Garden Game

This game uses the Weather Mechanic to model a growing season of some length, and the goal of the game is to produce a useful and prosperous collection of plants.

Every "day" the day's weather is flipped over and every player has to deal with the weather of that day. I'm thinking that, like Dominion, every person has the same roster of plants they can purchase and plant, and they all deal with the same weather, so it's not an unfair game. Everyone has all the same conditions, but their choices affect their success.

So, every turn people may buy plants, and plant them into their garden, which is their playing board. Every person has their own garden. Plants are placed facedown, which is a sprout, for a number of turns, and then are turned faceup and are now a plant.

Plants have certain requirements, like some only grow if they maintain a certain amount of sunlight, and others only grow if they don't get over a certain amount of sunlight. All need a certain amount of water, but different ones need different amounts.

Then, some plants have bonuses they give to other plants. Sod is more hardy when adjacent to more sod.

Trees shade the adjacent spaces.

Moss, maybe, provides moisture to adjacent spaces, or something like that.

That way you can use some lower value plants to help protect your higher values plants. For example, the tree would make it so that a sunny day didn't fry all of your shade plants.

Also, some plants will be perenial, which means that they yeild, then get flipped over into sprouts again, and continue. The annuals, though, yield and then are discarded.

Status of a plant is kept as counters on the plant tile. Any rainy day a blue square is put on the tile, any dry day one is removed, etc. Same goes for yellow circles for sun exposure.

Then if a plant gets too much sun, it dies, or if it gets too little, or whatever.

So, plants cost some money to buy and plant, and they yield some value when they mature. They can be sold at a lesser cost before that. Dead plants loose all of their value.

I'm thinking that annuals are worth more per yeild, whereas perennials are worth more over time because they yield more than once. They continue to occupy garden space, though, and must survive, whereas annuals yeild and then free up the space.

You can also, I'm thinking, pay money on a turn to temporarily shield some of your plants from the sun or rain, or water them, or whatever. Or you can spend more money to get irrigation so you can water a whole area for less cost, etc.

The game, then, comes down to managing space, and trying to plan to place your plants in an efficient way, while keeping them alive, and hedging the weather.

For balance, and keeping people in the game, I'm thinking that one choice you can always take is hobby farm, which lets you put a tile on your land that yeilds a small but consistent amount of money per turn. That way you can always do something to dig yourself out of a bad investment. Or something.

You'd have to balance it out so that filling your land with hobby farms isn't the winning choice.