Skip to main content

Mechanic Monday: Out of Mutana

Just did a post yesterday, so let’s cut the chatter and get back on schedule with a Mechanic Monday.

Whole Combinations of Pieces as Win Condition

In GREEM, the board begins with a (randomized?) setup of neutral pieces, each of which can move along one axis - North-South, East-West, NE-SW, or NW-SE.  On their turn, a player can move either a piece or a stack.  In the first instance, the player can claim a neutral piece and move it in the direction that the piece allows.  If the piece lands on a neutral or friendly piece, stack the pieces - the new stack can move along any axis that any of its composite pieces could move along.  A player may also use their turn to move a stack, but may not move it onto or past an opposing piece or Stack, and may not move it onto a piece (or a stack containing a piece) that it already contains.  Once a player creates a stack with all four types of piece, the stack is removed from the board and added to the player’s scoring area.  The game ends once a player has scored three stacks.

I love mutate.  Love it.  I didn’t understand how the mechanic worked at first so I could not figure out the blue/black premade deck in Arena that utilized it, but once I saw it in action, leveraged against me, I was instantly enamored of it.  The risk inherent of consolidating your forces, balanced against layered-on micro engines - chef’s kiss.  I have a quiet suspicion that Mutate has been on the design doc for a long while, as it reminds me strongly of failed 2000s WotC transparent hex card game, Hecatomb.  Anyway, here I’ve mapped it onto the most basic of abstracts, and for the purposes of simplicity I’m picturing a square board, but this could scale up in complexity and still be quite interesting.  And despite Hecatomb’s failure, I still think it could work as like a standalone card game, particularly with the recent interest in transparent cards.

Anyway, that’s enough for today, I’ve work work and playwriting to do.  Be safe, wear a mask, punch fascists!

Comments

Popular posts from this blog

TTRPG Tuesday: The Secret Calendar

Welcome back to TTRPG Tuesday! Have I done any this year? Looks like no! On pace to be a pretty low-posting year I guess. Today I actually have a full-fledged one pager TTRPG to share.  I was listening to a Ludology with Camilla Zamboni as the guest and was inspired by her collection Roll for Learning.  The Secret Calendar came to me pretty much fully formed as I walked and listened to the episode, though I do want to acquire RfL to get layout inspo. Anyhow, the first draft can be found HERE .  I think this could be a fun activity for students (was also thinking of Wolfenoot) and maybe I’ll publish it or submit it at some point. Okay I’m out of practice so that's it buh bye!

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: Let's Do That Hockey

Yo uh is it another TTRPG Tuesday? I think it is! I said I’d bring something to Playtest Zero on Thursday, and you know what’s been rattling around my head? Well, Channelers still, and Cold Iron Company, but today in particular: this post on mechanics inspired by Blue Lock.  But I don’t want to make the Blue Lock fan game - I want to take an already insane feeling system and map it on a world I care more about - Tartans Hockey Live! THL is, as everyone knows, the narrative fiction podcast series that exists entirely in my head and various Google docs, following a ragtag team of players in the fictional Hockey Elite League, which includes games played atop a moving train, trapped in a time loop, or in the shadow of Goshzilla, the Great Lakes Kaiju.  While THL follows a specific cast, I think for this game (which I might call Outside Edges or WHEEL BABY WHEEL or the Top Shelf system) we’ll play a lot looser, somewhere in the middle of the “This Is An Insane Approach To A Real S...