Mafia of New York is a simple strategic game. Materials can be found here:
http://www.carpe.com.au/games/mony/index.htm
The aha moment for this game came when two different systems (command counters and variable value territory) and a theme I was thinking about came together.
Subsequently I have realised the mechanics could be applied to other themes quite neatly (ie "The Deputy-Sheriffs of Nottingham").
One of the most important elements of this game will be the map. I have heard when Dipolmacy was developed the mechanics were settled really early but the map took 5 years of playtesting to balance. I may have a similar situation here. I realise that playtesting is not what this forum is about, but I would welcome any commentary on the map.
My other concern is that the mechanics by themselves are too simple and/or unrewardingly brutal. On the flip side I really like the simpicity of the core rules as they stand. That's why there are optional rules, which should be called "rules I am thinking of adding to the core mechanics to address identified problems".
Anyway I am blathering...
Thanks for the feedback.
Theme: Yes, at the moment it is a bit light on. The basic mechanics would work with any territory control game where player actions could have an adverse effect on the value of the territory. So mafia in New York, crooked deputy sheriffs in Nottingham... etc.
Dice, instead of value counters: I had thought of that. The truth is I have loads of small generic cardboard counters and not enough dice, so that is a product of circumstance. What I originally wanted to do was have a board where the territory tiles were replaced as the value changed, but I cannot think of how to do that without the hassle of having to pickup peices, replace the tile and put the peices back down.
Police peice: I like that idea. There is a lot that could be done with it:
- different players get to move him (bribe? - money)
- rebuild the confidence (value) of the territory its in
- stop rumbles and extortions
- prevent moving in to/out of the territory
The Police peice has multiple effects that can be good/bad offensive/defensive depending on the circumstance. Players could bid to move him or there could be an action. I can remind players that they can exchange money at any time, so a group of poorer players could pool their funds to get control of the Police...
Bluffing: Rather than adding bluffing tokens I could make it explicit in the rules that you can take an action counter off the board without doing anything with the action.
Turn order: Always going first (or last) would be an advantage. I will need to include a way to change who goes first. Simply advancing the turn order around the table would work. Having a way for players to have input into the turn order works too.
Hits: I would like this in the game but I could not think how to put it in. I like the idea of there being consensus among the players about who to hit... Inspired by this party game: http://www.carpe.com.au/games/mony/party_game.htm