Game Designs from the Minds of Middle Schoolers, Vol. 16!!!
Kathleen Mercury
United States
St. Louis
Missouri
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And we are done! Thank you! Students are finished with the semester, school year, and answering questions. Everyone's support has been PHENOMENAL. There have been so many comments on everyone's games, and I really appreciate your support for them and their work. Thank you so much, and we will see you next year!
From gallery of funkdonut


Each semester, I teach a game design unit to my gifted 7th graders. This geeklist is the culmination of their work. Please help them celebrate their innovation and hard work by thumbing, commenting, and asking questions on their games. I will have them respond!

We begin by playing a lot of games, and they design a race game with a partner. After playtesting and getting feedback, they iterate their design to make a better race game. Then, we play more games, and they start to design their own game. They learn mechanics and brainstorm different themes, and then think about how they could apply those mechanics in a game. They create a prototype, and then we begin three cycles of playtesting, feedback, and prototype development. They draft rules, make a nicer version of their prototype, and here we are!

Game design teaches so much more than just how to make games.

This project is unlike any school project that they have had at this point in their lives where they get an assignment, do the thing, turn it in, and probably get a good grade. Game design means coming up with an idea, and continually working on that same idea for an entire quarter. Even then, at the end, it's still not "done," as there is always more to do.

Students have to define a problem (what they want to happen in their game) and design and test how they will solve that problem. There is no right answer, so they have to work with a lot of uncertainty, both in terms of what they're working on as well as what the end product will be. They have to learn how to give and receive feedback to help inform their design choices, but also to make the decision on the best way to proceed with their game. This is really hard to do!

I talk about two big ideas when it comes to creating anything. First, the goal is to be finished, not perfect (https://www.youtube.com/watch?v=lRtV-ugIT0k) but also, perplexingly, frustratingly, we talk about how good ideas are never finished. This can be frustrating for some, but if you want to create and add new ideas to the world, you have to accept your own limitations in order to challenge them with new ideas and projects.

This class is a mammoth undertaking, and I'm so impressed with their hard work, ingenuity, and collaboration with their classmates as they work to create meaningful games.

Please encourage them by thumbing, commenting, or questioning their games. I will have them respond.

Student had to answer the following questions:
Provide a short description of the story and objectives.
Game Mechanics:
Describe the gameplay—what do players do on their turns using the mechanics?
How do players win and how does the game end?
Why did you choose this theme?
WHY IS YOUR GAME AWESOME AND AMAZING? (What are you proud of???)

If you're interested in teaching game design, I share all my teaching design resources for free at www.kathleenmercury.com In addition, I cohost the podcast Games in Schools and Libraries (http://www.inversegenius.com/gsl/) and I'm always happy to talk with other educators who use games or want to use games in their classrooms!

Thank you all so much!
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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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Virus Circuitry by M.J.
From gallery of funkdonut

Just recently downloaded onto a computer, you along with all the other players are viruses riding on the internal circuitry of a computer. While fighting for the motherboard, you and your virus must race to invade as much software as possible before the other viruses get to it. Fight, run, race, but can you beat the other viruses? Or will you just be a mere speck lost inside the circuitry of a computer?

Virus Circuitry combines Area Control/Area Influence, Variable Player Powers, and Card Drafting to create a fun way of mimicking a virus. Players must utilize their virus’s abilities to their best potential. Try to compete for softwares, play power up cards, teleport your pieces, and block other players to put your virus in front of the others.

To claim victory, one player must get to the motherboard, but just reaching the motherboard might not be enough to win. Along the way, viruses are claiming different software that are worth different amounts of points. The player with the most points at the end of the game wins.

I wanted the freedom to do anything I wanted so I initially thought about space. But then I decided to go with something other than space because so many people were doing it and there are really no rules. My other option was to go with a computer. Since technology has become so vast, is also gives flexibility to whatever I wanted to do but it had more rules than space. The rules would limit the players but wouldn’t limit me when it came to new ideas.

