June 2005 - Doppleganger
Since BGDF has moved over to a new server, they will eventually lose all of their old posting. So now I have to keep a record of my showdown entries somewhere else.
With this game, I have finally archived all of my GDS entries. WHEW!
This was my first attempt at an entry. While everyone thought it was an excellent concept, it wound up in fifth place due to the fact that it didn't meet the "pick up and drop off" requirements (something that I completely forgot about when working on it). My updated version of the game has this element NOW; of course, the rules are a bit longer than 800 words, too. I'm still not sure how viable the game is in it's current form; at some point in the distant future, I may even be able to play it.
I've learned quite a few tricks since this first attempt at creating "award winning" GDS entries. Namely:
1) Keep it simple. First of all, you have only 800 words. That's not a lot. Secondly, people don't vote for games that they can't understand.
2) Really, REALLY, make sure you have met all of the requirements. In general, people don't have the time to go over all the entries with a fine-toothed comb. And so, people are looking for any simple way to pare down the list quickly. And at first glance, if the game doesn't meet the requirements, it gets chopped off the possible vote-getters quickly.
3) Along with number 2 above, never, EVER go above 800 words. Unless you want your game passed by like a hitchhiker on the side of the road with a severed head in his hand.
Dopplegangler: Unleashed From Groom Lake!
OBJECT: Investigating the abandoned Groom Lake test site, the players have found conclusive evidence of past Alien experiments. However, their vehicles have been sabotaged. Now, the team is trying to cross the desert to civilization with their proof, but one team member has been taken over by an Alien, trying to foil their plans.
COMPONENTS:
CHARACTER CARDS and WIN CONDITIONS:
Each player gets one hidden character card.
One player will be randomly assigned the ALIEN card. If all HUMANS and the BOUNTY HUNTER die before reaching civilization, the ALIEN wins, regardless if he is still alive.
One player is an ALIEN BOUNTY HUNTER. The BOUNTY HUNTER wins solely if he kills the ALIEN.
The rest of the players are HUMANS. HUMANS who are still living who make it to a Civilization tile win the game.
DESERT TILES:
There is one tile designated as GROOM LAKE (the start tile). Tiles are drawn and placed to form a map of the Desert. Also, some tiles have Events on them which must be followed.
THE GROUP:
The Group pawn starts on the Groom Lake tile. The rest of the tiles are divided into three piles, shuffled, and placed face down. The three piles are determined by icons on the back of the tiles: 3,6, and compass.
SUPPLY CARDS:
Each player draws 12 Supply cards, and discard 6 at the start of the game. ALL SUPPLY CARDS CANNOT BE SHOWN TO ANY OTHER PLAYER UNTIL THEY ARE PLAYED DURING THE GAME.
HAZARD CHITS:
HAZARD chits are played on marked Desert Tiles as they are revealed. The Group cannot move onto a Desert Tile unless the Hazard on the tile is removed by the group discarding the appropriate Supply Cards, or possibly by discarding a life token.
LIFE TOKENS:
Each player starts with 5 Life tokens. Player with no life tokens have died.
A PLAYERS TURN:
A player has two Desert actions:
--Scout the area.
--Move the group to a neighboring Desert Tile.
SCOUT THE AREA:
The player picks up two Desert Tiles. HE CANNOT SHOW THESE TILES TO ANYONE ELSE. He chooses one, and discards the other. If the group is 3 or less tiles away from Groom Lake, he takes tiles from the “3” pile of tiles. If the group is 6,5, or 4 tiles away from Groom Lake, he takes tiles from the “6” pile. otherwise, he takes the tiles from the “Compass” pile.
If the tile shows a prt of the desert, he must place it next to the tile that the group is currently on, the graphic edge elements must match (ie, the paths must continue across both tiles). If the tile cannont be placed next to the current tile the group is on, the player loses a life token and places the tile anywhere on the board. Again, the graphic elements along the edges must match.
If the tile indicates that it has a Hazard, the player draws two Hazard chits, selects one, and places it face down on the tile, discarding the other one. PLAYERS CANNOT SHOW TO THE OTHER PLAYERS OR DISCUSS FACE DOWN OR DISCARDED HAZARD CHITS until they are flipped over during play.
If the tile is an Event tile, the players must follow the directions of the Event.
Event tiles can let player find supplies, swap character cards, or result in life token/supply loss.
MOVE THE GROUP:
M the pawn to the next tile as long as it follows a path.
Moving to a town (civilization) tile wins the game for all remaining Humans.
If the tile has a Hazard chit on it, it is flipped over, and the players must play Supply cards and/or Life tokens to remove the Hazard. If the Hazard is not removed, the Group token is moved back to the previous tile.
Some Hazards require cooperative card play from the entire group; other Hazards require play from each player individually.
ALIEN ACCUSATION:
After any player’s turn, any player may accuse another player of being the Alien. Then a vote is taken to determine if the accused player should be killed (removed from the game). If a simple majority vote a player to be an Alien, then that player is removed from the game. DO NOT LOOK AT HIS CHARACTER CARD.
Instead of taking a vote, the Alien Bounty Hunter may reveal his character card, and independently kill another player. That player’s character card is flipped over. If the Bounty Hunter selected the Alien player, the game is over, and the Bounty Hunter wins. If the player is a Human, the Bounty Hunter and his target are removed from the game.
