The goal for the game is to be the first player to have completed their great totem at the sun circle (woodhenge) in the center of the board.
The elements of the game:
-Each player can choose from twenty or so major Native American tribes: Navajo, Pueblo, Cherokee, Apache, Choctaw, etc. Each has different characteristics and benefits.
-I would like to have several resources that must be maintained for survival and success:
food (hunt, fish, farm)
water (drinking, building clay shelter)
lumber (weapons, shelter)
animal hide/pelt/skin/other animal parts (clothing, shelter, weaponry)
-Several terrain types are found on the board: prairie, forest, mountain, water. Certain animals can only be found on certain terrains, so players must move their workers around to hunt them (grizzly in northern woods, buffalo only in prairie/grassland, etc.
-The board may be split up into the popular hexagon shape, but this is not in stone yet.
-Players use both cards and dice to accomplish their goals, with maximum amount of cards in hand being probably 5 or 6.
Depending on how the resource management works out, I might try to use dice with icons for hunting and war. For example, when you hunt in the northern woods and you want to try and bag a grizzly bear, you must move 1 or more of your “workers (hunters)” there first, then roll a 12 sided dice. The dice for the northern woods might have 2 sides being bear, 2 sides deer, 5 sides snake, 2 sides squirrel, 1 side owl. Each animal produces a certain number of food (bear = 10, deer = 4, owl = 2, squirrel and snake = 1). Then another 12 sided dice thrown at the same time is success/fail/death (7 sides success, 4 failure, and 1 death)
I am having a difficult time determining how to utilize resource management without using the accumulation method. I would much more prefer to use a wealth spending method (you have a certain amount of action points you can use each turn). There's definitely an issue here that I can't get past, and that is, How do I maintain resource management without getting too complex? I'd like to allow the players to hunt for their food, and keep a minimum to survive. It would also be nice if the players were allowed to build different weapons, as different tribes and bands of Native Americans did (bow and arrow, war club, tomahawk, gunstock club, poison darts, etc) so each battle is not just attack and defend. If I use pawns as workers, how can I keep track of what weapon that pawn has as it moves around the board? I considered using post and different colored rings (light brown = bow/arrow, dark brown = stone club, grey = tomahawk).
Here are the definite main elements I want the player to enjoy:
+Getting to choose from about 20 different tribes because each has different characteristics.
+Trading
+Hunting parties, possibly fishing, possibly farming
+War parties and possibly raiding
+Building the totem, which involves following a specific blueprint from bottom to top section:
-hunting the animal
-bringing the hide or skin back to camp
-carving the animal into a piece of lumber
-bringing the carved section to the woodhenge at center
-giving the players the ability to prevent you from achieving these things through battle
+Forced interaction with other players, whether through trading or battle
I could really use some direction here! I have taken the simple idea of Native Americans going to war, playing as allies, hunting/fishing/farming...and now it has become a massive complicated mess. Btw, I'd like this to be a 2 hour family game or played among just adults.
I absolutely want combat strategy in this game (certain bonus flanking or rushing maneuvers would be very acceptable).
That is a great idea. I imagined each player having their own scorecard in front of them. On this scorecard would be categories food, lumber, water, weapon, hide, horse, canoe, jewelry, clothing. I have also compiled a fairly detailed list for each tribe I was wanting to use, and in each list is their "personalities/charcteristics" (fierce, friendly, shifting locations, who their enemies and allies are, weapons, what they hunted and farmed, clothing, shelter type, used horses, location on map, etc. I'm going to try and keep their shelter types based on what tribe: Apache = wickiups and buffalo-hide teepees, Cherokee = houses made from clay walls and pole frames, Chippewa = wigwams, Choctaw = grass houses and wittle and daub mud, etc. You must collect the proper resources for your chosen tribe to build the proper shelter types. The same goes for weaponry: you must have lumber and stone for bow/arrow and war clubs, lumber for shields, snake venom for blowguns. There could also be the possibility of research, so you can trade knowledge with allied or friendly tribes.
Can you elaborate a little more on this, like maybe give an example of how a turn might play out? Do you think on your turn you would be able to do all 3 types of systems in 1 turn? For example, gather resources, move your meeples and fight/hunt, and then build a weapon/tool?
Personally, I love the long game. I think it takes time to build a proper strategy, have the resources to back a big play, and gives you a little time to react to the other players' strategies. On some of my other threads, comments suggested that having a game that takes longer than 1.5 - 2 hours is going to be a struggle to get anyone to want to try and play it. I see this game as being an entire evening/night to play a full round.
That brings up the size and spacing of the hexagons if that is the direction it goes. I considered using 1"-1.5" wide hexagons, make the game board quite spacious. Each player could have 1 shelter max and 2 meeples max on 1 space. Going up to 2" hexagons might allow 3 shelters and 3 meeples max on 1 space. These seem fine, but it creates lots of space in between the players, limiting interaction. It creates a lot of travelling as well when you have to move a hunting party from southwestern home to northern woods to hunt grizzly bear. Increasing the size of the hexagons (Catan for example) would allow the player to build maybe 10-15 shelters on 1 space, and about that many meeples. The interaction with other players: war, raid, ally, trading...would be definitely forced interaction by close quarters. I want both of those though. I like forcing the player to travel and "work" for their totem animals, but I want the forced player interaction as well.