I’m working on a material rhetorics independent study with Collin Brooke this semester which quickly turned from a reading list to a constellation of which gaming, hypertext, Peter Elbow, bots, byzantine art, and a world of 4D are all a part. For one of my projects, Collin asked me to locate a photo of a Joseph Cornell box and to invent the game for which that box/contents are the pieces. This was one of the most challenging|captivating things I have ever made.
I started with this Cornell Box
and created the game Mission: Perilous Planet
Overview: For 2 players
Earth can no longer sustain the human population. Extreme storms and unstoppable blights wreck havoc on what little crops are still able to grow in the barren ground. Inhabitants who have not been stricken by the pandemic of flu strand X, are starving. Mission: Perilous Planet is sending two teams of explorers to investigate a group of five biospheres they have deemed fit for settlement to flee the destroyed Earth. Your mission: give humanity a fighting chance.
- Eclipse Event bar
- Solar Phase marker
- Lunar Phase marker
- Habitus orb
- Touchdown Timeline
- Gravity Force Rings of small and large intensity
- Terrestrial Biospheres: two water, two desert, one temperate forest planets to play as
- water: Aquater and Hydralus
- temperate forest: Taiga
- desert: Nomadian and Orelian
- Dice: gravity (black), eclipse (white), collect and refine resources (green), project construction (blue), and hardship (red)
- Status and Inventory card
Eclipse Event Bar
Play space to determine effects of gravity and eclipses with each turn. The Eclipse Event bar has 13 spaces for Gravity Force rings to be moved across both forward and backward based on the roll indicated by the Gravity die. When a small and large Gravity Force ring meet over a planet, no actions can be taken on that turn by the player in control of the planet as a Flux Event has taken place. Each player controls a small and a large Gravity Force ring to keep from coalescing, but may also influence the occurrence of a Flux Event on the opposing player and planet.
Solar Phase Marker and Lunar Phase Marker
Located on the Eclipse Event bar, these two markers are used to indicate what type of Eclipse a planet is experiencing during a Flux Event. The Lunar Phase marker (depicting phases of the moon) brings about natural disaster on the planet by disrupting planetary levels of gravity. The Solar Phase marker (depicting the sun) impacts the player’s ability to collect and process resources by disrupting the balance of night and day.
Gravity Force Rings and Gravity Die
When Gravity Force rings meet, a Flux Event occurs. During a Flux Event, the player must roll the Eclipse die to determine the effects of Gravity on their planet. Located on the Eclipse Event bar, these four rings (two large and two small) are controlled by the Gravity die. Each turn, the players roll the Gravity die to determine how many spaces along the Eclipse Event bar the Gravity Force rings are moved.
Rolls and resulting moves to be divided between small and large Gravity Force Rings:
1 move one notch backward; cannot be used on opponent
2 move two notches forward
3 move three notches backward; cannot be used on opponent
4 move four notches forward
5 move five notches backward; cannot be used on opponent
6 move six notches forward
Each roll can be split between the small and large rings. If roll is being used to move opponent’s rings, only even rolls can be applied in an amount half the total.
Eclipse (white die) controls the Lunar and Solar Phase markers
rolls and resulting actions:
- blank (2 side): no effect
- partial solar eclipse (half yellow circle): cannot collect resources this turn
- partial lunar eclipse (half black circle): lose last resource or food collection
- full solar eclipse (yellow circle): cannot collect or refine resources or begin or complete projects this turn
- full lunar eclipse (black circle): lose all uncompleted projects
Collect/Refine Resources (green die):
numbered 1-6 to be allotted across actions:
- collect food
- collect resource
- refine resource
- process food
Each number indicates one food or resource action. For example, rolling a 3 might be divided across the actions: collect 1 food, collect 1 resource, process 1 food. Refining and Processing can only be performed on food or resources in inventory from a previous turn and cannot be applied to food or resources collected in that turn.
Projects (blue die):
numbered 1-6 to indicate phases of completeness in a structure’s construction (6 being complete)
- build shelter
- build processing or refinery plant
Hardship (red dice):
Icon die is type of hardship to affect player, while corresponding number die is intensity of hardship in play
- blank (3 sides) : no effect
- blight/parasite of food (bug icon): roll 1, 3, 5 lose last food collection; 2, 4, 6 lose ½ of food inventory
- natural disaster (fire icon): roll 1, 3, 5 lose last resource collection; 2, 4, 6 lose ½ of resource inventory
- desolation (skull icon): both natural disaster and blight/parasite roll 1-5 lose ½ of food and resource inventories; 6 lose food inventory and processing plant at highest phase of completion
Mission: Perilous Planet only has eight weeks to establish living conditions for Earth’s resettlement. At the end of each round, the habitus orb is moved up on space on the Touchdown Timeline.
Status and Inventory Card
When the Habitus Orb reaches the end of the Timeline, each player must take stock of the state of their biosphere.
- Each completed shelter: + 2
- Each completed processing/refinery plant: + 4
- Each refined or processed food or resource: + 3
- Each unfinished project: -2
- Each unprocessed or unrefined food or resource: -1
Players roll to decide who goes first; highest roll earns first turn and the choice of location for their biosphere in the orbital cups.
Each player gets to select a biosphere for resettlement. Each biosphere has strengths and weaknesses for its lifeforms that are affected by gravity and solar and lunar eclipse phases.
Water: Aquater and Hydralus
- resources: fishing and algae materials
- environmental instability triggered colossal high tides
Desert: Nomadian and Orelian
- resources: mining and stone materials
- environmental instability: obliterating wind storms
- resources: hunting and lumber materials
- environmental instability: mass plant eradication
To set up the Eclipse Event bar, both Solar and Lunar Phase markers are pushed to the center. Each player takes a small and large Gravity Force ring and places them above their orbital cup that locates their biosphere. Each player gets the following dice:
- gravity (black)
- eclipse (white)
- collect and refine resources (green)
- project construction (blue)
- hardship (red: one icon and one numbered)
Each turn, the player rolls each of their die except the Eclipse die, which is only rolled to determine the effects of a Flux Event when Gravity rings coalesce. After both players have taken their turn, the Habitus Orb is moved one space forward on the timeline.
When the Habitus Orb reaches the end of the Touchdown Timeline, the time for choosing the more hospitable biosphere is determined. The biosphere with the most stable colony conditions at the end of the development period receives the Earth population for resettlement. The conditions are determined by taking inventory of the environment on the Status and Inventory card.