The name is open to discussion.
I wasn't originally going to bother creating my own game, but I realized while posting in the Galaxian thread that my ideas were pretty well fleshed out and really weren't meshing with those that were being adopted there, so I've decided to go ahead and just post my system here and anyone who wants to can help develop this one and I'll make any final judgments on what's included.
This game is planned to focus on the following aspects:1)
Non-combat Imperial/Corporate conquest2)
Implied space battles and planetary skirmishes4)
Political factions, with each person playing a primary faction.The Card Types:Region
- A static location that is played in setup. It contains resource icons that feed a player's empire building capabilities during "war time" or "peace time". "Planet" or "Asteroid Belt" would be a subtype for that Region. Each person sets down a Region card back-and-forth in setup until 5 Regions are on the board. (One person has 3 Regions, the other 2. We can figure out which player gets which later, when we figure out which player should have the most or least starting board position.) This aspect is negotiable, but I'd like to start with it and see if it can be worked with.
Each Region provides static resources. For each resource you control, you gain a resource icon. If you control two Science resources, then your science resources improves that much. Resources Directly Affect Actions. The more resources a player possesses, the more things they get for their units, planets and ability to play Diplomacy cards. Science can improve power, Medical can improve healing, Mining can improve material resource, Politics can improve Diplomacy, etc.Armada
- Fleets that utilize the resources and facilitate the play of some supplementary cards during war time. These Forces are treated as a hub of interaction during "war time", permitting you to play specific effects.Conspiracy
(Instant) - A card depicting diplomacy played to gain advantage by manipulating the game state. It does not count toward planned actions. Players start out playing cards involving diplomacy. These cards affect trade, construction, treachery and conflict.Surge
- A card that can improve either your resources or your ability to play cards and declare actions.Crisis
(Instant) - A trap card that responds to your opponent's actions. You put it down as your planned action and when it springs, it does so without being a planned action. Once sprung, it is discarded.Trade
- A card that permits you to trade Resources with one of your opponent's planets. If your opponent does not embargo your action, trade proceeds, giving one of your Resources to your opponent in exchange for one of theirs.Units
- Resource-pumping units, namely energy claiming, mining and training facilities and space stations.Power Bases
Each power base would have its own strategic means of utilizing resources and influencing other power bases. This allows corporate structure to influence politics, religion and military, or to let religion influence politics and military, or to let science influence corporations, politics and the military. This will provide a clear division (blocks) of strategies, each with its own unique strengths and weaknesses. So you would build your deck around specific power bases and their unique strategies. The power bases would be:
FinanceOther MechanicsA) Fast and Fluid.
Keep things as simple as possible. Back-and-forth card play and actions. In other words, you lay a card down or make a declaration and you're done. There are no "turns", only card play. So you decide at any time what your action is going to be for any given planet.B) Trickling Resources (Limitation Mechanic).
Resources are taken advantage of on the fly. The resource number for any resource identifies a limit upon what cards you can play during your action from the resource cost on the card. You do not gain and spend resources accept as provided by the cards. You do not need counters to track resources.C) Diplomatic Restoration.
Once conflict ends for a planet, diplomacy resumes and stability returns to the region.D) Conflict.
"Conflict" simply refers to the action of a Forces card at a Region. However, just because a Forces card is at a planet, does not mean you have to engage in conflicts. You may choose to engage in "peace time" actions instead, but you cannot use the Forces for peace time activities.E) Embargo.
You can cancel a trade by your opponent using an instant or other card effect. The embargo remains in effect until you send a fleet to lift it, in which conflict may ensue for that planet.F) Object of the Game.
To control all the resources. (Regardless of whether you actually control a planet or wiped out all the fleets.)
The flavor text directly relates to the effect, rather than in flavor text, and occurs at the top of the text box instead, like a Monopoly card.
Your opponent's suppression of sapient rights leads you to perform an embargo on carbonized cosmium.
Your opponent can't draw during their next draw step.