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Game: Critters

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Anonymous

This is the game I've been babbling about in the topic "when does a theme become unsuitable for kids"

I got pretty stuck and thus despirited (is this a real word? :? ) with this one, so I decided to share what I got up to date.

The goal I had in mind from the beginning was, that I wanted a mechanic that allows players to construct hybrid, fictive animals, in a way that is visually impressive. What I mean that the presentation of the animals shouldn't feel forced, like in QUIRKS, for example. They have to seamlessly join together, to the point where the viewer cannot tell that the image het pu together is in fact quarters of four different image.

I made this by drawing chubby, bubblegum shaped critters and cutting them into four parts, quarters. There is a quarter for head, back, forelegs and hindlegs. But these aren't taken strictly, for example a bird don't have forelegs, and it's wings are on it's back.

I currently have 20 or so animals. Here's a few example hybrids.

http://materu.tx.hu

(these images are my works, please, don't distribute them without my permission. I'm pretty sensitive in this matter :evil: )

I think I did a pretty good job on visuals :). Next step was to decide on setting.

As most games that revolve around evolution or natural selection use the area control mechanic, I wanted to make something different. Here's what I came up with:

There is a main gameboard, depicting a planet. There are three different regions on it, which serves as a bank for the three kind of resources (black, cyan, red), and a track for the Sun (and possibly for a Moon).

During the course of the game, the Sun serves as a game clock. It is advenced every turn, and places the number of resources shown on the track to the continent next to it. These tokens resemble plants and fillers growing on the planet. So, the Sun gives different resource in different seasons (there are four seasons, two longer, for red and cyan tokens, and two shorter, for black tokens). When the Sun enters a new season an event card is drawn.

In front of every player, there is a track with four regions.

1.Food stock - the overall vitality and food reserves of their race
2. Eggs - young critters, that deserve care of older ones
3. Grownups - Adult critters, the backbone of the race
4. Deceased - deceased members of the race currently on the planet, waiting to rot

The players can advance a given number of tokens on this track every turn. They get Victory Points for every token that makes the full lifecycle, and returns to the planet.
Care must be taken tough, because you need food to feed adults, adults to take care of the young, and time to let the deceased rot and the eggs hatch. And your opponents are constatnly trying to steal tokens from you and pervent your tokens to make the Full Cycle

Every players hold three Behaviour Cards in hand. These are choices of diet for their critter for that turn. Every turn, the players play one of these, and they get their share of avaliable food in the chosen diet based on the numbers and attributes of their critters.

1. Herbivore - gets food from the planet
2. Parasite - gets food from the food stocks of other players
3. Egg stealer - gets food from the Egg part of other players LifeCycle track
4. Carnivore - gets food from grownup critters
5. Carrion - gets food from deceased critters

there are two more special behaviour cards

6. Mate - allows a player to trade parts of their critter, and both invovled player gets bonus tokens
7. Hide - allows player to pass that turn, no other player may steal tokens from him

So, if everybody plays herbivore, everybody get little food. If the players constatnly try to steal from each other, and there are no herbivores, than everybody will starve and eventually become extinct. The players have to manage a working ecosystem together (ever heard of the prisoners dilemma?)

if somebody becomes extinct, which happens pretty offten, than he discards his current critter, gets a whole new (randomly), and starts over, with his accumulated score preserved.

So I got a World and I got Critters, but I have yet to devise a way to inegrate the two. There must be a way to differnciate between critters and to handle conflicts between players. I have to admit, all I miss is the heart of the engine :cry:

I have too many ideas, each is very hazy, and don't know which direction to take. I jot down a few factors that could be used as building blocks in these mechanics.

1. three kind of resource >>> It matters which kind of food the critter grown up on (I have a red token on food stock, I advance it to become a red egg, than a red critter)

2. itt matters that how many tokens a player has on each space on the LifeCycle track (food, eggs, adults)

3. The mechanism I would like to use on Critters is one of the folowwing, or a combination of the two

a.) each part has two of six possible type of colored dots on it. The dots are added together, and the sums tell the different attributes of a critter

exmpl. > head - speed, claws
back - claws, vision
arms - claws, speed
legs - vision, camouflage

>> so the critter has >> speed: 2
claws: 3
vision: 2
camouflage: 1

b.) every part is associated with a rulebraker, the more you have of the same type, the stronger it brakes the rules

WOW, thats a lot of text. I hope it's still eidible. I'm pretty stuck here, and would appreciate any kind of kick in the butt to get me started again.

