice, and move the turtle and trash along the currents on the board.

The reason I picked this game because turtle soup is gross, and I said, “Save the Turtles,” so I decided to “Save the Turtles”, but just kind of in game form. That’s really just how I choose the theme. And “Finding Nemo” is my favorite movie.

There are lots of ways to manipulate the mechanics in Happy Hippie. You can just keep you boat in the same place and just work the current mechanic. Each game the strategy is a little different every game, depending on how the current mechanic, and the action point allowance boat movement sets the turtles and trash up on the board.

The game ends once all turtles are dead or saved, then the hippie who has saved the most turtles wins the Turtle Save Peace Prize!

Happy Hippie is a bunch of Hippies at war with each other. A peace war, though, a competition to “peace” the most. Some of the time the Hippies aren’t even “peacing”! If they have saved the most turtles, then they go ahead and kill all the turtles they like. It’s not really Hippies for turtles, it’s Hippies against Hippies! Peace, Love, and Turtles, Dude (Okay, some of the turtles are dead, the Hippies don’t quite love each other, and it’s not so peaceful in Cuddly Cove, but I can’t say “War, Hate, and Dead Turtles”, right?).
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3. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
Olympus by M.C.
From gallery of funkdonut

For hundreds of years you have maintained peace in the mortal world. Little did you know, a force of half-gods known as demigods are plotting to overthrow Mount Olympus. They have attacked, unleashing natural disasters at the mortal world. You must capture mortal houses to assist you in combat against other gods as well as demigods. Every time you come through victorious, you will be one step closer to becoming the God of Olympus.

Players will begin their turn by drawing a card from the Deck of the Gods. You follow up your draw phase with your actions. You have eight action points to use each turn. You can move your god, capture a mortal house or tile, control and move a deadly demigod, play a card, or even challenge a fellow god to a duel. You gain a point when you win a duel against another god.

Gods have always fascinated me. I remember always picking out a book and mythology and reading through it. Every time, I was amazed at how the gods dueled each other. I really enjoyed reading the Percy Jackson series and many other books about mythology was well. My favorite characters were always the Demigods/Half-Gods.

My game mechanics include Action Point Allowance, you gain eight action points. Hand Management, allowing you to use the powerful cards of the deck of gods. Area Control, where you capture house tiles as well as special tiles. Area Movement, as well as Bluffing.
How do players win and how does the game end?

The game ends when all points have been distributed. The player with the most points is victorious. The player with the most houses captured gains two extra points at the end of the game. This is counted towards the final point count.

My game is awesome and amazing because it is filled with amazing gameplay. One moment you could be using your devastating abilities to take control of a mortal house and the next moment, you could be duelling a fellow god for control of the mortal world. While this chaos is occurring, deadly demigods could be causing havoc in the board. This suspenseful game is filled with enriching gameplay, making it AWESOME AND AMAZING.
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4. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Microbadge: Mercury - hellhole of the solar systemMicrobadge: Are the cones a metaphor? Well, yes and no.Microbadge: RPG Geek of the Week!Microbadge: Chaotic NeutralMicrobadge: Game Teacher
A-peeling Bananas by S.C.
From gallery of funkdonut

The great monkey civil war is coming. And everyone knows it. Food is scarce here, and you must stock up as quickly as possible to survive. You are a monkey, fighting with other monkeys to try to get the most bananas. Whoever gets the most bananas at the end of the game propers.

You only have a limited number of action points each turn, so you will have to spend them very carefully. Build bushes. Build branches. What will you choose? Do you have what it takes to outsmart your opponents?

I was born in the year 2004, which was the monkey year. Monkeys are about as smart as a three year old toddler. I felt like I had to make a game on monkeys because nobody really appreciates them very much.

Game Mechanics
Action point allowance: If there are n players, then each player gets (n+2) action points each turn.
Modular board: There is no board, but the board gets set up when the players add more things on each turn.

The game ends when all the bushes are dead. At that time, whoever has the most bananas wins.

My game is awesome and amazing because it is unique and there is a lot of conflict in the game. You also get to build your board from scratch!
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5. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
Space Flamingos! By C.M.
From gallery of funkdonut

Haven’t you noticed how hot the sun is!? Don’t you and your flamingo friends want to adventure out and conquer different planets? Colonize on all the planets, but don’t get shoved off! Your flamingo colony must get off the sun and onto other planets before the sun gets too hot!

