Game Designs from the Minds of Middle Schoolers, Vol. 15!!!
Kathleen Mercury
United States
St. Louis
Missouri
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And We Are Done!!!!
From gallery of funkdonut


Thanks everyone for all your support and encouragement of my students! Everyone's input helps my students make their games better and validates their work. I appreciate so much the support of the BGG community, and we'll see you in May 2018!

I teach a semester-long tabletop game design unit to my gifted 7th graders. This Geeklist shows their results. Please join me in celebrating their hard work!

The games you see are the FOURTH iterations of their games. They have undergone multiple cycles of game conception, prototype development, playtesting, feedback, and analysis.

They're in the process of finalizing their rulebooks and prototypes, so improvements to their games can still be made.

Please thumb games you like, and feel free to comment, encourage, and ask questions! I will have them respond!

I share all my teaching resources at www.kathleenmercury.com for free, and you can hear me talk about teaching game design, as well as other conversations with folks who use games in schools, on Games in Schools and Libraries! The Meta Geeklist for My Amazing Students' Board Game Designs! is here if you want to see past designs!

Thank you so much to the BGG community. Your support makes this such a great experience for my students.
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1. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Saving Ungrateful Earthlings by J.G.
From gallery of funkdonut

In the near future of planet earth, the earthlings are running out of energy. Its is up to you, the space fleet captains to obtain all the pieces to create a new generator. You must travel around the galaxy, discover new and mysterious things, and ultimately save those Ungrateful Earthlings!

Saving Ungrateful Earthlings includes the use of actions selection, pick up and deliver, as well as pattern building. Players may fly, Discover a planet, Build a settlement, Collect a resource from a resource space, Use a power you have discovered, and Teleport to objective planet. Throughout this process, you will create networks of settlements, and eventually collect the resources to buy generator pieces, which will be delivered to Earth.

Space and the future is quite mysterious. I just think it’s interesting to imagine what kind future humanity has in store for it.

The first space fleet captain to bring back all the generator pieces wins, kind of, and the Earthlings only complain about how long it took you.
It’s SPACE and the FUTURE… come on.
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2. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Intergalactic Habitats of 3004 by J.R.
From gallery of funkdonut

Can you reign supreme throughout the universe and expand your power base?
Each player controls a caravan of explorers. Each player moves around the planet collecting entities to place in habitats and entertain the public, but ultimately it is to obtain Money Chips. Money Chips are the most valuable things in the universe. You must collect the most Money Chips and destroy all of your opponent's hopes and dreams of becoming the best zoo habitat builder in the universe.

Intergalactic Habitats of 3004 includes the use of action selection, pick up and deliver, take that, and set collection. Players may move, travel between planets, pick up entities, battle, and place a habitat. You must move entities back to your zoo before you can collect Money Chips from them.

I chose this theme because the aspect of aliens on another planet intrigues me yet completely terrifies me. Also how predicting the future is hard to find a feasible ending of the earth and reasoning of the need for intergalactic travel.

The game ends when a player has 3 of each type of entity, earth, mountain, ice, and fire. The player with the most Money Chips wins.

My game is awesome because it has aliens and space travel, also it is in the future, predicting the theory of intergalactic travel. And it feels good to collect money from the bank after a successful day traveling the universe.
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3. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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A Plain, Simple Box by O.H.
From gallery of funkdonut

You are an explorer that is usually bored to death... until Pandora’s Box opens and all the adventures you wished you could have in the past is happening… right… now. You have to score explorer points by being the most unique explorer. To do this, you have to keep your health up, mold swords, and collect gold. Beware, the monsters and plague can come at you at any moment.

Game Mechanics
Action Selection: you have 7 actions, of which you pick 3 per turn. Area Movement: you move around on the islands

A Plain, Simple Box lasts 15 rounds. A round is complete after everyone has had a turn exactly once. When it is your turn, you pick three of the seven actions. These actions include: Run, Flip over land tile, Collect gold, Eat, Fight, Create/Buy, Steal. After your turn, you continue the game in a clockwise order. Once the box is opened, one of the players gets rid of 5 land tiles, all of plague captures the nearest player, the monster moves 5 tiles, and your hunger decreases by one cube after the round ends. At the end of the game, if you have the most amount of explorer points, you win.

This theme seemed interesting to work with, and the idea of disease and other factors affecting humanity from this one plain, simple box sounded like a great idea.

