Following idea came to me this day – board game about brutal expansion of Mongol’s empire in 13th century could be quite interesting. I tried to think about it, about first concepts, about some mechanics and so on.
Needed map: Asia + Europe (maybe north of Africa?)
- it could be possible to little bit rewrite history and increased influence of Golden Horde more than it was in reality
Amount of players: let’s say 2-4
Roles of players: each player can be one of Khan’s sons, which needs to show his leadership, ability to conquer, ability to rule.
Possible activities of players:
- capturing of different territories
- maintenance of order in conquered territories
- small maleficence to another players
- ???? etc.
Interaction between players: They will not allowed to fight against each other, but they will try to conquer interesting regions faster than opponents. Maybe some inconspicuous maleficence to another players would be possible.
Who is winner: Old Khan will die during game. After that all players has to move their figurine of Khan’s son to capital Mongol region (as soon as possible, because late coming will have influence on final decision), where new Khan will be chosen.
Needed playing time: let’s say 60-90 minutes
Some another ideas:
- if Khan’s son is personally present at some battle, army has bigger morale and victory is easier
- Each Khan’s sone can have one general, whose presence in battle can have also positive influence (player can divide his army to more armies without bigger effect on morale of these parts)
- Battles have to be quite simple (1-2 minutes)
- Mongol armies shouldn’t have bigger casualties. When Mongols are defeated, it decreases rather their morale and it is more difficult to win next battle
- Players can send precious presents to Old Khan from conquered regions (it increased their reputation and popularity)
Interesting questions:
- How will be possible to increase amount of units in army?
- What will be characteristics of each territory? (for example DEFENCE (how difficult is to conquer this region), PRESTIGE (how much will conquering of this region increase chance of leader to become new Khan), DISTURBANCE (how probable is potential revolution in this region))
- How to include maleficence to other players to game? For example – each player will draw one World Event Card (WEC) before own turn, on this card can be following events: Defence treaty (increasing of defence for any two neighbouring regions), Disorder (in one region starts disorder), Bad weather (it is impossible to move armies in some regions) and so on. Player can decide about concrete impact of this card to world.
- How to decide about winner during final election? (which objectives will be taken to consideration). It should be not only sum of prestiges of conquered regions but something more.
- How to secure replayability of this game?
- Will be this game varied enough? (it seems, that it could be only long serie of small battles, we need some spice)
Ok, it is only first idea, it needs a lot of manure to growth. I hope, that some of you will add some other ideas and it will be seen, if it is possible to try to continue in more systematic work on this theme.
Of course, maybe, that similar game already exist. If yes, let me know, please.
Have a nice day.
Ota
Thanks to all for interesting ideas, let me comment some of them:
It is true, if whole map will have for example 30 regions prepared for conquering, I have to calculate with this fact (30x2 minutes = 60 minutes / it is too long). Maybe, that small inspiration from FUDGE system would be good for this case.
Let’s propose proccess of battle:
a.] summarize amount of your units
b.] throw the same amount of dices (but 5 dices is maximum)
Description of dice’s sides:
“+” … number 1 is add to attacking power (2 sides of dice)
“-” … number 1 is subtract from attacking power (1 side of dice)
“HORSE HEAD” … morale of player’s army is decreased due to retreat from battle (it is valid, only if attacking power isn’t bigger than region’s defence) (2 sides of dice)
“SKULL” … one attacking unit is die (it is valid, only if attacking power is significantly smaller (about 2 or more) than region’s defence) (1 side of dice)
c.] calculate final attacking power (FAP)
FAP = Amount of units + Dices (“+” sides and “-“ sides)
d.] comparise with region’s defence (RD)
FAP-RD>0 --> region is conquered
-2 region is not conquered and morale of player’s army is decreased according to amount of HORSE HEADS on used dices
[b]FAP-RD<-1 --> region is not conquered, morale of player’s army is decreased according to amount of HORSE HEADS on used dices and certain amount (according to amount of SKULLS on used dices) of attacking units died
So whole battle can be done after few seconds, results can be quite variable, more units have bigger chance to conquer region. Another factors, for example presence of Khan’s son or presence of general, can be solved by rerolling of some amount of dices.
It seems little bit like “El Grande” system, but I am not sure, if would be suitable in this case. It is hardly to imagine, that Old Khan would be willing to travel around whole Asia, Middle East and Europa. Maybe, that this function could have someone like “Main counsellor of Old Khan” J. Maybe, that Old Khan could have more counsellors and each of them could have another influence on final decision about new Khan. Each of them can put more emphasis on different things. Thay can travel from regions to regions and send positive or negative messages about sucesses of all sons. Next idea – maybe, that these councellors can be little bit bribable, so some gifts can improve their messages J.
I would like to have Old Khan’s death more unpredictable. It is clear, that with running time is this event more and more probable. For example following solution:
Some typical Mongol symbol would be on some World Event Card (WEC). When some player play one of this card, this card is put on special stack. When this stack contains more than X cards, Old Khan is near of death. Some dices have to be rolled to see, if he died or no. When some player add another card with symbol to this “Death stack”, new roll has to by done (it is clear, that it would be the best, if the same dices would be used for these Death rolls and also for Battle rolls). Maybe, that here would be problem with shuffling of WEC, because some games could be extremely short.
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However, I would like to point out some historical facts, which I would like to keep in this game (if it would be possible).
1.) Mongols weren’t typical conquerors. They didn’t want to add big cities to their empire. They were going to change all the world to good land for Mongols. It means, that when they conquered some city, they usually totally destroyed it and killed all people. Wide empty green steppes were their imagination about ideal land for living.
- I wouldn’t count with some recognizable amount of taxes from conquered regions.
- “Population” and “Taxes” wouldn’t be important characteristics of regions from my point of view
2.) I am not sure, if they use in battles any other soldiers than horsemen from their native country.
- Hiring of soldiers in conquered regions is sounds little bit unprobable for me.
3.) Their brutaility was unprecedented, so unrest in conquered regions weren’t very often.
Thank you again for your inspirative comments. Phantasm of game about Mongols is little bit more tangible than two days ago.
Have a nice weekend.
Ota