Hab mal wieder nebenher etwas nachgehangen statt meine eigentlichen ToDos zu erledigen... das andorianische Äquivalent zu Schach ist dabei rausgekommen (stellt euch bei der Graphik einfach vor, es wäre symmetrisch...):

Ich hatte den Anleitungstext auch mal auf Deutsch, hab den dann für DeviantArt übersetzt und noch Dinge ergänzt (ich denke, ich werde irgendwann auch mal die deutsche Version mit euch teilen, wenn sie wieder up-to-date ist, bis dahin):
BackgroundThe game is meant to represent the under-ice domains of post-geothermal war-Andor. Its blue-skinned inhabitants, the Andorians and Aenar, have built small clan-based domains fighting each other over the limited ressources. Ashussk an ancient game with hundreds of varieties. But a common version is played as follows.
MaterialThere are variants for 2 to 4 players. The material consists of 1 separate small board per player and a common larger board. The game includes an 8-sided, a 4-sided and a 2-sided dice. Each player receives 12 resource field markers, 6 archer figures, 12 spear-fighter figures; 18 knife-figher figures.
Game structureAll players have a separate round game board divided into 8 sectors. One of the 8 sectors is their fortress. It cannot be built on. On the remaining 7 fields, a circular field is embedded in the sector: the resource field. Depending on the planet and the area, these are called mines, mills, fields, ice holes or similar.
The common tabletop is also divided into sectors. However, the number depends on how many players are playing the game. This is because the forts on the separate playing fields have a circular counterpart on the edge of the common tabletop as the fortresses represent bottleneck entrances to the Andorian domains. So-called tunnels, represented as parallel lines, run from the fortresses to the centre of the board. Here they converge in a large circular field called the battlefield. The sectors of the circle formed in this way are once again separated by further tunnels that run from the battlefield to the edge of the board and there run once more along the edge of the board. They do not give access to the forts, but to the circle sectors. The number of these additional tunnels depends on the number of players.
With 2 players there are 8 additional tunnels, so there are 10 circle sectors in total.
With 3 players there are 6 additional tunnels, so there are a total of 10 circle sectors.
With 4 players there are 4 additional tunnels, so there are 8 circle sectors in total.
Within each circle sector there is an additional resource field. It has the same function as these fields have on the separate game boards. However, these are not in anyone's possession at the beginning.
GameplayAt the beginning of the game, the players may place a marker on two of their resource fields. The game is played in turns in which the players roll dice to get pts. they can spend either to build or to do any other actions.
Each turn the players roll a 2-sided die for each built-upon level 1-resource field. They start with two of these. The number of dice rolled corresponds to the point cost they can spend in that turn. It is possible to build upon a new resource fields in one's own possession or to upgrade existing built-upon resource fields, provided the necessary points have been died. It is also possible to recruit troops that are quartered in the fortress until they move out. Troops can also be upgraded. The last action costing points is to move troops.
Action CostsBuilding a resource field - 4 pts.
Upgrade a resource field to level 2 - 8 pts.
Upgrade a resource field to level 3 - 10 pts.
Train archers - 3 pts.
Upgrade archer to level 2 - 6 pts.
Upgrade archer to level 3 - 8 pts.
Train spearmen - 2 pts.
Upgrade spearmen to level 2 - 5 pts.
Upgrade spearmen to level 3 - 7 pts.
Train Knife Fighter - 2 pts.
Upgrade Knife Fighter to level 2 - 4 pts.
Upgrade knife fighters to level 3 - 6 pts.
Move troops - 1 hex - 1 pt
All actions can be performed in any order. There is no limitation. And attacking (explained later in detail) is a free action. Units can be moved as long as their movements can be paid for.
Development levelsResource field level 1 - 1 W2 points
Resource field level 2 - 1 W4 points
Resource field level 3 - 1 W8 points
Archer: inside level 1 - 1 W2-1; range 3 fields
Archer:indoor Level 2 - 1 W2; Range 4 hexes
Archer:indoor Level 3 - 1 W4; Range 5 hexes
Spearman:indoor Level 1 - 1 W2; Range 1 hexes
Spearman:indoor Level 2 - 1 W4; Range 1 hexes
Spearman:indoor level 3 - 1 W4+2; range 2 fields
Knife fighter:indoor level 1 - 1 W2; range 0 hexes
Knife fighter:indoor Level 2 - 1 W4; Range 0 hexes
Knife fighter:indoor level 3 - 1 W8; range 0 hexes
Attack and DefenceIn principle, it is possible to attack other players with your own troops. To do this, the attacking unit must be brought within range of the defending unit and an attack must be announced. Moving into the same hex is automatically an attack. In both attacking and defending, all troops in range at the time can join in the fight. Only one unit can be in a hex at a time, with the exception of attacking knife fighters who move into another hex to attack.
Knife fighters must move into a hex occupied by another unit to attack the unit. Other units have ranges within which they can attack or defend.
The different units have different armaments, which is expressed in their dice strength. Sometimes there are deductions or additions to the dice result.
Basically, all the results of the attackers and the defenders are added together and then compared with each other. Only if the attackers have a higher result are they victorious. If there is a tie, the defenders win.
Occupying the additional resource fieldsIn order to enjoy the additional resource fields in the sectors of the circle, a player must make his way there. As soon as a piece has reached the square adjacent to the resource square, it is considered occupied and can be built on. The field can be conquered by other players reaching the resource field and capturing any units located there. A resource field remains in the possession of players whose units move away from it, as long as other players do not take possession of it.
Invading another player's fortressIt is possible to attack another player's fortress. The fortress can hold several units as a single hex (up to 12 in total). All units in a fortress can be used as level 1-archers instead of their normal fighting role. Only after all units have been defeated and there is an attacker unit in the fortress is it considered captured. The player is beaten. The resource fields of other players cannot be used the player that invaded the fortress.
Goal of the gameThere are several possible game objectives that can be agreed upon in advance:
Total conquest: All other players must be eliminated.
Highest score: A score limit is agreed upon, which the players must reach with their resource rolls in one of their turns. It can also be agreed that this limit must be exceeded several times in a row. The attraction lies in choosing a limit for which the fields in the centre of the map are needed.
Other game goals can be agreed upon between players. The only important thing is that these are objectively verifiable.
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This game has so far not been tested. It's part of creating a little bit of a cultural background of my own for the Andorians from Star Trek. This background half-way based upon the Andorians from some Deep Space Nine novels, half-way based on my own ideas.