I've spent the last year creating a game that has a pretty basic, and not terribly original, premise. It's called Nation. It is abstract in that, unlike Settlers, there is no mythology; you just create a nation, and compete with other nations -sort of like Civilization. The game can be played by 2 players up to ? number of players, as it is pretty modular. Like Settlers, it uses hex tiles and the board is unique in each game; though unlike Settlers, each player gets to randomly choose 8 hexes and place them around their "capitol," as they see fit, at the beginning of the game.
It might sound like I am downplaying the game, but I'm actually really excited by it. I would just appreciate some honest opinions. So here's the basics of how it works:
In the beginning, everyone places their tiles and places an urban area in their home tile (that's the capitol) and also places two People (representing populations of people) on two resource spots in their home tile. Also, each player can place a resource on these people -representing that the people are accessing the resource.
Each turn has 4 potential steps: 1)the player can move people, move something called influence (force, culture, and politics), and they can move resources to their cities to create wealth. 2) purchase items with resources, or indicate that resources will be used to maintain a new urban area. 3) Aqcuire. Each turn a player gets a new person, and two new resources; influence can also add people and resources. 4) Trade. Wealth resources created in the cities can double their value when traded with other players by placing them on resource overubundance spots.
The are some random aspecs, but otherwise everything is transparent on the board (no cards or hidden anything).
The influence, using very simple rock, paper, scissors mechanics can "battle it out." Also each influence has a special ability such as occupation, changing peoples culture, or adding or removing resources.
The goal is to create 4 urban areas first.
Thoughts?
You got it exactly. Politics beats force which beats culture which beats politics. The random aspect is that when you pruchase Influence, the type (politics, etc.) is determined by the role of the die. I'll be honest, I'm excited about it, I just hope it plays well. Thanks for your comments.
Is there a risk of copywrite infringement by posting ideas here, by the way? I have a mockup of the game and rules, its been playtested to some extent, but I'm a bit shy about putting it out there.