Not many games are based off of myths even though they are really interesting to think about. I personally think I am very creative and that this game is really fun.
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4. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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I Want the Forest Back, RIGHT MEOW! by N.L.
From gallery of funkdonut

It’s time to get meowdy!! You are a cat. You live in the mewtiful forest, where the other three clans of cats live. You, as the leader of your clan, commands every movement of your clan. However, the humans have decided to invade some parts of the forest to build “houses.” To make matters worse, rogue cats have also begun moving in on your territories. Now, you and the other three clans have become desperate. You must take over the most territories, and drive the other clans and rogue cats out.

Game Mechanics and how you use them: Action Point Allowance, Area Control
My game uses Action Point Allowance because players have a certain amount of turn that they can choose to do in any order. My game uses Area Control because players take over territories in order to score points and win the game.

On their turn player take four actions. They may move an existing cat, place another cat, hunt for food, battle another player, and fight a rogue cat. After every turn they must move the human and feed their clan. You have to use your actions wisely to take over territories. The person with the most points wins. Every territory captured is two points. Every cat placed is 1 point. Every food is 0.5 points. Add all these values up and that’s your total!

In class we had a brainstorming game for themes and one of them had to do with taking over forests. I altered that theme a bit into cats. I’ve also read the series Warriors and I liked the series. I also like cats.

My game is awesome and amazing because the game is partially based off of research, yet also based off of Warriors and a little bit of imagination(a little).
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5. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Disaster Hospital by A.P.
From gallery of funkdonut

In Disaster Hospital you and your tired coworkers have worked eight long, hard years to become doctors and how have finished your internship. Only to find out that there is one permanent job as a doctor. All of you desperate, money hungry interns will be pitted against each other in a competition in which you will gather, use, and trade medicines and treatments to get the most points by curing patients. Will you prevail after your years and years of hard work?

Mechanics: Worker Placement, Trading, Card Drafting
The game consists of multiple rounds, in which there are two phases in each round. In phase one players choose patient cards which they cure. These patients are cured by medicine and treatment cards which are acquired by players putting their intern pawns in rooms. In phase two players trade medicines and treatments, and cure their patient cards with their medicines and treatments.

A winner is reached when a player gets to 13 points.

I chose this theme because I am interested in anatomy, how the human body works, and just being around doctors and medical talk since I was born has caused me to be more interested in the medical field.

My game is awesome and amazing because the theme is engaging and fairly simple to understand even though it is a complicated topic. There is a balance of strategy and luck that factor into my game which allows all players to enjoy it!

Mercury note: I made up a theme song for this game, and I sing it. A lot.
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6. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Surviving Pompeii by S.M.
From gallery of funkdonut

You are tourists who have traveled to Pompeii for pictures, tours, and to see your family and friends. As you are taking a tour at the base of Mt. Vesuvius, the ground starts to shake violently. When you and the rest of the tourists start to scream, the guides tell you that Pompeii has been facing many earthquakes lately, but you should not be worried. A few minutes later the ground starts to shake again, but this time the tremors don’t stop for another two minutes. Just as you and the other tourists start to relax ash explodes out of the volcano with a bang. “Run!” the guides yell. You all start to run for the city, trying to make it out alive. With the ash raining down and the lava following you, will you be able to make it out alive? Will you be able to survive once you have left the city?

There are three main game mechanics in Surviving Pompeii. They are Modular Board, Variable Player Power, and Action Selection. A big mechanic is modular board because during the lava phase, you drop lava about a foot above the board. This makes the square that the lava hits impossible to land on until the fire is squelched. Variable Player Powers is also a big part of the game because at the beginning of the game, players draw a card without looking from the role cards. They then look at the card and take the pawn that matches. The different pawns have different powers that will help you. Action Selection is a main mechanic because on your turn, you can choose to move, get resources, or squelch a fire in any combination.

On your turn you may either move, pick up a resource, or squelch a fire. Each player tries to get the most resources and out of the city by the ninth round. If you are not out of the city by this time you are dead. Lava is dropped at the end of every turn, causing certain spaces to be impossible to land on unless ou squelch the fire.

I chose this theme because I love ancient civilizations. I have always been fascinated by Pompeii, so this became a chance to learn more about it.

