I have a couple of strategy games that I have been playtesting and tweaking for a few years now. My favorite by far is tentatively called "Corpwar".
Corpwar is a futuristic strategy game for 2 to 6 players with easy rules and complex strategy. The game board is a fictional planet that has been colonized by a centralized Earth government. There are 40 colonies on the planet and each player controls an army of corporate mercenaries attempting to take control of a set number of colonies. E.G. The first player to control 15 colonies wins. Win conditions can be adjusted depending on how long you want the game to last. Most of our games are in the 2 to 6 hour range depending on the number of players.
My combat system was inspired by "Diplomacy" the board game and Deciphers Star Wars CCG. Each unit has a Power, Range, Forfiet, and Move rating. Units can add their power to battles in spaces that they are attacking, defending or to support battles within their "Range". When all power and support has been declared, the attacker and defender total their powers and the high number wins. The difference in the total powers is the amount of "Forfiet" that the loser must sacrifice by losing units with that total forfiet value.
The only currency to manage is command points. Each colony gives you 3 and each unit takes 1 or 2 depending on the unit. At the end of each turn, each player checks their command points and loses any units that they do not have enough command points to support. There are ways to increase your command points like having your colonies produce supplies for 3 more command each.
My idea was to create a strategy game with a minimal amount of luck involved. The only luck factor in the game is a deck of cards that players draw from to get free units, adjustments to battles, resources for colonies like AA guns, and other fun cards to mess with your opponents (military coups, tactical nukes, fuel convoy raids, etc). There are no die rolls, spinners, or other such random elements.
This game plays VERY well and is one of my gaming groups favorites to play. Even when compared to the commercially produced games that we play, like Eagles "Attack", Fantasy Flights "Warcraft" or Mayfairs "Settlers of Catan". I really enjoy this game and I strongly believe it has excellent marketing potential.
I have been concidering using an Earth map for the board but, so far it has been easier to create a map from scratch. Does it add to the "feel" of a game like this to have it be set on Earth?
Overall, I am interested in other designers impressions of my idea and I am curious what kind of competition there is on the market for something like this.
Thanks for your input
Xan
I am a big fan of Fantasy Flights Warcraft and I have been interested in A Game of Thrones but have never played it. I will check it out as soon as I have a chance.
About victory conditions. The game is pretty versatile and a turn limit would be a great alternative to keep the game shorter. We play this game a lot and so far, we have not had to much trouble with never ending games. In 5 or 6 player games, what usually happens is 3 players get a lead after about the 5th turn and then it is a race between the 3 of them to pick off colonies controled by the weaker players. Our last 4 player game did degrade into one player getting a lead and the other 3 ganging up on them to take them back down. The next time we play with 4 I am going to try teams of 2. That should solve this problem, but I also think that your idea of a timed game would be great for 4 players. Ideally I want to have 2 - 3 different ways to play for any number of players. E.G. 6 player free for all, and 6 player teams, 4 player teams and 4 player timed free for all. etc.
I am in the process of writing a rule book, as slow as that may be, and I do have enough minis to make a 2nd prototype. I will try to get some prototypes ready with paper and cardboard pieces for additional playtest groups.
Thanks for your comments and encouraging words.
Xan