Too Much of a GEEK not to Design

Project 3 | April 21, 2008

I apologize for the delay in posting my third and fourth challenges, however the Game Developers eXchange conference delayed the project.

The third project in the design challenge was to develop a puzzle game, and so for mine i have chosen to create a game where you manage ship systems by rerouting power in an effort to stave off disaster as long as possible.

This game still needs refinement, as for this challenge i had only roughly 36 hours to create the game. As a result the rules may be updated periodically.

I plan on taking this game to completion, and may possibly create a flash version if I find the time.

All Systems Down

Project 3 of 8

Christopher Schmidt

Materials

hex tiles available on my website. Page 1, Page 2, page 3, page 4, page 5, page 6, circuit back (print 4), page 5 back, page 6 back, dead core. Print these on thick cardstock or glue them to cardboard, and then glue the backings onto the tiles.

challenge cards available on my website page 1, page 2, page 3, page 4, page 5, page 6, card backing print these cards on cardstock, then reverse the paper and print the card backing on the backs. (these cards are being redesigned in illustrator and will be available soon)

remember to use thick cardboard or cardstock to create the tiles, as they need to be able to be lifted easily. Using cardstock for the cards will make them easier to shuffle and hard to see through, however this is not as important for this game.

kitchen timer, stop watch, or other timekeeping device which can track seconds

Gameplay

sort the tiles into 3 piles: systems, power cores, circuits, then shuffle the circuit tiles.

separate out the “action cards” from the “challenge cards” and shuffle the challenge cards.

place the Dead power core on the table, and randomly place 3 of the system tiles around it

fill in the 3 empty tile spaces with random circuit tiles, and place the 3 power cores in the adjacent spaces in the next ring, then fill in the remaining spaces in the second ring with circuit tiles

place the backup power cores on the outside edge of the placed circuit tiles, and then fill in the remainder of the second ring with circuit tiles.

Place the remaining system tiles on the third ring on the corners, one tile away from the other systems, then fill the remaining space with circuit tiles.

Once all the tiles have been placed, determine which player will go first, deal each player 1 “it’s not so bad” card, and 3 “patch” cards, and reveal the first challenge card.

The player whose turn it is now reads the challenge aloud, and sets the timer based on the time limit of the individual challenge. The player then has until the time limit expires to rotate the circuits to create a path between all the systems detailed on the card by rotating the tiles in place. Once the challenge has been completed or failed, that player then selects one circuit tile to flip, revealing the “dead circuit” side. This circuit is now considered out of play, and cannot be used to create a path.

play then proceeds to the player to the left.

when a player fails to complete a challenge they are “out,” and the last player remaining wins the game.


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About author

I am Game Designer, currently holding a B.A. in Interactive Design and Game Development. I am an avid proponent of board games, and currently am working on developing board games while i seek full time employment. I am currently seeking employment in the Video Game Industry.

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