The Game Of Pig Life

Pig History is one of the greatest classes I’ve ever taken.

That’s not an acronym: it was a real class, taught by a pig historian, about the history of pigs and, more importantly, understanding human history through pigs. Ask me about the details sometime, it’s fascinating stuff, but the important part is the final project.

It was completely open-ended, a dangerous thing to let me have. So, I pitched “The Game of Pig Life.” Read the original proposal on the right.

Ok, great, so what does that actually mean?

Good question. I eventually settled on the following:

The Game of Pig Life

The Game of Pig Life is played with 4 players. To determine order, everyone spins once. The play order is the order of those spins, highest to lowest. 


You play as a bloodline of pigs through history, so each space represents a jump forward in time. Your line starts with 100 pigs. Take turns spinning to move 1-10 spaces.


Colored spaces have the following effects:

  • Purple spaces are checkpoints. Passing or landing on these doubles your current population size!

  • Blue spaces have cards with one-time modifiers to your population size!

  • Green spaces have cards with permanent modifiers to your line!


The different paths at junctions have different kinds of cards and modifiers. Unless otherwise stated, you can swap freely between paths if you spin high enough. You may do so after you spin (but before moving), and it does not consume your turn. Further in the game, swapping between paths requires higher spins. 

  • In the first junction, a spin of 3 or higher is required to swap.

  • In the second, a spin of 5 or higher is required. 

  • In the third, a spin of 7 or higher is required.


Pigs root on the space they land on! Every blue and green space only has one card on it, so once a player has landed there, the next player to land there will get nothing. Rooting does not affect purple spaces. If you land on a rooted space, your pigs starve a little. -10%


If you land on the same space as another player, you intermingle! Average your two populations.


So, I got to work!

This board is designed very tactically to let players make use of the swapping mechanic, and also balances green cards versus population growth.

I bought these adorable pigurines!

Since every blue and green space requires a unique card, I ended up creating over 30 different cards for this game! You can read them all below:

The game also has some secret rules…

The more times you swap paths, the more likely it is that the game will just make choices for you… you have embraced true pig chaos and the game will slip out of your hooves

  • Swap once: rolling an X forces you to swap

  • Swap twice: rolling an X or Y forces you to swap

  • Swap thrice+: 5 different numbers force you to swap

  • These numbers are decided on, in secret, by everyone else in the room

  • For each swap after, members of the room can change which numbers cause a swap, add, or remove a number

    • The same action can not be done twice in a row

  • “Winner” isn’t clearly defined – it must be very clear that the person with the most pigs didn’t “win,” they just have the most pigs.

These rules are where the game goes from “game” to “performance art.”

Playtesting went great, and the professor loved it so much she asked if I wanted to keep working with her on refining it and turning it, perhaps, into a real game!

I would be insane to turn down that offer, so, stay tuned…

To be continued…?