Talk:Gardening Guerrilla

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This sounds wonderful. Is there an English ruleset out there, or shall I do what I can to translate it from the German? --Kevan (talk) 2012-04-23 18:28:29

I've had a go at writing up an English ruleset using Google Translate, I hope I've not got anything too wrong.

One question about plant identification: is it intentional that players are unable to discover opponents' planting sites by chance? If we're all planting sweet peas and I happen to spot one growing in an obscure corner of the playing area, I won't know whether it's a valid target or not, and would risk breaking the rules if I dug it up. My only option is to stake the site out and hope someone comes by to water it. Or have I mistranslated that rule? (Is it actually the case that if the game is being played with sweet peas, then any sweet pea plant is fair game?)

And a not-entirely-unlikely special case - what happens if two teams plant seeds in the same patch of ground without realising? --Kevan (talk) 2012-04-24 14:47:51

Hi,

thanks for your interest in "Gardening Guerrilla". (I am almost finished translating it to English. I just have obligations right now, so in one or two days the complete English ruleset will be online.) done :)

The translation you provided is great. Thanks! --i3games (talk) 2012-04-24 15:03:10

> One question about plant identification

Yes this could be an issue. Maybe one could require the players to add some identification token to the plants. I would suggest starting without this, the ambiguity may be welcome, as you wrote about observing.

We start playtesting with a species of small sunflower.

> And a not-entirely-unlikely special case - what happens if two teams plant seeds in the same patch of ground without realising?

Havoc! - this might be a) fun b) horrible

I was thinking about marking the seeds somehow but besides radioactive or hightech-dna stuff I had no good idea. The game master could intervene in this case early because both teams have to send you documentation about the spot. --i3games (talk) 2012-04-24 15:12:11

I suppose it's sufficiently unlikely that any other sunflowers will have been planted in the playing area, and it looks like my "don't touch any other plants" ws a mistranslation, so maybe it's okay if wild plants are fair game.

One nice tweak might be to give each team the same plant in a different colour, and to say that the dominant colour in a patch of flowers identified the team that it belonged to. And if an area was double-planted, the first team to notice this could relocate all of the plants. I don't know how easy it is to find plants that have different colours but the same basic growth rate, though. --Kevan (talk) 2012-04-27 17:33:02

Thanks for the comments, interesting thoughts. I also have a couple of ideas for side rules and variants. At the moment I want keep the core game rules smallish and find out during playtests what needs to be clarified in order to make the players happy and the game flowing. Also the moderator should have some decision room depending on the circumstances of the game. --i3games (talk) 2012-04-28 14:49:01

Playtesting has started in Germany with 5 teams. Game runs until end of June. --i3games (talk) 2012-04-28 14:50:11

First playtest has been inconclusive, due to a couple of mistakes during setup.

Here are some tips.

  • Choose the game area wisely. Make shure that the players are regularily in that area anyway, so playing the game become a "casual possibility". Detection of other players can be promoted through events.
  • Do not plant too early in spring when nightly frost is a possibilty
  • Each team should have one dedicated contact person
  • Marking the plants is an option
  • The game is moderated, so the moderator may introduce events - ARG style - like revealing partial information to the other teams, introducing new plants and scheduling meetings. --i3games (talk) 2012-08-31 08:47:11