Star Reef

Grow coral colonies on a hex reef, absorb energy from a decaying current, and evolve your colony through DNA purchases in a transparent pass-and-play prototype.

Start A Playtest

Core Loop

  • Choose one of two random starter coral types, then place it on a non-current hex.
  • Grow each colony every round using its own grammar and DNA modifiers.
  • Absorb energy from the horizontal current after distance, shadowing, and enemy pressure.
  • Spend that round's energy in the DNA market, then reset for the next round.

Star Reef

Setup
Rules & Prototype Notes

Current & Scoring

  • The middle row is the energy current. Column strength falls from 10 on the far left to 1 on the far right.
  • Distance penalty equals the number of rows away from the current row. Plate Mat reduces that penalty by 1, minimum 0.
  • Each colony scores only its best node count: Spiral Shell 2, Plate Mat 3, Y-Branch 3.
  • Current shadowing uses a simplified prototype rule: if more than one player has coral in a column, candidate nodes farther from the current than the closest candidate node in that column take a shadow penalty of 2.
  • Adjacency pressure is -1 if a candidate node touches enemy coral, unless Soft Barrier changes it.

Base Coral Types

  • Spiral Shell auto-grows twice from a single active tip by scanning adjacent hexes clockwise. Only its best 2 perimeter nodes count.
  • Plate Mat lets the player place one tile adjacent to the colony, then a second tile adjacent to the first new tile. Only its best 3 edge nodes count.
  • Y-Branch lets the player grow from up to 2 different original tip tiles each round. Only its best 3 tip nodes count.

DNA Market

  • Into the Current: this colony may grow into the current row.
  • Current Rider: a node adjacent to the current treats distance as 1 less.
  • Efficient Tissue: the colony's single best node gets +1 energy.
  • Allelopathic Field: enemies may not place new growth adjacent to this colony.
  • Side Sprouts: after normal growth, optionally add 1 extra tile next to a newly placed tile.
  • Focused Intake: score one fewer node, minimum 1, but each counted node gets +2 energy.
  • Soft Barrier: enemy adjacency becomes +1 instead of the normal -1.
  • Dense Tissue: tiles with at least 2 open adjacent sides can also be candidate nodes.

Round Structure

  • Growth Phase: each colony grows once.
  • Absorption Phase: the game automatically logs candidate nodes, counted nodes, and energy totals.
  • Purchase Phase: each player may buy at most 1 DNA modifier for a colony with space.
  • End Round: leftover round energy is lost. The game ends after 6 rounds.
  • Prototype note: the same colony cannot take the same DNA modifier twice.

Action Log