Game Design #28: Overdue

Introduction: In honor of my lateness in conceiving and posting this design — a game about being late! Roll the dice and rack up your score as the turns go by, but be sure you cash in before the deadline hits. If you’re late, you get one chance to make it right before your […]

Today on “Why Didn’t I Think of That?”…

This showed up on Raph’s blog the other day. I can’t believe the simplicity and subtle genius of this idea. But more than a static instance bank with a cheesy LCD game that kids can play like the old Tiger toys, why not a full-fledged online MMO like Habbo Hotel or Club Penguin? Think of […]

Game Design #27: B Movie

Introduction: Somehow it seems harder to make a truly first-rate second-rate movie than it is to make a blockbuster. Limited funds, cheesy sets, fake blood, and goofy actors — sounds like a recipe for success! In this game players, take turns as the Producer, creating the most outrageous, ridiculous, and hilarious screenplay they can imagine, […]

Game Design #26: Sweethearts

Introduction: A game of young love with all its wonders — especially the rumors, gossip, and secrecy! The annual school dance has arrived and the night is alive with possibility. Choose your sweetheart and court them as the dance wears on, but beware! Gossip is delicious, and your opponents will expose you and your tender […]

Game Design #25: Superdelegate

Introduction: In honor of Barack Obama’s recent victory in the Democratic presidential primary race comes a game about currying support in the face of overwhelming odds and hazy information. You play a superdelegate watching an intense battle between two evenly-matched opponents. Throw your support behind the winning candidate to score points, but in the world […]

Game Design #24: Gooball

Introduction: Hardly any necessary Roll your little gooey avatar around the table and try to bump your opponents as you compete to score points, but beware: your elasticity and density waxes and wanes with the dice rolls.
Players: 3+
Materials:

Several twelve-sided dice, one per player, preferably of different colors
Rulers or tape measures
A playing surface at least […]

Game Design #23: Progeny

Introduction: In the good old days of Victorian England, raising a family was a breeze. Children were assets, measured in terms of marriageability and earning potential against cost of upbringing and risk of death or disownment. Why, it was practically just a business proposition. And women? Simply the means of production. In Progeny, players get […]

GCG Portnow Design Challenge: “WWII Shooter” - Croix de Lorraine

My entry for this weeks Game Design Challenge, conceived by James Portnow and hosted on the Game Career Guide. View the full description of this week’s challenge - “Design a WWII shooter.”
WWII Game – Croix de Lorraine
Selling points:
Bold new perspective on the conflict
Rich urban environments
Unique guerilla missions and level design
Strong female protagonist!
The game takes […]

Game Design #22: Starshower

Introduction: In Starshower, players compete to cover the board with stars and patterns, but they may not always be able to call their shots. Each turn you have a chance to hit or miss, and if you miss you could find yourself ruining the very patterns you so carefully created. But even in despair there […]

Game Design #21: The Cat’s Pajamas

Introduction: Word games can be a bit much for those who are weak in the knees when it comes to the mother tongue. But if you’re light on your feet, quick as a whip, and can keep your cool while others are all over the place, you’ll be in the gravy while your opponents are […]