There's a few other things, but it's already too much for one post, I'll write more on this only if it spawns interest

Gogolski
Gogolski's picture
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Joined: 07/28/2008
Game: Critters

I read through it, and I must say it's got loads of potential. I have written down some ideas you might use to build your game-engine. (It is also a long post...) If there's anything unclear, just ask and I'll explain some more. It could be that my ideas do not fit your feel for the game. If so, say what you don't like about it so we can all understand better what you are looking for.

As for mechanics or the game engine:
When reading about the crittergame in the 'when-is-a-theme-unsuitable-tread', I first tought that critters had to be put together by the player and that they then needed a certain diet.

You could flip that idea around and 'make/create' critters by giving them a certain diet. This would mean that when you feed your critters with a certain diet, that they evolve in a certain way.

I] ADVANCING/EVOLVING CRITTERS:

Examples:
1] Parasites steal food from other players and would get more camouflage by eating that food. The camouflage-factor is needed for stealing food from other players.
2] Carnivores eat other critters and would get more/better claws. The claw-factor is needed to tear other critters apart.
3] Herbivores eat stuff that grows on the planet and would get better vision. The vision-factor is needed to find the food on the planet.
4] Eggs-stealers steal eggs from other players and would get more speed by eating those eggs. The speed-factor is needed for raiding the nests with eggs from other players.
5] Carrion-eaters eat rotting dead, and may advance any one attribute.

<br />
Table 1: Critter-diet and critter-advancement.</p>
<p>                Camouflage  claw  vision  speed</p>
<p>Parasites            +3      +1     +1      +1<br />
Carnivours           +1      +3     +1      +1<br />
Herbivores           +1      +1     +3      +1<br />
Egg-stealer          +1      +1     +1      +3<br />
Carrion-eater [+3 to any one attribute, +0 to the rest]

That way, players could 'build' their critters the way they want. If a player chooses to give his critter a different diet every turn, the critter becomes realy powerful, but the critter also takes a lot longer on his life cycle. If a player gives his critter the same diet every turn, it's only advanced in one area, but the life-cycle is full a lot faster.

II] POPULATION VS. STRENGTH OF A CRITTER:

The four parts of a critter (head, back, arms, legs) could represent the growing-phases.
If you feed a critter the first time, he develops one part.
If you feed him a second time with the same diet, then he develops another part.
If you then decide to feed him with another diet, he develops his first part some more.
That way, the critters are slower to complete their life-cycle, but will be more developped.

You could then couple the mating of the critters to the life-cycle. A critter only mates when it develops a new part. So when a critter has developped his head, back , arms or leggs for the first time, it mates and you get extra eggs. If you folow another diet and develop a part again, you get no new eggs, but your critter has better attributes.
- A player that always feeds his critters with the same diet, makes weaker (or less evolved) critters, but will have a larger poulation.
- A player that always feeds his critters with a different diet, makes stronger (or more evolved) critters, but will have a smaller poulation.

III] DEFENSIVE ABILTY OF A CRITTER:

Quote:
b.) every part is associated with a rulebraker, the more you have of the same type, the stronger it brakes the rules

Another thing to consider with the different attributes (if you are interested in this mechanic), is the way they affect players from being attacked. So speed, camouflage, claws and vision could have a defensive aspect as well.
- Vision could be important against parasites (who have camouflage)
- Camouflage could be important against egg-stealers. (If they can't find them, their speed is useless)
- Speed could be important against carnivores. (If you can outrun them, their claws are useless)

IV] RESOURCES:

Quote:
1. three kind of resource >>> It matters which kind of food the critter grown up on (I have a red token on food stock, I advance it to become a red egg, than a red critter)

As for the resources with this approach/mechanic, I think that they should represent every possible diet. This means you have 5 resources.
- The sun and seasons determine the herbivorous food-supply. (green resource)
- The total number of eggs of all players, resemble the food-supply for egg-stealers. (yellow resource)
- The total number of critters determines the food-supply for carnivorous critters. (bloody-red resource)
- The food-stock of all players determines the food-supply for parasites. (blue resource)
- The total number of dead, rotting critters determines the food-supply for carrion eaters. (black resource)

The more a critter has of a certain attribute, the better he is at looking for his diet. You could divide the total supply of a certain diet by giving more to the critter/player who has more of the important attribute for that diet.

V] FOOD-SUPPLIES:

Another idea is to advance the personal food-stock/food-supply of a player:
- If the player feeds his critter and has food left in the first round, he may put it on the first square his food-supply-track.
- The second round, the players move their food to the second square on their food-supply-track. They may add that food to the food they collected in this turn to have enough to advance another part of the critter, or may leave it there.
The left-over food they collected in the second round is put on the first quare, the left-over food on the second square that is not eaten in the second round stays on the second square.
- The third round, players move the food from the second to the third and from the first to the second square on the food-supply-track. It can again be added to the food collected this turn.
- If the players have left-over food on the third square, it rots the next round, and is removed from the food-supply-track.