On a turn, you have 5 actions to spend. You can move your player pawn (flamingo) 1 space to any hex around the one you are on, and you can move or turn a planet that you’re on. Also, you can shove someone, or execute one of your acquired power-ups.

I chose this theme because I am really interested in space and I felt like that wasn’t enough to make a game. Ms. mercury taught us that if you’re ever out of ideas, choose an animal. So I chose the first animal coming to mind, which was a flamingo!

Game Mechanics: Action point allowance and Player elimination
Action point allowance: Each player has 5 actions to spend in one turn, and different things you can do, cost different amounts of actions
Player Elimination: Each player starts with 10 player pawns, or flamingos. If you get shoved off the board, you lose that piece, but you still have more.

Players win by getting off the sun and on to the most planets possible. They also get points for shoving people off the board. The player with the highest amount of points wins!

My game is good because there are many options you can so on a turn, and there are lots of cool power ups. Also, the theme is two things put together that are normally not together!

CM's sibling's game!
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6. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
Connection Lost by R.T.
From gallery of funkdonut

Internet Connection is the basis of our everyday life. All around us, the Internet is one of our most vital needs. But as a hacker, it is your mission to snatch away that essential need that billions of people around the world are immersed in, and rely on to do everyday deeds. Can you be the mastermind behind a crash of some of the world's largest networks? Will you be the hacker to command your viruses to infiltrate computers and other devices? Go make your mark in the world, and promote your fame as much as you possibly can. Will you become the greatest hacker of them all?

Players will begin their turns by taking three actions to manage their viruses and manually hack devices on the game board, and claim them as their own. Players can then proceed to place a variety of different obstacles to slow and prevent their opposing hackers from reaching their goals, and then move antivirus systems across networks. Battle other hackers for control, send your viruses to infect computers all over the world, put devices under your control, and fulfill your ultimate goal: Become the most infamous you can be.

I chose this theme because subject of computers and programs appeals me, and is also one of the largest industries in the world today, and is something that 3 billion people rely on. Computers and Internet connection have become two of the biggest technological advances in the past decade, including mobile devices and other objects, and have already evolved into something almost as vital as food and water.

Some game mechanics included in Connection Lost are Worker Placement, Point to Point Movement, and Action Point Allowance. Worker Placement - Players place down their own viruses on the board. Point to Point Movement - players may move their viruses from one computer tile, to the closest adjacent computer tile. Action Point Allowance - players have 3 actions to use per turn.

The game ends when either the host computer, or master computer that is the foundation for the whole network is destroyed, or when all computers on the game board have been infected and/or destroyed. The player who wins the game is the player who in total has accumulated the most “Fame Points” that act as the game’s currency.

The thing that I’m most satisfied and believe makes my game awesome is the ability that players have that allows them to “mess” with their opponents. I think that by adding little bits and pieces like firewalls and antivirus programs, there is a new twist on just going out and collecting tiles. By being able to not only capable of minding your own business, but having the ability to fight with other players, the game is something different than an average “collect the pieces” game.
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7. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
Money and the Minotaur by J. S.
From gallery of funkdonut

You and your fellow survivors are thrown into the Labyrinth. If you look around, treasures both good and bad can be found; which causes your peers to become greedy to take all the treasure for themselves. As you try to collect the most treasures to win, the Minotaur will be following you. WIll you hunt the most treasures, or will you lose to the Minotaur?

On your turn, you are able to move, find treasure, build tiles, and more. At the end of your turn, you have to move the Minotaur. The goal is to seek out the most treasures while avoiding the possible disasters. Cursed treasures and the Minotaur could foil your plan to become the richest of them all. But, Enchanted treasures might aid you in your quest. You can find these treasures by looking under tiles, which contain a variety of treasures, as well as some specialties. You can find meat and walls, or maybe even the rare and powerful weapons. Weapons will allow you to end the game, that is if you can find four out of the six available weapons. That is how you will be able to escape the Labyrinth with your riches.

