This one is very rudimentary and a bit like my idea for the space blaster board game, just something I'm throwing around.
I had an idea for a tile-placing combat game similar to my dinosaur one only there would be differences.
The object is to capture the enemy castle or base or whatever square. You'd have fewer (perhpas only one) "hero" type pieces you could summon or ressurect (you couldn't bring them back in the dinosaur game) you'd be able to get aditional skills and items for them so that they'd become more powerful as with many card-collecting games.
The difference with my game is the tiles.
You place tiles and play on them, in this game pieces can not move over the unclaimed territories so you have to link up with someone's tiles in order to reach them. The tiles represent different territories and the rules for that territory are determined by the type of tile the player puts down as well as by customisations the player adds.
I'm not sure whether the customisations would be cards dealt from a deck as with upgrades for the heroes or if they would be different sorts of "themes" you could choose from.
Anyway, the rules govern how pieces entering that territory can gather resources/energy as well as how combat is conducted on the territory.
I'm not sure but I think that there would either be a finite number of upgrades to the rules you could place on each territory or there would be a finite number which could be placed per turn. The first option makes for faster but more limited game play (I think) while the second can make for very complicated games but there will always be the option to cricumvent or move over the more "difficult" squares and attack the territories the player didn't work on so much while they were building their "impregnable fortress of doom" territory.
Another idea I'm playing with is that the heroes would have an elemental or other alignment, the type of tile placed as well as the modifications added to the rules would favor certian alignments.
As I see it the game is in theory simple with not that much to it and the physical plaing area would be small - there is not much of an advantage to building a huge mass of territories which never link up. The game is in danger of becoming byzantine and overly complex so that it would only be enjoyed by teams of lawyers who'd play it in court.
thoughts on how to keep it simple and fast as well as fun to play are most welcome.
The suggestion came from home that I should make the tiles hexagonal and perhaps the board also hexagonal with the players starting in each corner. It sounds a bit like that Settlers of Cattan to me, and I'm not sure I want a board, I was thinking of playing it on the tiles placed, but the hexagonal element might make it more interesting.
The other idea I came up with was to base everything in the game on the 5 Chinese elements: fire, earth, metal, water, wood so that the basic tiles would be one of these, all the conditions you can place on the tile would represent one of the elements. The heroes would each have an elemental alignment and each item or spell which they can acquire would be an element. For example: bow, staff and healing magic = wood. Sword, armor = metal. Gun, fire magic = fire. And the characters might be differently effected for example a wood hero could use something fire aspected but only if he/she suffered damage while using it, while another element might lower defense, etc...
The tiles would work (more or less) as follows:
Earth:
+earth = mountain
+metal = dungeon
+water = swamp
+wood = forest
+fire = town
Metal:
+metal = desert
+water = sewer
+wood = fortress
+fire = factory
+earth = arena
Water:
+water = ocean
+wood = floating city
+fire = volcanic island
+earth = island
+metal = under sea city
Wood:
+wood = ????
+fire = ash wastes
+earth = temple
+metal = ????
+water = ????
Fire:
+fire = inferno
+earth = lava flow
+metal = ????
+water = geyser
+wood = ????
Anyway, I suspect I'd need to be a lv. 40 Feng Shui master to work out all the details of this and it's ambitious to say the least, not to mention how I may annoy practitioners of Chinese traditional medicine... but I thought it would be more interesting than western elements.
You can imagine how the basic rules for each tile would be different: so for example a town (earth+fire) might ban all weapons and heroes might automatically recover health while there, you may need to use metal and test for intelligence to gain energy. An arena (metal+earth) would be totally different. Any heroes can fight and the winner gains a lot of energy, death may not be possible unless specific criteria are met, but the losing hero in a combat would be reduced to 1hp and the winner may loot any items.
I'd welcome any feedback on my ideas.