It's for a variant of Twilight Imperium I am working on.
Players win by controling 2/3 of all the planets in the galaxy mesearued by the influence value of the planet and by controlling mecatol rex. Capturing an opponent's homeworld give you all his influence while you control his system, so it's a way to gain a lot of points.
Now, In order to give an alternative winning, I want players to be able to create an alliance in order to win. But I want something more than: "OK, let's combine our score and win". I want to make sure that there is a risk to an alliance and players will only team if they trust each other.
My solution so far was to make sure that an alliance with a player open a huge backdoor which could make betrayal by that player very easy. The way it works so far is:
A- You ally can move in your system without engaging in battles. (not so bad)
B- On your turn, you can move 1 of your ally's fleet where you want. ( Not sure if could allow moving all fleets since these fleets will move twice.
So with rules like this, a player could easily betray his ally and win the game. He could move an important fleet elsewhere, or sacrifice his ally's fleet instead of his ships, or moves his fleet in the ally's territory to capture his home world.
So what do you think?
Do you have any other mechanics that could make an alliance risky but worth it?
Would player still want to ally themselves? ( since it can cover their back and allow an allied victory)
I am willing to make a variant universal for all version of TI. Personally I don't Like the TI3 role system, but if you like it, you can play TI3 with my variants while I would rather play TI 1 or 2 with my variants.
So my variantys will probably modular. Since I am making an universal variant, I decided to make some compromise and not change some elements of the game to keep the same looks and feel. All other ideas I have would be kept for my own game:
The most challenging aspect is to make sure all these changes works without changing the techtree. Else it would bemand too much change in the rules and components. Here is what I have so far (I am in a hurry):
Assumed fighters: Fighters does not appear on the board anymore, carriers assumed to have fighter with them all the time. So they appear off board in each battle.
Boarding parties. Instead of carrying fighter you can carry ground force (off board) which could be used to disable and capture ennemy ships.
Combat table: Take from Stellar conquest, the combat table makes it impossible or very hard for a small ship to kill a large ship. and vice versa.
Invisible transport: You do not need carrier to move land forces. Invisible transport allow them to move by them selves during invasions.
Fixed random galaxy setup: The galaxyu setup allow a balnaced setup without letting players choose where to place their planets (complicated to explain now)
Move speed: All ships move at a 2 hex speed.
Fixed PDS: PDS cannot move, they are built directly on the planet.
Force occupation: All planets must be occupied by ground forces to keep in control of it.(flag tokens become GF tokens)
No space dock for GF: does not need a space dock to build GF and PDS.
TI3 only: Use influence to buy technology.
new VP system explained in the post above.
Got to leave.