So I've got an idea for a strategy game. It's focused on underground tunnels, and fighting between Dwarves and Goblins. Maybe Kobolds, too.
The premise behind the game is that when you fight, and particularly when you destroy or rout an enemy unit, you get Glory (as Dwarves) or Spoils (as Goblins). Each unit carries it's own share of Glory, but they're only useful once you return to base, whether that be a Dwarven Hold, or a Goblin Lair. Upon a unit's triumphant return, they can spend that Glory to recover strength, recruit warriors, gain equipment, and otherwise be upgraded. Each point of Glory spent also adds to Prestige (if Dwarven) or Loot (if Goblin), which is required for victory. Leftover Glory from a unit's purchases(even if none were made) is automatically used to purchase additional Prestige.
There are multiple players on each team (maybe up to five?), each assuming the role of either a Dwarven Clan Leader or a Goblin Chieftain, and you win by being the player with the highest Prestige on your team at the end of the game. Because of this team system, another factor comes in: You are able to attack your teammate's units. If you successfully destroy them, with the attack automatically counting as an ambush, you get half of the Glory or Spoils that they were carrying, though you do not gain any from the attack itself, and their controller is informed only that they were ambushed and fell to a man. If you fail, then if they manage to return to a Hold/Lair, the attacking player loses Prestige equal to half of the Glory/Spoils the returning unit was carrying, plus a bit. (Goblins may be backstabbing thieves, but they like to think they can be united against the loathsome Dwarves)
Dwarves are tougher and stronger than Goblins in a straight fight, with better equipment and training, but Goblins are more faster, more numerous, and are able to hide in crevices and climb surfaces that Dwarves can't. Goblins have also tamed many more of the beasts of the caverns than Dwarves have, though the Dwarves' advanced machinery and superior engineering helps make up for this. Goblins also get bonuses to ambushing, while Dwarven formations dominate straightforward fights. Successful leaders may also enlist the aid of more magical allies...
If Kobolds are involved, then instead of Glory they earn Treasure, and instead of Prestige they earn Favor with the Dragons whom they worship. Though not as nimble as the Goblins nor as mighty as the Dwarves, Kobolds are cunning, and are very good at laying traps, and may even be able to call upon the aid of their gods in securing their Nests.
If Kobolds are not involved, then there will be Dragon Hoard on the map defended by a roaming dragon. Defeating one and taking it's treasure not only grants a large amount of Glory and immediate Prestige, it also enables the founding of an additional Hold or Lair, which is another matter I'll get into if interest is shown.
Anyone like the idea? I like it primarily because of the way I can manipulate incentives with only a two-step currency, one of which is per unit and the other of which is per player.