I was reading through BGG as is my habit, and thought of something. We all seem to think about games recognize problems that we have fancy names for. Bash-the-Leader is one of these. Basically the idea that all the damaging actions/cards from other players always affect the leading player.
I was wondering, what if a game had this as a central mechanic!! If you were playing some sort of King of the Hill thing. After a certain point the current leader becomes a defender almost and must defend his position from the rest of the players. So to win you would have to make sure you accumulated the defensive resources (cards, chits, whatever) and then at the right time bash the leader enough to become the leader and defend the position as the game ends.
I don't exactly know how this would look or play, but I thought I'd throw it out for discussion. I think that for most games the bash-the-leader problem is bad in that the leader can't really protect himself from the attacks as well. If the leader had methods to protect him maybe it would end up being a nice kind of tension in the game.
Andy
I think it's an interesting idea. Here are some points to ponder:
How does one get into the "leader" position?
By this, I mean that there must be some sort of scoring that determines who is leading, and there must be an element that tears this scoring down (i.e. Bash the leader). If the "bashing" elements are strong enough to tear the leader from the throne at the end of the game... then there needs to be mostly-balanced defensive mechanisms that the leader can use to defend himself. BUT... how do you make strong end-game defenses that don't slow the game to a grinding halt early?
Basically... everyone's fighting for the "leader" position early on.... so attacks aren't concentrated. With unconcentraded "bashing" the defensive mechanisms need to be JUST strong enough that it can stop unconcentrated bashing and allow the players to move ahead...
BUT those same defensive mechanisms need to be strong enough in the end to defend against "group bashing"
Either that or you need to have two differing bashing mechanisms (one early and one late game) or two differing defensive mechanisms.
The alternative would be something along the lines of this (assuming a card game):
You have a point-break for "leader" position... let's say 10 points for ease of purpose.
Players hold.... I dunno... 5 cards in hand. These cards are point-gaining mechanisms... bashing mechanisms... and defensive mechanisms.
The defensive mechanisms are DIRECT counters to bashing. So a "block" for your "jab"... whatever.
There is a set limit to the number of scoring mechanisms you can play per turn... thus an increased hand-size does not help you out in building points.
After hitting the 10 point break... your handsize increases to 10. That way, you have the ability to hold more defensive cards that will protect you to the all-out beating you are about to receive.
Hit a second point-break... you win. Say 20 points.
Just some thoughts.
Tyler