
Brimstone was submitted to the Game Design Contest at KublaCon 2005. It was not well received. I may eventually try to develop a "version 2" to address some of Brimstone's problem areas.
Brimstone's climate and weather patterns are deteriorating. Once-verdant areas of the continent are turning to desert and swamp, and arable land is getting scarce. You are the leader of your Home Base, and you must build your armies and lead them against the misguided and evil leaders of the other Bases, to ensure that your own people will not starve!
Brimstone takes place on a continental map formed from 61 hexagonal terrain tiles (or "hexes") which are placed, some in fixed locations and some randomly, before play begins. There are 10 different kinds of terrain tile, each with its own advantages and disadvantages for the armies that occupy them.
Play proceeds in rounds. In each round, all players issue orders simultaneously to all of their armies and then execute those orders round-robin, one order per player, until all orders have been executed. At the beginning of each round, one player (the Round Leader) selects an Event Card for the round. An Event Card describes a rule change that will be in effect throughout the round. The Round Leader is also the player who first executes an order. At the end of each round, the player to the Round Leader's left becomes Round Leader for the next round.
But the players in Brimstone do build up armies and move them around the board-map, conquering territory and trying to defeat the armies of the other players. Victory is achieved solely by being a successful conqueror. In that sense, Brimstone is a wargame.
A successful player must find the right balance between recruiting, defending, expanding, raising cash, and finding supplies. There are enough different ways to proceed that you can never be sure what a creative player might decide to do. The command system requires you to commit to several moves in advance, yet gives you the flexibility to respond to surprises. (The command system, along with several other features of Brimstone, were adapted from Christian T. Petersen's truly excellent A Game of Thrones, which my family and I very much admire.)
Combat is not random yet can still be uncertain. But the board is (mostly) random, making every game different without using dice or shuffled cards. These features and others give Brimstone a euro-game feel.
There's also a pretty picture I made in Photoshop, just for fun, that might work as cover art for the rulebook. If you like that sort of thing, you can see it here.
Last modified May 30 2008 by rmh