From: INVALID OBJECT ID=20955, type=geeklist
"In 2006, I was going to rent a holiday house with a group of friends for a weekend to play games. There would be 12 or more of us and we all shared an interest in subjects that are best covered in civilization games. Most of us weren't gamers, however.
Therefore, I set out to design a civilization for big groups, that would be playable even by non-gamers, that would be highly flexible, leave lots of space for players' imagination, and have lots of room for diplomacy (the latter all for this particular group of people). 11 Kings (2006) was the result and since the game was quite a success, I decided to make it publicly available.
11 Kings has a modular board made out of small hex tiles that are placed on ocean boards with a hex grid. On these hex tiles (plains and mountains) cities and control markers are placed, but most of the game action takes place on player mats. Armies are placed and moved (secretly!) on these player mats (where players draw their empires). Cities bring in money, which is needed to buy armies, navies and technology, or to increase the happiness level of an empire.
Every game turn consists of five cycles of player turns (years), a diplomacy phase and an economic phase. The player turns (years) are the heart of the game. Each year, the players turn over year cards (1 per player per year) that have a number of values on them and, in some cases, a special event. The values on the year card represent an income modifier, attack strength, and price modifiers for armies, technologies, and cities for that year. Players write down their modified income, buy new things and pay maintenance, and may then secretly move their units, which may result in war. Almost everything is done simultaneous, so there hardly is any downtime."