Good Morning, I've been playing around with a new idea for a game in my head for the last couple of weeks and I think it's a winner. Would like some input on where I could maybe simplify or ideas you would like to see expanded upon.
Theme - Dystopian fantasy future (orks, elves, dwarves, aliens, guns, laser weapons etc). Factions are fighting for control of the continent. There's not quite enough room for everyone to mingle so players fight for control on the board.
Winning Condition - Right now the winning condition is whomever gains the most points. The game ends after a predetermined amount of turns, or when someone expands their kingdom to 6 tiles and manages to hold it until the beginning of their next turn.
Set-up: Each player picks a different race deck (as of now, i'm working on the Metal Orks [orks in motorcycles], the wood elves [terraforming elves that turn empty spaces into wood to gain advantage] the Algathians [nomads that herd giant worms around the board] Dwarfs [who take to the mines, most efficient at getting gold and destroying other player's resources]) So each player would pick a rack, and for every 2 players you add another neutral race to draw from. shuffle the tiles (there are 4 different types, wood, plains, stone, gold) and put 4 down for each player in the game (keeping in mind one of hte endgame objectives is to get 6 altogether, to try and end the game while you're on top)
gameplay: This game uses a strong deck-building mechanic to really force players to think outside the box. Just because their specific race might not be particularly good at something, they can still "recruit" from teh neutral decks available. Each card has a VP value that doubles as a income value during the regular turns. When a player's turn comes about, he may play one card from their hand, that will put a new unit/or building on the board, then they may discard a card to perform an action (keeping in mind there are several different units or buildings that will alter how many actions you can take per discard) or you can discard for income to recruit from the neutral decks. Players will have to place workers on the board to gather resources as well since every unit they have available has upkeep costs. If a player cannot manage to pay the upkeep cost for a unit it is discarded. If a unit dies during battle it goes into the "dead" pile and is out of the game. Units that are close to dying but not dead yet, can retreat into their own homelands then retreated into their discard, but if killed anywhere outside or in a contested area they can be destroyed.
Different actions will give you victory points, once the visible amount reaches the limits, players will count up how many points they still have in their active cards, add it to that total and declare the winner.
so, any thoughts? or blaring mishaps that I'm overlooking?
Thanks for the input guys. I plan on really emphasizing what their strengths and weaknesses are as a race into their abilities. Like the first one I'm working on is the
- Algathians (Worm Riders) They are meant to be almost like cowboys/gypsies/native americans that follow these worms around wherever they go. The way they gather resources is different then let's say the dwarves for instance. The Worm Riders gather resources by travelling over the resource tiles and leaves then unusable for the next turn, but they cannot build structures as some of the other ones that can provide them with a steady flow of resources, but they are extremely mobile. Yet, they're big weakness is if you don't have any Worm Keepers in play, the worms just move all willy nilly over the map, moving from resource to resource, wherever they care to go.
- The dwarves are meant to be ravage the land from underground. Basically they will be 100% about gold, as I think they should be. They are extremely efficient at gathering gold, they can build mines, use wood and gold to build siege engines, but they don't really have a sustainable source of food income, they have the dwarven landhunters that can use forest spaces to gather food (hunt), but it's not a good way to make cash. They're more interested in gold. gold gold gold. They're main way of getting resources is using that Gold that they are hording to trade with other players for the supplies needed. The dwaves can also extend their mines into other tiles to increase gold production, but it ravages those tiles and makes them unusable as income for other players.
- The wood elves are all about the forest. Unlike some of the other elven races I have in mind, they cannot live outside of the forest. They don't use much gold, they don't use stone at all, but outside of the passive bonuses that the being in forest tiles grant them (which is a huge bonus) they are relatively weak troops. Their druids can terraform the outlying tiles of their land into forest tiles to try and expand their forest that way, and although costly it can be very effective if you can maintain the and army to hold your borders.
- Metal Orks - The metal orks right now are supposed to be a very tribal offensive race. Unlike the dwarves, they have very few buildings they can build, usually crappy like tents that don't do very much for them, BUT they have 2 capabilities that are very, very impressive. The Orks are going to be all about conquering, they rather pillage and plunder then farm and mine. Orks first of all have bloodlust whenever their chief is in play, that makes them stronger after every victory with the potential of the Chief to eventually become the weakest unit (since he does not get crazy like the other orks, he's supposed to be smarter) Orks have Shaman that can send them into a frenzy, Orks steal resources from other players upon successfully winning a challenge. Basically, they are menat to be big, fast and mean. A big problem with them though, is that once the other races have fortified a bit, the orks become a huge liability since they don't have any kind of production of resource production of their own.
I still have yet to think of the other ones, but i plan on having 12 races altogether. so even with a 6 player game, there would be 6 races, and 4 races of mercenaries to buy from. Neutral races are races that depending on what people you have in play at the beginning of your turn, you can buy to fatten up your deck. So let's say we're playing as the ork, a dwarven mine might come up, and htey might choose to use their marshalling points this turn to recruit that mine into their own decks, so when it finally comes around and is played, they finally have a steady from of income.
I need some ideas for some of the other playable races, any thoughts?