I’m very proud of the good feedback that I had gotten back. The feedback really helped me stay focused on my game knowing that someone likes it and wants to see it improved. I’m also proud about how my game really resembles the real thing. I did a lot of research on how and what viruses do and was able to incorporate those things into my game.
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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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Baba Yaga: Tale of the Chicken Houses by A.H.
From gallery of funkdonut

In a thick, enchanted, Siberian forest lies three witch siblings.You’re job, save all the spirits.It may sound easy ,but you mustn't forget about evil spirits and villagers destroying the forest. Also your competitive siblings trying to sabotage you. Even so you have your skills in potion making to help you move along. You also can’t forget your magical chicken house that will always lend you a hand.

Using action selection, secret unit deployment ,and set collection players help save spirit by bringing them to the safe realm.Players use their Baba Yaga and chicken house to save spirits and protect the forest.

The game end when all the spirits are successfully saved and put in the safe realm. Another possibility is the spirits are all destroyed by the villagers and/or the evil spirits.

I am proud of my game because it combines a little mystery and surprises as players find out the true nature of the spirits, and how will that affect them.

I chose the theme Baba Yaga because Baba Yaga is a all powerful witch, who lives in a fantasy slavic world where spirits and magical creatures linger. The tales surrounding Baba Yaga tell tales of amazing magic and spirits. The theme easily tells a story to tell about a complicated witches who dislikes humans, yet loves the forest with all their hearts.
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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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Gold Rush Fever by O. B.
From gallery of funkdonut

It’s the year 1849 - The Gold Rush. Miners like you are coming from all around the country, the world seeking fortune. You want all the gold for yourself and strike a motherlode! Can you get the most gold? Can you beat the Gold Rush? And can you do it in time? Each player is a miner, trying to mine the most gold by using mining tools. But mining tools break and players will need more tools to continue mining. Never fear--even if a player only finds dirt, they can use that to build bridges to cross to potential new river sources of gold.

Mechanics: Push Your Luck, Action Selection, Area Control

Players push their luck when they spend money to buy mining tools that don’t guarantee gold. Players can decide whether they would like to Buy Tools, Use Tools, Mine Gold, Cross Rivers. Players can mine on the perimeter of their chosen area, until they cross rivers.

The game ends when all of the rivers have been mined. At the end of the game, the player who mines the most gold efficiently wins.

I chose this theme because it interested me. I liked learning about different areas that were mined and different techniques and tools that were available to mine gold.

I’m proud of my game because it has been developed a lot and I like how it turned out.
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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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Kusafiri by C.R.
From gallery of funkdonut

The Safari is a life threatening place. With so many animals that need basic necessities and so few of them it’s hard to make it through alive. You can be sure that not all the animals will make it. Can you keep the most animals alive in this fight for survival? Can you get the resources to live and thrive in the bare region that is the safari.

Using action selection, some dice rolling, and variable animal powers you will navigate the savanna and live as the animals in it.

On your turn feed, drink, mate, move and use the animal powers to keep resource levels from dropping. Eat other players animals for food and fight their hyenas by rolling the dice to determine who lives and who dies. Use powers to dig burrows to hide from hyenas and move extra space per action, gaining points as you do.

The game will end after one player’s animals are all extinct or after eight rounds have passed. The player who wins is the one who earns the most points. You earn points by keeping animals alive. Animals are worth different amounts of points.

I actually chose this theme after remembering an old wild kratts episode I watched when I was younger about aardvarks and their role on the african savanna. It came to me randomly and I just jumped on it.

The game is awesome because it’s a fun and tension filled game that can be played quickly. It has a realistic element tied to the real world but isn’t boring and too fact filled. The game has a lot of choice and little to no luck so every win is all your doing.
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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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Super Troopers by M. H.
From gallery of funkdonut

Living in the jungle is tough, especially when you are in charge of a monkey troop. You have to scour through rivers, vines, and fires to get to areas hidden in the jungle where your meal is waiting. And there’s also competition, and lots of it. They are all trying to capture the areas with apples, grapes, oranges, and of course, bananas. Can you come up on top, or will your troop have to live off of ants and moss?

Super Troopers combines Area Control, Area Movement, and Worker Placement to recreate the feeling of moving throughout a jungle as a troop of monkeys.

Players can place a monkey on the board and move a monkey anytime during their turn provided they have enough actions to do so. Players move around areas to capture them and gain fruit points, but they have to be careful of fires, floods, and droughts blocking their paths and moving them off course.

