Richard Huzzey asked:
Now- what's next? :-)
Well, it's this one...
I wanted to put "Fire and Ice" up for a couple of reasons. One is that is belongs in the same category of games as "Giza" (Deviant's game of a couple of months ago*): abstract strategy, although I'd call both of these games tactical rather than strategic, and it makes a nice change to have a one-page abstract game after a couple of heavy-ish but well-themed games :)
[*I see that all the comments on Giza got lost after the hack :-( ]
And secondly, to note that an earlier version of this was one of my entries to the Hippodice contest last year, and what'was submitted to them was essentially just the rules and example diagrams I have included here (not the example game though.) I knew it wouldn't do particularly well, since it wasn't the sort of game they were looking for, but it was useful to see what they thought of it (in the end it finished somewhere in the middle of the field, which was disappointing but, as I said, not unexpected.)
Finally, it's really looking for a new name. There is already a commercial game called Fire and Ice, which I obviously didn't know about when I was developing my game. Clearly, as an abstract game, it doesn't have much of a theme, but the one it's got I rather like. So if a bright idea strikes you, let me know...
One last historical note: this game was one of several to have arisen from dreams in which someone showed me the whole thing, from components to how to play. Very little changed from the first version I wrote down after I woke up to this one. Don't forget that your game ideas can come from unlikely places... ;-)
A very interesting game, but I don't know what to say, as the game looks nice but I think your own notes on the nature of this time of game are correct; it may seem a bit dry for many.
I wonder if a more intense theme would help? To steal a theme I've been working on, how about "After The Ark", with the players as tribes of Noah's sons reoccupying the earth as the floods recede. The red and blue tiles represent fields and plains. Flags represent settlements, and each turn is a long period of time, in which fields may be cultivated (plains flipped to fields) or left fallow (fields flipped to plains). Settlements score for being based on a large area of plains, where they can hunt, or in a large fertile crescent, which they can farm. As the game progresses, the uses of the land will change, but the floods will constantly recede until the last of the water has receded from the board.
Alternatively you could do something similar with Atlantis (a prequel to your evidence of Atlantis game, perhaps!?).
Richard.