Well here we go, my first (of many I hope) GDW postings.
I have not been working on this game for long, so I am sure there will be many comments, suggestions. It is my attempt at an explore/build game that uses a "Community Resource" mechanic that I have previously posted about on the site. There are some other mechanics in the game, but for now I will just finish up and list the links. Thanks in advance for any and all feedback.
The rules are still being "cleaned up" and I am still adding help images (such the ones in the Sample Exploration Chips link below).
Invasions: Tuatha Dé Danann Rules
GameBoard (low res)
Build Card
Sample Exploration Location Chips
PS: take it easy on me. Oh and I will be beyond busy this week at work, so I might not post replies often, but I will try everynight to respond.
I wanted the board to have a sort of random feel to it. As a result of using 40 of 60 chips, there is potential for the game stradegy to change for players from game to game. One game you might have all 5 godly talismans, and if you control all 5 you win (since they are worth 3 VP each). Along the same lines, a little tension can be added with the invasion chips. You just never know how many outside invading factions will be in the game and where they will invade from.
Exploration chips are never "occupied" to the point at which your god pawn cannot move onto an exploration location. The presents of a chip or even owner control of a location does not stop a god pawn from being able to move into an exploration location.
Not sure I total follow you question, besides the goa pawn (each player gets 1) and the player markers (which each get 20 of the color matching the selected god pawn color), there are no other "player items".
They can be anything, but right now I plan on using glass counters for future prototyping. But I have also used some simple plasitic beads in the past.
Actually it is just a result of a previous verion of how I was originally generating the community resources. Previously I was going to have the starting player of each round, role 4d8 to represent the starting community reources (ie 1d8 for Wood, 1d8 for Stone, etc.). But the game evolved and no longer used d8 for resources. But I left it in for combat.
Yeah combat should continue untile someone wins, though I should add that statement to the rules. As for a retreat, I considered that but i was having a problem with how that would flow in the game. As a result I think if you actually use an action to Invade a players hill-fort you should fight to the death. Though I could add in a retreat action, for just this case. Thus you would only be able to retreat if you had a remaining action to do so..... I will have to think about this..
Yepp I think that would make life easier on the players.... not sure why I overlooked such an obvious thing like that (though I was trying to prune the component list at one point, maybe that was one reason for reducing the number of dice).
Action questions
I think the movement is enough, I dont want players to run around the board from north to south, east to west. I think it keeps players on their toes. Though I will keep this in mind during future playtesting.
Misc. thoughts
Yeah I noticed that and a couple other people also mention it, I will have to think about how to visual highlight the 3 different regions.
Yeah... I also like the idea. I think it also adds in a a decision for other players, once you take over a region, I might just be the player type that comes to invade that region to reduce your control of it!
Thanks..... and thanks for the feedback.