So following the comments on the quoted tweet, this was my thinking...
'Game board' is the Caspian Sea c. 1918/19
Ways to win:
- Control most POLITICAL CENTRES at game end
- Opponent runs out of cards
- Control ALL political centres for two rounds
To take one you simply need more power there than the current owner.
Centre owner political power ticks down by 1 every round, unless they take actions to boost it.
These can either have positive power effects for YOU or
negative power effects on your opponents.
Some cards stay in play for a continual effect, some are instant.
This work slightly different from the other three. Your railway value doesn't have a DIRECT impact on POWER, but dictates HOW QUICKLY a card you play happens.
Control more of the railway network and your stuff will happen faster.
This (and their cards) gives them a different flavour of play.
Both players can't pick the same nation, so gameplay is ALWAYS asymmetric.
RAILWAYS: Low
MONEY: High
TROOPS: Low
CHARACTERS: High
RAILWAYS: High
MONEY: Low
TROOPS: High
CHARACTERS: Low
RAILWAYS: Medium
Money: High
TROOPS: Medium
CHARACTERS: Low
Because modifying YOUR or THEIR railway value AFFECTS QUEUED CARDS WAITING TO ENTER PLAY as well as new ones.
BUT! you've also just helped them deploy stuff quicker in future. etc. etc. and maybe that was their plan...
etc. etc.
It'd probably be called:
Great Game: Battle for the Caspian or something.