I chose this theme because the Labyrinth was always pretty cool to me. A maze that moves and has deadly things in it. Doesn’t that sound like a good time? Even more so when you add a half-man half-bull thing. So, I looked up the whole “myth of the MInotaur” and saw the Greek story, and that’s when I decided to make the game about it. Sad part was that I couldn’t have people actually fighting, like Theseus did. So the next best thing was to have people run away from the Minotaur while collecting treasure. I hope you enjoy the game of being thrown into a Minotaur’s home while trying to get rich!

The game’s mechanics: I used Modular board because I thought that’s how a Labyrinth. What would a Labyrinth be if it didn’t have moving walls? I also used Tile placement because players can have to build off the board to be able to access more treasure.

The game ends when you are able to find four out of the six weapons under tiles to defeat the Minotaur. These weapons also count as points, and the points is how the winner is decided. The player who can get the most points wins. Other factors that decide the winner are: number of times the player has been caught by the Minotaur, enchanted and cursed card, types of treasure.

The things that I’m most proud of is how players get to move the Minotaur themselves, and how players can add and move walls. Since the players can move the MInotaur themselves, it prevents players from having too much treasure (which was a problem that came up). Say a player gets a bunch of treasures. Other players can attempt to make the Minotaur force the player to drop the treasure. This sounds like it would be too overpowered, but treasure is an easy thing to get. Therefore, it must be an easy thing to drop.The walls come into play when a player finds a “Wall Tile,” which allows them to make or move a wall. This prevents players from “tunneling” (building tiles in a straight line). Once again, I hope you enjoy the game!
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8. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
antics! by E. L.
From gallery of funkdonut

What’s an ant’s main goal in life? What are they almost always doing, night and day, for their colonies? Collecting food, of course! Break into the kitchen, collect as much food as you can, and escape before the humans get home! Your ants earn points by collecting as much food from the house as possible before time runs out!

antics! is a 2-4 player game. The first person will begin and play their turn like instructed. Then the turns rotate clockwise from there until 30 or 32 turns have been played (depending on number of players). In each round, first, players may take up to five actions by: moving, reproducing, picking up a food pellet, or splitting. Next, they adjust the clock, and finally, every five turns, players draw a card. Play then passes to the player on the left.

I chose to do this because I wanted to do something using little characters in a big world, which led me to use ants as the players, because they have their own “superpowers”, such as their ability to carry objects up to 5,000 times greater than their own weight, including the foods they need!

Some game mechanics used are Action Point Allowance (players have 5 actions per turn), Tile Placement (players put down tiles which are collected and have different point values, and Area Movement.
The game ends when your clock reaches 60 minutes when the humans arrive to stomp on you all! Now that the game is over, you may flip over your food tiles to see colored spaces. The point values for scoring go like this: pink- 1 pt, orange- 2 pts, yellow- 3 pts, green- 4 pts, blue- 5 pts, purple- 6 pts (the points for the colored tiles varies based on the quantity of its color). Add up all of the points you got, and the person with the most points wins the game!

My game is interesting and fun because the movement system is different than most other game’s way of moving around, it is unique with the way that the time is kept, and the action cards are fun to include in the game play.
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9. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
Shark Park by D.M.
From gallery of funkdonut

You are a shark and there are humans invading your bay. Don’t let the humans get you or they might take over the bay. If you hurt them, they might fight back. You must try to scare them away by using your jumping powers. If you scare away 3 humans then they will not want to come back and you have successfully saved the bay. You want to beat the other sharks, you don’t want the other sharks doing all the work so you have to do it the fastest!

As a shark you must find the humans and scare them away before they can do any damage to the bay. Also, you want to eat fish to be able to jump. Fish can also help you jump over docks to get to the human faster and scare away the human. You might want to watch out for drawbridges, also. They might close right in front of you and you might be stranded. Maybe you should use your fish for that. You don’t want to go want to go under either because that’s where the humans lay their traps.

I chose sharks because sharks have cool abilities. For example, sharks always have to keep moving for the gills to work. In my game you float one space after everyone's turn. Also, sharks have bad reputation for killing. I made sharks scare away humans instead of just eating the human.

My game’s mechanics are area movement, players move their pieces towards the human. Dice rolling, roll the die to decide where the human will go next after the human was scared away.

The game ends when someone has scared away three humans first. The winner is the person who scared away three humans first.

