This sounds like a game with a lot of thought put into it, but no market for it. Even D&D started with a small rule book and grew from there into the multi-volume game it is today.
You should be able to boil the basic rules down to under 30 pages, and have some reference books that describe the numerous parts of the game.
Thank you for all those comments. It really helps put things into perspective. I think my goal is not to make it into a board game as such, unless it ages enough to become more practical and less unwieldy. Your view of real life boardgames is depressing and narrow, even if true i trust you. Thanks for sharing the experience. Look at KDM. This is a 500$ board game that became a success. Niche indeed, but real life as much as any other game. In your world, where is the dream, the escape feeling, the immersion factor, the suspension of disbelief? My belief is that, given enough time, the board game monster in my basement will settle down and get some bone structure, grow some teeth, like a Frankenstein monster. In its current state, there is no risk for it to end up in a shelf. It needs a big car! I believe the inner structure will come to emerge if i keep brewing it. In the meantime, it is destined to become a video game, turn based, on internet. Strategy.
The building of a real physical prototype is a prerequisite. Boardgame and website can evolve in parallel. I am learning c# and asp.net core. Have you seen a flat screen, horizontal, used as a board game media? The flat TV IS the table, the game board itself. With touchscreen feature, what do you think is going to be the future of boardgames? It is obvious to me that the "tried and true" model of game pieces, meeples and nice colored cards is becoming obsolete. The future of gaming is in merging it with a website, on a smartphone or a tablet. Later it will be in virtual reality. Some of you, readers, are still living in the old world. Me too I admit...
So I am not trying to reduce it into a 30 pages mini game for the sake of publishing a WizWar2. I want to keep the game big because its value is in the ecosystem, which needs a critical mass in order to autobalance itself. I surprised myself discovering there is no easy obvious victory path. Its size is what makes it puzzling, stimulating. For me, and some playtesters, this is fun. You gather a bunch of slimes, anacondas, spiders to accompany the Vampire riding his Skeleton steed. The steed came back from a quest on the Sunland but had to stop to prevent another player from winning. The system is flushed and filled with stories. There is strategy, tactics for sure. On the long run, if you satisfy more quests you should win. But there are maybe 12 victory conditions. How can you be sure you will achieve victory first?
@Rick: yes, you have understood what I am trying to do. Refining, organizing, polishing but keeping it fun, rich. Marketing is only a far fetched thought. The design process is most of the fun. Instead of writing a novel, I write it as a dungeon module of the eighties, which happens to be playable a little bit like "Castle Ravenloft", but deeper, more strategic, more stimulating. I do it within the frame of my home business, R&D in education.
I acknowledge what some of you are saying, that is it is too big, it needs to be cut in smaller parts, it won't work as a successful board game, etc. So what? I am doing this as a hobby, not as a money making goal. There is no need to feel offended because people think differently. "Unanimous?" I don't think so. It seems unconceivable for some of you, but it is true. I am not in boardgames for the money. I am not even into it for the recognition. I am into it because I love it, and some around me love it as well. And consequently, maybe some others, out there, will love it as well. I feel a good boardgame is defined by the stories the players share together, weeks after the session. If the game is good, the ruleset, the players will come, not the other way around. And if they don't come, all the same for me. The thrill is in the development, the research, the creativity.
I still appreciate all the help and I agree the game needs some steamlining, but never under 30 pages.
I conclude this interlude with an extract of one of the creatures' Talents, the Darkishtar. It gives a real feel of the type of game I am talking about. Far from flipping a boring tile or thinking whether the game box will fit on a shelf or not, the player can instead choose to feel immersed in the wall glyph glide, following a 3-D path on the wall, ceiling and floor, over half the map distance, like in a Russian mountain Canada Wonderland ride, in two dimensions!
