So I'm trying to brainstorm for an idea thats been fermenting in my head for a while. Rather than a ruleset I thought I'd get the concepts I'm thinking about out and then get your feedback/input to see where it takes me! I'm open to collaboration if anyone loves the idea and wants to help further.
So my ideas:
Players have a board (ala manhattan project) which is abstractly their base
Main board is the world, some events are standard (rob fort knox) and there will be spaces for new events (so each turn a new place for workers will appear), these new events will be things like the eiffel tower, where you can assign 4 workers to blow it up, or if you've developed the shrink ray, shrink it down and keep it in your base!
Workers go and collect on the main board, gaining resources (currently I can only come up with money, and i need at least 3 "generic" technologies) and notoriety. If too many workers are placed on a space then there is retaliation and the first placed worker will have died.
After all workers are placed the evil genius goes and currently can either:
recruit more workers
scheme (researching technology)
"motivate" workers (activating all his workers in one location again but killing one of them)
To win you either reach maximum notoriety (say 20) or build all 3 parts of a doomsday weapon.
Other concepts I'd like to include:
Specialist workers (again similar to manhattan project) - so in certain locations you can abduct army men and gain fighter workers or maids and gain service workers
Secret Agents - So at certain points along the notoriety track you get agents invading your base, stealing resources, killing minions and lowering your notoriety once more
Secret research - This is a concept stolen from the game "Elixir of Life" (awesome game), using a 3x3 grid you need can scheme and research a new technology. You look at the tile you just discovered and then take it from a deck of inventions. Ultimately one of the ways to win will be to gather the 3 parts of the doomsday machine which are mixed up in the grid. You can play cards on your turn but you'll need to be careful, if only have a hand of one and play it, you revealed what combo makes what and makes it easier for the others to work out which of the remaining 9 are for the doomsday machine!
Base building - Again I'd like spaces for your workers to go which are not on the main board (internet scam centre gets you money for example) but I can't think of a way to get the workers used there without ripping off the manhattan project again!
So my main issue is how workers are placed, but I would love people to come up with ways to reinforce the theme and/or mechanics!
Wowsers, so many points :D Its great I've captured the forums imagination, makes me think there is a game here!
I feel that the game should be quite streamlined, having to many moving parts hinders mechanics in games in my opinion and some of the theme is lost if analysis paralysis with too many moves/options being available. Also, primarily I see this as supervillains in the james bond sense of the theme, not superheroes sense of theme (though ironically my first game in the works is a massive superhero game where ur incognito training up while a villain slowly takes over a city).
I agree the evil genius's are going to be the focal point of the game, and to a lesser extent if I can fit them in (and make them mechanically interesting) specialised henchmen (like Jaws in 007) would be neato too. This is why I've added in the evil genius turn, to mix up the standard worker placement idea. You can use him as a super worker but at a cost of minions, get your new tech out, or maybe even extort the world (to bump up notoriety!)
Failure will be prevelant, agents invade the bases and will steal your doomsday weapon parts, or resources unless you develop traps to stop them. Other inventions will start to screw over other players, so clever disguises would mean you get resources whilst the other player takes notoriety or a mind control ray would mean you place your rivals minions and get the resources and he could even lose his guys.
Notoriety is an interesting concept in my eyes. On the one hand its a win condition, get 20 to win. On the other, after certain levels you'll have spies start visiting your base. So at level 5 you get one, and he knocks down notoriety as well as stealing your stuff. At level 10 say you get another, another at 14,17,19,20 so unless you have researched lots of traps then they're going to constantly thwarting your attempts at world domination.
I do like the countdown idea a lot. So on the turn you build the death ray you announce it and have 3 turns before you win. Now the other players can try and screw up your plans as much as possible before the countdown ends and you conquer the world.
I'm not sure about DIRECT player conflict (theft of resources etc) its one of my all time least favourite mechanics, but I do feel it fits here. You can't let the penalised player get shut out of the game though.