In many war games I played, each player has a starting position, they expand throught the neutral area, face off the other player and eventually win or lose.
There are a few problems with that mechanism:
- The action starts late, the early part of the game consist just in positionning yourself. Players could refrain from attacking and wait more.
- The game takes more time.
- It does not necessarily make sense that there is a neutral zone with unclaimed cities if both nation are fighting on their border.
- I cannot use flipable tiles.
This is the main reason that bothers me, because if a city could only be under red or blue's control, I can make double sided city tokens with a color on each side. Else I would need extra bingo chip to put on the city tile to mark ownership, which is not elegant.
One way to solve this problem is to reduce the number of neutral cities in order to have more double sided colored tiles.
But that means that each player will start closer to each other and probably already be in engagement range.
It will also prevent players the need to spend action trying to capture neutral cities when they can use those action to capture ennemy player cities.
There could still be a few neutral cities, but probably around 20% neutral, and 40% for blue and red.
What do you think?
Is it a good idea?
To put it in chess words, it would be if the game started after the 10 non-capture moves. Or if you chose an openning and started the game there.
This is something I have not thought about when not using predefined scenario. A way to setup units. It might not be completely hidden, but it could be alternating between players.
If it is neutral, both flags aren't occupied.
Units should be able to leave a city and keep control of the city. So I'll need another marker to mark city ownership when it's empty which is what I want to avoid.
Scenario will be an option. But it's always harder to test unless you have a list of rules for scenario design that works well.
I am aiming for non-historical, so can actually make up any scenario.
I like that, it's just the playtesting that demands a lot of work, unless I have a digital version.
Sure, in some scenario, I could create consequences in invading neutral areas. Like the neutral player joining the opposing player for example.