Other Wise

Making Ground

Making Ground:1 a placement game of terraforming for 2, 3 or 4 players. The 4-player game is a partnership game.

Components

A board of squares, perhaps 7×7 or 9×92. A large number of tiles in three families (vegetables, animals and humans) with four ascending ranks per family (eg grasses, bushes, trees and forests in ascending order for the vegetable family). Coloured player markers. (Optional) A small number of “rocks”, or tiles used to mark parts of the board as dead/unplayable. A bag.

Setup

First move

In clockwise rotation the players optionally accept a previously proposed first move as their own (must not have previously accepted a first move) and then propose a first move themselves by placing a level 1 vegetable tile with two of their markers on the board. A move is accepted by replacing the player markers on the proposed move with one of the accepting player’s markers.

There is then a second round, in the same order, of the players that did not accept a move on the first round (necessarily true of the first player, but may be others). On their turn they must accept a previously proposed move.

The game then starts with the player to the left of the player to last accept a move3. All subsequent turns are in clockwise rotation.

Basic gameplay

A set of three or more orthogonally adjacent tiles of the same family and rank glob and become a single tile of the same family and the next higher rank which is substituted for the tile that created the triggering glob. If the set of globbed tiles, including the newly placed and upgraded tile, was orthogonally adjacent to three or more tiles of the same family and the new higher rank of the placed tile, then the placed tile is globbed to the next higher rank etc. In this way multiple levels of globbings can occur with a single tile placement.

All the constituent globbed tiles of the final upgrade set are removed from the board and are returned to their owning players.

Special cases:

Player turn

On their turn the player must place one tile on the board along with one of his player markers4.

Any automatic upgrades are then executed, along with tiles being returned to their placing players and any resulting upgrades and tiles in player’s supplies.

If there are no empty squares left to place a tile on a player’s turn, the game is over.

Game end

The game ends when all players pass in rotation, or the board fills such that no further tiles may be placed.

Scoring

The player or partnership with the most points wins. In a 4-player partnership game, the score of the partnership is the lowest of the scores of the individual members of the partnership.

Footnotes
  1. Mostly a thought model at this point.
  2. The size will likely vary with player count.
  3. Questionable: May be the first player as nominated before the game started instead.
  4. There’s a good argument that in the event of a player’s placement resulting in a glob/upgrade, that they then get an additional turn, but this may prove analytically overwhelming.
  5. Yes, an odd number.

Comments   

1 Author:  ed | Date:  17 May 2012 | Time:  20:05

There’s a definite hint of TripleTown in there, intentional or not.

I wonder how the game would feel if the edges of the board weren’t defined at the start, but it was just limited to being a certain maximum size – it would likely avoid the need for the special first round.

2 Author:  J C Lawrence | Date:  23 May 2012 | Time:  16:00

Yeah, though TripleTown was more a parallel/side inspiration.

The purpose of the seeding round is simply intended as a source of variation as well as an opportunity to do turn-order balancing.

Write a Comment   

You must be logged in to post a comment. Log in