One of my side-projects is a kingdom-simulation cardgame similar to "A game of thrones" or maybe "Legend of the five rings". But my game is targeted to catch the flavor of the "whole picture" and not just battles. On the other side I dont want to go too much into micromanagement - keeping resource management and kingdom administration to a minimum.
So besides managing a minimum of resources and trying to build up forces (of wich kind ever), the core concepts of the game focus on: Diplomatic, Intrigue, Economic, Religious and Military Struggles. Those struggles represent conflicts going on between rivaling kingdoms. Your main target is to pull the string sucessfully to make your puppets win as many struggles as possible.
Talking about detail - what do you think how much detail is just too much? Especially when fleshing out the different Struggles. There is very much room to expand for example Military. Right now the game is so simple that only Strength values are compared, I am not able to represent Cavalry or Archers. But i guess a player trying to win the game by Military will find it a bit boring not being able to vary his strategy much.
I have good CCG examples at hand concerning what I mean with "too complex": Both Babylon 5 and the Dune CCG are VERY complex games in my eyes. Well, any thoughts?
Your rule of thumb describes exactly what i mean:
In the past i designed a boardgame wich was expandable. I built it around the lowest common denominator - wich turned it into a really simple, fastpaced and extremly fun game to play. the thing is: I design almost all my games with the expandable scheme in mind. in that case, the game was just too simple to add anymore stuff. it either looked tacked on or imbalanced the whole metagame.
so, after that i learned the lession: include as many rules in your base game as possible to keep the enviroment rich - but include only as few rules as possible to keep the game slim.
but this is the one million dollar question: what exactly is the right amount of rules versus simplicity (or: limiting yourself). I want to go in-depth enough right from the start to make a game wich is both exciting for my players and (more or less) easy to learn. But, there has to be room for expansions too. And lots of it - but squeezing it all into expansions can't be the ultimate answer?