My game is awesome and amazing because you can float after every person's’ turn without using your energy. This could be used with lots of strategy. Also, they are real drawbridges that can open and close. You can also use any route you want to get to the human, as long as you get to the human first. That is why my game is awesome and amazing.
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10. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Seaside Terror by A. P.
From gallery of funkdonut

Throughout the world, humans and sharks are joining forces with each other to destroy their enemies. Complete your secretive tasks and destroy your opponents’ humans to collect points. Can you rule over your army of sharks and humans, or will you be crushed by your enemies?

Players will start the game by choosing their color of their army (sharks and humans). Each player will draw three task cards from the deck. Players will not show their cards to anyone. The youngest player will receive a starting player marker and be the beginning player. Players will begin placing their sharks in the shaded blue hexes, beginning with youngest player and continue clockwise. Players will place their humans on islands in the same order. Once players have finished setting up, the start player will be allowed three actions to complete the task cards and collect points. After the start player has finished, the player clockwise of him/her will go and do the same thing. Once every player has went, the player with the start player marker will roll the two dices on the hexagonal sheet and will move the humans that have been selected. The start player marker will be given to the player to the left and the game will continue until all task cards are gone from the deck. After the game ends, count your points and find out who is the true ruler of humans and sharks.

I’ve always admired the power of sharks and how they can capture their prey so easily and I wondered what would happen if sharks were to ally themselves with humans.

Worker Placement - Players place their humans and sharks on the board at the beginning of the game to decide where they want to go.
Area Movement - Players move their sharks or humans around the boards to complete tasks, humans can move on land and water, sharks can move on water only.
Dice Rolling - Players with start player marker will roll two dice on hexagonal paper to move everyone’s humans on the board after every player has taken their turn.

Players win by collecting the most points from eating humans with their sharks and completing lots of tasks. The game will end once all the task cards are taken. The game will last one last round, then players will tally up their scores.

My game is amazing because it’s full of choices the player can make and has many different actions the players can chose from. Players can come up with different strategies and there are many ways players can win this game is an engaging and fun game for everyone!
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11. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Island Tycoon by A.K.
From gallery of funkdonut

You are stranded on a island with other people around you and you see a note on the island. “The person who has to most land gets off this island.” You quickly realize that only way out is to have the most land. The other people find out and soon it's a WAR! Will you be able to get of the island or will you be stranded on the island watching the winner flying away from the island?

Each player has 4 actions per turn, you can build, destroy, move, or add. If you claim a tile, that tile is yours and no-one else can build on it. If you destroy, you destroy one building level on anybodys building and it takes 2 actions. You can build by adding a building level on a tile you have claimed.

I chose this theme because I have always liked being a businessman and trying to expand my “empire." When I was in 3rd grade, my class went on a field trip and you could choose what you wanted to be. I chose to be a banker because I always wanted to be like a person who manages money and helps people. I was also interested in this I also liked making a city and trying to be the best.

Game Mechanics and how you use them:
Action Point Allowance- Each player can only has 3 actions and some moves take more actions than other moves.
Area Control/Influence- Players try to take over tiles that are on the board.
Card Drafting- Players get 3 cards at the start of the game and when they use the cards they go back in the card pile.

The game ends when all players have conquered all spaces. Each player flip their tiles over to see a number, they multiply the number by the number of building levels you have on that tile. Then they add that number to all the other numbers they have and the person with highest points wins.

My board game is awesome and amazing because the theme of the game and the story behind it really gives a players a sense of rush and wanting to be the best among their opponents. The game has a hint of strategy that can change the outcome of the game. The theme also gives players a sense of power because with one action they can destroy a building level and can ultimately, change the outcome of the game. Also, who doesn’t like tearing down buildings?
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12. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Connection Section by M.A.
From gallery of funkdonut

Begin building up your new houses in an effort to dominate the new city of Connection Section City .Buy properties and place them on open land near the ones you have placed or for starting out. The only problem is that the houses need some sort of connection. They have to all connect to the power station across from your station for residents to have power. Choose the house tiles you need and buy them with your budget money. Place them down to build your network of connections. Other builders are fighting for the same deal as you are. Watch out for the lightning storm occurring this season. It may cause you trouble. Make sure you battle for your place at Connection Section City.

