Quick Summary:
Players use cards and dice to manage a chemical plant, manufacture valuable molecules and compete for limited resources.
Go on...
I'm a Chemistry/Math major working on my third year of college in Minnesota, looking to get my Education Degree soon. I currently volunteer at a nearby high school. As a small research project, I'm going to design a board game that will (hopefully) be fun to play and incorporate elements of the students' curriculum into the game mechanics.
Sounds tricky.
I'm sure that everyone here can understand just how much skill and knowledge is involved in being good at a game. Kids are motivated to learn all the tricks and cheats for the latest Call of Doody (yes, that was a pun) but for some reason, getting them to remember and use the skills needed for a class curriculum is like pulling teeth. Why?
Educational games never seem to hit the mark - they are witheringly boring and usually take a popular game and put a "throttle" on it by only allowing a critical action to take place once the player does something inane like answer a trivia question. There must be a better way!
Who?
It will be aimed at the high school level, it should be playable by anyone from Freshman Physical Science (basic ionic compounds) to AP Chem (hydrogen bonding and catalysts) and include basic information about Chemistry as part of the game.
No - I meant who the heck are you, ya mook!
I'm not a complete newbie when it comes to games - I've been playing 3.5 edition D&D for the better part of 5 years now, I've had brushing encounters with Magic: The Gathering and am currently addicted to Borderlands (you'd be amazed just how much math is hiding in that game) and with a solid grasp of math and programming I feel confident that I can design a balanced game.
I consider myself a fairly crafty person, which means that I'll be able to put together a good-looking game - there will be plenty of photos as the project comes along.
Start talkin' about the game already!
So far, here's the idea:
---Players have a 'hand' of various reactants, divided into types and classes. (Ionic, Acid/Base, Combustion, Covalent - these may change but a basic 4-category system seems good)
---By assembling a valid reaction using cards, they create a 'batch' to mix up in their reactor. Once the reaction has run to completion, they sell their compounds for points and their turn ends.
---Resources discarded from their hand or from the reaction are entered into a 'pool' from which other players may draw at a deep discount. With a limited hand size, this forces players to assess just how useful their waste products are to others.
---Opportunities (not sure when or where yet) to draw from a "Chance" deck are provided, which give the players access to temporary buffs(higher yield, more cards, better sale prices), permanent equipment bonuses(there are several industrial reactor types) or penalties to others(strongarm market tactics, industrial espionage or even sabotage).
Example?
Angulimala has Sodium, Muriatic Acid, Propane, O2 and Lithium in his hand.
Lithium is a high-value card, but has no useful nonmetals to react them with. (Anyone who's in Chem will know he does have a few quirky reactions available in his hand, but remember: this is for the high school level.)
He discards O2 into the pool and draws Fluorine - perfect! He throws Lithium and Fluorine into his reactor, which is a standard batch tank(no bonuses or penalties). The reaction will finish next turn.
---
Ada Byron has Propane, two Aluminums, NaOH and Ethyl Alcohol in her hand.
Combining O2 and Propane is the "Queen" of the Combustion class reactions, so she purchases O2 from the discard pool at a discount and immediately throws them into her Fluidized Bed Reactor(faster reaction speed, expensive startup cost) and waits for the big payoff.
Before the reaction finishes, Angulimala pulls out a Chance card - "Sabotage: Place one of your reactants in an opponent's reaction chamber." He uses the card on Ada's reactor and leaves a big fat pile of Muriatic Acid in the chamber.
The reaction goes to completion, however the impurities reduce her market price and Ada's final payoff is only a fraction of what she might have recieved.
Well, what do you want from us?
Input, commentary, thoughts or concerns. I'll be playtesting this several times before I bring it before the class - the goal will be to observe the game's play and how it may differ from the construction of other educational games.
The game is still in Alpha-alpha stage, there's nothing on paper and all I really have are a few pads of paper with scribbles. But it's developing, and I'm excited to see where I can take it!
Thank you so much for the helpful input!
The "okay fine I'll play your stupid game" response is what I want to avoid, if at all possible. The player's type of personality is probably going to play a large role in who likes the game, also. (Compare the stink-bomb making kid to the one who explores new combinations and tries to find the mechanics behind them, guess which one is going to be acing the class)
The real problem is that, in chemistry, practical situations like "What would happen if I dumped a bunch of ____ into ____ and ____?" can become incredibly hard. Most of the labs and demos that you see in classes are carefully constructed and chosen because they are the simplest and easiest to explain. Even the game I described is totally unrealistic - combining NaOH and HCl would be considered a "good" reaction in terms of points, however it's totally worthless as an industrial product.
Making the game fit actual industrial usage, however, would require insane amounts of detail and probably could not be effectively played by anyone without a PhD.
Making Things Explode
I'm dead certain that I could make a game with explosions, acid and fire. The kids would love it, but I'm hesitant to "cartoonize" something that's got as much depth as chemistry. It would be like turning Magic's carefully balanced red, blue, black, green, and white into a version of Rock-Paper-Scissors.
Direct competition is something that's missing from the "chemical fabrication" idea. Players get to sabotage each other, but they never get to actually blow each other up. Perhaps if I tossed out the entire "factory" concept and simply played it like a game of Magic?
--Corrosives (damage over time)
--Explosives (high initial damage)
--Flammables (???)
--Espionage (like a blue control deck)
Much, much more research is required. I'll be back soon with more thoughts on how this might be accomplished. Thanks again!