The game ends when the ninth round is done. At this point, Mt.Vesuvius erupts and covers the city with lava and ash. The person who wins has the most resources. This also includes the resource bonus that the first and second people out of the city get.
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7. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Galactical Farts and Rainbow Bridges by E.T.
From gallery of funkdonut

Staying alive in space is hard, even for Speoples. It’s hard enough to travel and prosper on planets but you also have to avoid big meteors and intruders on your planets looking to galactical fart you off of your home and back to the start. Can you defend yourself against the evil meteors? Can you survive on the most planets?

Mechanics:
Action Selection:Each player gets a maximum of five actions per turn.
Dice rolling: When players challenge each other for ownership of a planet, they roll dice that decide who gets the planet.
Area movement: Players move their speoples across the board to get to planets.

On each turn, players have five actions to settle on planets, attack other players colonies, place down or pick up bridges, move Rocky the meteor, or use their special cards.

Players win by getting 5 speoles on each of 3 different planets and the game ends when this happens.

I chose this theme because I liked the idea of settling in colonies and I also thought a game in space would be cool. This game is very fun because it combines colonization with space and gives it a little twist by using cards like galactical farts.
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8. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Akhet: Inundation of the Nile by M.Y.
From gallery of funkdonut

Recently, the Egyptian government has opened all tombs and temples to archeologists all across the world. Inside, treasures, beyond your imagination, have lied undisturbed for centuries, and archeologists are all itching to get ahold of some of them. And that includes you. As a renowned archeologist, you hope to keep your title and be the one to get the most artifacts possible. You plan to travel down the Nile on an expedition boat with some trusty soldiers. But the Nile contains many dangers, and do you have what it takes to survive?

Game Mechanics:
Action selection: You have four actions per turn, and you can use them the way you want.
Set Collection: In order to achieve maximum points, you need to collect a set of artifact.
Take That: There are many ways for players to sabotage each other.

In the game, players travel down the Nile in their expedition boat with their soldiers. On each turn, a player has 4 actions that they may use among the following: Moving a boat, moving a soldier, moving a hippo, transferring health, and traversing a cataract. The boat will move on the river, avoiding rocks, grass, and very hungry hippos. These hippos can be moved by players, and they can be used to sabotage others. Another danger on the river are the cataracts, which require special moves to traverse. However, the main goal is to collect artifacts, which you do by deploying your soldiers from your boat. When they reach a temple, an artifact card is taken. These are divided into two sets, and you want to collect as many in each set as possible. Finally, after about 3-4 rounds, a flood will occur, washing all boats forward and drowning all soldiers that are not on safe ground.

The constantly flowing and dynamic rivers of the world greatly intrigued me, and I decided I wanted to design a game where the board is always changing and never stagnant. After more research, I discovered that the Nile river was one of the most dangerous rivers on the world, with hippos (2nd deadliest animal in Africa), rocky land on both sides of the river, harsh and hot weather, treacherous cataracts, and the annual flood.

The game ends when a player’s boat is destroyed or when a boat reaches the end of the Nile. The winner is determined by the artifacts in each set and also the health points remaining on the boat and on the soldiers.

My game is awesome and amazing because somethings is always happening. There are a lot of ways to die on the Nile, and this game shows just a fraction of them. But it still keeps you on your toes, and it is fun to see how risky someone is willing to be in order to reach a temple. There is a lot of strategy, but just enough luck, so even the most masterful strategist won’t always win.
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9. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Squishies Takeover! By J.Y.
From gallery of funkdonut

You are a chief on the main island of an archipelago named Blazeterra and you rule a tribe of squishies, which in fact, aren’t really squishy. Some new voyagers have come to the main island for hope that they would be able to live a happy and better life. You and your tribe agree that the voyagers ruined the peace of the island, for every chief on the island had about the same amount of regions before. Unfortunately because of the voyagers coming onto the island though, the other chiefs decided to battle each other on who gets the most land out of the whole archipelago when realizing that there isn’t enough room for all of them. Get Chief Points for the amount of regions your tribe of squishies capture, craft cool inventions, which you can create using the resources in the archipelago or the uncraftable resources from the Blazeterra caravan that you have to trade for, and capture other opposing squishies! Be the best chief in the archipelago and have the most Chief Points to be the true leader!

