Skip to Content
 

Mold Game and Controlling the Board.

16 replies [Last post]
dnddmdb
dnddmdb's picture
Offline
Joined: 01/06/2009

I recently thought of a game mechanic in which, instead of controlling your army (or faction, or whatever) you instead control the board. Each player's army would have a preset action conditions (i.e. conquer the adjacent area with the most gold, etc.) and players would take turns manipulating the conditions on the board to change each army's behavior.

Now, the first thing theme wise that came to mind was Mold. Each player would play as a scientist attempting to toy with the growth of several mold colonies. I am thinking that the game would use Commodity speculation, and each player would bet or invest on a particular mold to do well. As the game progresses, there could be several payout rounds in which the success of a particular mold is gauged and a score is determined for each player based on how well the mold has done, times the initial investment.

Now I am just thinking about rules for the behavior of the molds and the ways the players can interact with them (or the board). Any suggestions or input?

hulken
Offline
Joined: 04/18/2009
Youre initial thought was

Youre initial thought was mold??? I fine that rater strange and a litle distirbing. :) have you ever played the old computer game Popolus? (or Gheos, from z-man) well of you have I think that would make a good theem. You play a god that has worshipers that live in a world that you as a god can change. The scoring/betting can be the gods/players betting on what population/contry/tribe that will do the best. And the scoring can be difrent ages and the population/contry/tribe are good in difrent ages, sort of reprecent difrent tecnologies. Also it will make the game more intrestin i think to have teams with difrent abilities.

innuendo
Offline
Joined: 05/25/2010
Oh that seems much more

Oh that seems much more diverse a setting than mold (no offense op). A game with indirect control could be very interesting. If anyone has played majesty on the pc you'll know what I mean.

Quick version for those that haven't. You are a ruler of a kingdom and you hire henchman. Those henchmen though are free to do what they like and you simply guide their actions by setting bounties and other rewards for them in the world. You control building and which heros to hire, but after that they fight and level on their own. Very clever rts game.

Something like that could be very very cool. I would remove the option to build buildings and have just these little tribes fighting to survive. Maybe start with each of your tribes vs the world and as they grow and conquer the board they will inevitably start butting heads with other tribes.

I'm thinking a "technology" deck (So cliche i know), that tribes get that define their advances and probably a "world" deck that has random events and encounters to keep the tribes on their toes so to speak.

Make a good system to automate the ebb and flow of their territory and unique ways to interact with it and you might have a really cool simulation. It would probably end up very eurogame-y in a sense that direct player interaction wouldn't be very common, but I could see it being a lot of fun.

Clever Mojo Games
Clever Mojo Games's picture
Offline
Joined: 04/19/2009
Well, It's Unique :-)

Mold seems an odd choice of game themes, but I like it for it's oddity. :-)

Call it Petri Dish. You can use drops of different growing mediums to coax the mold to grow in certain directions, be aggressive to neighboring molds, or evolve into slime molds that have new abilities and properties.

I like it. :-)

Redcap
Redcap's picture
Offline
Joined: 07/26/2008
Mold is an interesting theme,

Mold is an interesting theme, but why would scientists be fighting to have the best mold in the same petri dish again?

Clever Mojo Games
Clever Mojo Games's picture
Offline
Joined: 04/19/2009
Mold Madness

Redcap wrote:
Mold is an interesting theme, but why would scientists be fighting to have the best mold in the same petri dish again?

Because it's quirky and different? ;-)

Imagine a big hex shaped playing board that represents your petri dish with a hex grid inside. Players each start on one vertices of the board with their mold culture and play different card from their hand to add a chit to the board indicating what type of growth medium they want to drip onto an empty hex. If it's "GM1" then your mold grows onto that hex. If it's "GM2" then your mold grows to the left of that hex. "GM3" to the right. "GM4" opposite that hex. etc... There could be cards that allow you to drop a GM next to an opponent's mold instead, cards that cause your mold to send out spores to establish new colonies, yada yada yada... I'd have to research actual mold behavior a bit to come up with more than my memories of 8th grade science class, but it could be a cute game and it might even have a little educational value (oooh, icky).

Allie
Offline
Joined: 08/03/2010
dnddmdb wrote:Now, the first

dnddmdb wrote:
Now, the first thing theme wise that came to mind was Mold.

Were you in my bathroom, by any chance, when you thought of this, lol?

I think it's certainly quirky, but I can't see it being marketable. :(

dnddmdb
dnddmdb's picture
Offline
Joined: 01/06/2009
Thanks

The I choose mold over using a medieval conquest, etc. is because mold is different and new. You could play a medieval conquest game (which you've played many times before) or a game about mold. It's just so crazy it just might work.

