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Empire Building Board Game

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NomadArtisan
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Joined: 12/12/2011

Hello all,
I've recently had the itch to tinker with a feudal system type board game that incorporates multiple aspects of empire building that ultimately allow for multiple routes to victory. The idea was inspired by the age of empires style computer games.
I don't have extensive historical knowledge and so I'm going for play-ability over realism and may very well go with a fantasy setting in the end.

So far I have a puerto rico style action system in that one round is composed of each player taking turns selecting an action and having each other player also perform that action. The player that selects an action receives some additional bonus for doing so.

The actions I have in mind and what they do (so far) are as follows...
Harvest- gain food resources based on farmland you control
Mine/Lumber- gain wood/gold/mineral resources based on the mines/forests/quarries you control
Trade- gain gold based on the number of trade routes/other cities you are connected to by roads.
Muster- gain military forces based on some type of resource you're willing to spend.
Scout- place terrain tiles onto the board. the entire board is not known at the game start, most hexes will be 'empty'
War Time- move your military forces, potentially fight or attack other cities.

anyway, those are the basics so far. The combat system I'm planning on is something similar to the 'game of thrones' board game.

My worry is this game might become too big, but if that happens I'll let it grow and then tighten it up afterwards.
Has anybody else designed anything similar to this?
What other games out there already do what I'm aiming for here?

teriyaki
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Joined: 02/14/2012
Hmm, games of that type can

Hmm, games of that type can become too bloated and it is a challenge to keep the rules as simple as possible while retaining depth.

I'd suggest you don't strive for overt historical accuracy or too many elements. Imo, ideally, you should find a simple, at least somewhat original and distinctive basic mechanic and let your game grow from that.

Also, try thinking outside of the box... The knee jerk reaction is to have some kind of a board with distinct regions or hexes which contain resources and then you place units and buildings on top of it. Roll the dice to resolve battles, have some resources gathered etc. There has been literally thousands of games like that and making your game stick out would be difficult indeed...

For empire building done a bit different.. Say, there is Domain (not Domaine) aka Lowenhertz where, for example, you play action cards to extend your borders. So it is the border pieces that are crucial rather than the territories themselves. It's a very "german" take on the theme. Or purely card-based Citadels.

Or maybe try to combine two mechanics which are not new but in a novel way? Say, carcassone-like simple expansion and exploration but with citadels-like building cardgame? Remove fighting from the map completely, make it card-based (say like in Cosmic Encounter) and you'll have a much simpler and less cumbersome design... It depends on whether your emphasis is on building or fighting.. or both?

However, if you are going for a full-blown strategic wargame with all the trappings, I'd suggest you pay extra attention to the length of each players turn and whether other players can interract during it. Imo, "Ticket to Ride" has a brilliant way of solving it with every player being permitted just one action per turn - it's similar to what you have in mind as well as Puerto Rico but much simpler and faster.

NomadArtisan
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Joined: 12/12/2011
You have a lot of similar ideas as to what I'm going for

Thank you for the quick reply!

I had originally thought of simply 1 action per turn, but the puerto rico idea struck. I love how it elegantly requires players to think about how what they do will help more than just themselves. So its definitely something I have to figure out.

Also, the tile placement from carcassone is exactly what I had in mind for tile placement in my game, just that the game has blank hexes you play your tiles onto that way there is a set distance between players' home bases.

also, the resources wouldn't start on the board, they'd be placed as tiles. scouting out territory is represented by placing tiles of your choice, which means the more you scout, the better the resources you'll find.

Also, there is no dice rolling for the combat system. Game of thrones did basically this -> you have a certain number of 'pawns' representing your army which gives you a total army strength. Then players have combat cards numbered 0, 1, 1, 2, 2, 3. When a combat ensues, players secretly choose which card they will use, then reveal and add that to their army's strength. whoever scores highest wins that combat. I'm going to be working off of this system and the 'combat' cards will be 'influence' cards that can be used by players for more than just combat. Once you use a card, you can't use it again until all of your other cards have been used.
This will also require players to choose where their influence is going, whether to military force, or to farming, etc.

My idea is currently in an extreme conceptual phase and so I believe that makes it seem much larger a game than I'm envisioning it.

teriyaki
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Joined: 02/14/2012
Yeah, I remember Game of

Yeah, I remember Game of Thrones now... (the first one :) - played it only once. As I recall it had basically a Cosmic Encounter-style combat resolution. I really like that mechanic but when you combine it with postional play it might become just a tad bit too complex... (unless you're going for complexity, of course :) Look up CE if you haven't played it yet, it's an old but goldie classic and you wouldn't believe how many editions, variants and add-ons it has been through. It's really a gold mine of game design ideas... Btw Richard Garfield mentioned it as the prime inspiration for Magic the Gathering, so you really can't get a better endorsement than that. Also Knizia's LotR Confrontation has pretty much what you described so you might want to look into how it's done there.

Btw I just played Saga again, a little known german gem with a very interesting central mechanic.. It's a german wargame (O.o) played with cards numbered 1-4 in 6 colors. There are 6 castles and each turn you play just one card out of your hand (it's a bit more complex, but this 's the gist of it). The color of the first card you play determines to which castle your army is heading and you cannot change it later. The cards in following turns can either add to the existing army strength (they must be of different color) or you can start another army going somewhere else. Once you have more in your attacking army then the force defending the castle, you take it over and place your attacking army into it. So, its basically a bidding game and the players watch each others armies creeping towards their castles... without any board at all! It's quite an elegant mechanic and maybe it can be combined with something else.. hmmm..

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