Darkishtar . L3 . 7G . 3F . 4E . S4 . 6T
Talents: Melee(spiked gloves or whip), Haste Self(1), Slapping(1), Anaconda(2), Octostar(2), Lightning(3), Akkadian(3), Sargonic(3), Achaemenid(4), Flash(4), Freeze(5), Moonspark(6), Hail Storm(6)
Sex: F; Acronym: DI
Type: Living, Human, MinerM, SHOCKER
Hobby: Training, Praying, Converting, testing conversion Lightning . Range . L3: a blue iridescent Lightning targets a sub-tile, within a range of 2 tiles, +1 Tile per invested Spark . It is blocked by obstacles Door (Wood, Braced, Portcullis, Iron, Stone, Magic, Gate), standing Creatures (unlike Slime, Anaconda, Alligator), Bedrock, Softrock, Vein, Statue (if zapper is an Adventurer, Lightning cannot go into shadowy non-Aura lit area). But, along the way, if there is any direct path to an Iron Fixture /Creature, like a Golem, it is redirecting there, where it absorbs the zap without damage. Roll “To Hit” dice (before rolling, degrade the weakest battle die by 2 pips for each distant tile) >= target Defence. For every Hit Success, deal 1 LP damage and stun for 1 turn (place Stunned markers) (half Defence (round down, min. stays 1) while stunned). Double Hit Successes (multiplies by 2 your number of rolled successes) if target is in Water /Mudbath, in which case all connected wet sub-tiles within 1 Tile radius are electrified for 1 LP damage but the bolt vanishes. This sentient Lightning bolt goes through target, unless a “To Hit” die is “1” or the target receives 0 LP damage, at which point the bolt fizzles away. Note the zapper can become a target if within 1 Tile radius of the target’s pool of Water /Mudbath. Supercharge: if the rolled Talent die shows “6 ”, a secondary target is hittable, the closest to the primary target, even the zapper; the secondary receives 1 less LP damage than normal. If “6 ”, “6 ”, a tertiary target. If “6 ”, “6 ”, “6 ”, a fourth target.
Akkadian . Melee . SUP . L3: at the start of a Melee battle, engraving a glyph-free adjacent4 Rock with this cuneiform glyph, the recipient casts an adrenalin-like Darkishtar ritual. Firstly, place your flag on the cuneiform-marked Rock; it belongs to you. Then, at the beginning of each battle round, the opponent gets +3 EP (permanent), the recipient +2 LP (temporary) and the marked Rock gets a +1 rank better Panel (permanent, from none to Wood, to Iron, Stone, Diamond). Supercharge: if the rolled Talent dice show “6 ”, if escaping from the battle with a pair of paw-paw Handicap Dice, the recipient can enter into the marked Rock and rest there, permanently, able to shoot at range (further than 1 sub-tile away) but no Melee close-combat. If “6 ”, “6 ”, a summoned sister Darkishtar L3 joins the battle, adjacent8 to the opponent, at the beginning of second round; then one more at third round, etc.; those summoned stay up to t10; those can themselves engrave a second Akkadian cuneiform glyph on a glyph-free adjacent4 Rock; etc... If “6 ”, “6 ”, “6 ”, the summoned are L6 and all cuneiform-marked Rocks permanently form a network of teleportation way points for Darkishtars.
Sargonic . Melee . SUP . L3: at the start of a Melee battle, engraving a glyph-free adjacent4 Rock with this cuneiform glyph, the recipient casts a Sumerian Darkishtar ritual. For the battle duration, the writings (2 dimensional; cannot move) fight alongside the recipient, like an extra Darkishtar L3 on the same sub-tile as the recipient. Supercharge: if the rolled Talent die shows “6 ”, the extra Darkishtar of the wall is L4. If “6 ”, “6 ”, L5. If “6 ”, “6 ”, “6 ”, L6 and all cuneiform-marked Rocks permanently form a network of teleportation way points for Darkishtars.
Achaemenid . Melee . MOV . L4: at the start of a Melee battle, engraving a glyph-free adjacent4 Rock with this cuneiform glyph, the recipient casts a Mazdayasna Darkishtar ritual. It prevents altogether any battle dice to be rolled; the battle is immediately over. The recipient becomes two dimensional (2-D), on the wall, embodied into those cuneiform engravings. It cannot fight, use Talent or Power, cannot be harmed in any way (short of destroying the wall, in which case the recipient pops out, unharmed) but it can move, slide and flow alongside the wall, floor and ceiling (but still no Mudbath Room contact) at normal Speed, up to t10. Costs no move point over Panels. As a 2-D picture, it does not trigger Traps, can cross Portcullis, Firedoor, all creatures. Before t10, anytime, the recipient can come back to three dimensions (3-D), thus ending the Achaemenid Talent. Supercharge: if the rolled Talent die shows “6 ”, for 1G or Mana or Spark per Creature Level, a chain of extra connected adjacent4 allies can be brought along in the moving 2-D cuneiform engravings, but the group move Speed is the one of the recipient;. If “6 ”, “6 ”, all Achaemenid-wall-absorbed creatures are turned permanently to Darkishtars when coming back to 3-D, but they keep their original Level. If “6 ”, “6 ”, “6 ”, when back to 3-D, also all TP, LP, Mood are restored to normal start rating; Poison, Disease, Curse, Ash, Handicaps and all impediments are washed clean.