I chose this theme because this allows players to think realistically with their assets, so they can use a big part of the board, building their network. It also requires strategies to be made on each place based on other players tiles on the board. I was also very interested in electronics and how houses get power.

Game Mechanics are Network building, (point A to point B while dealing with conflict from other players) Tile placement, (place tiles to branch out your network)and Dice rolling (For the coordinates of where lightning strikes).

The winner is who gets the job done by getting his/her houses connected first to the station across, with (victory conditions).

MY GAME IS AWESOME AND AMAZING because it allows players to have their own strategy with how they manage tile placement, money, the natural occurrences, and the other players ways all on the same board. The board not too crowded and players are not isolated from others since it’s a criss cross path to win. Players interact and fight for their place on the board due to pieces that all mean something to the whole of their process throughout the game.
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13. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Nymphs & Knights by C. d.
From gallery of funkdonut

The nymphs have lived in harmony with the kingdom of Lup Hrad as long as anyone could remember. This all changed when a new king came into rule and declared war against all magical creatures of their land. Become a knight and capture the nymphs to drain them of their powers or, become a nymph and flee from the lands to the crystal dome, a magical protection area never used before. Destroy or survive, it’s all up to you.

On your turn, as a nymph you can play your magic cards, move your piece on turn, or if the opportunity comes, you can fight the spiders on the map. As a knight, you can capture a nymph, play your stolen magic cards, or you too can fight the spiders.

I chose this theme because I have always loved magical creatures and fighting for your life. The idea of the medieval twists and I added a bit of my love for LOTR with the giant, deadly spiders.

Game Mechanics:
Campaign or battle card driven: The magic cards to give yourself special abilities. Grid movements: My spiderweb shaped board.

Players win by getting 6 of their own nymphs into the magic dome or if you are a knight, you capture 6 nymphs from any team. The game ends after one of these two options has happened.

I came up with an idea and that idea turned into a prototype and that prototype turned into a game.
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14. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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President of the World by G.S.
From gallery of funkdonut

After the human race conquered the other planets in the solar system, the earth was united into one country. But who shall the leader be? The people have decided on the earth's smartest people. You will play as one of the candidates, in which you debate with others to get the most popularity tokens by election day. If you achieve this great conquest, then you will become the president of the world.

The cards that you can play may either help you by giving popularity tokens or harm another player by taking away their popularity tokens. You can use these popularity tokens to buy cards and win the game. You can also play action cards, which gives you actions, which lets you use other cards.

I chose this theme because I was inspired by the politics of this recent election. Politics had always interested me, but I only started to learn about the candidates and their opinions recently.

I use hand and token management to make players think twice before taking a risk. I also use deck building to keep adding new elements to the game as time goes on. Lastly, I use simultaneous action selection to force players to think of the possibilities of what their opponents could do.

Players win by having five of their tokens drawn from the election bag by the end of election day. It is election day after five phases, each with one debate part and one card-buying part. On election day, every player places their remaining tokens into the election bag. The bag is then shook, and tokens are drawn until one player has had five of his or her tokens drawn from the bag.

My game is great because it is more than a normal deck building game, since it includes more elements than normal deck-building games which allows for many different strategies to be used.
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15. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Forged by K.H.
From gallery of funkdonut

Travel through mines, forests, and busy markets to forge your weapons for avid adventurers. Be the best blacksmith in the land and craft your way to the top as you race to craft weapons for the waiting adventurers.

Players move around the dwarven city with their apprentices to gather resources from the mines and forest, buy them from the market, and then craft and sell to adventurers. While gathering, player must be a alert towards monsters lurking in the mines and forests.

I chose the theme of dwarven blacksmithing because I have always loved dwarves. Whether it’s from Lord of the Rings, The Hobbit, or a video game, I have always enjoyed the dwarven culture. One of the main things from their culture is blacksmithing.

The game is action point allowance with players moving their pieces around the board with a set amount of actions to get to different areas and perform actions. The game also has hand management with managing resources, weapon parts, and currency.

The game ends when players reach the bottom of the mine’s monster deck and players reach and defeat the crystal dragon.The Winner is the player with the highest point total, points are scored from currency, blacksmithing skill, and who killed the dragon.

