Liquid — A simple board game

I’m working on a new open-source game: liquid. It’s going to be a simple board game with simple mechanics but strategic gameplay.

The game is played on a 4 by 4 board, with 16 grid cells in total. Each grid cell is separated from neighbouring grid cells by walls of varying strength. The stronger walls are coloured purple, and the weaker walls are coloured red.

A four-by-four grid of cells, each with walls of varying colours.

When you hover over a square, the weakest edge of that square is highlighted in a lighter colour.

The players, blue and green, take turns clicking on squares. When a square is clicked, the player to move adds a third-square of liquid to the square. If Blue is to move, the liquid added will be blue, and if Green is to move, the liquid added will be green. Players can only click on empty squares or squares with their colour of liquid; players cannot put their liquid on opponent’s squares.

When a square is full, the player whose liquid has filled the square can click it again to destroy the weakest wall (think of it as the water pressure building up). This action will merge two squares, and is called an “explosion”. If the other square had liquid in it, it’s converted to the moving player’s colour.

Green's square is full, and the square below it is partially blue.

On Green’s move, he or she can click the full green square to merge it with another region. The weakest wall is the edge below that square.

Note that it takes three clicks to fill a square. The fourth click, which blows up the square, does not actually add any water. Therefore, it takes four clicks to explode a square with another.

One two-by-one square, four sixths of which are filled with green liquid.

Green has now moved to explode the full square. The blue liquid is converted to green liquid, and the liquid volumes are summed. Note that no additional liquid is added with this click.

Now, these two squares are functionally one region. It can be merged with neighbouring squares once it fills up, and indeed a neighbouring square might just merge with it first. Regions can also merge with other regions to form bigger regions. Regions get progressively bigger as the game progresses, until one player no longer has a legal move. That player loses the game.

In liquid, it’s common for vast regions to change hands quickly. The strategy in the game is to claim squares wisely, based off how regions can be attacked or defended. That’s where consideration of edge strengths come in.

If you try this game out, I welcome any and all feedback on any aspect of the game: the gameplay, the UI, the instructions, etc. This game is in active development and I hope to make it great.


I have a new website dedicated to open-source projects I contribute to: I will continue to post non-code related topics on my blog here. Anything interesting from will also be cross-posted here.

Currently, this website contains literally nothing, and visually is nothing stunning to look at. That will slowly be resolved over time.