Hello everyone! I’m a new game design hobbyist I’m in a process now and I just feel like sharing. For years I have had a game idea in the back of my head, but recently I made some progress on the mechanics. I read advices in the designer community about the unlikelihood of anyone stealing my idea, so I take the advices to heart and give it full disclosure here :) Let me jump right into it. In my game I seek to combine the best elements of Chess and Risk, while eliminating some of the more tedious elements in Risk. The crucial idea is that provinces are broken down into 3x3 squares, where you take the province by moving one of your pieces to a province’s central square and place a flag there. See attached board map to get the idea. Provinces form nations and nations form empires. A province gives you one food income per turn, a nation gives you one or more silver income per turn, and an empire gives you one gold income per turn. With food you can buy the level 1 piece pawns (the peasants or foot soldiers of the game); with silver you can buy level 2 pieces: the officers/noblemen (rooks, knights and bishop), and with gold you can buy level 3 pieces, queens and kings.
The pieces’ movement is similar to chess, though slightly adapted. Only pawns and kings can place a flag on a province’s central square to claim the province for your kingdom. When you attack and kill an opponents piece it happens in the same way as regular chess. An exception is when a lower level piece attacks an higher level piece, then the attacking piece also dies in the attack.
I use common chess terminology. This is rather stale and theme-less, but at this stage it serves to make the game concepts easier to understand, especially if I recruit play-testers from the chess community.
Take a look at the board (rough Inkscape sketch) and rule book, both are attached.
I would greatly appreciate any feedback and thoughts BGDF members may have. Questions I ponder much are:
- Am I re-inventing the wheel? Are there games out there similar to mine? I did not find any myself that was too similar.
- What would be a good way to proceed towards a prototype of my board map? I feel my core competence is not graphical design, and that I should seek out an artist/designer that can help me spice up the board, and then to make prototypes for testing.
- Are there fundamental flaws in the concept which I might have missed?
I just want to get to having a decent prototype of the game, then do loads of testing with people.
The grids and tiles on my sketch should be toned down and be made somewhat transparent, so the main focus on the strategic map of Europe and its nations is in the forefront. Also, I think, if it is possible to round the province border somewhat to make the board look more realistic, without blurring the functionality. The end result need not be a Europe map at all, it could be a fantasy theme map or anything. It could even be something as abstract and un-sexy as a chess board.
Here are my thoughts on some features which I think make the game good:
Contrary to Risk there are no dices or cards - you win the tactical battles like in chess, by outsmarting your opponent. I think this gives players maximum in-depth tactical choices. At the same time, the strategic area control element decides how many and how good pieces you get to fight your tactical battles with. I think the tactical battle concept is nicely integrated into the overall strategic framework, and that this produces a more natural game flow than in games where tactical battles are set up on a separate battlefield outside the main board.
Also the 3-tier units, where the more capable units only unlock once you advance in the game, gives each player a goal to work towards.
I just felt like sharing, at this stage. My apologies in advance if my post is somewhat disorganised. And I did not playtest the game at all yet, but plan to get there soon.
Best regards
Jákup
Hello Tim, thanks for the input, greatly appreciated. Im very glad that you find the concept interesting. Yes exactly, a game of chess, winning countries to unlock better combat units.
I read through some posts here about analysis paralysis. It is definitely a concern with my game. Perhaps I tend to underestimate the problem of AP due to the amount of tournament chess I have played. In chess there are endless options to analyse, but only so much time per move. I think we chess players may be accustomed to analysing under this mental strain and the time pressure, and somehow, through much tournament practice, learn well to manage AP. That is, the trade-off between when to stop analysing and start executing the move.
Introducing a clock/timer (eg. Max 1 minute to execute your turn), would inevitably put off a lot of gamers, so Analysis Paralysis is a thing I have to consider further.
One thing which can cause AP and which I tried to address, is to remove counting from the came. In this game it should be rather simple to count how much resources you get and how many and which units you can purchase with those resources.
Anyways, you are absolutely right, the best way forward is to play test it - stay tuned! :)