Ursuppe Gene Testing Grounds
This page last updated November 21, 1998
This is a collection of musings on possible new genes for Ursuppe. If you send me any new genes, please be sure
to include permission to post them if you want them listed
here.
Suggestions, alphabetically by submitter:
And, a growing separate file of alternate rules.
My own (Steffan's): Here are some new genes I wrote, but I have
not played with any of them - so use them at your own risk! Feedback on the potency, BP
cost, Mutation number, etc., appreciated.
- Mimicry
- Price: 4 BP; Mutation Points: 3; Quantity: 0/1
- You look/smell/feel like an amoeba with Armor. During
Phase 1, roll a die if another amoeba tries to attack you: on a
roll of 1-3, the aggressor thinks you have Armor and will
not attack you (and pays no BP); on a 4-6 it isn't fooled. Repeat
for each amoeba threatened.
- Tough Cell Membrane
- [Included in Freshly Spiced as Hard Crust]
- Alarm
- [Included in Freshly Spiced, except it doesn't note that the alarm must be given each turn]]
- Stealth
- [Included in Freshly Spiced as Camouflage]
- Fruiting Body
- Price: 5 BP; Mutation Points: 4; Quantity: 0/1
- You produce "fruit" which other amoebas can eat. Each turn,
before your action in Phase 4, Cell Division, place one
food cube of any color on each of your amoebas. (Thus, any new
amoebas you build do not get to do this.) This extra food cube
may be eaten by any other player's amoebas - but not by your own
amoebas.
- Web
- Price: 5 BP; Mutation Points: 4; Quantity: 0/1
- Only works if you also have Struggle for Survival or
Aggression. During Phase 4, cell Division, you may place
a "web" on your turn. Place a damage bead to represent the web in
any space you could place a new amoeba - this costs you 2 BP.
During the next turn's Phase 1, any amoeba moving into that space
before your movement is caught - and may be eaten by you, regardless
of the presence of available food cubes. (The attack itself still
costs 1 BP, and may still be defended against normally - it's not
a very good web.) Remove the web if not used by your action in
Phase 1.
- Bad Taste
- Price: 4 BP; Mutation Points: 4; Quantity: 0/1
- You taste terrible. An aggressor will choose another player's
amoeba in the same space as you (providing there are any) instead
of attacking you.
- Photosynthesis
- Price in BP: 6; Mutation #: 6; Quantity: 0/1
- You only need to eat one cube per turn, any color but your own.
However, since you need light, you float slightly "higher" than
other amoebas in your space. Thus, you provide some shade for all
other players' amoebas (but not your own): for every one of your
amoebas in the same space as another player's amoebas during the
gene defects phase (Phase 2), that player gets to add +1 to the
ozone layer that turn. Your amoebas are still within range of
being eaten, however.
- Highly Mutable
- [Included in Freshly Spiced as Highly Adaptable,
except it doesn't say that you can only get an Advanced Gene with this
power by turning in another Advanced Gene]
- Sexual Reproduction
- BP: 6 Mutation #: 6 Quantity: 0/1
- Your amoebas may reproduce sexually (or asexually, if you
prefer). If one of your odd-numbered amoebas (male) is in an space
adjacent to one of your even-numbered amoebas (female), you may
produce a new amoeba in a space next to the female for only 3 BP,
otherwise following the normal reproduction rules. An amoeba may
be involved in sexual or asexual reproduction in a given
turn, but not both in the same turn.
- Efficient Absorbtion
- BP: 5 Mutation #: 5 Quantity: 1/1
- You get 11 BP per turn instead of 10.
And Brian Bankler writes:
I haven't yet playtested any of my new genes, but ideas are:
- Bottomfeeder
- You can eat 4 blocks of your own color to count as
a block of another color. [Should maybe be 3 blocks]. (Probably
somewhat steep cost.)
- Nematocysts (Stinging Cells, however you call it).
