This is my first post and I will try to keep it clear. Please comment on how I can improve my posting.
I am working on my very first game. I have a large part of the design in my head, and a small amount on paper and cardboard. I am kinda stumped on one part that I think will be a key element. Let me describe the basics and my roadblock.
The game is themed around the gangs of Chicago and prohibition. The board consists of a street map, creating two overlaping play areas. A grid of streets and intersections, and a grid of buildings. Each player controls one Gangster that moves from building to building, establishing progessively more profitable enterprises themed in 4 vices. Example: The "Gambling" vice has Bookie, Card Room, Off-Track betting, and Casino. Their movement is limited by the Cops. The cops stand in intersections and look down the strees in all directions, essentially creating an impassable barrier. A player cannot cross the view of a neutral or opponent's cop. If a gangster maneuvers into a building adjacent to a cop, they can put that cop on their payroll and now can cross the street. Players can move cops on their payroll to different intersections, making it easier to move and harder for their opponents. Several other rules apply including converting opponents cops, stealing businesses, vice monopolies, and much more, but here is where I get stuck.
I really want to have a feature of politics, power, voting, negotiating, backstabbing... I like the ability of weaker players to gang up on the stronger to change the rules a little. I like having rules develop throughout the game, but have the pace and order change based on player involvement and decisions.
Some of the ideas I have for things to vote on are:
Legalize a vice - makes all businesses in that vice less profitable
Vice specific crackdown - lose certain businesses
Taxes - the great financial equalizer
Internal affairs crackdown - mess with players' cops or their salaries
Elected offices - bonuses or salaries
Any thoughts on the following suggestions or new ones?
1. The weakest player pickes the ballot measure to vote on.
2. Players donate money to promote a ballot measure. When it has accumulated its determined amount, it goes to a vote.
3. Deck of cards with all the ballot measure. Shuffle. Flip them over one at a time (my least favorite)
4. How do I determine who gets how many votes?
5. Rotating position of power that grants the right to chose ballot measures.
I guess I have not found an idea that makes me excited so I am looking for more. Any suggestions or thoughts are great.
I am so glad I found this site. These are great thoughts and will surely be a help to move my game along. Thanks for reminding me to keep with the theme. You both are giving me something to sleep on. I look forward to some intelligent thoughts that I can respond with. It takes me a long time to work up an outline and you'all contibute meaningful comments in a matter of hours. Thanks all.