This is just a really rough idea atm, and any input you guys can share would be awesome!
Basically the board is divided into different regions (most of which contain a planet, while others may have asteroid fields/nebulae/etc. and others may just be empty space). Each planet on the board produces a set number of one of the 5 resources available, which the controlling player earns Federation Credits on. 11 of these planets (although that number is subject to change, obviously) are members of the Galactic Senate.
The main idea of the game is to have 2-5 (with a 5 player game being the most interesting/fun) players fighting to win. Each player picks a different faction, each of which have their own rules and victory conditions.
For example, one team is the Galactic Federation, who has the most power/influence and access to manpower. Unfortunately, they cannot simply take actions, they require policies to pass through the senate (more about that below). Another team is the Galactic Banking Association who cannot support a large standing army like the other teams, but have access to great wealth which they can use to bribe others and/or create mercenary armies. They also have the unique ability to create monopolies by owning all the planets that produce a single resource.
I'm not sure about other teams yet, but one has to be a 'rebel' faction that is openly at war with the Federation, and while no where near as powerful or rich, have perks of their own and are the only other team that can benefit directly from control of the senate.
Basically at the start of each turn, a player collects income from the planets they control, which they can then use to pay their standing armies, buy units to grow their army, and also form alliances and/or make agreements with players. They then chose whether to make attacks or fortifications, etc. (haven't thought of a combat mechanic yet). I'm also not sure whether to have a system whereby you can buy buildings (for example) to boost the production output of your planets (to simulate a growing economy so that the longer the game goes, the more money you make per turn in order to be able to afford and maintain bigger armies). Thoughts on whether this would make the game too complex?
So, the lynchpin of this game is the Senate mechanic, which works as follows. Of the territories on the board, 11 of them are Senate planets, each of which hold a "seat" on the senate. The player who holds that planet holds that seat. On each of their turns, the Federation Player can choose to play a "policy" card, that benefits them in some way (some examples might be adding extra units to their armies, gaining more wealth, restricting what other players are able to do, etc.) but in order for it to take affect, it must pass through the senate. Most require only a majority of votes to pass, while some stronger cards require a greater percentage (either 75% of votes, or some cases 100%). Obviously if the Federation owns a majority of the senate they will find it very easy to pass policy. It is the rebel factions job to gain these seats (to represent rebel sympathy and/or infiltration in the government), and in a 3-5 player game an outside party(s) can hold the balance of power. (They may vote for some policies, while reject others).
Another idea I was playing around with is the rebel faction having two ways to win. The easier way would be to take control of the senate (and therefore the government). The Federation can enact a policy to dissolve the senate and form into an Empire, which could have advantages/disadvantages in itself, but from that point on they can no longer enact policy (which is a gameplay mechanic rather than a reflection of a totalitarianism government taking over). The catch? They require 100% of the Senate, so it becomes a question for the player whether to dissolve the senate and close of that path to victory for the rebels, or do they keep it to continue passing policy? Dunno if that's a good addition or just too convoluted. Thoughts?
The Federation is without a doubt the strongest player on the board, but they need to enact policy to reach their full strength/potential.
The whole idea of this game is to have 5 teams with 5 different victory conditions, so each time you play you have to rethink your strategies.
Once again, any input would be great. Does the idea have any potential? What about the teams? How does each one win? What are some ideas for the other teams? Is the resources aspect relevant, or should you just get money per planet owned? What are some interesting policy cards you think might work?
Thanks guys
- will it work with less than 5 players?
Obviously the game would be optimized for 5 players, but I don't see why it wouldn't work with as little as 3 (2 players would technically be playable, the game would not be "balanced", particularly if one player is the Federation.