I just put together my latest board game. I start studying for the California Bar tomorrow so wanted to put a quick game together before that, and for me board games come together quick. I have tons of bits and pieces, so can throw together prototypes any time.
I made an empire 'dudes on the map' style board game, think Risk/Axis and Allies/Conquest of Nerath, etc... I found that the roguelike design principals of procedural map, time as a resource, limited actions per turn and space helped solved some of the major problems with big empire games.
Some of those problems include long play times and long down times. Lots of counting too. With the huge time commitment players who are eliminated are left to do nothing for forever, and with long turn times it's just boring as hell all around. Also the maps are the same every time, that's boring.
So in my empire game I start the players on a hex grid. The grid is only 7 hexes to start. 6 hexes around a central black hole (sci fi them FTW!). The center is impassable (without a special card), so you end up fighting around the sides, things are very tight. Very close, like our favorite roguelikes, you are immediately into it with adjacent enemies.
This hex grid is randomly created each time, different planet types and what not give bonuses.
I think the biggest principal that I brought over from RL design is the shortness of turns. Time is your resource, you are counting up your territory and collecting resources. In my game you can do one of 3 actions on your turn, it takes about 5 seconds to do you turn. You can place dudes, move dudes or place a new map tile (expand/explore the map, another RL feature). The choices are fun but easy enough you don't need to think on it forever.
It works fantastic. Instead of a sprawling axis and allies or risk experience taking up an entire evening you have a quick to set up, quick turning game with lots of death right away. Short enough and fast paced enough that you can play again and again.
Playing and designing RL's gave me the idea for a modular map, even though they are common in modern board games. Short discrete 'time as resource' mechanics are also common (see Chess) but designing around it as a way to eliminate all the counting every turn to create a faster pace was definitely a great thing.
So there you go.
Rules are here, rough draft, as it's just me and my friends playing. Not going to release it to the public.
Note there are power cards and terrain rules we are still playtesting, so I didn't list them.
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Space Dudes On A Map
Victory: Own 5 planet tiles at the BEGINNING of your turn.
Pieces
-Planet Tiles
-Ships
-Troops
-Space Stations
-6 dice
Set Up
-Black hole in the middle, 6 planet tiles around the black hole. Place space stations equal distance apart on the tiles, in a 4 player game players will start adjacent to one other player. Place 1 ship and 3 troops with the space station.
Owned Planets
-Owning a planet requires troops on the ground and NO enemy ships in orbit. If there are enemy ships in orbit the tile is contested or blockaded.
Play Sequence
-Dice for first player, play proceeds to the left.
-On their turn a player may choose one of the following (Build/Move/Explore):
-Build: Take 3 build actions.
-Place a ship with a space station.
-Place a troop on any owned planet tile.
-Place a space station on any owned tile (takes 2 actions). Note you can place a station and then a ship in one turn.
-Move: Move any of your ships to an adjacent tile. 1 ship can carry 2 troops along with them. See COMBAT below.
-Explore: Draw a tile (they should be face down). Place it next to 2 other tiles. Move one of your ships and up to 2 troops to the new tile if desired.
Combat
-If ships belonging to different players cohabitate the same tile after all moves are complete, and either side wishes it, a battle takes place. Roll one die per ship, up to 3 dice. Remove enemy ships on a roll of 4+. Attackers may retreat back to their original system any time. Troops die in space combat if there aren't enough ships to carry them (2 troops per ship). If defending ships are eliminated troops carried in by the attacker may now drop and fight a ground battle. Ground battles are handled just like space battles. Attacking troops may retreat back to space at any time.
-Ships in orbit of a planet with enemy troops are said to be 'contesting' or 'blockading' a system.
Other Rules
-Stacking: Only 5 troops, 5 ships and 1 space station max on each tile.
Advanced: Power Cards, Wormholes, Asteroids