- Whenever another
amoeba actively moves (as opposed to drifts) into your square, they
lose a BP. Amoebas also lose a BP when they attack you [Struggle for
Survival or Agression.] Amoebas whose owners have no BP suffer no
penalties. (I'm not sure how expensive this should be, since it
doesn't actually do anything for you other than tend to keep others
away...in actuality, I consider this to be a way to stop the utility
of Movement 2, etc...much like holding. I also considered making
Nematocysts block holding, but it's already fairly limited). (Probably
cost 5 BP, Mutation 3 or 4)
- Two variations on a theme:
- Fat.
- You may eat two meals in a turn. The second meal is set
somewhere (on the amoeba). If you should starve, you may simply
eat the second meal. You may only eat an extra meal if you don't
already have an extra. The cubes for the second meal are not part
of the board (perhaps a token on the amoeba to mark spare meal?)
From Stephen Tavener, who adds:
Feel free to add mine to your web site - but I reserve the right
to tinker with the costs and stuff after playtesting. Players should
probably be allowed to have only one "Disadvantage" each.
- Disadvantage: Glutton
- [Included in Freshly Spiced]
- Disadvantage: Tasty
- Amoebas with Struggle For Survival or Aggression
will attack you where possible, even if there is sufficient food
in your square.
- Cost 3 MP: -2
- Disadvantage: Erratic
- Your amoeba moves randomly each turn (roll 1 die, on a 6 follow
the current on the environment card).
- Cost 3 MP: -2
- Hibernation
- In phase 1, you may add 3 counters to an amoeba - each turn,
remove one of these counters. Your amoeba does not move or eat
until the last counter is gone.
- Cost 5 MP: 6
- Mimicry
- Your amoebas can use any of the mutations of other amoebas in their
square. [Steffan adds: perhaps that should be changed to any
one - it sounds too powerful to me as is.]
- Cost 6 MP: 6
- Genetic Drift
- You may swap this mutation card with a random mutation from another
amoeba in the same space.
- Cost 5 MP: 3
- Go out with a bang
- [Included in Freshly Spiced]
- Healing I (Regeneration)
- [Included in Freshly Spiced]
Advanced Gene
- Healing II (Vampire)
- [Included in Freshly Spiced]
And Steve Jackson writes:
Feel free to post these and invite others to develop them.
Hah! My best idea was FAT, and Brian has written EXACTLY
what I was thinking, even to the name. I think that would be a good
one, and would combine very nicely with other efficient-eating
genes.
- MERGING(?)
- Any time two of your amoebas are adjacent, they can merge into
a single one. The new one has no damage, regardless of its earlier
state, and need not eat on its next turn.
- INK CLOUD
- For an enemy amoeba to attack you, it must pay double.
- POISON CLOUD:
- No enemy amoeba may enter your square if it has an option. If
it has no choice (it is drifting and has no Biological Points to
let it try to move) it takes damage. This one should be expensive!
(What about creating new amoebas directly on your square - allowed
or not?) [sos adds: possibly an Advanced gene of Ink Cloud?]
- METABOLISM
- Some way to eat extra food, or other amoebae, and turn it into
Biological Points!
- [Name?]
- A gene could reduce the cost of all other gene cards bought . . .
[Included in Freshly Spiced as Flexible]
And from Trevor Dewey:
Here's a couple of not really playtested genes, feel free to post
them or round file them as you wish:
- Popping
- [Included in Freshly Spiced as Cleanliness]
- Hopping
- Cost: 5; Mutation#: 4; Quantity: 1/1
- Your amoebas may spend 1 BP to Hop from space to space instead
of moving normally. To Hop move the amoeba from the square it is
in over a square containing the amoeba of another color and into
a square that does not already contain one of your amoebas. If
these conditions can not be meet the amoeba may not hop.
- Regurgitation
- Cost: 4; Mutation#: 3; Quantity: 1/1
- Your amoebas may incur one damage point to regurgitate two
blocks of the same or different color. Place the blocks onto the
space the amoeba is in.
