I am working on an area control boardgame with mob families based on the Grimm Brothers and other fairytales.
I have a good chunk figured out, need more families and proper gangland actions.
My main concern is the end game/ win condition.
Each player can do one (or two) actions draw cards, gain crew, or gain influince.
The cards are traded in for a colored dice representing a type of mook. The cards traded are dependent on the type of nook, 3 of a color, or activity, one of each type and such.
To gain influence you must play a card onto the city board. Each card is an activity in a neighborhood; protection money from Ella's catering or other store. Each activity has certain mook power (placeholder term) player can roll as many dice as they see fit to match or beat the numbers on the card. Each dice has the 1 replaced by a cop shield. If you roll to many shields the activity fails and you alerted the coppers. The amount of shields is also on the card.
Rolling to many shields will make you draw and resolve a cop card, this could be a raid making you loose dice to a dirty cop shaking you down and losing cards.
So far it's just a race to to own the most area. I have little player interaction. I was thinking of having you place a meeple on a influence tracker allowing you bonuses in the area, like a spot so you ignore a shield because you have a cop in your pocket or you know a guy so you have extra mook points.
There is a board with only a certain amount of notable store locations per neighborhood and a certain number of neighborhoods. Once they are full you can't hustle the Drury Lane Bakery because theres no lot for it to fill. This would be a double sided board so it can scale depending of player count.
If the neighborhood of Red Court has been filled with shops and its split between Bob and I we need a way to drive each other out of town. I could make some activities are destructive like a bottle of hooks rum and a burning rag through a window or a drive-by. Perhaps you can trade cards or dice for cop cards to play against each other.
Any ideas on end game would be helpful.
I don't think a count the areas you own and highest wins would work not on the neighborhood level. On a city level, yes
I might have solved it on my own, but I'm open to ideas...
Also how about some family names? I have the Charmings and the Babas. I can come up with street level gangs all day; lost boys, the 7s, the wolves. But I rather have mob families.
I have been on the fence on adding the wolves as a family.
Think fables but in their own city. Odds are I'm just going to go lame and say the old boss does so theres a power vacuum.
The wolf family could have a "huff and puff" ability which is similar to a molotov cocktail. Decimates the place so a new place can be put there. The charming are probably the old family (it's all the princes.) I still need to toss around family abilities. Probably two each; a shop destroyer and a influence dropper...
Unless they are the same.
Thanks for the insight, I might have to make a player board for the families.