The game mechanics in my game are area control/influence, modular board, point to point movement, push your luck, tile placement, and dice rolling. Area control/influence is the reason why my game is a territorial game and allows player conflict while capturing the regions. My board is a modular board because during setup, players place down regions to create the archipelago. Point to point movement is there because squishies move by segments, or to points. When battling a lot of opposing squishies, the attacking squishy can keep attacking until it gets “squished”, which means that the more times the attacking squishy attacks, the more chances the attacking squishy can get squished, which is the mechanic push your luck. Tile placement is there because the tiles are the pieces of the the board, which players get resources from. When battling, both players battling will have to roll a dice to determine which squishy gets squished.

On a player’s turn, they may perform the Player Action Phase and the Squishy World Phase. During the Player Action Phase, which happens at the start of a player’s turn, players may move squishies up to four times, craft items using their resources, battle opposing squishies, and capture regions. During the Squishy World Phase, which happens after the Player Action Phase and is at the end of a player’s turn, the player can move the caravan up to three times, collect resources, and place down an Independent Region or a Connected Region, which concludes each turn. The components of the game interact with each other by thinking about what you should do next after each other player has their turn to have the most amount of Chief Points.

I chose this theme because I liked the sound of a territorial game like tribal wars. I also like survival-type games, which really sparked the idea for this game. I also like games where you have to craft items using resources, and I thought that fit in perfectly with a territorial game.

The game ends when the whole archipelago is discovered and seen by all the chiefs on the island. Players win the game by having the most Chief Points when the whole archipelago is discovered.

My game is awesome and amazing because it involves strategy and planning ahead to make sure you are the best chief in Blazeterra. My game also has different ways players can possibly win, such as crafting the coolest inventions.
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10. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Let’s Not Get Smote, Dinosaur Friends! by M.R.E.
From gallery of funkdonut

You are a happy little dinosaur, chewing crunchy leaves if you are a Brontosaurus, ripping the arms off Stegosauri if you are a T-Rex. You know, happy, right? All of a sudden, the sky burst into flame! WHAT the….fiery meteors and fires litter the ground. It's the end for the dinosaurs unless they get to the cave. You are a dinosaur and a god that rains meteors down on the other dinosaurs. The player that gets to the cave first wins. Will you make it to the cave or will you get SMOTE by a meteor?

Game Mechanics and how you use them:
Physical Dexterity: you flick your dinosaurs into the cave and around fires. You also hit other player dinosaurs with meteors.

Players first flick their dinosaurs trying to get them closer to the cave. Or they can start flicking meteors down on other players, trying to kill other players dinosaurs.

I chose this theme because I have always been extremely interested in dinosaurs so it required very little time for research and I could hop straight into my game design period..

Players win my game by getting the most tickets and they get the tickets by hitting other dinosaurs and by getting their dinosaur into the cave first.

My game is completely and utterly AMAZING because of the unique game mechanic that is rarely used by young game designers.
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11. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
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
Politics, Corruption, and Teenagers by A.Y.
From gallery of funkdonut

In this generic middle school, you compete among your classmates to become the next class president by whatever means possible. Everyone (yes, everyone), is out to get you; and you (even if you don’t want to), are out to get everyone else. It’s a ruthless battle for domination, and only one will succeed. Failure is not an option, or you’ll face the terrors of utter embarrassment.

Game Mechanics and how you use them:
Hand Management: Academic Cards, Card Drafting: Scenario Cards, Grid Movement: Players move around the board.

In Politics, Corruption, and Teenagers you play in rounds called periods. Each period ends when everyone has taken one turn, and there are eight periods. During your turn, you take four actions. After taking your actions, you play Academic Cards affecting you or other players. You start at the entrance and you have to get to the Exit within the eight periods.

I’m a middle schooler, I can relate to the content I put in my game.

The game ends when a player gets to 20 votes and lands on the Exit tile within the eight periods.

It’s pretty awesome because it can be quite relatable, or it can be a throwback to the good ol’ days of ACNE, rumors, grades, and the little stresses you wish you had nowadays.
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12. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Mount Death by D.J.
From gallery of funkdonut

You and your friends are all on a paradise vacation visiting the famous Mt. Death, but then it starts to erupt! Will you and your friends be the first to escape the danger of Mt. Death, or will you be crushed by your opponents and the deadly eruption?

The game mechanics I used are a) Programmed action, where you can determine the actions and the order of the actions that you want to do in your next turn, and b) Point to point movement, where you can only move from one section on the board to another, and you can rotate the board to push other people onto lava gloops while boosting yourself closer to saving your friends.

