It was raining here in Osaka last night, and like always my brain was working in all different directions at once as I walked home from the train station. As a kid I loved watching raindrops "eat" each other as they ran down the window or some other surface. Just like that an idea for an abstract strategy game congealed in my head. But, like usual, the more I thought about it the more and varied ideas my mind game up with. I just wanted to share a few of them with you to see which you find interesting, if anyone has a similar game, or if you have any comments/suggestions/whatever.
1) Players move their pieces around a grid, trying to get to a opposing "home" space. You can combine your own pieces to increase their movement, but once combined pieces can't be seperated again. I see this as fair trade, numbers vs. speed. There would have to be a limit on the number of pieces combined though, say like 6 or something. That way a smart opponent could "trap" a powerful piece with a number of smaller ones.
2) Same as above, BUT you can combine with your opponents pieces as well as your own. Pieces that have an equal "amount" of white and black in them are neutral, and get replaced with a grey piece of the appropriate size. Neither player can move neutral pieces, instead they have to "tip the balance" by pushing another one of thier pieces into the grey piece. Combined pieces can move a number of grid points equal to the difference between white and black compponents. For example, a piece composed of 3 white parts and 1 black part could be moved up to two grid points by the white player and not at all by the black player. The pieces whould have to have some kind of marking on them, showing what percentage of white and black each is composed of to avoid the obvious confusion. I rather like this option because it introduces the concept of "noble sacrifice". Something like "Do I push my 3 strong black piece into his 3 strong white piece, sacrificing them but stopping his attack?" It also makes for an difficult choice between capturing enemy pieces at the cost of movement.
3) Similar to #1 (meaning that you can only combine your own pieces), but played on a three dimensional board, The playing field would be a stack of clear boards, each with a decreasing number of grid points (9x9 on the top, followed by 7x7, 5x5, 3x3, and 1x1 on the bottom) like an inverted pyramid. The goal is to get your piece to the single point on the bottom board first. Players take turns setting up their 30 or so pieces at any point on the topmost board. Then take turns moving those pieces one point at a time, trying to combine pieces so that they "drop down" to the corresponding point on the board below. Smart players could set up a "chain reaction", so that a piece drops down onto another piece below it, which in turn drops down onto a third piece, and so on.
4) A combination of #2 and #3 (a 3D board and the ability to create "neutral" pieces). However, you only win if the piece at the bottom is 100% your own color. So why combine with enemy pieces? To create "dead" pieces that get in the way of your opponents plans, or to be really evil and drop an opponents piece where there is no corresponding board point below it (thus removing it from the game). Though I'm not sure how much I like this idea. You will always be trading a number of your pieces for an equal number of your opponents pieces, giving neither player an advantage. That just doesn't make sense in my opinion. There has to be some kind of benefit for dropping an enemy piece off the board. Like getting to make an additional move this turn, or (even better) getting to place an extra piece on the topmost board.
There are many MANY other ideas floating in my head (like having a curved board surface, and only being allowed to capture/combine pieces when traveling downhill) but this post has gotten way too long. I feel like I'm asking for alot of help without providing any myself (meaning replying to other peoples posts). Thats doesn't seem fair to me. So, I'll stop here are go troll the boards and see what help I can offer. Cheers.
So, I knocked out a (very) crude prototype yesterday after posting my ideas. It was really nothing more than a 9x9 cardboard grid (5cm between each point), 15x 1 Yen coins, and 15x 10 Yen coins (I'm in Japan remember). I decided to test game idea #1, since it is the simplest. Even so... analysis paralysis set in almost immediately. I'm really hoping that this was just because my mind was still thinking along multiple paths and not really concentrating on the game. Plus, I find it very difficult to play against yourself. So I have made a short (1 A4 sized page) .PDF of my first round rules and placed them in my uploads section. You can grab the .PDF here:
http://www.bgdf.com/files/My_Uploads/HyveMynd
I tried to reduce the AP problem by imposing some movement rules. You MUST move a drop every turn, you MUST move the drop it's full amount, you MUST move the drop in a straight line, you MUST end your move farther away (or the same distance) from your "home point" then where you started from, and you CANNOT move your drop over or through any other pieces. Hopefully that will help move the game along a bit quicker. I didn't want to create a "mind melter" as General put it, but a simple elegant game that was fun, interesting, and tactically flexible. I know this isn't the "Playtest Forum" but it seemed to make more sense to post here then to start another thread. I'm be much obliged if you download the rules and look them over. Hell, you can even PLAY it a bit if you want to *hint hint*. I'm taking the prototype to work tomorrow (yes, I WORK on Saturday) and will try to con some of my students into playing it. I'll post any thoughts or feed back I get tomorrow night.
My head is still swimming with loads of ideas. I LOVE the "surface tension" and "viscosity" ideas General. They helped me come up with another one "coagulate". Baiscally if two opposing drops combine they harden up and become immobile, with any imbalance "sliding off" onto an adjacent point of the players choice. Or how about "collect"? Played on a 3D board, you don't move the drops, just place them on the topmost grid. Then you place "heavy drops" on an empty point, causing all the adjacent drops to collect there, and then drop to the next lower level. I'm really glad that I have recorded all these ideas here in the forum. Otherwise all my new ideas would push out all the old ones, and I could loose some great material!
And Hedge, don't worry about "writing" the game for me. I know how these things go, and you are more than welcome to any of the ideas that you see here. Hell, it's why I posted them. I know that even if we both use the same idea, each of us will follow it down a different path and end up with a different game.
And lastly, I need to "read up" on meta-games. Since all the ideas here follow the theme of fluid drops on grid points, and all use (relatively) the same components, it would be nice to somehow link the game play. A victory in this game affects the game play in another game, and so on. Plus I feel the "X games in one" idea makes it a bit more appealing to marketers.