Brainstorming here, interested in feedback.
My current idea is "Dominionoes." It would play as a turn based game combining dominoes with a tile based map like you might see in Settlers of Catan or Carcassonne. The idea is the tile map provides a picture of a country side that you have dominion over, but it's up to you to create industry and supply chains to make the land as productive as possible. Tile maps and the sort order of dominoes would have replayable seeds so players can challenge one another for a high score on any given seed. I think it would be nice for a concept like this to be multiplayer, but I'm going to stick with a single player target for now.
I'm thinking I'll use a
double-six domino set to begin, allowing each game to take up to 28 turns. You'd have a small hand of dominoes (four or five) that you can choose from to make your next move. The board would likely be a reasonably sized grid - if it's 10x10, you'd have 100 spaces on the map with 56 total spaces of dominoes (each domino covering two spaces when placed).
To start the game, I think you'll place the "6:6" tile somewhere on the map to represent the city at the heart of your dominion. Each turn, you choose an additional domino and place it in any orientation on the tile map, with the only requirement being that you must place at least one of the numbers on the domino next to a matching number on the board. (I haven't decided yet if both dominoes should be required to touch only matching numbers or not - it seems like that would require much larger boards, as you'd end up with more gaps.)
The strategy lies in how you build your chains of dominoes, as each tile on the map will have some natural resource assigned to it (think lumber from forests, food from plains, gold from mountains). The dominoes represent your supply chain, with resources naturally traveling "upstream" to higher numbers. Perhaps a better way to think of it is imagine a taut sheet held out with dominoes representing weights, the heaviest being the 6 and lightest being 0. Resources will collect at the heaviest points they can reach.
Ideally, you'll get valuable resources to route to your castle, but you may end up with pools of resource at other places. You'd probably see towns or trading posts spring up in those areas, which would still score points, just not as much as if you enriched the trade of your main city. I may have other terrain features influence score, such as rivers facilitating trade, applying a multiplier on the point value of resources carried by river to represent "speed to market" influencing the value of goods.
Ultimately, this is a solitaire strategy game, but with the seeds being replayable, it can also spark challenges. I'm not sure I'd use FreeBASIC to create a multiplayer version of the game, but if it plays well enough single player, I may try my hand at a multiplayer version later on.
Any ideas? Details are a bit vague, as this is an unfiltered first conception.