Each player is a tourist on a vacation, trying to save all of their friends while making sure others don’t get near their friends. You must traverse the ocean carefully, avoiding the laval gloops from the eruption! You must also sail across the board to collect your friends and bring them back to safety. You will try to go and collect all 3 of your friends and take them back to the harbor you started on.

The reason that I chose this theme was because the idea of saving your friends and escaping a disaster really appealed to me and it also sounded like a theme that other people might like too.

The player ends when a player gets all his/her friends onto their boat and bring then back to the harbour that they started on.

My game is awesome and amazing because you can rotate the board to help yourself or harm others.
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13. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Hack Attack! by G.W.
From gallery of funkdonut

Being a hacker was easy for a while, just you and your buddies. But now the FBI has had enough of your shenanigans and is coming to find you. Your team has split up and now it’s all up to you to survive. Can you survive the search? Or will you be LOCKED UP IN THE SLAMMER?! If you are a hacker you are trying to make a pattern and make sure the FBI agent doesn’t find the pattern. If you are the FBI agent you are trying to find hacker’s patterns and get life chips from the hackers.

The game has a modular board so that players can replace cards from the board and move the cards around the board. The game also has pattern building so that players can make patterns using their cards to earn untraceable points.

On a hackers turn, they can Peek at a liability card from the board, Replace a liability card from the board, Move the liability cards around the board, Force all hackers to swap the liability cards in their hands. They do all these actions to try and make patterns to get untraceable points. On the other hand the FBI agent watches the hackers to try and find the patterns they make. But an FBI agent can also be sneaky and make deals with the hackers so they can backstab each other.

If the FBI gets 6 life chips the game ends right there and hackers will count the amount of untraceable chips they have, and whoever of the hacker’s has 20 or more untraceable chips wins. If the FBI doesn’t get 6 life chips then the game ends after 20 rounds. More than one person can win, the FBi and hackers can win at the same time.

I chose this theme because I like how the FBI does its work secretly and efficiently. Also because the FBI is such a secretive organization it sparks my curiosity. Explore the known, not the unknown.

My game is amazing because there’s backstabbing, skill, and luck all mixed into one big game.
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14. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Nuclear Footballs & Biscuits by R. M.
From gallery of funkdonut


Nuclear war is imminent in this world of super spies and evil masterminds. You are the crème de la crème, the best of the best. You are one of the greatest masterminds of all time, spy or villain. Your competition, the other greatest spies and villains in the world, are racing to get to the nuclear codes, to save or destroy the world, before you. Can you overcome your opponents? Will you be able to get to the codes first, or will you be BLOWN AWAY?!

Each player is either a spy or a villain. Both spies and villains will be trying to get to the nuclear codes at the end of the vault to use for their own purposes. Players will have to get to the end by overcoming traps, outrunning guards, and outspeeding the competition. Once a player has gotten to the vault and has the nuclear codes, the game is over and that player wins.

Game Mechanics and how you use them:
Tile Placement: Players place tiles as they go through the vault, creating their path as they go.
Area Movement: Players are free to move in 3 directions (if they have the appropriate cards)
Variable Player Power: Each Player has their own powers that they can use throughout the game to benefit themselves (example: being able to pass lasers for free).

In Nuclear Footballs and Biscuits, the game is played in rounds where each player gets a turn, which is divided into four phases. Players get five actions during the first two phases (Movement/Vault Tile Phase and Placing Traps), and players conclude their turn by moving the guard and gathering equipment.

The theme of an ever increasingly likely future interested me greatly because of the very idea that it could become a reality. Due to the many current events, nuclear war maybe become a very real problem, and that, although frightening, interested me greatly.

Players win the game by getting to the Nuclear Codes first. The game then ends. There is an alternative ending if all forty tiles are used before any spy/villain gets to the safe. If this happens every player gets caught and loses.

My game is awesome because of the modular board and of course the thrill of theft.
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15. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Par-Tee by J.S.
From gallery of funkdonut


Golf is a fun and relaxing game for all, unless you are playing to win. You are a golfer on tour and are playing to win the tournament of all tournaments. You will be playing against your closest peers to win the par-tee tournament. Will you come up on top or end up in a sand trap?

To advance closer to endless fame and wealth, the players will try and get 3 golf balls in a row and can slow others down by moving the course around them in different ways.