Super Troopers ends when a player gains twenty or more fruit points. The player who gained those fruit points is the winner.

The theme of monkey troops going around a jungle collecting fruits was chosen because monkeys are cool, and having large troops of monkeys parading past rivers and fires just to get some grapes is just plain ridiculous, and I love things that are ridiculous.

Super Troopers is pretty cool because of the board and how it interacts with the players. There are vines, fires, rivers, floods, and droughts that all are giant parts for how Super Troopers plays.
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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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Scuttle by A. P .B. B.
From gallery of funkdonut

Life as a crab is good, and you have it easy, until the tide washes you out into the treacherous maze of tide pools. Time is ticking, and you have to go up against your crustacean companions in a race to collect enough red shells to cross the rocky barriers and return to the sea. Will you dive back into the ocean foam? Or get stuck in a stony tomb?

Scuttle is a mix of Auction/Bidding, Set Collection, and Variable Player Powers. On a player’s turn they can move across the board, collect shells, or cross barriers. Each barrier is marked with a certain amount of each kind of shell that players need to cross- any combination of green, blue, white, or orange. Players’ main goal is to cross barriers to collect red shells, which can end the game; however, they may also initiate bets to take away another player’s red shells.

The game ends when a player manages to collect three red shells and cross the final barrier into the sea. That player gains a bonus ten points, which are then added to the total point value of all their shells and cards. The players then all compare their points, and whoever has the most wins. In a tie, the player who remembers the most crab trivia (plenty of which is provided throughout the game) wins.

I have a friend who is really interested in crabs, and when researching them to see why she liked them so much I discovered that they’re actually pretty cool, along with the tide pools they live in.

I am proud of the design of my board and my system of picking up and using shells to cross barriers, because I put a lot of time into thinking about bettering both of those things.
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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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Fight of Day and Night by C.L.
From gallery of funkdonut

Humans and Vampires have been enemies for a long time and they still. It is your job to get your side on top. You are trying to switch the other side to join your side and conquer. Can you switch the most people or will you be switched?

Game Mechanics: Take that, Area Movement, Dice Rolling
You move across the board trying to attack and switch the other players. At the beginning of the game, you roll and see where you start. At the beginning of each day, you roll to see where the chest is.

It is played in three rounds. A round ends when all players are on the same team. The game is won by the player with the most amount of points. You get points by switching people or buying them with gems. You also lose points by being switched so use strategy.
When we brainstorming we played un pub and I got vampires and take that and the idea just kind of clicked.

I am proud of the fact that there is no other game ever made that is like mine, it is very different from a normal game and that makes it cool to learn.
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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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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
The Isle of Decisions by O.C.
From gallery of funkdonut

A group of adventurous young explorers have been stranded in the isle of decisions, a place filled with magic, mystery, and infinite possibilities. In this unique roleplay and adventure game, players will gather resources, interact with villages, and battle it out to build an escape craft to get out of this mysterious maze of choices, power, and danger behind every corner.

Roleplay, dice rolling, trading, area movement, set collection
On their turn, players decide how far they want to move by paying food tokens, which they can acquire from wheat fields and villages. If a player enters a village, they may choose to either rob the village or greet the locals. Once they have decided, they will roll the dice. They will find the number corresponding to the dice on the village occurrence sheet, and read the short occurrence story next to it to see if they were successful. They may be accepted into the village, or possibly banished. If a player is accepted, they may live in this village and build farms there for more food. Players can also defend their village from other players attempting to rob it, and make alliances with fellow villagers. Players may enter the forest or wheat fields to collect resources.

The game ends when a player collects all the pieces to their escape craft. This player is the winner.

I chose a fictional-roleplay theme because I love to write stories and make people really feel like they are in the game. Also because i thought this would be a fun (if nerdy) game that me and my friends could enjoy.

I’m actually super proud of my villages because for one, I loved writing all the fun occurrences, and also because my friends loved to see how there characters both succeeded and completely failed (and of course there’s some comic relief in there.)
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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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Mole Pit by A.T.
From gallery of funkdonut

Stealing gems is from those ground squirrels is quite an easy job, since you’re indistinguishable from them, except the gems you’re trying to steal have already been stolen! Can you discover and stall the other moles while you steal more gems?
Mole Pit integrates Action Point Allowance and Point to Point Movement with Deduction to mock being a sly and greedy mole.

