Going Going Gone!

Going, Going, GONE! was published by Stronghold Games in October 2013.  I was the sole designer of the game and wrote the rules (available here).  This is a game about auctions designed to get people as excited as they get during a live auction. The game was also designed as a game to be played in public spaces to draw other people over - it is loud, active, and easy to explain.

 

In each round of the game, players are bidding on items by tossing their own Bucks (colored cubes) into cups affiliated with the item. There are five auctions happening simultaneously.  One player holds an auction paddle and counts from 10-1 at the steady pace of his or her choosing. At the end of the count, the player covers the containers with the paddle, thus stopping the bidding.  Whoever bid the most in each cup wins that item.   Collections of similar items (based upon country of origin or type of item) can be sold to earn more Bucks.

Going, Going, GONE! has recieved a Major Fun award, has been reviewed in GAMES magazine, was nominated for the 2013 Golden Geek award for best party game, and has been featured on Shut Up and Sit Down, The Dice Tower, Undead Viking, Drive Thru Review, Board Games Everybody Should..., and the Game Boy Geek.

Here is an episde of my video series, Board Games with Scott, about Going, Going, GONE!:
http://www.youtube.com/watch?v=fAlOMr00lc8

Tulipmania 1637 was published by JKLM games in 2009. I was the sole game designer and wrote the rules (available here).  It is a medium-weight economic game where players are the driving factors behind a bubble market. 

I was inspired to create this game while visiting the Tulip Museum in Amsterdam, and realized that there were few games about a bubble stock market.  As I did research on how bubble markets got started, I learned about how "smart money" investors who are watched by others, and the behavior of these individuals caused ripples in the market.

In this game, players are the "smart money" and are working to manipulate the other players and buyers , represented by cards, to create a bubble market situation.  The game forces players to balance fear and greed, as the the market will crash before the game is over; players have to decide where to invest and when to sell out.

Here is an episode of my video series, Board Games with Scott, about Tulipmania 1637: http://www.youtube.com/watch?v=Q-Oz4y8HhI4

 

For this edition of Cthulhu Live, I worked with Depalma and Schneider to develop a combat system that captured the intensity of live-action combat without the padded weapons and physical nature.  We used a simultaneous controlled movement system combined with a card mechanism to keep combat intense but accessable to all.