Although I have a passion for creating video games and games in general, I've never really set about making a decend boardgame. I came up with this idea a couple of days ago and began fleshing it out, but I'm a bit wary that it might be too complex to be fun. That's why I'd really like your feedback on whether it's too 'rule-heavy' or not.
It's a one vs one 'chesslike' boardgame; i.e. each player starts out with seven pieces on a (hexagon-filled) board and moves one of his pieces a number of spaces in a line each turn. When it lands on an opposing piece, one of the pieces is removed from the game. The first player to lose his Emperor piece, loses the game.
Each piece has a rank, and if you land on a piece of lower or equal rank, that piece is removed (or 'slain'). If it has a higher rank, your piece is slain instead (which is usually why you wouldn't go there to begin with).
However, the pieces all have two roles instead of one. Their visible role is an 'Animal' and underneath they have a 'Human' role. You assign the human roles to the animal pieces at the start of the game and you're not required to show each role, except in certain events.
The seven animals are:
The Dragon - has a rank of 3; can move up to 3 spaces.
The Tiger - has a rank of 2; can move up to 4 spaces.
The Monkey - has a rank of 2, but cannot be slain by the Hawk or the Fish; can move up to 3 spaces.
The Hawk - has a rank of 2; can move either 3, 4 or 5 spaces.
The Fish - has a rank of 2, but can slay every other piece on a Water tile (*1), and slays every piece when attacked on a Water tile; can move up to 3 spaces.
The Nightingale - has a rank of 1, but can slay a Dragon; can move up to 3 spaces.
The Lotus - has a rank of 0 (*2); can move up to 3 spaces. (And yes, I know a lotus isn't a flower.)
The seven roles are:
The Emperor - if this piece is slain, the owner has lost the game.
The General - this piece can slay every piece in the game when attacking, but must show himself to do so.
The Strategist - this piece can make an opposing piece show its role, but must show his own to do so.
The Empress - this piece cannot attack another piece, and cannot be slain. When it is attacked, it must show itself.
The Bodyguard - this piece can sacrifice itself to save another piece from being slain.
The Fisherman - this piece can slay the Fish, even (or rather: especially) on a Water tile and even if the Fish is a Empress (*3).
The Farmer - this piece has no special abilities.
As you might have noticed from the Dragon, Nightingale and Emperor, this game is set in or around China.
The boardgame, in its current form, is a squarish map covered with hexagons. The middle seven tiles are Peace tiles, you cannot slay another piece that is on a Piece tile (and of course, you're not allowed to move your Emperor there).
*1 On the game board, some of the tiles represent a part of the sea or the river. These are called Water tiles.
*2 Yes, this makes the lotus a near useless piece. But this idea really spoke to me, to have a piece that seems useless, but to the real strategic player, isn't.
*3 I have set up a hierarchic list of rules (currently 28), which should make it clear what piece slays what under what circumstance.
I haven't playtested it yet (I'm going to do so today), but I have my worries about of couple of things.
1: Aren't the pieces to 'role-heavy'? I.e., don't they have too many abilities for the game to be understandable?
2: Won't the game be over too soon, because there are only seven pieces?
3: Isn't it more a gamble than a strategy game, since slaying the Emperor immediately ends the game?
4: Isn't the fact that I'd need a rule-hierarchy enough to make the game too complex to be fun?
I think I'll dub the non-fighting role 'the Empress', since Mason didn't really make sense, but having a non-aggressive Empress does.