Players accumulate actions points to move any piece, mole or squirrel, to collect gems with, or move pieces they think are another player’s mole away from gems. Players can also block tunnels to trap rival moles and further isolate them from gems. Players can bet a player did not collect a gem with their mole in order to uncover enemy moles.
Players get points for collecting gems and bonus for collecting a set of 3 gems. The winner is the first player to reach 18 points.

I chose this theme because I recently did an espionage unit before I started making this game and I wanted to make a game with the poker aspect.

I was proud that my first game wasn’t a complete disaster and actually worked out quite well and was able to combine all the aspects that I wanted without much conflict. I am especially glad that the system of hiding your own moles and uncovering and stalling other player’s moles worked out.
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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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Monstrosity by S.S.
From gallery of funkdonut

Haunted house are fun, but only if you escape. You need to use your surroundings to escape, but with monsters in the way tring to stop will you continue? In this journey will you escape and be free or be stranded in the haunted house for eternity?

Monstrosity uses 6 game mechanics including worker placement, modular board, trading, card drafting,battle card, and chit pull. You place monsters, trade cards, battle monsters, and pick random monsters from a bag.

On turns players can move, place cards, battle player or monsters, expand rooms, move monsters, and open chests. Using cards, battling monsters, and expanding rooms don’t use an action.

A player wins by getting both of their meeples out of the house while the player is in possession of at least six keys. Players do so by opening chests and getting keys while also avoiding monsters.

I chose this theme because there were numbers of different ways I could make my game, and others could understand a part of my game before I start ex-laing it to them.

My game’s good because it's easy to play and set up, and plays quite quickly. It’s a nice game to play when you want to relax or on a rainy day.
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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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Covert Ops by S.H.
From gallery of funkdonut

Everyone wants to rule the world, right? As a highly trained spy, you can. You will travel on a dangerous mission of fighting to control one of the world’s largest continents. So the question is, will you prevail?

Worker Placement, Secret Unit Deployment, Area Control/Influence
Players place their pawns randomly around the board before they know their mission. At the beginning of the game, each player will draw two Home Country Cards(one for each pawn). Thus none of the other players know what that pawn’s home country is. The objective is for players is to conquer the most countries.

On a players turn they may move through countries, conquer countries, look at another player’s home country card, and/or conqueror a country. Throughout these moves, players will eventually fully complete their mission.

The game ends when one player has completed his/her mission. That player will then make sure that every player agrees with them that they have finished their mission. Players then will tally up the amount of countries they conquered. The player with the most amount of points wins.

I chose this theme because ruling the world would be fun, and everyone deep down inside would like to rule the word, so I decided to make a game where you can.

I am really proud that my game has come this far. In the beginning my game was just a map of Europe, and there was a lot of problems. I am really glad that my game has transformed
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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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Potion Quest by S.P.
From gallery of funkdonut

Today is the the day, you are wizard apprentice taking your final test to become a wizard. Your task is to colloct exoctic ingredients from the most dangerous parts of the world. Then you have to them back to the castle and make the potion in front of the toughest judges in the whole kingdom. Can you do it?

Potion Quest uses set collection, area movement, tile placement, worker placement. To create the feeling of a real wizard. You will give your loyal servants bridge spells to collect the rarest ingredients. But beware others also need the same ingredients as you so you must bargain and barter with them to get ahead.

During the game players will build paths using bridges. These bridges will build a route that a player will use to move one of their workers. The workers will eventually make their way to a potion ingredient site. They will then collect the ingredient. Once a player collects all ingredients for their potions they had back to castle to complete it.

The game ends when all of the bridges run out. The player to be the first to complete their two potions or is the closest to completing them wins.

I chose this theme because I thought it would make a interesting game and I like wizards.
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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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Gotham is Burning by A.K.
From gallery of funkdonut

You are a superhero, and your city is burning! You are racing against other, not so great heroes who are also trying to rescue people, puppies, and avoiding getting trapped in buildings. Can you save the most people and win the great fire race?

