I guess I'm up again. I have posted about this before, and I made a few journal entries about it, so it might sound a little familiar. I have what I think is great framework for a game, but I'm getting stuck on the specifics. I was hoping you guys could help me turn this framework into a complete game.
[Edit: here's another Journal entry with info that might be helpful. If possible this week, and especially with some of the commments from this thread, I'll put together a proper rulebook. Thanks for bearing with me.]
The game:
The Three Kingdoms is a cooperative/competetive Area Majority tile laying game loosely themed after Lord Of The Rings. Each player represents a Fellowship of Elven, Dwarven, and Human Lords vieing for political and military power. Players gain followers of each race and either play them as armies onto the board, hold them as followers in hand, or turn sets of them in for 'Alliance Tokens' (VPs) under an imminent threat of Orc invasion. When Orcs appear, players drive them back individually or work together to defeat them. Players participating in the defeat of an Orc tile are awarded Alliance Tokens (VPs). Bonuses are scored at the end which reward evenly supporting each of your Three Kingdoms.
Here's a link to a thread that describes it pretty well.
The rules (such as they are):
The parameters:
Players have their 3 lords and need to balance the power of each in order to score well.
Players compete with other players both Politically (based on followers in hand) and Militarily (based on Armies on the board). Thus managing your followers becomes important- do you hold them or play them to the board?
Score is not completely dependant on board position... Followers can count toward political power (off the board), military power (on the board), or VPs directly (trade in one of each follower for a VP).
Board is open but bounded, like that of Tigris & Euphrates, so space for tile laying diminishes over time.
Tiles relate or give bonuses to the different races.
Tiles include Orc tiles which hinder all players income/production/accumulation of followers. They serve as a source of VPs as well as increase tension as the game goes on and usher in the game end.
Let me know what you think,
Thanks,
Seth
Thanks for taking the time to reply! I know it's a pain to read the journal entry and post rather than simply a rulebook, but I don't actually have a rulebook, and I didn't have time to type it all up again this afternoon. Thanks for bearing with me.
Also, in general the games in the GDW aren't games anyone's familiar with, so I'm glad you hadn't seen it before :)
Hmm... odd, I didn't. *shrug* who knows how these computers work nowadays!
What I forgot to put down (maybe I'll edit it in) were the main things I wanted help with- one was the method for generating followers. Also weather there should be another resource type in the game, like Gold, which could be used in different ways. In that case maybe the tile played generates a follower and the surrounding tiles generate Gold or vice versa.
I think I'd like the 'production' to be based on where you place the tile, so as to give players a reason to place tiles different places. Tigris acheives this in a way by giving VPs to a player for placing a tile where they have a Leader. I guess what I have now is similar- whoever owns the Lord in the region gets the followers of that type. In other words whenever a tile is added, the lords in the region are affected. I think the best way to make it different is to make itdepend on the adjacencies. That way the board matters and it's always different.
Maybe the key is to make the tiles NOT directly related to the races, but more INDIRECTLY related. Like a Tavern- would be good for the Dwarf and human lords but not for the Elf lord or something- but could bring in income*
* I think the best way to handle income in this game is to have it occur when tiles are placed, rather than per turn- so you don't have to keep track of who gets what income each round (especially when the board gets full)
So what I'm saying is, I could use input on the best way to handle "income" - followers or otherwise.
Something along those lines might be possible, but I think the way it will turn out is that having lots of Elves doesn't matter too much compared to haveing a few elves...
I guess it would mean that you would have a strong (politically) Elf lord, but unless yu play them to the board your Elf lord might still be vulnerable Militarily... That's the theory anyway.
The idea is that you have to get income in all three races to really succeed. How can that be made to come across?
Actually, in one of my incarnations, maybe not the one I linked to (oops!), the Orcs would spread. Each round, or maybe when Orc tiles are drawn, or at some other interval the Orc tiles would generate Orcs which would infest the neighboring tiles, changing them from 'normal' tiles to 'Orc tiles' (which would in turn generate more Orcs). The idea was that the Orc tiles would create an expanding threat and take over regions, until they're driven back. I think there was also a rule about losing an army to kill the Orc token.
I understand what you're saying about the impotence of the Orcs. Do you think my above description would make it better? What would give the Orcs a more 'dangerous' feel?
Well, that's obviously no good! So I guess that's question #2 (Question #1 was "How should Income work?")... How can the Orcs act as a hindrance and a common enemy?
The story is that there's an alliance in general, and within the alliance there are different political sects...
The Three Kingdoms refer to the kingdom of Elves, the kingdom of Men, and the Kingdom of Dwarves. There has long been an alliance between these three kingdoms, but within the kingdoms there are varying political sects. In this game each player represents a sect and the Fellowship of Elven, Human, and Dwarven lords that rule over that sect.
Hmm... you bring up a good point. The idea was to say that the strength of the alliance could defeat an orc tile. I never thought about brute force I guess. My only justification would be that an Orc Tokens and Army tokens represent troops in a somewhat nebulous way, not 1 troop each. The Orc Tokens could be 'driven back' (defeated- removed from the board) by any army, but to remove an Orc TILE (which generates Orc tokens) you'd have to work together.
Of the two, I think I'd prefer to make Orcs more dangerous.
I agree, it feels a lot like Tigris in some respects. In some ways it's supposed to, but obviously it would be better if it weren't so transparent!
The ways it's supposed to be like Tigris is in the 'scoring for different flavors' thing- which I think I've disguised rather well. You trade in sets of followers for VPs which is similar to the scoring in T&E. Also there is/should be a bit of bonus scoring for tiles on the board where your Lords are- again based on sets, so it's important to have a balanced region for scoring purposes (but it may be good to have an unbalanced region DURING the game, as you mentioned at the beginning). Also the Lords concept is a lot like T&E, and therefore the conflict mechanic. IF the Lords are on the board, THEN there need to be th 2 types of conflicts just like T&E.
Perhaps a decent fix for this is to go for the other idea mentioned at the bottom of the post I linked above (original message in this thread)... that instead of players having Lord tokens on the board, they 'buy' (by spending followers) control of one of the three Lords- then there's only 1 of each lord, and maybe that makes a lot more sense thematically (as you mentioned as well).
I'm thinking the 'only one of each leader' idea might be better for the game, so this concern may become moot.
> Players compete with other players both Politically
> (based on followers in hand) ...
I'm keen on this idea, but I'm not seeing it in the rules. When are the followers in the hand used? To make alliances for VP? I thought those were taken from the board. I'm sure I'm missing something here.
The followers in hand are supposed to represent the political strength of each of your lords. In the rules I linked (or maybe the rules I didn't... Oops again!) they were compared during a political conflict (an internal conflict) to see which Lord gets to stay in the region. In the likely change to to Lord structure mentioned above, you would 'spend' the followers to gain control of the Lords. Your other options are to spend the followers for VPs, or to play them to the board to be controlled by whoever controls the appropriate Lord.
> Tiles relate or give bonuses to the different races.
> Tiles include Orc tiles which hinder all players' accumulation of followers.
In the rules it just says that the tiles are 'Elf tiles' or 'Dwarf tiles'. That's sort of Generic, and I think there ought to be different types of tiles as well. Income (followers or otherwise) would depend on the type of tile being played.
Orc tiles would be a special type of tile which hinders production and somehow threatens the players, like by spreading Orcs. Originally the idea was that tiles adjacent to an Orc tile (or an Infested tile) simply don't produce followers. Of course this really depends on how the Income turns out to work.
No problem! TRhanks for your time and comments!
- Seth