Sand by Simon Washbourne
Historical setting: Inspired by Faulkland Islands conflict in 80's, also Frank Herbert's Dune series and Starship Troopers.
Ingredients: Invincible (Space Cruiser), Wine (addictive & valuable "Spice"like substance), Entomology ("bugs", aliens species)
Rules Restriction: Color in resolutions system and three outcomes from single die roll (3 colored dice in resolution mechanic)
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Sand is is set in the far distant future of our world, 2982, when Rule Britannia has reached out into space. The history of the Faulkland Islands conflict repeats itself with the addition of high-powered space marines and psykers lending their strength to what has become an interplanetary dispute. Her Majesty Queen Elspeth II's space cruiser Invincible has been sent to protect the planet Sand, source of the addictive and valuable nectar called Wine, from interference by the Church and aggressive Noble houses that have formed an alliance, the Junta, to take over Sand. Meanwhile, beneath the planet's surface, the great Queen of the Xixuthrus, the indigenous species of Sand affectionately known as "bugs", may soon enter the end of a Hundred Year Cycle when her hive will bring her great quantities of Wine and the whole planet will become seeded with bug eggs. Countless new Queens will emerge which may tip the already unsteady balance among the many factions vying for Wine...
Resolution Mechanics and Stats:
Characters have three attributes: Mind, Action and Body. Base level is three, with bonuses given based on the Position chosen for the character: Marine, Psyker or Specialist. Each position is associated with different abilities (combat and toughness abilities for Marines, Void (psychic) powers for Psykers and combat and agility bonuses for Specialists).
When an action is performed in play by a character that is deemed difficult by the GM, the player must roll two or three ten-sided dice of different colors to determine if the action was successful. The dice are colored red, white and blue, the colors of the Empire. The red die symbolizes the Wine, and is only rolled by characters that are addicted and "boosted" by Wine. Characters that do so gain bonuses to their abilities (the more dice that are rolled beneath the attribute level, the greater the level of success), but the level of Wine goes down as it is used and a character with no Wine goes into withdrawal, suffering mechanical and narrative disadvantages. For example, a character at level 1 of Withdrawal should be narrated to exhibit Stress and has a -1 to their Mind attribute until more Wine is taken. Each time an action is taken without new Wine, the Withdrawal level increases for the character. Some Psykers have abilities that allow them to help other characters allay the effects of Withdrawal.
There are special rules for combat, weapons and armor, appropriate since the setting is rife with military conflict. An example of combat is given, and templates for Junta Troops, Merchant house Mercenaries and various alien types are given. The game has a simple and seemingly complete character sheet for player characters.
Comments:
Sand is well-written and has a lovely graphical layout. The use of historical setting is good, though it is equal parts Dune & Starship troopers, so the specific 1982-ness of it gets a bit watered down by the futuristic elements. However, though this may weigh against it in the judging for IGC, it probably was a good decision for the game itself, since the marine combat types and aliens make for more spice (so to speak) in the game. The other science fiction story I was reminded of was Ender's Game by Orson Scott Card, due to the Xixuthrus Queen. The many references to period and books in the game ("Margery Hatchet" and "Dr. Herbert Frank") serve to transform blatant borrowing to an homage to these sources that work quite well together. Nice bricoling! : )
The game's setting is a real bonus, in my book. There are so many ready made conflicts that it is easy to think of many ways to begin play and create engaging situations. Due to the character classes (forgive me

, play is focused on combat, which is clearly the intent of the game. If there was interest in broadening the scope of play, other character types might be included: Wine technicians, diplomats etc. Abilities like these are included in the attribute Mind. But more likely, the final version might include rules for use of larger scale units of troops or space combat (ie fighters etc.).
Sand is a GM'd game, so scene framing and conflict introduction are handled under the standard understanding of what GMing entails, but some discussion of this might be of use. And the final game would probably include scenarios, write ups of important figures and so on. All in all, though, this is a great start and seems playable as it is. I look forward to seeing what you do with it. Great job, Simon!