Mitosis

In this Death Match, split your cells wisely so you won't run out of moves.

Designer(s): pseudonam Match Type: DM (for 2 players)
Featured in: The Genius: Variations on a Theme

DM4: Mitosis


Before this game begins, the DMO decides whether they will be Red or Blue.


The game is played on a hexhex5 grid (that is, a hexagonal grid with side length five).


In the placing phase, both players alternately will place three cells of their color (that is, red and blue) on the grid. Red decides who begins placing a cell.


Then, the rest of the DM is played in the splitting phase. Blue then decides who begins splitting pieces. Then, taking turns, players will split one of their cells into two others, specifying the two newly created cells. This action deletes the original cell and creates two cells on opposing adjacent sides. This cannot be done if one of these cells would be created in a wall, another cell, or off the edge of the board. Players must make a move if possible.


If a player cannot make any move, they lose the Death Match.


Players will have one minute to make each move and three minutes of reserve time. If a player runs out of reserve time, their opponent has one minute to move for them. If their opponent does not make a move in time, I will. And you don’t want that, do you?




Anomalies


Barricade: At the start of the game, four random tiles spawn with walls that can’t be split or placed on. Walls will not be placed adjacent to each other.


Capture: After a player’s move, all of the opponent’s cells adjacent to two of that player’s cells in opposing directions are removed from play. In the placing phase of the game, players cannot place cells such that this would occur. This does not occur once both players have made twenty-five moves each.


Clone: At the start of the game, players place four cells of their color instead of three. When a cell splits, the moving player chooses which cell is active; the other is automatically inactive. Only the active cell can split in future turns. The other player does not know which cells are active and which cells are inactive.


Launcher: Cells can split two spaces apart as well as one but are still subject to the same restrictions. Cells can be launched over other cells, as long as both cells are unoccupied.


Grouping: If a player cannot move, the game does not end and that player simply passes their move (players cannot willingly pass their move if they have a legal move left). When neither player can move, the player with the largest contiguous group of their color wins. If there is a tie for largest group, the second-largest group is used, and so on. (If a player runs out of groups, they lose.) The DMO wins tiebreaks.


Triplicate: Cells can be split into three as well as two, as shown below (players must specify all three cells). As usual, a cell cannot be split if a cell would be formed past the edge of the grid or on another existing cell. Cells can split into three cells two spaces apart if Launcher is active.


Undo: Two times during the DM, players can undo their opponent’s last move as well as their own. They must then make another move from that position (time is refreshed between the undo and the move).


Examples:


An example split is as follows: players would notate this as "E4 E6".





Tags


Area control    (The game involves controlling more area on the board in order to win.)


Grid-based    (The game involves play on a grid.)


Hex grid    (The game involves play on specifically a hexagonal grid.)


Piece placement    (The game involves pieces being placed on a board.)


Strategy    (The game tests the players' strategic & tactical abilities.)


Turn-based    (The game involves players taking turns one after another.)