- Bomb
- [Included in Freshly Spiced as Go Out with a Bang]
- Irritation
- Cost: 5; Mutation#: 4; Quantity: 0/1
- Your amoebas are far too Irritable for the normally social
amoebas. All other amobas in the same space as one of your amoebas
must attempt to move away on their movement turns. Amoebas may
still move into spaces with Irritable amoebas.
- Catalyst
- Cost: 6; Mutation#: 5; Quantity: 0/1
- Your amoeba may, instead of feeding, act as a catalyst. Replace any
three cubes with one cube of any other color. The amoeba still
Starves and takes a damage point.
- Suction
- [Included in Freshly Spiced]
Advanced Genes
- Intelligence II
- [Included in Freshly Spiced]
- AtomBomb (Bomb II)
- Cost: 5 + Bomb; Mutation#: 6; Quantity: 0/1
- When your amoebas dia, via natural or violent death, they explode.
All other amoebas in the same space (including their own) take
two points of damage. Amoebas with AtomBomb leave no cubes when
they die.
- Suction II
- [Included in Freshly Spiced]
From Ronald Olszewski:
- Martyr
- Cost:4BP MP:3
- Your amoebas may choose to sacrifice themselves for the greater
good. Remove the amoeba and replace it with one foodstuff of each
color.
- Short Life Span
- [Included in Freshly Spiced, but perhaps disemboweled, so I'm leaving the original]
- Cost:5BP MP:6
- Your amoebas can reproduce at the cost of only 3 BP. However,
it only takes 1 point of damage to kill your amoebas now. May not
be used with Genius (below).
- Highly Adaptable
- [Included in Freshly Spiced as Flexible]
- Altruism
- Cost:5BP MP:4
- You may give one of your gene cards to another player besides
yourself at any time except during phase three (Gene Selection).
Gain twice the cost of that gene in BPs.
- Empathy
- Cost:4BP MP:4
- If you have two or more of your amoebas in a space, you may
transfer one DP from one amoeba to another. You may only transfer
1 DP per amoeba either given or received; if any particular amoeba
has already shared a DP with another amoeba it may not do so again
this turn. I feel your pain.
- Desperate Measures
- Cost:2BP MP:3
- You may only buy this gene if you are in last place. You may
steal a gene from any player who is more than 5 spaces ahead of
you on the scoring track. You must pay twice the cost of the gene
to do so. If after the scoring phase you are not in last place
you must give this gene up immediately.
- Energy Conservation
- [Included in Freshly Spiced]
Mike Mayer writes:
[I have some corrections from Mike I will put up when I can - check
back.]
I have some variants/genes for Ursuppe to add to its evolutionary/animal
behavior bent. I've played the game a grand total of one time so
far, so take my suggestions with a few grains of salt. But I was
so inspired, I couldn't wait through the tedious act of actually
playtesting these ideas.
- Avoidance Response:
- [Included in Freshly Spiced as Rebound]
- Sonar:
- You may move toward largest total cache of cubes adjacent to
you.
- Smell:
- You smell odors carried by the drift. You may move against the
drift to find food.
- Stotting:
- You're phycial prowess impresses the pants of the other amoebs.
Those with agression will not come into your space to eat you if
there's another amoeb somewhere else nearby.
- Threat Display:
- [Included in Freshly Spiced as Thread Display - oops!]
- Behavior parasite:
- controls behavior of nearby amoeb. Convinces it to come into
your space (to be eaten if you have the right gene).
- Brood Parasite (as in cow-birds):
- Pick a color at the beginning of the round. That color amoeb can
do nothing to harm your color.
- Trophalaxis (feeding):
- your amoebs may feed a cube to an amoeb in an adjacent square.
- Cannibalism:
- May eat own cubes. But roll a die each time; if you roll a 1,
then that amoeb is infected with a prion and you catch a version
of mad-cow diseases. That amoeb may not use any genes you possess.
If that amoeb is eaten, roll a die; one a one, the amoeb who ate
it has the prion now.
From J.D.