Well, these are just ideas you might use to build on...

Cheese.
-Fred-

Anonymous
Game: Critters

First off, I'd like to thank you for the thought you put in your reply. I have been sitting on needles for the whole day, waiting for someone to post something.

I liked many things you wrote, especially the idea that the diet could have other effects besides determining the shares. It would add other level of decision, which is good.

There are some misconceptions, mainly because i forgot to tell about a few things that I hold important.

I'm gonna post a more detailed answer soon

Thanks, Fred!

Anonymous
Game: Critters

There is one thing I really want to be true about the put-together-critters mechanic. I want to design it in a way, so there are no differences in power between any, randomy generated critter, at least not in theory. I wanted to make this mechanic (well, not really a mechanic, I refer to the four piece puzzle that is a critter) so the players have total freedom in what kind of creature they design. I want them to be guided by sole preference in a critter’s apperance, not by it’s values.

So if Suzy wants to play with a fluffy flying bunny, so be it. If some other player want to make the most hideous looking tentacled, many theeth horror, so be it. Both creatures should be equally useful and playable. The difference should lie in the strategy they need to perform well in the world of the game. So basically, everybody makes a critter of their preference, and then adapt their playing style to the needs of their critter.

Every player has on critter at a time, at least one ’puzzle’ in front of them, because I don’t want the game to be component heavy. The tiles of which the critters are made of are like this:

- Each tile comes from a real creature existing on earth. So there is an octopus, a zebra, a snail, et. cut in four quarters, so you can mix them
- Each tile has two sides. Their is a part of a creature in both side, related somehow to each other. Exmpl: the other side of the snail is the octopus, beacuse they are related closely in evolution. The other side of the zebra is the ox. Elephant / Warthog, etc.
- tiles have no duplicates, each one is unique

The players pick or randomly get a critter at the start of the game. Later on, they have the following options to change their critter

- They can flip a tile to reveal it’s other side, so they can make small modifications in their attributes => mutation, adaption
- They can (forcefully) trade two tiles by using a Mate Card. They just give two tiles to another player, and that player has to return the corresponding tiles of their critter
- Everybody posses an additional random tile, above the four that make their critter. This can be switched with the corresponding tile if needed, or substituted in a Mate. At the end of turn, everybody either passes this tile to te next player (Genetic Drift). When a Catasthrope happens, these extra tiles are shuffled back to the supply, and new tiles are drawn randomly (great hardships refresh the gene pool)
- When a player looses his last population (no adults remaining), they shuffle their critter back to the supply, and get a new one totally random (they start over with a new species)

I don’t want critters running around withou head, and such, but then I realized that both your idea and my restriction can be brought together. Neatly.

There is a small board on which the players hold their critter ’puzzle’. On it the illustration shows a rather generic, characterless, gooy creature, with no features (a cute blob with eyes and a few putty legs sticking out). When a player puts down a tile, it covers the corresponding part of this illustration, showing that it had grown that part. Great idea, thanx. It makes a few things to topple over, but I think it worths

I liked the idea, that diet affects the abilities of a critter. Here’s my version of what you wrote:

There are two ability on every tile / puzzle piece. When you feed your critter, they get bonus to their abilities based on their body parts. The kind of food they eat determines that which body part develops

Exmpl: red food activates head tile. The head tile have a claw and a vision icon on it. The critter advances these two abilities that turn.

It’s even better if the resources are not associated with a body part. Instead, every tile has a color. If you have a red headed creature, you can advance it’s head’s attributes by eating red food. If you have a full red creature, you can decide, which part to advance. If there is no red part of your critter, then it can’t eat red food.

The players keep track of their abalities on a track with wooden cubes or something. I discarded this idea before, because I wanted to keep things light component wise, but I’m starting to realize that I put too many restrictions on this design already. Think complicated, simplify later.

On resources > If the game keeps resources on tracks, than it isn’t needed to differenciate them in color. I like it this way, because you don’t have to change pieces every time you hatch an egg from food. You just put it on another part of the board. Less component handling, less downtime.

I don’t understand everything you wrote about food supply. I understand that it’s about restricting the amount of food players can amass (very good thing), by putting a three turn lifespan on unused food, but maybe I miss something.

I think I will stop at this point to keep the post managable. If I wrote novels constantly nobody will care to read it :)

Again, thanks for your input. You gave me great ideas, and above all inspiration. Your place in the credits is forever secured :)

Anonymous
Game: Critters

I started a Journal on this game, which I'll update reugalry.

Be sure to check it out :)

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