I was pleasantly surprised to have gotten some votes in the GDS this month. The entry was a bit last minute and more of a game concept than a well developed game. If you have the time, let's talk through the promising parts of the game, and the problems I ran into while conceptualizing it.
Blood lines is a a game about Royal Families marrying and warring with each other while trying to expand their influence.
The play basically involves male and female cards that can be "married" and produce new generations under them which can in turn get married and produce new generations.
Each tree of generations represents a territory. Players can break out new territories by removing the lowest generation of one of their existing territories.
Players can defend territories by playing facedown cards at the top of territory. Each card represents a soldier. Players can also use up these soldiers to attack opposing players territories. I think a one for one system would work best. Basically, I can discard one of my soldiers to force you to discard one of yours. If the opposing player has no soldiers on a territory, you can kill one of their royal men.
To win, a player needs to have either 10 territories, or 0 generations in one territory.
To do all of the things above I was thinking of relying on role selection mechanics. I also like the idea of creating tough decisions by making cards useful in several ways. In this game the different uses could be soldiers for attack/defense, money for taking special actions, royalty that can marry and produce heirs.
I also thought about giving the various royalty cards powers like: While this king rules a territory add 2 to its defense and others like that.
Thoughts on ways I could develop the game?