The prompt for Game Design Concepts: Level 3's challenge. I took on the hardest, black diamond, difficulty, and this is what I have so far.
The theme must relate to World War I. The primary objective of players cannot be territorial control, or capture/destroy.
You cannot use territorial control or capture/destroy as game dynamics. That is, your game is not allowed to contain the concepts of territory or death in any form.
As above, and the players may not engage in direct conflict, only indirect.
players are reporters - 2 - 4 recommended
players begin with $10 and no fame points and no informant cards
shuffled Common Informant cards are placed in a face down stack to the right
shuffled Command Informant cards are placed in a face down stack to the left of that
shuffled Front Lines Informant cards are placed in a face down stack to the left of that
the deck of event cards in chronological order is placed above those three stacks on the table
Players cut the deck of Command Informant cards, whoever gets the highest value going first. The deck is reshuffled and play then proceeds clockwise from there.
At the beginning of a turn, a player may choose to invest in an informant
To draw from the Common Informant cards costs $10
To draw from the Command Informant cards costs $50 and requires 5 fame
To draw from the Front Lines Informant cards costs $50 and requires 10 fame
In the middle of your turn, you can choose to write a regular story, gaining 1 fame and $5 per star of your current informants
or you can choose to write an exploitation piece, gaining double the worth of one of your informants, but forcing you to discard them.
Players can then end their turn
A set of turns beginning from the first players turn and ending with the last players turn is called a round.
Starting on the first round, an event card is uncovered at the end of every other round. Players gain two extra fame if they can meet the requirements on the card before another event card is turned up.
Event cards begin with "The Resignation of Bismark" (End a turn with $10 and 1 informant), ending in "All's Quiet on the Western Front" (Have at least six Front Lines Informants, or over 80 fame)
Play ends when all event cards have left play.
The winner is the player with the most fame at the end.
20 Common Informant cards - 14 1-star, 6 2-star
18 Command Informant cards - 8 3-star, 5 4-star, 3 5-star, 2 6-star
18 Front Lines Informant cards - 6 3-star, 6 4-star, 4 5-star, 2 6-star
Event Cards (rough)
Resignation of Bismark, The
Germany Breaks Alliance with Russia, Establishes Alliance with Austria
Archduke Franz Ferdinand Assassinated
Austria Declares War on Serbia, Russian Troops Mobilize
German Troops Roll into Belgium
British Expeditionary Force Arrives
The Miracle of the Marne
(Space reserved for several events from Asia)
The Sinking of the Lusitania
The Arab Revolt
Bolshevik's Success Closes Eastern Front
United State's Declares War on Germany
Paris Under Fire
Summer Counter Offensive
All's Quiet on the Western Front