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Games

Geyser – The Game

A simple and elegant board game heavily dependent upon strategy with a subtle hint of chance developed to be played in the world of an ever-shrinking island.

This was a game created as part of the Ringling Game Design Club’s game jams. It was based on a world we created in one of the club’s world jams. In a world where a large island is surrounded by a giant wall of falling water, and a steam geyser dominates the center of the only known mass of land. Steam is both a source of power, and danger, in this harsh terrain. Nomadic societies travel the land in search of steam beds to power their lives, and all vie to control the Mother Geyser.

To this end, a group consisting of myself, Eli Allen, Garrett Stephens, Clay, and Tony Sladky developed a game we simply call “Geyser”, that would be played in this world. And so I present –

Geyser

For 2 to 4 Players

Supplies –

  • 2 6-sided dice
  • Game Board, or suitable mock-up as illustrated below
  • Unique tokens for each player’s tribe
Blocked-in game board

At the start of the game, place one of your tokens onto one starting square. Then, each player rolls 1 die. The person with the highest roll starts the game. Play proceeds to left of the starting player.

The goal of the game is to reach the Mother Geyser, and hold it through the end of a round.

A round consists of all players taking one turn.

In each player’s turn they will move one piece one square in any orthogonal direction. Diagonal moves are not allowed.

If a player lands on a geyser, they may place a new token on the board in any permissible square around that geyser. You may not place this new token on a square occupied by another player.

When a player claims a geyser, they must leave at least one piece on that geyser at all times.

Two tokens from the same player may occupy the same square at the same time.

You may “battle” with another player by moving your token into a square they occupy. In this event, each player rolls one 6-sided die and adds the number of geysers they control. Whoever has the highest number wins, and the loser removes that token from the board.  The winning player now occupies the contested square.

In the event of a tie, the attacking player has the option to retreat to the square he previously occupied, and his turn is over. The attacking player also has the option to try the attack again until one side loses, or the attacking player chooses to retreat.

At the end of the first round, the player who started the game rolls two 6-sided die. Add the two numbers together, and this determines which “ring” of geysers fires off, destroying any tokens occupying that geyser. For example, if a player occupies a 6/8, and the roll is two 4s, he must remove the token he has placed on that geyser. This is known as the Geyser Firing Phase.

After the geysers have fired off, the player who went first passes the dice to his left and that person will roll for the next Geyser Firing Phase. After he has rolled, he will pass the dice to his left and so on until the game is over.

In order to move into the Mother Geyser, a player must control at least three normal geysers.

If a player has one token occupying the Mother Geyser after the Geyser Firing Phase, that player is declared the winner.

Comments are always appreciated.

This has been cross-posted to the Ringling Game Design Club blog.

Creative Commons License
Geyser – The Game by Matthew Oztalay, Tony Sladky, Eli Allen, Garrett Stephens is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
Based on a work at oztalay.com.

By Ozzy

Graduated in May 2011 from Ringling College of Art and Design with BFA in Game Art and Design. Tech Artist with strong work ethic, organization and time management skills, initiative, adaptability, and communications skills.

Credits:
- Darksiders II (in production)
- Saints Row: The Third (Art Intern)

Specialties
3DS Max 2012
Maxscript
Python
Perforce
Unreal Development Kit
Maya 2011
xNormal
Photoshop CS5
3DS Max 2010
Unreal Kismet
Crazybump
Dreamweaver CS3
Premiere Pro CS5
MEL
Hansoft
Mudbox 2011
zBrush 4
Corel Painter XI
AfterEffects

One reply on “Geyser – The Game”

[…] At the start of the game, place one of your tokens onto one starting square. Then, each player rolls 1 die. The person with the highest roll starts the game. Play proceeds to left of the starting player. The goal of the game is to reach the Mother Geyser, and hold it through the end of a round. A round consists of all players taking one turn. In each player’s turn they will move one piece one square in any orthogonal direction. Diagonal moves are not allowed. If a player lands on a geyser, they may place a new token on the board in any permissible square around that geyser. You may not place this new token on a square occupied by another player. When a player claims a geyser, they must leave at least one piece on that geyser at all times. Two tokens from the same player may occupy the same square at the same time. You may “battle” with another player by moving your token into a square they occupy. In this event, each player rolls one 6-sided die and adds the number of geysers they control. Whoever has the highest number wins, and the loser removes that token from the board. The winning player now occupies the contested square. In the event of a tie, the attacking player has the option to retreat to the square he previously occupied, and his turn is over. The attacking player also has the option to try the attack again until one side loses, or the attacking player chooses to retreat. At the end of the first round, the player who started the game rolls two 6-sided die. Add the two numbers together, and this determines which “ring” of geysers fires off, destroying any tokens occupying that geyser. For example, if a player occupies a 6/8, and the roll is two 4s, he must remove the token he has placed on that geyser. This is known as the Geyser Firing Phase. After the geysers have fired off, the player who went first passes the dice to his left and that person will roll for the next Geyser Firing Phase. After he has rolled, he will pass the dice to his left and so on until the game is over. In order to move into the Mother Geyser, a player must control at least three normal geysers. If a player has one token occupying the Mother Geyser after the Geyser Firing Phase, that player is declared the winner. Comments are always appreciated. This has been cross-posted to the Matthew Oztalay’s Blog. Geyser – The Game by Matthew Oztalay, Tony Sladky, Eli Allen, Garrett Stephens is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.Based on a work at oztalay.com. […]

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