Forinash:
These are my new gene ideas, and you may feel free to post them. I'm
unsure of the price and MP details of them. Also, I don't guarantee
any of them are at all useful. :)
- Metabolism:
- "attaches" to another gene, reducing its mutation level by 1,
but requires that the amoeba eat two differing food blocks (and
excrete one of its own color) whenever that gene is used.
- Tentacle II (or perhaps Holding II):
- When you move, you may bring another amoeba with you.
- Sail:
- Your amoebas drift in a different direction; when the center
card is turned up, roll a die; your amoebas move that direction
instead. On a 6, you travel with the rest of the amoebas, on a 5
you stay put.
- Wimpy:
- Your amoebas die after taking only one DP, but the gene is
worth -2(?) mutation points.
- Gene-ocide:
- For 5 BP, you may completely remove this gene and any gene
belonging to an amoeba that shares a space with one of your own
completely from the game, and nobody may buy either gene card for
the rest of the game. (Just in case somebody _does_ come up with
an unbeatable gene combination.)
- Assimilation:
- During the reproduction phase, you may instead choose to buy
a single amoeba of another player's in the same space as one of
your own. Pay 2BP to the bank and 2BP to the player whose amoeba
was assimilated. Swap that amoeba for one of your own; if it was
damaged before you assimilated it, it's still damaged.
- Assimilation II: [sos asks: is this an advanced gene?]
- Set one of your color food on the amoeba you assimilated,
instead of removing it from the board. You may still have only
seven amoeba; this one counts against (and for-- both of you score
for it in the scoring phase!) both of you. You own this amoeba, it
drifts and eats after your amoeba with the same number would-- but
in all other respects, it acts like an amoeba belonging to the
player you assimilated it from, using his genes instead of yours,
eating like one of his instead of one of yours.
- Plaid:
- Your amoebas are an eyesore, and no amoeba may "hold" onto you
or willingly move into a space your amoeba is in without paying
1BP.
- Magnetic:
- Your amoebas attract adjacent amoebas. When an amoeba drifts,
add the "vectors" of all the magnetic amoebas in adjacent squares
to the drift and move there. Examples: If there's a magnetic
amoeba to the south and the current is west, a non-magnetic amoeba
moves one space south and one space west. If there's two magnetic
amoebas to the east, one to the south, and the current is west,
move two spaces east, one space south, and one space west. Magnetic
amoebas repel other magnetic amoebas in a similar fashion.
- Waste repelling:
- When you excrete, you do so in an adjacent space determined by
rolling the die; never in your own space.
- Alternative diets:
- Your amoebas may choose to eat as if they were a different
color and excrete that color. However, no two of your amoebas may
eat as the same opposing player's amoebas do in the same turn.
From Wolfgang Ditt:
- Constipation
- Price: 3 BP
- Mutation Points: 3
- Quantity: 0/1
- Your amoebas only excrete one block of your own color when they eat.
- Vindictiveness
- Price: 5 BP
- Mutation Points: 5
- Quantity: 0/1
- Whenever one of your amoebas takes 1 point of damage all amoebas
in the same square also take one point of damage. (It's all or
none, you can't pick and choose. But it's not recursive - if you
damage another one of your amoebas in this manner, it doesn't cause
the same effect!)
From Cris Smith:
- More than a Mouthful
- [Included in Freshly Spiced, but credited to Andy Daglish. Hmmm.]
- Bumper
- cost 4 mutation 5
- When moving into a square you may bump an amoeba in that square one
space in the same direction. Does not work if you drifted (it must be a
move), does not effect amoebas with holding and of course there must be
somewhere to go. Amoebas with tentacle can still take food.
Note: in addition to the ones here marked "included in Freshly
Spiced", the expansion set also includes five more genes: Doris
& Frank Gene, Social Gene, Fast Food, Population
Explosion, and Camouflage II. Presumably these are Frank's,
proving that he's still the Gene King!
Back to SOS' Gameviews
Back to Steffan O'Sullivan's Home Page
|