Got this idea from a post earlier this week. It is a new variant that requires people to follow rules that are not enforced by the game engine, mainly restrictions on where armies can be deployed.
Premise:
You can * only deploy armies from a base, * from there, transfer wherever you want to take more bonuses and achieve a win. Play blockade cards to create additional bases.
Bases: You start with one, your only starting square. For the first several turns, this is the only square you can deploy armies to.
Creating Bases: First, play a blockade card with a minimum of 10 armies present. Then, the Next turn, pick one square adjacent to the blockade to deploy from, this is your new base. You can now deploy armies from both spots, in any ratio. Keep playing blockade cards to create new bases.
Taking Over Bases: If you take over an enemies deploy square, it is now yours to deploy from as long as the blockade remains. However, you must 1) see the enemy deploy from this square in a previous turn to know for sure it is a base and 2) see the blockade is present.
Destroying Bases: A base is destroyed when the blockade is taken down (either destroyed, or below a certain value, have not decided what makes sense yet).
Proposed Template:
http://WarLight.net/MultiPlayer.aspx?TemplateID=182764
Example of Game where the rules were mainly followed up until the end:
http://WarLight.net/MultiPlayer.aspx?GameID=2623380
Changes worthy of discussion:
-Frequency/Multiplication Factor of Blockade Cards,
-Whether Blcokades need to be destroyed or diminished below a value to make base undeployable.,
-Allowing Reinforcements (per the card) to be deployed "in the field" away from the base.
-Size/frequency of Reinf Card
I think it might be more enjoyable to play with blockade cards 2x as quick as my proposed template (5 vice 10 pieces), and requiring less initial armies to create, and a multiplication factor of 2.
Please try out the varient, let me know if you have fun, and invite me to a game if you want to discuss.