Cross between Go, Chess, and Fledgeling

Nodes, connected by straight lines (curves possible?). Pieces move one space at a time, simultaneous movement for all teams. Each piece has a momentum vector. Movement takes 1 momentum (plus vector effects). Pieces colliding zero momentum for both, higher momentum makes the move, lower momentum is removed from the game.

Other possible elements:

  • Special pieces
    • Knight’s move pieces (they move two forward and one at right angles, can swap “left” or “right” on a per-turn basis)
    • More maneuverable Knight’s move pieces, which have adjustable in-line and out-of-line movement vectors.
    • Pieces that carry other pieces (transports)
    • Pieces that carry and stack momentum (mounts?)
    • Pieces that don’t move (structures)
    • Pieces with modified attack, defense, movement, etc (unit stats)
  • Rules must make sense for 2d rectilinear, but non-rectangular boards are possible
    • Custom maps totally allowed.
    • Parametrically generated options.
    • 3d playspaces. Vertical momentum gravity metaphor?
    • map match-making?
  • Incomplete information.
    • Sight lines (following same momentum rules?).
    • Some sort of “justify that” system where a player can challenge the other player’s declared moves, and wins the game if they can’t show how they got to that point. Allows cheating and history revision as long as it can be justified retroactively.
    • Movement myopia (add momentum vector to perception vector before calculating perception)
    • Contact myopia (Direction to nearest foe is added to perception vector before calculating perception)
    • Charge blindness (high momentum temp. reduces perception)
    • Combat blindness (conflict temp. reduces perception)
  • Adding pieces. Piece generation from special pieces?
  • Momentum budget
    • Per-turn momentum budget adjustable. Budget starts at 1 and +1 per turn for accelerating game.
    • Momentum pool, for accumulating before issuing to pieces. Possible cap?
    • Assignment and removal of momentum to/from units.
    • Cap on per-turn alteration amount, both for individual units, and overall.
    • individual piece momentum cap
  • Zone designations, for easy order issuing and abstraction (nesting!)
  • Alternate visualizations
    • your army and opposing armies can look however you like
    • map space territory metaphor can look however you like (doesn’t need to be the same for both parties)
    • “Ground” and “sky” visual metaphor. where looking “down” is solid and “up” is transparent. Shifts with viewpoint orientation.
    • in-game information visualization, momentum and direction, map dead-end finder
  • Opponent move projection and forward-play (difficulty excascerbated by incomplete information)
  • adding or subtracting momentum from individual units and/or from the pool by on-board actions (capturing pieces (winning snowball), territory (scouting), units moving together (in-game drilling), etc)
  • Rulespace flexibility.
    • Custom Ruleset naming, match making, inclusion and exclusion lists, similarity scores for adjustable rule-sets.
    • Draft variant. Rules bidding, piece drafting, and then playing the rounds.
    • Rules score, fungibility between rules bidding and team loadout currency.

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