This game uses pattern building and pattern recognition. On a player's turn they MUST place down a golf ball cube and MAY complete a one or two board actions, where they will physically move or rotate a section of the board. Players may not repeat a board action on their turn. A player MUST place their golf ball at the start of the turn and then continue with board actions. When a player has three golf ball cubes in a row, that player gets a trophy token, and the first player with three trophy tokens wins the game.

This game originally did not have a theme and was based on Connect Four, but after some thought I found a way to incorporate a sport that I love into a game that I love even more.

Par-Tee is awesome and amazing because as a player you feel like a god when you get to move the golf course in different ways.
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16. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Kick the Paint Bucket by S.A.S.
From gallery of funkdonut

Will you win Sherwin Williams's Most Coveted Wall Contest? Staring at a blank wall wondering what to do with your plain, boring wall isn’t exciting. You can now do splatter painting to make your wall look much more fun, colorful, AND it will be your own. Dive into the world of the paint buckets and splatter paint over other people’s colors. Paint over other people, sneak through the cracks in the wall, and chip off other players paint mischievously.

The mechanics in this game are action point allowance, area control/influence, and hand management. In the game you have five actions per turn unless you play an add action card. Each turn you can use your actions on the following: take an artist card which costs two actions, play a power card which costs no actions, or place a paint splatter piece which costs one action. You will use those paint splatter pieces to create large paint splatters of your color, painting over others’ colors, slipping through the barriers, and taking over the whole board with your color. And to help you along the journey there are special artist cards which you may play to aid you in your journey or stop others from winning the contest. One special artist will come with the mysterious grey roller and will help you slip through the barrier walls, leaving the others behind giving you an edge on the competition.

I chose this theme because I really love art and I wanted a game that I personally haven’t seen before, and I thought that it would be cool to do something with paint “moving”. I started thinking about what I wanted to do and I came up with paint dripping, splattering, and regular painting on a wall.

The game ends when everyone uncovers the 11 worded paint brush tiles in the second layer, and then everyone gets to the third layer. The player who wins is the player who has the most paint splatter tiles of their color on the board.

My game is awesome and amazing because I think it’s so cool how you are basically designing your own unique wall, and how it’s very competitive and will make you team up at some times, but then work on your own to win. I also love how all of the pieces fit to the theme. The point trackers being paint chips, the power cards being special artists, and the pieces being paint splatters.
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17. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Fire Needs Taming by R.M.
From gallery of funkdonut

Fires will eventually come, especially in this city. Fires happen at a much faster rate in this city than in others and people are screaming for help. That is why the government has called for extra firefighters. Players are their own fire company, and they need to save all the other houses. Players score points for saving houses. Players can save houses, but since many houses are on fire, some houses burn down. There are regular houses, mansions, and the Mayor’s House to save.

Action selection is used for choosing between what action to use. Worker placement is used when you place down your fire trucks. Area movement is used when you move the trucks between sections. Set collection is used for collecting a certain amount of house to gain another. Campaign/Battle card is used for the situation cards that choose what house is on fire.

On your turn, you get one action. You can Answer a Call, Move, Buy a Bonus Card, Buy a Truck, and Fix/Place a Leaky Hose. The houses you save can either give you points, or can give you the “money” you need to buy a bonus card and buy a truck. So, instead of the game going quick from 0 to 25, you can use the houses to buy more trucks and bonus cards to make the game even more interesting.

I chose this theme because I have played many games (Many as in around 30 to 40 games) and I have yet to play a firefighter game where you save people and houses.

You win by either getting 25 houses, or having the most houses when all of them are gone.

My game is awesome and amazing because you are always racing to save a house. You fight against others to save the best houses.
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18. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Frog Frenzy by P.C.
From gallery of funkdonut

You’re a frog with a mission. You find a place that’s infested with the most bugs. The only thing that’s stopping you from getting these bugs is a poisoned river and a couple of logs. You will have to cross the rivers by hopping from log to log all while competing with the other frogs to see who can get the most possible bugs.

Players will use action selection, area movement, tile placement, and dice rolling with a modular board. Players have three actions per turn and can pick from several choices. Moving logs, moving player pieces, jumping, replacing logs, blocking logs and etc. You will have to try to block others from getting more bugs than you. Collect the bugs on the logs along the way. A player wins if they’ve collected the most amount of bugs. The game ends at the end of three rounds.

I chose these theme because even while frogs are simple creatures with simple goals, I wanted to make a fun game using them!

