Greetings,
On my way to the "valley of sheets" but before have to write down the ideas and opinions before they go vapor.
I'm all up to using both province type map or hex. At this point it doesn't matter, it's a design choice.
The Diplomacy settings are cool and can be summarized enough to fit our needs, same as Settler of Catan with armies added. No matter.
So here comes my vision on this:
- A Full map composed by all the official MP maps including a random number of Random Maps ( Village, Town and Port excluded; also Castles excluded ) multiplied by the number of clans taking part.
This does not mean that every clan gets each on of the maps, it's just a simple calculation of how many "zones" we need to devise in the map.
- Each zone will be assigned a base value, ranging from 1 to 6.
The number shows the zone value, and this sums - army capability and supply speed.
- Starting Positions
Each clan will start with ONE zone, sorted randomly. Expansion will take place on every turn.
The Zone Chain Effect
Each Zone has a value attached, ranging from 1 to 6. This value measures the conditions in which an army may be maintained into battle array ( number of players ) and show the supply level of the Zone.
To move from Zone to Zone you must comply with the supply chain of supplies. That way and drawing up fictional scenario, supposing each integer is one man ( won't be just 1 ofc );
you control various zones and you need to move up "men" to reinforce an area bordering an hostile clan, you draw your Chain, from your Capital to there - 5 > 2 > 4 > 1 > 2 > 6 ( capital has value 5 and all zones in between have 2, 4, 1 and 3 values and finally the threatened zone has a 6 ).
You may move up 5 men from your capital, but can only move up 2 from the following zone to the next. Having the next province a value 4 you may move up 4 from there if you already stacked enough but you face the bottleneck of the 1 zone. Though your strategical mind has devised this before and you can move 2 from the next to the battle zone where you can field a glorious 6 ( if you have them there by the end turn ).
Supply Zones and Castle Zones
Every clan has a limited number of token to waste on both Supply and Castle zones. One cannot loose them nor win more, unless they have already been used.
Supply Zones enhance the area by 3 and use a Village/Town map.
Castle Zones enhance the area by 1 and use a Castle map.
Each clan may use any token number at any time.
The starting zone isn't Supply nor Castle unless you use a token there.
Random Factors; aka. Trump Cards
Chance and luck play a definite role in many rises and downfalls of power. Many games use a deck of cards to simulate the random events taking place. This ones can affect the course of a battle, famine amongst the land, and many other factors.
Every turn a card is drawn and given to a clan, in a rotation system.
- Battle Cards - To be used in battles
A. Forced March !
A player may use the card prior to battle without notifying the opponent. It will be able to field a (value 2) more of troops.
This represents a rapid movement of reinforcements that show up just in time for battle. So when you think you'll have a battle of a value 4 vs a value 3, voilá, your opponent playes the card and you facing a 5 with your 4...
B. Rearguard !
A player may use the card prior to battle without notification. It will be able to successfully retreat to a neighboring zone up to (value 3 ) of troops.
This show up that when you are faced with a hard battle in unfavorable ground, sometimes is better to withdraw a bit than to loose valuable manpower in a gamble. So your rearguarde might do enough damage to the enemy to prevent their continued offensive.
C. Nightraid !
A player uses this card prior to battle, without notification.
It succesfully led a night raid into the enemy camp scaterring the horses. The enemy cannot field any Cavalry class troops.
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- Turn Cards - To be used in the map and/or during the course of the game and not affecting battles directly
A. Famine !
Play this card at the start of the turn. select a clan you wish and play the card on them.
Famine has struck...entire areas become devoid of settlements...people die and flee to seek refuge in other areas...the kingdom stops for a moment.
For the duration of one turn, the enemy zone will be down by 1 point. It is possible that zones fall to 0. It is that way for famine breaks logistics...
B. National Pride!
Play this card at the start of the turn.
The entire kingdom is inflated with pride. All the counties work double pace and produce surplus enough.
For the duration of one turn, all your zones ar up by 1 point. You can move more and stack more. Use this well.
C. D-Day !
Play this card during your turn.
A bold move. You order an army to sail and disembark into an enemy inaccessible zone. It's mission: to form a bridgehead behind enemy territory.
This card has two uses. Can be used for an offensive into a zone not adjacent to your and linked to the sea; or it can be used to ship reinforcements both to a prior established bridgehead zone or aid an ally in a remote zone. It denotes always a (value 4)
I really enjoy your ideas but to put this up fast enough it has to be simple.
We need a GM group definitely.