Thanks, Clever Mojo Games. You and I seem to be on the same page. The growth medium placement is what I was thinking about, though the "to the left of" and "to the right of" are different. I was thinking about giving mold "food" that would cause different behaviors, i.e. produce spores, expand, fight mold, create colony, etc.

More input welcome.

Redcap
Redcap's picture
Offline
Joined: 07/26/2008
I think it is quirky, doesn't

I think it is quirky, doesn't really make sense why scientists would fight each others mold growth in the same petri dish; but I think it is marketable and sounds actually quite fun if done correctly.

noahd
Offline
Joined: 02/26/2010
sounds cool to me

The scientists don't have to be growing mold in the same dish. What if each player had their own petri dish to grow mold in and the most successful growth (experiment) won. There could be a deck of experiment cards (like tickets in TtR) that gave you VPs for meeting the conditions listed on the card. I think there could be a lot of potential here.

Clever Mojo Games
Clever Mojo Games's picture
Offline
Joined: 04/19/2009
Petri Dishes

Noah, that's not a bad idea, but having separate petri dishes would take a lot of the player interaction out of the game. It would be hard for a mold to jump from one petri dish to another to launch an attack. :-)

sana
Offline
Joined: 07/31/2010
Subspace Continuum

Subspace Continuum

Hey All!

My name is sana, I am addicted to this game Subspace Continuum. I was wondering if any of you guys played this game before. I play the zone SSCU Trench Wars. I am an Event Referee (Dezmond ). Also I coordinate the Trench Wars Radio and Assistant Coordinator of Bot Developement. Why don't you pop in and take a look to see if you like it? If you do decide to, Login to the game (SSCU Trench Wars) and do ?help Hi! I'm from Game Hourz, Teach me how to play!

Meet people from all over the world....then kill them!

Thanks!

noahd
Offline
Joined: 02/26/2010
petri dishes

I guess it depends on what the victory conditions are and how the players control the game board. If player actions effect all player boards and not just their own, then players could cause one mold to attack another mold in all the petri dishes. but you would be attacking mold in your petri dish as well (if the conditions were similar). I'm not sure how you would control the boards or win the game but if you are controlling the board and not the pieces why not all the boards. I also don't know how the molds would react automatically without a lot of upkeep but I still like the basic idea.

Clever Mojo Games
Clever Mojo Games's picture
Offline
Joined: 04/19/2009
Slime Mold From Outer Space

I was thinking that since there is a perceived barrier using mold as the basis of this game, why not give it a B Movie SciFi vibe? According to Wikipedia (the fount of all knowledge), the 1958 movie The Blob was based a little on slime molds. So, in the game, the scientists, struggling with budget cuts, are forced to share a petri dish to study the alien slime mold retrieved from a meteorite. Everything pretty much remains as we've been discussing but the scifi theme gives it a handle for gamers to grab more easily than simple mold.

pelle
pelle's picture
Offline
Joined: 08/11/2008
blob

Also, the Blob is, as far as I can remember, one of the best movies ever. Although I don't even remember if I preferred the origianal or the 80's remake. Now if you could get THAT theme into this game somehow, that would certainly beat peri dishes if you ask me.

Redcap
Redcap's picture
Offline
Joined: 07/26/2008
Here is an idea that would

Here is an idea that would allow the game mechanics not to change, but allow you to stick with your theme, kind of. There is a scientist who wants to see how molds interact with one another, so he/she places x number of different molds in the same petri-dish. The scientist occasionally adds chemicals to the dish to see what happens, but is mainly curious to see how the molds will react to each other and to outside influences. The players are the molds themselves and are trying to claim dominance in the petri-dish despite each other and despite the scientist.

So the player gets abilities and strengths unique to their mold, may adapt new abilities and such to claim territory. You can then use the scientist as a random element to the game.

Just a thought.

dnddmdb
dnddmdb's picture
Offline
Joined: 01/06/2009
The point of it is the mechanic.

Thanks to everyone for their input. The Blob idea sounds pretty cool (perhaps all players are regular molds competing with the alien slime mold?). But as for what Redcap said, the point of the whole idea is the mechanic, controlling the board, not the "characters". But maybe I will change that.

I like your idea about the scientist. He could hypothetically be the "deus ex machina"-esque force behind the random powerups that will appear. Maybe he could allow weaker players catch up ("Whoa there, blue mold, it seems you are getting a bit wild into yellow's area. Now where's that stabilizer?")

BTW, its great to see all the feedback accumulating here. Thanks again to everyone.

Syndicate content


forum | by Dr. Radut