A real-time tile matching game, where you try to make different types of steel according to market demand!
Background
This idea was born from the difficulty I have with remembering common steel compositions, as a way to help me memorise them in a fun and easy way, instead of just reading sets of tables. If you're not sure what I mean by steel compositions, here is the composition for the most commonly used stainless steel, SS 304:
Component Carbon Manganese Phosphorous Sulfur Silicon Chromium Nickel Nitrogen Iron | Composition (%) 0.08 max 2.00 max 0.045 max 0.030 max 0.75 max 18.00 - 20.00 8.00 - 12.00 0.10 max Balance |
Source: AK Steel
As you can see, there are a lot of components, even within a fairly simple steel. For the purpose of this game, however, I am going to simplify it down and focus on the main alloying elements for most steels. The compositions are also given as a maximum, providing a tolerance for the steelmaking process. For the game, however, these will become set values.
Components
The game components comprise of a deck, a set of tiles and a playmat for each player. The deck represents the steel currently demanded by the market. Each card has the SAE (or other appropriate) designation for the steel at the top and the composition of its alloying elements in the middle. At the bottom is the number of victory points you gain for creating this steel first.
The tiles represent different quantities of each alloying element. The first block of four represent the most common alloying elements, while the second block presents less common alloying elements, usually used in steels with more specific requirements. Finally, on the right there are the different quantities of each element present on different tiles. The metals are also colour coded to help with memorisation and correspond to the the coloured bullion on the market demand cards.
Finally, the playmat that each player has is comprised of two sections. Firstly, a furnace, on the right, where the alloying elements are added to iron to produce the necessary steel. Secondly, a storage area, where players may store some tiles that they collect for use in future alloys.
Mechanics
Each player receives a playmat. The deck and tiles are shuffled separately and placed facedown in between the players. A card is turned over.
Players may then start flipping over tiles in the middle and taking those they need to create the steel or to place in storage. Any tiles that are flipped, but not taken, remain flipped and visible.
The first person to make the steel, yells "POUR", to signify that they have poured the steel. That player can grab the market card, move the alloying elements on top of it and place it to the side. They must then flip over the next market card.
All other players can retain their current furnace composition, if they wish. If they want to start afresh, then they must empty all of the tiles in their furnace into the middle pile. Play continues until either one person reaches 10 victory points, or a set period of time elapses (to be selected before the game begins).
Players then check their compositions against what has been stated on the card. For every correct composition, they gain the victory points. For every incorrect composition, they subtract that number of victory points from their total. Whoever reaches 10 points first or has the most victory points at the end, wins.
Players may then start flipping over tiles in the middle and taking those they need to create the steel or to place in storage. Any tiles that are flipped, but not taken, remain flipped and visible.
The first person to make the steel, yells "POUR", to signify that they have poured the steel. That player can grab the market card, move the alloying elements on top of it and place it to the side. They must then flip over the next market card.
All other players can retain their current furnace composition, if they wish. If they want to start afresh, then they must empty all of the tiles in their furnace into the middle pile. Play continues until either one person reaches 10 victory points, or a set period of time elapses (to be selected before the game begins).
Players then check their compositions against what has been stated on the card. For every correct composition, they gain the victory points. For every incorrect composition, they subtract that number of victory points from their total. Whoever reaches 10 points first or has the most victory points at the end, wins.
A different kind of game this time, something that hopefully teaches as well as being fun. Now, all I need to do is make a deck and start playtesting! If you enjoyed this post, please share it with your friends! You can always contact me by posting a comment below, on my Facebook page or sending me an email!