The mechanics in this game include secret unit deployment and programmed action. These both help the game run smoothly but also add strategy and fun.

Each player chooses 3 action cards out of their individual decks. The player places these cards face down in front of him in the order he wants to play. Those cards will be one of the following: Strength, Put Out One Fire, Frozone, Fight, Healing, Start a Fire, Teleport, and Steal.

The game ends when all of the puppies are removed from the board. Puppies can be removed if they are claimed or when a building has three fire cubes it goes on lockdown and all the puppies inside die and are removed. The point system is based off secret unit deployment. People are worth 1-3 and puppies are worth 2-4.

I chose this theme because I had played Walk The Plank and really liked how it had programmed actions, so I wanted to include this is my game. The superhero can from the fact that I think superheros are 100% real just no one noticed. These two ideas came together to create this game!

I am so proud of the fact that my vision came to life. It didn't end u perfect but I finished it and I am happy to say I created it. I wanted to make a fairly simple game but with enough strategy and fun to make it worth playing.
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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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These Gems of Mine by E.S.
From gallery of funkdonut

Each player is a miner, trying to get the greatest value of gems. Players score points by mining as many gems as possible. To accomplish this, they must create their own paths and place them on the board. After you put down your first path, you can connect more paths to it. If your path touches a gem, you get that gem. Each time a player collects a gem, the level on the tracker increases by how much that gem is worth. After crossing a path, the space behind you is blocked with a lava rock. The games ends when the tracker reaches the top. You must get out of the cave before the tracker reaches the top or else the cave collapses and everyone still inside the cave dies.

Each player has three actions per turn. On a player’s turn, they can place a path card, move to an adjacent card along a connecting path in any direction (forwards, backwards, etc.), collect a gem, fight another player, or move a lava rock. The different mechanics are action selection, area movement, tile placement, modular board, and take that.

The game ends when the tracker reaches the top meaning the cave collapsed and everything still inside dies. The tracker moves up everytime someone collects a gem by how much the gem is worth. To get out of the cave, you must either create a path leading out of the cave or pay gems to move lava rocks out of your path so you backtrack along your path and get out of the cave. To win the game, you must get all of your meeples out of the cave before the level reaches the top and have collected the greatest total value of gems.

I chose this theme because I wanted something with a time limit and danger. Also I find caves and gems cool.

There aren’t many other games like it where you can draw and erase your own paths. I’m proud of how many improvements I made to it since the beginning and how many new ideas I’ve had to add.
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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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Thaumaturge Purge by J.F.
From gallery of funkdonut

You are a wizard from a distant land that has searched the world for the all-powerful crystal. You, a master of Water, Fire, Earth, or Air, have tracked it down to a hidden island in the middle of nowhere. Unfortunately, other wizards have located the crystal as well. Deep in the island, there is an unknown creature lurking about. Can you navigate through the island, take crystals and gold, and leave your enemies in the dust?

Game Mechanics:
Hand Management, Area Movement, Pickup and Deliver, Card Drafting, Dice Rolling, Variable Player Powers

Players can choose cards out of their hands to Move, Attack, or Use a Spell. Using these cards, Players can Maneuver around the terrain, collecting Gems, Crystals, and Gold to Boost their abilities as well as the chances of winning. But they must be careful. The Beast is out there...

They Game ends after three rounds of play. Each round ends when all Gold gems are gone or the crystal has left the island. A player wins by collecting the most gold gems while simultaneously collecting the all powerful Crystal.

The theme of wizards and sorcerers makes me think and I think the theme is very interesting. I enjoy playing games about this fantasy area, so I thought it would be fun to create a game like it.
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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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Beam Me Up Mummy by G.J.
From gallery of funkdonut

You are a tomb raider who has found the teleportation technology that the aliens left on earth when they built the pyramids. You will use this technology to help you raid the pharaoh's tomb for his treasure. The only problem is that the teleporter has limited energy and other raiders have found the teleporter too. Can you collect the most treasure before the energy runess out.

The main mechanics that I ended up using in the game where area moment, pickup and deliver, and Battles with many other smaller less important mechanics mixed in as well.

