I'm fairly new to designer games, and as green as they come at designing games. The games I have enjoyed so far include: Settlers of Catan, 7 Wonders, Carcassone, Space Alert, Ra, Medici, and a few others.
Settlers and Carcassone were of course my two "gateway" games. So I started out trying to think how I could combine the elements I like about those games. This is the result so far.
My working title is simply "Carcasettlers". Don't worry, if this thing ever comes to life I will choose a less cheesy name. I took my favorite element of Carcassone: field subterfuge, and combined it with the resource gathering characteristics of Settlers. I haven't yet drawn anything up or play tested, but I wanted to post here to get suggestions on potential theme variations and overall gameplay elements.
Here goes:
Features:
* Carcassonne's field capture mechanic
* Settler's dice-based resource gathering mechanic
* Development cards with victory points and actions
* Special overlay tiles which modify other tiles
Turn Sequence:
1. Draw tile
2. Place the tile so that its sides match all adjacent tiles
3. Place 0 or 1 Meeple on the tile you just placed
4. If the tile placed "completes" a resource, place a harvest indicator on within the completed resource
4. Roll dice
5. All players collect resource tokens for completed resources with a harvest indicator that matches the current dice roll in cities where they have the most or tied amount of Meeples
6. Take 0 or 1 action
Actions:
* Purchase a special tile
* Place a special tile
* Purchase a development card
* Execute a development card's action
Development Cards:
* Reconstruction - Remove 1 Broken Wall tile
* Murder - Remove any 1 Meeple (you may choose your own)
* Redeployment - Move any 1 Meeple anywhere you'd like (you may choose your own)
* Prestige - Worth 1 Victory Point
Tiles:
* Grassy Field
* City Wall
* Wooded (resource)
* Mineable Ore (resource)
* Grain Field (resource)
Special Tiles:
* Ore Mine (Increases Ore production, like building a city next to an Ore tile in Settlers)
* Saw Mill (Increases Lumber production, like building a city next to an Lumber tile in Settlers)
* Grain Mill (Increases Grain production, like building a city next to an Grain tile in Settlers)
* Broken Wall (Must be laid over a wall tile; Joins two fields)
Winning:
* Game ends when all tiles are placed
* Victory points are awarded to each player for every completed resource in cities where they have the most or tied amount of Meeples
* The player with the most victory points wins
I'm not sure I fully understand your comments. So let me start by trying to clarify a few things that I think weren't as clear as I had intended:
* My "City Wall" tiles have more in common with Road tiles than City tiles in Carcassonne. That is, you use them to delineate fields, and that is it.
* You only collect resources for "completed" resources that have a matching harvest token. And then you collect the a resource for every tile the resource is part of.
* The "Overlay" tiles would be identical to a particular type of resource tile, except it would also have a building on it. so that resource now produces more (double would probably be too extreme, but some sort of easy equation).
* If someone else "takes over" your field, they now reap the completed resources when the die matches the harvest token.
Does any of that clarify anything?