I've had an idea floating around my head for a long time. I finally dug it out of the dark recesses, and here it is:
The basic idea of the game is that the board is a whiteboard. Players then draw the regions on the board using whiteboard markers. This would probably be done using cards, e.g. Joe plays a sea card and draws on some sea.
I guess you could colour in regions if you wanted to, but I was thinking more of placing counters in the region to describe region type, etc., and using different coloured pens to draw different forms of borders.
Do you think it would work? I'm a great fan of Nomic and this idea is reminiscent of it, so I would personally love to play. However, I'm not sure how other people would react to it.
Any answers would appreciated,
Pe-ads
I've had a bit more of a think.
@stevebarkeruk
To mitigate massive areas, I thought of an alternative to a grid. Basically, you have 'units' of some kind. These will probably be circular counters, about 1" wide (think checkers/draughts counters size; perhaps slightly smaller). When you play a card, e.g. draw a river 3 units long, you would lay out the counters side by side in whichever way you liked, i.e. a straight line, a curved line etc. and then draw a line following those counters.
Example (the O's are counters and the _'s are borders):
_
O|
O|
O|
___
OOO
I know the 'diagram' is terrible, but it's better than nothing. I also like the counter unit idea because when you upgrade your technology, you can get more counters to draw bigger lines, or something like that.
@ilta
I think having some pre-placed counters/lines would give the game more direction, e.g. artefact counters that the players are vying to grab for themselves.
I was thinking the theme could be a medieval/tudor world, where after a cataclysm they seek to rebuild the world using ancient machines (I much prefer mysterious machines over magic wands).
@scifiantihero
I know the idea sounds odd, but I think the game would be weighted so that players wouldn't do much border destroying at the start and attack/border merging would happen later. I think if it was better for players to draw smaller regions (or indeed could only draw bigger regions) to begin with, and then divided them up into bigger regions later would represent empire building more (diversity lost, but production gained through amalgamation).
@seo
I know what you mean about people's feelings about their drawing abilities. However, I don't think people would shy away from this too much, as the only drawing that is happening is borders. The player's wouldn't be expected to draw a detailed castle or a whole forest. Counters would be used to actually define the production, buildings, inhabitants, etc. of a particular region.
I think the game I have in mind just wouldn't work without drawing. The idea I have is more about the regions being defined mainly by their borders, e.g. a region couldn't produce ore if it didn't have a mountain border. As the players expand their empires and amalgamate their regions the diversity is lost, but the production is higher from the certain regions.
As for the game losing graphical appeal, I think that's one of the hardest issues to address. I was thinking of using player mats for tech trees etc. anyway, and the cards would help. As for the actual board, I think having counters and buildings on it will help with the aesthetic values.
I guess I just wanted to make a game that was all about the geography of the board. In games like Carcassonne, I often find myself wanting to invent a certain tile, or just alter it slightly so that the ruddy thing will fit! I guess that's one the central ideas of tile games, really, but I wanted to make a game that took ideas from a tile game, but wasn't actually a tile game.
Of course the idea may fizzle out after playtesting, but I have hopes for it.