Each turn a player can move, teleport, or spend energy. When moving you can move to an adjacent tile. You then roll a die or play a card to see if you can stay on that tile. If you can stay on the tile you collect all the treasure and artifacts on that tile. If you can not stay on the tile you get teleported back to start. If you are within range of another player you can teleport them. You teleport them by having a roll off with them. The loser of the roloff has to go back to start. When you go back to start you lose all your treasure in your current inventory and gain one energy. Energy can be spent to regain cards that you have already played. If you go back to start without getting teleported or failing to stay on a tile you put all the treasure from your current inventory to your permanent inventory.

The game is over when there is no more energy left in the teleporter or if all players agree that it would be pointless to continue playing because one player has gained such a large advantage. The winner is the player that has collected the most treasure.

I chose this theme because I find the idea that aliens came down to help the ancient Egyptians build pyramid ridiculously hilarious. I also find the idea of going through a tomb discovering new things fascinating.I like the adventure of going into the unknown that the theme and game somewhat simulate.

I am proud of the fact that I could get the game to a point where it is actually playable, but more specifically I am proud that I came up with new interesting ideas that I have never seen anywhere else like a rotating start position and the way I made teleportation work. I am most proud that people liked the game when playtesting and did not seem to see playing it as work but as fun.(or at least from my perspective it seems that way.)
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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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We’re Wolves by G.R.
From gallery of funkdonut

You and what is left of your pack of werewolves are dying off. You must compete with the other packs for control of the village you have overrun. All the villagers are cowering inside their homes, but the vampires that have infiltrated the village are fighting back. Players must capture the vampires artifacts when they are gone from their crypts, eat villagers, and fight other species of werewolves.

Secret Unit Deployment, Area Movement, Dice Rolling

Players run around throughout the day and night capturing villagers, evading vampires, and fighting other werewolves. When the vampires are out during the night, players may capture vampire artifacts to assist them when fighting vampires or to use against other players.

The game ends when one species of werewolves die out.

I chose this theme because werewolves and vampires have a very interesting conflict.

I am very proud of how I incorporated the day and night into my game. I also like how you can use the vampire’s artifacts.
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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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Airship Adversity by M. O. M. O.
From gallery of funkdonut

In Steampunk Victorian England, it’s a hard task to be an engineer, especially with the annual engineering competition ahead. You have entered in the competition, but a recent storm has destroyed your airship. Now, you must rebuild your airship by buying pieces and traveling to nearby cities. Remember that each engineer has a special ability and will add a special aspect to their own airships, so you have to be at the top of your game, but England is in a time of conflict, there are many storms and setbacks trying to stop you from completing your airship. Can you become the most prestigious engineer while also being the richest and most creative?

Airship Adversity combines Variable Player Powers, Trading, and Action Selection. On your turn, you choose to do three of seven actions. The actions are Fly/Move to Another City, Buy Items, Buy Workers, Move Through a Boat or Train, Buy Lightning, Zap, or Sell Hydrogen Gas. Each player can also use their power as one of their actions on their turn. Players can trade items between each other and set prices between each other.

The game is played in rounds. The rounds are build and race. While you are playing there is an optional challenge where you can draw a design for your airship. At the end, players add up their points from the building round and the race round (and the design challenge if they did it), along with the amount of workers and excess money and hydrogen gas they have. The player with the most points at the end wins.

I chose this theme because I really love to read fantasy books, especially steampunk stories. I thought that I could connect people who also loved steampunk. Steampunk also intrigues me and many other people so I thought it would be the perfect theme for me.

I am extremely proud of how I was able to combine everything and how my game worked very smoothly. I find it extremely cool that it is kind of like you are an actual engineer traveling throughout England, Scotland, and Wales.
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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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Lord of the Kiwis by S.R.
From gallery of funkdonut

The New Zealand wilderness is a great place to be...if you’re not a 45cm tall, flightless bird. Can you avoid getting eaten by hungry feral dogs, collect as much fruit as possible and navigate through the crazy New Zealand wild, all while looking as cute as possible? May the best kiwi win!

Game Mechanics: Card drafting, Programmed actions, Simultaneous action selection, Take that

On their turn, players use programmed action selection to move down the length of the board. They can also collect fruits and place poop tokens along the way. They can fight another player for half of their fruit collection, and cross rivers.