Flash . MOV . L4: like “Lightning . L3”, but recipient is Ligthning-immune, and can “ride” the bolt. Merging inside, recipient exits instantly anywhere along the path travelled by the lightning beam, including its last sub-tile. But still cannot contact or cross Mudbath Room. For 1G or Mana or Spark per Creature Level, recipient can bring along a chain of adjacent4 connected allies.
Freeze . Range . ATT . L5: within 2 tile radius, designate a sub-tile, within line-of-sight (obstacles are Doors (Wood, Braced, Iron, Stone, Magic, Fire), standing Creatures (unlike Slime, Anaconda, Alligator), Bedrock, Softrock, Vein, Ice Cube, non-transparent elements (like Smog, Fog, gas, smoke, cloud, Mist), Statue), as impact spot; up to 1 sub-tile radius, place “Ice” markers on open Land (Tunnel, Room, Water) adjacent4 connected sub-tiles. There, ice covers ground, walls, ceiling… Cold immune creatures travel free of MP, fireproof creatures cannot go through, non-flying others travel like on a Tunnel at max. Speed 1 (flyers just hover without touching Tunnel surface). Roll “To Hit” dice (before rolling, degrade the weakest battle die by 2 pips for each distant tile) >= target Defence against each enemy Creature / Fixture there. Each non-Cold-immune hit target becomes encased in “Ice Cube” (add marker) and loses 1 LP: it cannot move by itself (except psionic like Blink, Telekinesis, Teleport…). From each ice-cubed creature, extend the ice zone by adding 4 extra Ice markers connected adjacent4, attempting to encompass other creatures / fixtures. The freezing zone can thus extend while processing the Freeze effect. Every turn, discard, in this zone, one ice marker from a covered sub-tile. If there is none left other than Ice Cubes, then melt an ice cube, the creature / fixture within comes back to action. An Ice Cubed Creature /Fixture can be pushed by any non-gaseous Creature or any standing Creature (unlike Slime, Anaconda, Alligator), from the back of the Ice Cube (same position as when kicking a tiny Skull), at a Speed of 1 per turn. If it is on liquid Water /Mudbath sub-tile, the Ice Cube floats and can be pushed once at normal Water Speed of the pusher; after the initial push, the cube continues by inertia in the same direction, up to landing on a Room /Tunnel shore sub-tile or rebounding at a chosen angle (when hitting an obstacle). Every turn, 1 ice cubed creature’s Gear is shattered if you roll “Gold” on a Golden Die (victim owner chooses which to discard). If an Ice Cubed is an undead Ghost, it is killed (discard). If an Ice Cubed is attacked by a creature (or other means) and suffers at least one Hit Success (cannot retaliate), the ice cube breaks apart thereafter (discard “Ice Cube” marker) and the victim is stunned for 1 turn (half Defence (round down, min. stays 1)). Can be used to displace Fixtures. Fireproof and Paladin targets suffer twice more LP damage then twice stun duration while “de-Ice Cubed”. Supercharge: if the rolled Talent die shows “6 ”, +1 sub-tile impact radius. If “6 ”, “6 ”, add 8 (instead of 4) extra Ice markers for each ice-cubed creature. If “6 ”, “6 ”, “6 ”, Cold immune creatures can be targets as well (but suffer no LP damage).
Moonspark . L6: if spending 6 Gremlins or 12 Sparks , a sudden burst of Moon black light strikes the Tile of the recipient. Place permanently 1 Dark Moon night marker (or remove Sun marker if there is any in the area).