I'm designing a light wargame set in medieval times. Currently the board is divided into territories similar to what a Risk board looks like. I have been trying to think of an innovative way to represent territories on the board and also a new way armies will move from place to place.
Hexes probably wouldn't work in the game since it's more about people controlling fiefs (the territories) and less about controlling a certain hex. But I certainly wouldn't rule out hexes if it's innovative. I'm not really interested in terrain modifiers or anything else too fancy, as I'm trying to keep the combat mechanic as simple as possible.
If it helps, the combat mechanic is very simple as well. Each side has a bunch of armies and rolls dice. The highest roll will kill off some of the other side's army units. There are multiple rolls in each battle. Again, this is similar to Risk. I know this mechanic isn't very exciting, it's just that I'm designing this game for my family who like dice and simplicity.
Does anybody have any ideas about innovative ways to represent territories on a game board and also the movement of armies to and from those territories?
Many thanks!
Thank you for all of the great input. I particularly like the idea of the counters where movement of those armies starts to create a fog of war. It's almost like a shell game. Could be very interesting. Also, the idea of counters restricting the movement of certain types of units sounds like a neat mechanic as well. Perhaps players would have to purchase these counters some how, which could make for good strategy as to what counters to buy, when to buy them, and where they should be placed.
I was watching First Knight the other day (with Sean Connery and Richard Gere) and saw that the evil knight (Madagan??) was attacking border towns. I thought that this would be pretty neat if it could be represented on a game board. I was thinking that maybe territories would have two to four bands. The interior band would be the main stronghold (it would actually be like a circle). Emanating from the stronghold would be bands. Each band would be harder to defend somehow. This could maybe represent border areas on the outward band. Any thoughts on how that could be done?