My game is awesome because of some of its unique game features like having to move down levels in some areas of the board to gether better resources. Also because you can become a dwarf that makes weapons in a mountain.
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16. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Baboon Invasion! by S.C.
From gallery of funkdonut

You are a human or a baboon trying to live in an area that you want to live. There is jungle surrounding city and the humans want to live in the city but so do the baboons since there is a great water source, lots of good fresh fruit, and great homes that are technically the humans. So the baboons have to invade in the humans territory, or the humans have to gid rid of the baboons by making the jungle a great place to live.

On a player’s turn, they can move 2 to 5 spaces and choose to go to power up space or sabotage an opponent. The components of the game work together in ways like planting and un-planting the trees with the normal and fruit tree cards. Another way that they work together is as a human you can throw fruit at a baboon, and as a baboon, you can throw your own baboon dung at the humans.

I chose this theme because there can be a lot of conflict between baboons and humans and they are fun to add into a game. Baboons can be very mischievous and want three things: food, water, and shelter. Humans can also be useful in the game to add conflict since humans obviously don’t want to live with ferocious and mischievous baboons.

Game Mechanics and how you use them: Grid Movement: you move around a grid like board. Partnerships: if you are playing with four people, then two humans and two baboons could team up against the opponent's. Area Control: you want to control the area that you want which is city for the baboons and the humans. Dice Rolling: you roll a dice to figure out if you will get a fruit tree card or a normal tree card.

How do players win and how does the game end?
Baboons Win: by planting 6 or more fruit trees in the human territory or by planting 6 or more normal trees in the baboon territory.
Humans Win: by planting 6 or more fruit trees in the baboon territory or by planting 6 or more normal trees in the human territory.

My game is AWESOME and AMAZING because you get to control a baboon or keep being a human and try to keep or takeover territory! As a baboon you get THROW BABOON DUNG and SWING ON VINES! And, as a human you get to THROW FRUIT and SET UP WALLS! I mean, who wouldn’t want to throw, set, swing, and conquer all in one game!
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17. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Catch and Escape by L. B.
From gallery of funkdonut

Mischief has taken place and the vampires are to blame! Now it’s up to the humans to capture them… can the vampires escape the humans? Can the humans capture the vampires?

Each turn, players use their action points to collect keys, cards, or resources, set traps, and capture the opponent! Using the keys, they collect resources. They then use their these resources either to help protect themselves or capture other players.

My favorite types of games have players working as a team, so I decided to base my game on that. I found the best way to do this was to make a game where two different species are against each other.

Game Mechanics and how you use them:
Action Point Allowance: Every player gets up to 5 action points per turn.
Tile Placement: Players choose where to set their traps on the game board.
Area Movement: Players choose which direction they want to move on the board.
Chit Pull System: At the beginning of their turn, players choose a face down tile, ranging from one to five, that decides how many action points they will have that turn.

The game ends when either the resources run out, or one team runs out of lives. The team that wins is the team with the most lives left.

My game is super unique-there’s no other board game like it. It is based on a feud between vampires, mythical creatures, and humans, who we see every day. It bridges the gap between reality and fiction and brings the two together to make an awesome game!
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18. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Octo-Evolver by W. B.
From gallery of funkdonut

You are an octopus traveling through the ocean, but you want to be more than that. Do you have what it takes to rule the ocean? Can you battle your foes and become a Giant North Pacific Octopus?

On your turn, you can roam the ocean, control an eel, or eat crabs. However, eels might eat your crabs, and other octopuses might attack.

I picked this theme because I have been fascinated by octopuses for a long time. They can do so many cool things. However, this meant that I couldn’t include everything in Octo-Evolver, like octopus regeneration.

Action Point Allowance: Players can take at most 5 actions per turn.
Dice Rolling: Players roll a die in battle.
Variable Player Powers: Different octopuses have different strengths.
Grid Movement: Octopuses move on the game board.

The game ends when an octopus is a Giant North Pacific Octopus and has 7 points, which can be earned by battling and eating crabs. This octopus wins and rules the sea.

My game is awesome because you can attack and sabotage other octopuses. You also have a choice of octopus when you evolve.
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19. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Castle Conquest by D. X. (possible title: Sovereign Ruler)
From gallery of funkdonut

You are a bloodthirsty monarch, and you are competing with other bloodthirsty monarchs to be the wealthiest monarch in the area. But there can only be one best. Your hope is that it will be you.

