So this game was an utter surprise. I was initially just looking for a very quick and simple cartoony projekt, and something that had been in the back of my mind for ages ever since I saw it as a kid was the game Quaddle from the I guess now rather unknown cartoon Sitting Ducks (swedish dub), and I thought it would be kind of cool to try to realise that into a real game. So this project instead morphed into a roman republic inspired game and not even remotely like how I imagined that Quaddle game, so I might return to that idea some day.
The basic idea behind QVAK would be that the players take the roles of corrupt and power hungry senators in this roman analogue, all striving for more power and eventually enough support to declare themselves emperors. This mechanic would be realized through a system where all players begin the game with the same numbers of votes behind them and then trough performing different actions during the game gain more votes from the other players or trough other channels, and when a player have more than 50% of the votes the may declare themselves emperor and win the game. If none of the players manage to gain more than 50% of the votes by the games end they all lose and democracy is maintained.

I was also hugely inspired by Heiko Günther absolutely gobsmackingly beautiful redesign of “Glory to Rome”. That is a 100% where to roman angle came in; began drawing roman looking ducks and then I was stuck.

Sometimes feel that I went with a little too simple of design, considering how much time I spent trying to come up with other interesting ways to convey the information, in the end it’s probably just a sunken cost fallacy on my part.

1. Begin with a pretty tight sketch, but not to tight as I want to leave some room for interpretation in the inking sketch. On this projekt I actually sketched out all portraits at the same time.
2. Inked the sketch using a somewhat rough brush
3. Blocked in the painting with two values, simple light and dark separation. I accidentally painted on the wrong layer so the beak is a little rendered on this particular portait.
4. Went over the whole paining and rendered it, then added a gradation map (?) to get that brownish texture to better match the feel of the card.





The policy cards have, if enacted, different game changing effects, in this case it gives a player exclusive right to a trade action token. I imagine that the policy cards work in the following manner; If a player take an policy action they may draft two policy cards, keep one and discard the other. These policies may then be played during the policy enactment phase, and among all the policy cards played the one which gain the most votes is enacted. This would create room for some negotiation among players to gain votes from other one another, or what policies to enact or whatever. The twist would be that each round/year/month one policy must be enacted, so if only one player have played a policy card then that policy is enacted.
The military card would be a lot more straightforward; a player take the military action which allows them to draw a military card. On this card their leader is placed in a situation with two different routes of action, giving them different resources or advantages. In this case the player faces a surrendering general which they may either add as one of the leaders or kill to gain gold. I like this mechanic as it adds a bit of role playing to the experience, are you playing as ruthless warlord or more of a diplomat?

To the left we have a display of all policies enacted, which also work as a countdown to the games end; once the eight policy has been enacted the game is over and if no one player have gained more than half the votes then the populus wins and democracy have been secured.
The middle field is spaces for all the actions tiles. In hindsight they should also have some graphics to indicate which sort of actions should go there, as there is some thin thin thematic flavour over the placement of the action tiles, trade action being placed at important roman ports or trade routes, military actions being placed close to the edge of the empire or where they fought a lot of conflicts.
and finally to the right we have the diagram over how many votes each players has, the VP track of this game if you wish. I like how it is an easy system to gauge how many votes each player have just by the height of the column, and also easy to check how many votes players would have combined if the would cooperate over a policy or something similar. A little side note; it would be interesting if one could develop a system that really encouraged creating pacts between players, so that players could have something along the lines of Caesar's triumvirate and in the end be stabbed in the back.