When a player is removed, his supply cards are dealt randomly to the remaining players.
With this game, I have finally archived all of my GDS entries. WHEW!
This was my first attempt at an entry. While everyone thought it was an excellent concept, it wound up in fifth place due to the fact that it didn't meet the "pick up and drop off" requirements (something that I completely forgot about when working on it). My updated version of the game has this element NOW; of course, the rules are a bit longer than 800 words, too. I'm still not sure how viable the game is in it's current form; at some point in the distant future, I may even be able to play it.
I've learned quite a few tricks since this first attempt at creating "award winning" GDS entries. Namely:
1) Keep it simple. First of all, you have only 800 words. That's not a lot. Secondly, people don't vote for games that they can't understand.
2) Really, REALLY, make sure you have met all of the requirements. In general, people don't have the time to go over all the entries with a fine-toothed comb. And so, people are looking for any simple way to pare down the list quickly. And at first glance, if the game doesn't meet the requirements, it gets chopped off the possible vote-getters quickly.
3) Along with number 2 above, never, EVER go above 800 words. Unless you want your game passed by like a hitchhiker on the side of the road with a severed head in his hand.
Dopplegangler: Unleashed From Groom Lake!
OBJECT: Investigating the abandoned Groom Lake test site, the players have found conclusive evidence of past Alien experiments. However, their vehicles have been sabotaged. Now, the team is trying to cross the desert to civilization with their proof, but one team member has been taken over by an Alien, trying to foil their plans.
COMPONENTS:
CHARACTER CARDS and WIN CONDITIONS:
Each player gets one hidden character card.
One player will be randomly assigned the ALIEN card. If all HUMANS and the BOUNTY HUNTER die before reaching civilization, the ALIEN wins, regardless if he is still alive.
One player is an ALIEN BOUNTY HUNTER. The BOUNTY HUNTER wins solely if he kills the ALIEN.
The rest of the players are HUMANS. HUMANS who are still living who make it to a Civilization tile win the game.
DESERT TILES:
There is one tile designated as GROOM LAKE (the start tile). Tiles are drawn and placed to form a map of the Desert. Also, some tiles have Events on them which must be followed.
THE GROUP:
The Group pawn starts on the Groom Lake tile. The rest of the tiles are divided into three piles, shuffled, and placed face down. The three piles are determined by icons on the back of the tiles: 3,6, and compass.
SUPPLY CARDS:
Each player draws 12 Supply cards, and discard 6 at the start of the game. ALL SUPPLY CARDS CANNOT BE SHOWN TO ANY OTHER PLAYER UNTIL THEY ARE PLAYED DURING THE GAME.
HAZARD CHITS:
HAZARD chits are played on marked Desert Tiles as they are revealed. The Group cannot move onto a Desert Tile unless the Hazard on the tile is removed by the group discarding the appropriate Supply Cards, or possibly by discarding a life token.
LIFE TOKENS:
Each player starts with 5 Life tokens. Player with no life tokens have died.
A PLAYERS TURN:
A player has two Desert actions:
--Scout the area.
--Move the group to a neighboring Desert Tile.
SCOUT THE AREA:
The player picks up two Desert Tiles. HE CANNOT SHOW THESE TILES TO ANYONE ELSE. He chooses one, and discards the other. If the group is 3 or less tiles away from Groom Lake, he takes tiles from the “3” pile of tiles. If the group is 6,5, or 4 tiles away from Groom Lake, he takes tiles from the “6” pile. otherwise, he takes the tiles from the “Compass” pile.
If the tile shows a prt of the desert, he must place it next to the tile that the group is currently on, the graphic edge elements must match (ie, the paths must continue across both tiles). If the tile cannont be placed next to the current tile the group is on, the player loses a life token and places the tile anywhere on the board. Again, the graphic elements along the edges must match.
If the tile indicates that it has a Hazard, the player draws two Hazard chits, selects one, and places it face down on the tile, discarding the other one. PLAYERS CANNOT SHOW TO THE OTHER PLAYERS OR DISCUSS FACE DOWN OR DISCARDED HAZARD CHITS until they are flipped over during play.
If the tile is an Event tile, the players must follow the directions of the Event.
Event tiles can let player find supplies, swap character cards, or result in life token/supply loss.
MOVE THE GROUP:
M the pawn to the next tile as long as it follows a path.
Moving to a town (civilization) tile wins the game for all remaining Humans.
If the tile has a Hazard chit on it, it is flipped over, and the players must play Supply cards and/or Life tokens to remove the Hazard. If the Hazard is not removed, the Group token is moved back to the previous tile.
Some Hazards require cooperative card play from the entire group; other Hazards require play from each player individually.
ALIEN ACCUSATION:
After any player’s turn, any player may accuse another player of being the Alien. Then a vote is taken to determine if the accused player should be killed (removed from the game). If a simple majority vote a player to be an Alien, then that player is removed from the game. DO NOT LOOK AT HIS CHARACTER CARD.
Instead of taking a vote, the Alien Bounty Hunter may reveal his character card, and independently kill another player. That player’s character card is flipped over. If the Bounty Hunter selected the Alien player, the game is over, and the Bounty Hunter wins. If the player is a Human, the Bounty Hunter and his target are removed from the game.
When a player is removed, his supply cards are dealt randomly to the remaining players.
Labels: Doppleganger, GDS
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