Players travel throughout the wild lands of medieval times, scrounging materials and using them to attack others and defend their own castles, while becoming wealthier and wealthier. In order to be the winning monarch, a player must have the most money by the time the first castle walls fall.

In each turn, a player can move, attack, buy, store, and trade with five actions. Components of the game include weapons, key items such as player pieces and flags, and material cards, which players use to make weapons and walls. Players use weapons to attack each other's’ walls, and materials are constantly circulating throughout players.

I chose this theme because I thought the game would have many different ways to go, and if one idea didn’t work, I could always switch to another idea from the surplus of ideas elicited from the theme. Also, I thought castles were very cool.

The game mechanics of Castle Conquest are Action Point Allowance, Chit Pull, and Area Movement. Every turn, players get 5 actions to spend however they like. Also, every turn, if any piece is on a farm, then the player whose piece is on that farm gets to pull a “chit” from a box. Finally, players can move their pieces around a set area, into any adjacent hexagonal tile for each action.

The game ends when a castle’s walls have fallen and its flag is taken to another player’s flag. The player who is the winner is determined by the amount of money a player has, doubled, subtracting the total amount of damage cubes that player has on his/her walls.

This game is awesome and amazing because it combines fact and fiction to create a top-notch, exciting game. Castle Conquest gives players a chance to experience the Middle Ages with almost-realistic settings and interactions.
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20. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Towers by J.S.
From gallery of funkdonut

It’s the year 500,000,000, a great world war followed by many plagues strew people, things, and ideas around. You will collect strewn things, represented by different colored small blocks, to build a civilization, or a tower. But other players will be against you to build a better civilizations than you, and are out there to steal from you. Do you have what it takes to build the best?

On a turn, you will be able to do four actions- they may move a player pawn, steal from another player’s tower, pick up a block, pick up a power card, or go back to your zone to build. You are permitted to build your tower in whatever way that you choose.

I was thinking about making a game where players build a civilization, but this could get really complicated, so I tried looking for ways to make this symbolized in a simple way, and I thought, what about having players actually build a tower that represents their civilization?

Game Mechanics:
Action point allowance: Players have four actions per turn.
Modular board: Players may choose from setup options, and the board is made from hex bits of seven
Area movement: Players may move their pawns to any adjacent hex, and paths are not set.
Dexterity: Players build towers.

The game ends after a certain amount of turns (number of players multiplied by ten), marked by a turn marker. Points are counted, and extra points are given to players with the tallest tower, and players with each of the different color blocks.

My game is easy to learn, and has a simple but fun concept that is good for all ages. Also, the board can be set up in different ways so that every game would be different.
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21. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Underwater Treasure Hunt by A.W.
From gallery of funkdonut

You have discovered treasure on the bottom of the ocean, but your opponents have, too! You must start an expedition to collect the treasure and collect the treasure before your opponents do, but be careful, because your opponents may be trying to sabotage your expedition!

In this game, players move their submarines using energy cubes around on a modular board and flip tiles to collect treasure, special abilities, and supplies while avoiding traps and enemy submarines. To make the game even more difficult, submarines must return to their bases for supplies and oxygen tanks, while players must defend their bases from attacks and sabotage from their opponents.

I choose this theme mainly because my other ideas failed. Also, I thought submarines and the ocean were interesting.

Here are some of the mechanics used extensively in my game:
Push your luck - In my game, the player’s submarines must leave the safety of their base to collect treasure and resources. The longer a submarine stays outside a base, the more risky it becomes, although the rewards might be greater.

Game Mechanics
Action selection - Players have a limited amount of actions that they can take on each turn. Some actions cost energy cubes, so players have to manage their supply of cubes resourcefully.
Modular board - The board is made up of individual tiles which can be flipped over and replaced.
Area movement - Players can move their submarines to different spaces on the modular board to collect treasure and special abilities while avoiding traps and enemy submarines.
Set collection - Players collect treasure, tiles, and energy cubes and store them for later use.

Players win the game by collecting the most treasure. Once all the treasure has been collected, whoever has the most amount of treasure wins the game.

