Are these cardy tiles or tiley cards?

This is the benefit of thrashing around with all sorts of ideas: sometimes you figure out how to mash some of them together.  In this case I seem to have worked out how to add two not-really-games together (both of which I have written about here and tagged as KingdomBuildingTiles), and this is starting to turn into something that is showing a little promise.

A mid-game position for three players, although it is actually close to end game
as I hadn't made many more cards.
So I'm going with the idea of having cards with part of each being a square representing terrain and the remaining part of the card indicating a commodity that the square produces.  This "production tab" cannot, in general, be obscured until the other three sides of the terrain square have had something placed adjacent to them, but when the tab is obscured, the terrain stops producing the commodity.

UNLESS, that is, someone has managed to build a production facility (this terminology is terrible, must fix!) on there.

Building anything on a terrain square, whether a production facility or a city (which produces gold) requires resources.  Those resources must be produced by a square that is no more than three squares away (experimentation suggested that two would not allow enough flexibility, and I want to encourage building rather than seriously restricting it), and if the production square or any intermediate squares are controlled by opponents, you have to pay those opponents for access.  The idea that you have to pay people and they have to accept is pretty much lifted straight from 7 Wonders, and I reckon I'm OK with that.

When you place a card, you gain a gold coin if you place the terrain adjacent to like terrain.  This results in mostly creating areas of similar terrain, which is something I like, but I think there is a potential problem here with thematic justification for the rule.  I'll worry about this later, though, as it seems to work pretty well.

After a little experimentation I ended up with having a separate stack of cards for water/sea, so players have a choice to draw and place either land or sea.  All the sea is alike, but if you have a city adjacent to water, it is considered adjacent to all other coastal cities (thanks to ocean trade), which opens up all sorts of possibilities.

So far I've been playing around with this using my stash of blank flash cards and sharpies (plus assorted stock tokens and little bits of card) which has allowed me to make a fair bit of progress, but I think I now need some input from other real people.  The game seems to be showing some promise so far, but I think it is lacking some sort of a spark that would make it really worth pushing.  Still, you have to start somewhere, right?

No comments:

Post a Comment