Players win by gaining the most points, and the game end when all the kiwis have crossed the length of the gameboard. No kiwi left behind!

I chose this theme because I love kiwi birds, and they’re really adorable animals. It’s also a connection to the place I used to live, which incorporates a huge part of my life.

The game is fun because it’s really funny in general, and lots of the elements are tied to real world things (Fun fact: kiwi birds are actually super territorial and aggressive) and I’m proud of how far my game has come from being just a bunch of kiwi birds trying to navigate through the wilderness.
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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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Smoothie Smoothie by A.C.
From gallery of funkdonut

You and your fellow smoothie shops are competing to be the #1 smoothie shop in New York City. Your shop is almost out of business, and the only thing that could save you shop is this smoothie title. Along with the threat of losing you shop, other businesses are prepared to run your shop to the ground. Will you win the award and defeat the other smoothie shops or lose your job and the title?

The game mechanics include action selection, card drafting, and area movement. Action selection allows the players to choose what to buy/do during their turn. This allows people to protect their recipes, go to the market, or even go to other players’ smoothie shops. Card drafting allows the players to get resources (such as ingredients) needed to win, and area movement allows players to go to the market to get resources and to go to other players’ shops in order to guess recipes.

The player with the most points at the end of the game wins. You obtain points by guessing recipes. The person with the most points wins #1 Smoothie Shop and saves their shop. The game ends after 12 rounds (or weeks).

I chose this theme because the theme seems unique and could be interesting as a game. The (smoothie) theme could also be used in many ways. I’m proud that the game board is neat and that players have a lot of options on what to do on a turn.
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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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Summing Sheep Sleep by M. G.
From gallery of funkdonut

You are a shepherd, keeping all of your sheep in order peacefully, when another shepherd’s sheep jumps over your fence. Your one of your sheep sees their sheep jump the fence and counts it, falling asleep. Then, your sheep start to bahhhhh because they are hungry, and right when you think nothing could get any worse, you go broke. Trying to maintain your pasture and defend your sheep as well as feeding them and harvesting their wool to sell can be so exhausting.

Game Mechanics: Action Selection, Battle Cards, Area Movement, Modular board

Every turn, a player takes at most four actions, choosing from playing a sheep, moving your shepherd, buying food or shears, and waking, calling back, or shearing your sheep (action selection). When you play a sheep, you use one or more of your Sheep cards (battle cards), to move your sheep to someone else’s pasture, and put their sheep to sleep. You can then move your shepherd (area movement) to it’s old place in your pasture, and call it back to a different place (modular board).

When you find the End Game card in the deck of sheep cards, the game ends. The winner is determined by a point system. You get five point for each sheep that is home and awake, one point for each time you played a sheep, another for each time you won a fight, and two for each wool buck (the currency system) you have.

Sheep are just the wooliest and most adorable theme I could think of. I also have sleep on my mind often, and when I think of sleep, and sheep, I think of counting sheep. It is the perfect mix of sheep and sleep, two things I love.

My game is cute, but also harder than it looks. It combines the hardness of shepherd life and the real-world problems of having to feed yourself, make money, and win at life!
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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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Tomb Tumbler By A. S.
From gallery of funkdonut

You are a tomb raider and have gotten yourself stuck in a tomb. You must escape before time runs out. You must do this by placing tiles to move across the twists and turns of this expansive deathtrap. Look for loot, sabotage each other or work together, and finally… Escape!

In your mission to gain your riches you move across a modular board to of an ever changing maze of passageways. You have many actions including being able to draw from loot and sabotage/buff cards, and build routes throughout the crypts.

In the beginning of your turn, you either buff yourself or sabotage an enemy of your choice. Afterwards you can choose to excavate a new tunnel (placing a floor tile), search your room for extra loot (drawing from the loot deck), or you can move throughout the expanses and find hidden treasure and ancient technology.

Once the first player reaches 25 gold, and exits through a ladder.

Tombs are kind of unknown so you can develop a lot of ideas that are from what little is known. You also have a lot of space to develop your own ideas, such as the teleporters in my game. Crypts have always interested me as a passage through time to see how the past cultures were.