This game is fun to play because it’s simple, but gives enough choice to players that can also make the game strategical.
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19. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Other Side by S.S.
From gallery of funkdonut

Your goal, to get to the other side without getting run over, and be the first chicken to cross the road. You are a chicken and you must cross the roads before the rest, to gain your freedom from the farm. As if that wasn’t hard enough, you must also avoid getting hit by the cars, or else you will be roadkill. You may sabotage other players by placing obstacles, but that may just sabotage yourself.

Each player has a coop of chickens, four chickens each, and are trying to get at least two of their chickens to be the first to freedom by crossing the road. Players will take turns moving their chickens, placing cars, and moving cars. Players may place cars by rolling the red car die and placing it where the number indicates. You will be able to move cars by again, rolling the dice, and moving the car the amount of spaces the dice says. You may move more than one space, but that will cause a car to be in your row and possibly run you over. Getting hit by a cra will cause you to go back 2 spaces.

The mechanics I used are worker placement, push your luck, and dice rolling. Worker placement is used at the beginning of the game when players get to choose where they place their chickens in the starting row. Push your luck when players get to choose additional spaces, but if they do, they have a bigger risk of getting hit by a car. And finally, dice rolling is used to choose where the cars are placed.

I chose the theme of chickens crossing the road because I thought it was funny and original.

The game ends when the first player gets two of their chickens to the other side first. They will be the winner.

My game is AWESOME and AMAZING because it is punny and is a race game that can be played for fun or for competition.
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20. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Muchacha! by E.Z.
From gallery of funkdonut

In Muchacha!, you are a noble who has been given the chance to rule over the lost kingdom of… Muchacha! but will have to compete with the other players, who are also nobles. You will capture settlements to build into your goal of six cities and attempt to conquer pieces of terrain to earn money and to gain resources before the other players can. Good luck to you as if no one succeeds then the kingdom of muchacha will cease to exist.

Action Selection - This mechanic will provide players with a variety of possible actions on a turn and will allow them to use strategy to choose which actions will be better to take, in which order to take them, and how many times to take them.
Worker/Tile Placement - This mechanic will be used to conquer pieces of terrains and capture settlement and will show which player owns which pieces of land.
Hand Management - This mechanic will be used by players to manage the money, workers, and cities at hand. This will require players to use strategy to decide how to spend their money and placing workers.

There can be from two to six players playing at a time. On each turn, players with three actions and may perform these actions - Roll the luck die (only on first action), takeover, build, sell, or give up. The action of rolling the luck die may only be performed once on the first action but the rest may be performed as many times and in any order that the player chooses. The components of the game will interact with each other by blocking and preventing the pieces of other players from gaining more territory.

I chose the theme of kingdom and empire expansion because of my interest and love of kingdoms and empires and taking over land to build an empire.

The way that a player wins is when they capture and build five settlements into cities resulting in them having six cities in total and building an empire. The game then ends after the players who have not taken that turn take it (i.e. the fourth player out of the six players playing succeeds in having a total of six cities, then the fifth and sixth players still get to go in case they can also succeed). Because of this, tiebreakers are included.

My game is awesome and amazing because those who are playing the game have the chance to compete to build an empire before the other players can. Building and owning a successful empire is any humans’ wish.
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21. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Escaping the Clinks by M.D.
From gallery of funkdonut

You and your gang are stuck in the clinks.You can hear the rats crawling down your bed and your tired of it. Lucky you and your gang find a series of vents that you can escape through but, it is haunted like every other prison. Can you make it out without the ghosts getting in your way!

Game Mechanics and how you use them:
The game uses point to point movement because players move around on a board. The game also uses action selection because players have a set of cards that they use to move and play actions.

Each player starts of at one of the four vent spaces. Each player will get a set of cards to play their actions. One card that a player might get is a push back card that they can use to push back a ghost 2 vent rows/columns. They might also get some move cards. Players will use there move card to move forward however many spaces the card says. After a player plays their card they get to move their ghost anywhere in the ghosts column/row.

Prison and escaping seem to be 2 things that people love and I don’t see to many board games about it so I decided make a game about it.

A player wins win they pass through one of the 3 end exit points that is also how the game ends.

My game is awesome and amazing because it is about ESCAPING PRISON AND GHOSTS!
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22. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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The Bank Job by J.B.
From gallery of funkdonut

Bank robbers are stealing money from a bank and sabotaging other robbers just to get there hands on more money. While the chaos in the bank is going on the police are coming. These are professional robbers trying to be the richest and the best bank robber.

