I've seen some amazing games here in the GDW, so I hope my first attempt at a game will be up to par.
The rules and some game images for Ultra Violets can be found here:
http://www.cs.wisc.edu/~richm/games/ultra-violets/
Some background on this game: My wife loves african violets, and so to better understand her obsession, I turned her hobby into a card game. I've tried to keep it close to the reality of growing and caring for a collection of plants, so someone can learn about african violets by just playing the game, but I've tried to avoid it becoming a simulation.
A couple of places in particular that I'm looking for feedback are suggestions on reducing the number of components, other themes that might work with these mechanics (I realize growing african violets may not have widespread appeal in the gaming community...), and increasing player interaction without things turning too nasty, but please comment and critique anything. Thanks for any help you can provide, I appreciate your time,
Mark
There's two ways a player can get a radioactive counter, first, by playing a radioactive plant in a Show, and second by having radioactive plants left in their collection at the end of the game. Each time you play a radioactive plant in a Show, even if you've played it before and replaced it into your hand, you collect one counter. And for every radioactive plant in your hand at the end of the game, you also get a counter.
In the example at the end, Mark played two radioactive plants in the Shows, and Laura played one, giving them their counters, while Burr held all of his radioactive plants until the end, getting 4 counters at once.
Hope that helps,
Mark