I have developed the game so far since it started out, every time I have playtested I have made substantial changes. These changes have made the game more engaging to not only me as a creator, but everyone who has played the game since. I’m proud of how my game has developed materially from crudely drawn cards (of 1 boring passageway) to neatly printed, with lines to indicate space, and so many different items and passageways. The rules started off very confusing and did not cover much (even the ideas I had in my head).
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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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Slice and Dice Sushi Mice By O. S.
From gallery of funkdonut

You are a mouse under the threat of hungry cats. The cats have agreed to not eat the mouse who has the best sushi shop so they can make more sushi to eat. Now, the competition has begun. Can you become the best slicing dicing sushi mouse? Or will you fall prey to the fluffy house pets?

The game mechanics include: Action Selection, Worker Placement, Hand Management, Pattern Building. Players need to select actions to perform through their workers and make pattern combinations to create sushi, or place upgrade cards.

On a turn you select an action to perform, and solidify your choice by placing a worker corresponding to what you want to act upon. You will need to steal by placing mice, recruit by placing mice, and make sushi by matching cards in combos of three, then adding soy. A player may also use upgrades to speed up production, or to make production more effective.

To win the game players will need to earn the most points by pleasing the most cats. There are a few main strategies involved. Some players will favor buying upgrades, and focusing on progression, some will focus on making sushi as fast as possible, and some will decide to take everything the other players need to prohibit them from victory.

I chose the theme of sushi mice almost entirely randomly. I was thinking about names for games to give inspiration and my mind turned to rhymes and alliteration. I thought of things like “danger dinosaur” and the like, but by far the best was, “slice and dice sushi mice.” I thought about what a game with such an odd name could possibly be like, and came up with some ideas I thought would work really well in a game. I knew then that slicing and dicing sushi mice were sure to fill my future.

I am specifically proud of the blend of randomness and player controlled events that require strategy and planning to deal with. I also think that there is good variation of ingredients and sushi types that combine with the soy to make many combinations of sushi. With the addition of seasons, the game is not only spiced up with seasonal changes, but the change of order allows each player a chance to go first and have first pick of wares and chefs.
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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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Corporate Conundrum by Y. C.
From gallery of funkdonut

Recently you were accepted by the biggest financial services company in Money Metropolis, and you are agog to prove your worth and while your at it make some cash. While under pressure to meet deadlines, you have to try to make the most money by investing in the stock market. Play it safe, take risks, or slide some cash under the table to take money and turn it into more money.

Corporate Conundrum is a combination of Stock Holding and Action Selection that is a fun game in which people learn a little bit about the stock market. Players must analyze facts about companies to make decisions about which companies to invest in. Players will also invest in the bank and use insider trading to make money.

Players win when they have the most money after 7 months.

I chose the stock market theme because I played a stock market simulation in second grade, and I really enjoyed it. I also wanted to educate people about the stock market.

I am proud of the fact that my game is fun and educational. I am also proud of how my game is replayable for a different experience.
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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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Plague Pirate Puppies by D.C.
From gallery of funkdonut

Annoying humans have came into your world and totally disrupted animals’ lives. Finally you have your way to get back at them. Animals can now pick up fleas from flea islands and give them to humans to spread the bubonic plague. Infect people to gain points.The higher up the infected person in social hierarchy the more points you get. Will you be the one to win? Or will you come up empty handed?

This Game uses the Mechanics point to point movement, pick up and deliver, and chit-pull. On a players turn they can use pick up and deliver to grab fleas to spread to humans, but before they can start spreading the plague they must ride a boat across the ocean which holds many creatures waiting for food. After getting across they must spread the plague to other people before their opponents beat them to it.

The player with the most points at the end of the game wins. Infecting a commoner gives you one point but infecting a monarch gives you four. The game ends when either all fleas have been used or all humans have been infected.

I chose this theme because I have a pet rat wich I love, and many times rats are blamed for spreading the plague but the truth is fleas did. Now this game is not only fun to play has many true aspects of the plague that can be taught to other people.

I am proud of all the work I’ve put in and how well it’s turned out. The game seems simple at first but takes a lot of strategy based on when you choose to infect humans and making sure you don't accidently help other players.
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