Lauren P. Burka (laurenpburka) wrote in boardgamers,
Lauren P. Burka

Designing a Board Game

I'm working on a fantasy novel (no really, contract and all that). In the book, the characters play a board game. I've come up with a rough outline of the rules, and a bunch of questions. I'm hoping that some board game nuts will help me look over them and work out enough detail so that I can describe characters playing.

Note that while I'm posting the rules, and I think it would be really cool if people wanted to play around with them and even play the game (if it's playable), but the ideas are my intellectual property and I will not allow them to be sold. If the game turns out to be any fun, though, I may GPL the rules and people may make their own boards with pennies for token or something.

The two players are land and water.
The game is played on a hexagon grid board.
Counters look like little bridges.
Half the counters are land, half are water, like black and white in chess.
They are placed on a board straddling a hex boundary.
Hexes with more water bridges belong to water. Hexes with more land bridges belong to land. Hexes with a tied number belong to no one.
Players take turns placing individual bridges.
The player with the most hexes wins.
External conditions (days of the week, for instance) may affect some rules, most likely the start conditions.


What are starting conditions?
When does the game end (probably when the tokens are gone).
Should moves after the first one be restricted to contiguous hexes? Will playing that way generate deadlocks where unfilled hexagons are still on the board while no moves are possible? If it's non-trivial to create a deadlock, could that be a legal game winning condition?
How big is the board?
Is the 'best' shape of the board hexagon, based on having a pleasingly symmetrical shape?
Since the number of possible hexes is even, how are ties resolved? Is it possible to prevent ties?
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