This is a bit more complex game, but back in the strategy-conflict area, with which I'm more comfortable.
Royal Impressions is a war and building game with a timed game-end and VP collection throughout. I'm looking forward to your input on it.
Rules: http://www.bgdf.com/files/My_Uploads/Brykovian/ri.pdf
Game Board (quite rough, but gives the idea): http://www.bgdf.com/files/My_Uploads/Brykovian/ri_board.JPG
Thanks!
-Bryk
Can you elaborate on the "could get old" a bit more? I do think some ability to feint is important, since there won't be that many cannon or militia units to work with.
I wanted to make it something of a risk that the player had to take ... commit to the action, although you don't know if it'll work. Of course, the spy cards aren't worth many VPs ... so perhaps this should be a straight "gimmee".
You gain VPs in different 3 ways, primarily ... conquering (VPs of won/held territory), building (structures), and collected sets of spy cards. Not sure I care to allow more routes than this for this type of game.
Were the rules clear on the fact that on a player's turn, he can only do *one* of the phases? During the course of a round, each player will take 7 turns and can't repeat any of the phases he's already done (except through using the "focus" phase -- which has the purpose of allowing each player to double-up on a phase within the round). I think with this approach, players *will* have that tension of "I wish I hadn't already used my '___' phase" ... with the added decision of using the 'focus' phase right then to "redo" an earlier-used phase.
I don't think there will be a lot of real militia involved in each battle ... so I don't see you getting a long, drawn-out set of battles. Truth be told, I have worked through a number of different approaches on how to do battles in this game. What I like about this method is that the fake militia play a role, defenses are a significant part of the calculation, and equipment can help out in those times when it's needed most and have a gentle sway on the chances over time.
I only recently added the special Fortress Province powers ... not sure if they're needed or help all that much. The difference between games will be the initial Province VP distribution and production capabilities. Otherwise, I didn't want the map to play too much importance in the game ... I want the VPs, production, and players to make each game different.
Thanks ... that usually is a problem for me.
Well, I'm using it as more of a "target playing time" at this point ... I think those numbers will go up, just as I hope to hone the design down to play more quickly. I'm more concerned with making each player's turn "feel quick". Also, notice that no matter how many players are in the game, there will be the same number of player-turns throughout. I am concerned that in a 5 player game, it will feel like you haven't had much chance to do anything significant before the game is over.
-Bryk