Game Mechanics: Area movement, push your luck, take that, dice rolling, and variable player powers. Players use area movement to move to other rooms and parts of the bank. Players use push your luck when they decide when to leave the bank. Players use take that when the player/s use their office laser. Players use dice rolling when they roll a die to see what the color laser is. Players use variable player powers when they have a diagonal movement card.

A player has five actions per turn which include moving, using, and taking. A component of the game that interacts with each other is when the police moves forward closer to the bank. This is because the police is like a timer for when the bank robbers should leave the bank.

I chose this theme because bank robbers steal money and try to escape from the police, so this sounded cool to make into a board game.

The player who wins is the one with the most money. If a player is still in the bank when the police show up then they will lose all their money and lose.

My game is awesome and amazing because it involves stealing money, police, and lasers.
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23. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Extremely Straightforward Investment Game by B.R.
From gallery of funkdonut

In New York, you are are a small time investor looking to make a big splash of cash. One problem, other investors are trying to take all of New York’s money. Bid on and own one of the United States of America’s largest companies and compete with other investors for ALL the money! Can you be richer than rich?

Game mechanics: Bidding, Stock holding, and Trading

On a players turn they can buy stocks, trade stocks, or buy a company. Buying stocks and companies are a good way to spend a little money to make a lot back in the long run. Trading stocks is useful to trade a lot of low valued stocks for some larger stocks.

I chose this theme because my dad is an investor and I’ve always been interested in what he does.

Extremely Straightforward Investment Game is awesome and amazing because it is extremely straightforward!!!!
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24. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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Solar Empire by W.D.
From gallery of funkdonut

In the game Solar Empire, you are trying to take over a system of planets ripe with resources. You are all explorers from warring factions, and your job is to outdo your enemies’ empires.

Solar Empire Is a game about trading, resource control, and meeple management. You may score points by creating and sending probes on missions to planets. To make those probes, you need to collect resources. In Solar empire, the game lasts several rounds. There are 4 phases in each player’s turn: Collect resources, Trade for resources, Commission (build and launch) ships, and move ships. You need to get miners to planets and collect resources, all the while making sure your opponent’s ships don’t kick you off your planets.

I chose the space theme because I have always wanted to see space colonization, So why not put it in a game. I also knew enough about how a space operation works, so I went with it.

You win when you are the first person to have a ship on each planet (Not counting rainbow asteroids or warp planet). You win when you have ten points. A tie is broken by counting up the tied players’ cubes, whoever has the most, wins.

In Solar Empire Players will compete over control of resource planets, and try to score points by sending probes to planets. One thing that you can do is Send blockade crafts to other planets, thereby stopping the enemy empires’ resource flow.
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25. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2644]
Board Game: Unpublished Prototype
Kathleen Mercury
United States
St. Louis
Missouri
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designer
badge
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
Crashing Mine by S.H.
From gallery of funkdonut

Oh, no! While working deep in the earth in your boss’s diamond mine, you and your colleagues receive a message on your advanced walkie-talkie. Your boss has recently died, and with no one to run the mine, city officials have decided to blow the mine up today. Most of the miners start filing into the elevators, but you and a few other adventurous miners decide to stay. With almost no one else in the mine, just imagine how many diamonds and precious stones you could mine! But the clock is ticking, and you know that if you don’t get out in time, you will be blown up in the mine. Who will get the biggest profit? And most importantly, will you make it out alive?

Players use Chit pull system to place gems on the board, action point allowance on how many actions they can play, and press your luck with how many points they get.

Each player has their own path in the game and they are trying to collect the most amount of points by collecting gems but some of them are negative and some of them are positive. You have 15 actions and can play them on your turn through the course of 3 rounds. You can choose for each action to move to a different tile for 1 actions, pick up a gem for 1 action, go back to the top to turn in gems for 1 action, or do the express turn in where you stay where you are and turn in your gems for 3 actions.

At first my theme was victorian where someone stole the queen’s crown and dropped all the diamonds and you were trying to collect the most amount of gems, but now my game is mining themed because I like gems and it is a cool topic.

The game ends after 3 rounds. Each player adds the positive amounts of their gems and subtracts the negative ones. After each round whoever has the most amount of gems get 5 additional points. The winner is the person with the most amount of gem points.

It is awesome and amazing because it is a fun concept with unique parts.
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