Everybody seems to have very unique tastes in matter of space opera. This is why there is so many space opera board game because, people want to do it their own way.
So my idea is to make an inventory of all space opera board games then make some sort of Piece Pack to create space opera.
The game will come with several rule set. The game would be split in various module usually found in space opera: Research, combat, production, politics, Victory, etc. Each module would have 2 or 3 different rule set.
Now you can mix and match the ruleset you want according to your tastes or design your own additional rulesets.
Games like "Kingdom Builder" seems to be similar to what I am describing.
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Now I am wondering is designing such game could actually possible, and if it would be actually easier than designing a real game. I would probably not test all rule set combinations, but should playtest modules separately which makes it easier to test.
- I will need to use components that are generic enough to be used for various purpose. Cube and disk could do the thing. But also cards of planets could have a red, green, blue, yellow value ranging from 1 to 5, without indication on what they represents.
- I will need to have very few special text abilities to make sure the pieces could be adapted to any situation. One idea that I had to have tech upgrade without text, is to make most components double sided, and most technology upgrades would consist in flipping those pieces which would now have different values on their flip side.
- Restrained value range: Possibly, having a value between 1 and 5 would be optimal. As it could be used for rolling X dice, or rolling a die under this value.
Do you think such project would be possible?
Could it actually be easier that designing a single board game since I don't need to make sure the cohesion between the rulesets are perfect?
Do you have a better idea on how to handle mechanics that generally have unique text on them?
Somebody on BGG suggested 504 as a source of inspiration. The main different with my game and 504 is that all the "modules" will be present. For example, there will always be a combat module, victory module, research module, etc.
So your idea is still related. In that case the various rules sets for each module is ranked by complexity level. So it's like if there was a beginner and advanced game mode, but distributed among different modules.
Unless you want a very complex game, you cannot put all the module in the highest complexity level, so you'll have to choose.