Fantasy Politics

This game ideas notes consist of the following:

“You are in a world with endless possibilities, as long as you hold land. You are not the only one in the vast area that requires more space to reign over, so tread carefully and always consider that each of your actions matter. Use your resources wisely as there are always limitations throughout life.”

Connections to consequences:

  • Choice
  • Effect
  • Action
  • Believing that you have no power or control

Mapping example, shape, etc. :


This design was put together to allow you (the player) to place each individual piece together including the ‘no-man-lands’ in any form you could need. The example with colours involved above, is a ‘spreading’ example of what someone could do. The objective of the play that the player should be aiming for is that of having adjacent connections, meaning that they have to already be connected to confirmed ‘your’ tiles, not ones you are aiming to collect.


For a player to place a claim on a tile (on the board) they will place one of their worker pieces on-top of them before beginning their countdown on when they can trade their worker piece to a domain chip. Domain chips would be the thing you place on the originally ‘no-mans-land’ pieces of terrain before a player claims them. If you are looking to claim another players piece then the process will take longer than a non-claimed piece, and then politics comes into play as you are engaging with another player in a pressured manner.

For the races, it makes sense to take inspiration from both animals, plants and environments, even then I would want to consider to make it hard to completely grasp onto which of the animals that had actually possibly been an inspiration. I could do this, or I could look into already designed character races and take them as inspiration, using my previous research on mythical things to support these designs.

Though each race would have a different colour pallet, I will use this to show the difference in environment pieces, allowing players better understanding on colour control on the board. The remaining pieces would either be consistent one colour or would have an open spaced environment artwork.

As there is a large amount of races already created and designed, it is something that is easy to find inspiration towards, but will be difficult if I wish to create something that could be deemed as near ‘original’ rather than face things like copyright infringement.

This game would be something that wouldn’t go forward unless mechanics had been fully produced to even hope to progress this further.

This is something that must be put into consideration, and put onto some of the top points of priority.

With this game though I would like the players to consider what they do, even if they have their own objectives. You are not able to predict what the other plays are going to do, which means each action you play may become the consequences of someone else.

Actions to consider if selected:

  • Consider races and their designs connections.
    • What are their sub-objectives?
  • Basic politics, research.
    • Is this needed?
    • What do we mostly fight over?
    • Level of importance with each thing noted.
  • Limited time on testing and available testers.
    • Play testing other arrangement of mechanics from other researched games onto our game?
  • Who would want this game, who does it cater towards? How can we alter the interest. What makes this game stand out.
  • Could this be a game digital or should it remain as a board game.
    • If wanted to change to digital, how would I go about doing so.
  • Rules and limitations for each race and the overall flow of game, complete early as possible.
  • Once mechanics are organised and in way of being tested, what would the next stage of action be?





(Shown in notebook 1, pages 112 – 113)