My game is awesome and amazing for quite a number of reasons. First, my game has a high replayability because of its modular board. Also, the push your luck mechanic adds excitement and suspense to my game.
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22. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Black Friday the 13th! by J. G.
From gallery of funkdonut

Shopping in the mall should be easy, right? But when Black Friday comes and it’s a race to get the things you need, the stress level is up. Players are rushing around the mall, trying to be the first person to get all four of the items they need, and then get back to their starting position.

On a player’s turn, he or she can move through the mall or collect an item from a nearby store. The main component of player interaction in my game is that there are four items in each store, but only one is available at a time (the item in first position). When one player takes an item they need from a store, then a different item moves into first position, so you sometimes have to depend on other players to be able to get an item you want. However, you can’t get multiple items from the same store, and this keeps players moving around the board and using strategy to figure out where they should go next.

I chose this theme because shopping in the mall is one of my favorite things to do, and I thought it would be fun to make a game out of it. I also wanted to have components in the game that were realistic, like the names of the stores. My game proves that shopping in the mall isn’t as simple as it seems!

Action Point Allowance: Players get 1 action on each turn. Tile placement: Items pieces are placed on designated spots on the board during setup. Area Movement: Players have cubes that they move around the board to get to different stores. Chit Pull System: Players randomly pick four item chits out of a bag to determine which items they need to collect from the board. Set Collection: Players collect the items they need from the stores.

The game ends when a player has collected all four of their needed items and gotten back to their starting square. Whoever does this first is the winner.

My game is awesome because it is simple and easy to understand, but it also has a fun and relatable theme. Who doesn’t love shopping in the mall? It requires players to use strategy, but still can be played by people of most ages. Not only is my game super fun, it’s also very original and there aren’t a lot of games like it.
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23. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
Polar Plunge by B. W.
From gallery of funkdonut

You are just a little scrawny walrus. You have always wanted one thing in life, to eat. You must collect up little fishies and have a walrus feast! But… you can find out the easy or the hard way of what is lurking beneath the water. You will have to dodge dip or dive from the jaws of provoked polar bears and kamikaze killer whales. Are you willing to get tasty fishes, or meet the end of the line?

Polar plunge is very free game, this means there is not a particular order that players have to take their turns. Players can move their scrawny walrus, and use artic themed actions like ice throw. They will repeat these actions like dash,brace, or ice throw, every turn. There are also predators that are put onto the edges of the ice arena that gradually swim their way towards the closest walrus.

I chose this theme because I really Walruses, and are probably my favorite polar animal. To me they are so adorable as babies and even as adult. All walruses are so derp (clueless) and that's what makes them cute. As well as they like to sleep and eat, and that is pretty much my life.

My game has action point allowance because you will only get a certain amount of points a turn, programmed action/movement because there are certain ways you have to move your player. I have a little bit of take that because you can stun other players.

The goal of my game is to get 10 fishies from around the board without getting caught. A player win when they collect all the fishies. There are no ties you either win or you lose.

My game is awesome because it is very thematic and far from realistic.
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24. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2620]
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
RWBY by N. F.
Note: RWBY the board game is based of the RWBY YouTube series by Rooster Teeth.
From gallery of funkdonut

RWBY (Ruby, Weiss, Blake, Yang) are stationed in the world of Beacon which is being attacked by creatures of Grimm, soulless monsters without conscience. Use your four team members to protect your home! Defeat all the Grimm before they destroy all the towers!

Players can increase their range (range of attack) to defeat the grimm. Drawing cards will either give you an advantage point or make the game harder by increasing the amount of grimm on the board or giving players higher abilities and such. Players are also given the choice to attack each other for a better chance of winning or work together to fight!

I like the show RWBY a lot and got hooked immediately. Rooster Teeth already has a video game (RWBY grimm eclipse) but board games have increased popularity recently and I decided to take the reins and make one.

Main mechanics include simultaneous action because three cards are played one at a time around the table. Other mechanics include a catch up mechanic, and range collection and loss.

There are two ways for the game to end. Bad: grimm destroy all towers. Good: All grimm are destroyed and the towers are still standing. The winner among the players is decided by who has the most points from the grimm slain.

My game is good because it incorporates the characters and other references to the show without the players having to watch RWBY, and it’s fun in general.


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