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Spheres

Sphere 3D complex
Spheres Complex Stereoprojection

Sphere(s) is an abstract boardgame that I envisioned for a space opera. My ideas for its gameplay come from Roundabouts/Surakarta with its looping elements, the fictional holographic game Strategema from an episode of Star Trek for it's 3D elements and another boardgame that I designed way back in my highschool days.

The board has two variants: the simple, which is essentially a rhombicuboctahedron projected as circles on a sphere; and complex which is a rhombicosidodecahedron projected the same way.

Rules:
• Player's start on opposite sides of the sphere - Each player starts
with four 'pawns' on the intersections surrounding their 'flag'
• Pawns move around the rings in clockwise direction passing as many
intersections as long as there are no opposing pawns obstructing the
path - Allied pawns can pass through each other but cannot occupy the
same intersection - *If a pawn cannot move forward it has the option
to move backward one intersection only*
• When all of a triangular area's intersections are occupied by allied
pawns a flag is planted and an additional pawn is placed in the
previous location of the last pawn moved - When the triangular area
with a flag is surrounded by pawns of the opposing side the flag is
changed to the side of the surrounding pawns and one of the pawns of
the original flag are removed and replaced by a pawn of the new flag
• When all of a square/pentagonal area's intersections are occupied by allied pawns a flag is planted and that will count towards points at the end of the game - When a square/pentagonal area with a flag is surrounded by pawns of the opposing player the flag changes to the side of the pawns surrounding it
• The game ends when a player cannot move any of their pawns or when
half of the square/pentagonal areas are captured by a player - The flags in the square/pentagonal areas are counted up - *The flags in the triangular areas are counted down* - The player with the highest count in points is the victor.

Comments

Man... it was crazy

It gets really crowded after a while in that game. There needs to be a give and take. Maybe instead of points it should be complete domination? I think I'm giving away too much in the ways of my new Qü6iSys platform -- hahaha.

I did find, however, it was really easy to start capturing flags in the game. I have some thoughts about rule #3 (first part). I like that I can gain a flag AND get an additional pawn on the field, but wouldn't it be more interesting if you only get the flag, BUT you can bring that flag to the field as a player and lose the that spot?

The idea is the swap. Pay for additional pawns by moving flags to the field. The perfect trade-off. It also keeps in line with any opposing pieces that surround one of your flags. It gets changed, and upon the next turn, the opponent can move that flag onto the paths/track as one of their own. Spawning sequence begin.

I have more notes in the document I'm sharing with you later today. We'll chat more. I tried a couple other things. You might be interested.

The game still puts a smile on my face

Sounds pretty damn cool. Can't wait to give it a whirl this weekend.

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gamejournal | by Dr. Radut