Tiles are cool and all, we all like tiles, I once married a tile, but what about everything else?
Okay, some ideas:
As said before, the game is divided into several Ages. Currently I’m thinking n+1 Ages, where n is the number of players. Every round/Age someone else gets to be the first player, and in the final round, the player who’s lagging behind (points-wise, probably) will get to be the first. I seem to be aiming at a 2-4 player game.
Each Age is divided into 4 events, cards drawn from an event deck.
Love the boxes.
Each event have several boxes (I think I’ll use 5, not 6 like in the original cards), each of which signals an action, in which every player gets to act once. The players advance some sort of playing piece along the boxes, to show how many actions are left in this event.
But that’s not all – see those dark blue boxes? Each event might have some of those, to indicate a “Dangerous Time” of some sort, probably related to the event. During these actions, things are harder, or maybe your villages are under attack, or something like that. Probably depending on each event.
I like the idea of having the event cards placed one after the other in a long row, the playing piece continuing from the previous event to the newly drawn one throughout the game. That way, you can watch the history of your world unfolds, and look back at the timeline. (It might also be useful for the game to “remember” which events already happened).
What do you do with your actions? Well, you probably move a lot.
A small yellow civilization, next to a mighty white-player emissary.
I’m thinking, gods should have agents in the world, right? Black and White and Reus both suggest that the gods use giant creatures as their emissaries. Seems reasonable enough. If I were a god, I would like to have one of those. Handy, and also, giant.
The players move their emissaries in the world, using them to change the landscape and/or do other stuff. You can only do stuff in the hex where your giant stands, or in the 6 adjacent ones, so you’ll need to move here and there.
The yellow token in the picture is a local civilization. Just like in Gheos, I think different civilization will be marked by different colors, their tokens showing where they are settled. They aren’t controlled by the players, so a player might want to invest in several civilizations at once, or maybe just the opposite, try to claim one civ as his own, fending off other possible “investors”.
Unlike Gheos, I think my civilizations won’t move much, but instead will try to expand and gain access to more hexes. They will rise and fall according to events and Ages – us gods can only try to gain what points we can from them, shape them to our whims and such, during their short existence on this savage world. Such are the lives of mortals compared to those of a god!
Speaking of gods, don’t they usually have specific spheres of influence?
God of bright carpets.
I might decide to give each god a distinction, like “God of Love” or war, or peanuts or whatever. In other words, give distinctive special abilities to each god. The thought occurred to me after seeing those little hexagons, and asking myself what the hell am I supposed to do with those, they are all different, why would gods want to use different terrain types– ah, ok, different types of gods, that makes sense, let’s do that one.
These spheres of influence, along with the event cards, allow me to add lots of flavour to the game. A game about the various gods of mischief is quite different from a game about the various gods of nature; the flavour I’ll choose will help define the game’s goals and its playing style in the player’s minds. It also needs to be fun and cool and distinctive. So no pressure.