I came up with this one as an inpatient called Surrender Evanescence, where you play two Shogunates that follow a Shinto gate into Heaven to finish a war. At the beginning of the game you pick preset equipment and troop formation. Each unit moves a certain number of spaces on a grid depending on class per round with movable pieces that indicate terrain and their size, such as a coral citadel, a mammoth, or a hill sized roc (a giant bird,) and once one unit gets in range with a weapon of another, you tell a story about the combat. When one unit kills another, that unit goes up a level, for a max of four levels. Each one gives that unit a preset special attack, which varies depending on whether you chose lite or shadow, and whether the unit is a ninja or a samurai. The samurai move slower, wear armor, and are led by the Shogun, who's given a preset mask with a supernatural power. The ninjas move faster, are smaller, get one of four types of poisons, have better special moves, and are led by the Hokage, who gets more weapons and is 4/3 as fast as his subordinates.
I came up with this package to show the sadness of war depicted by Chess, and how boring and difficult to identify with the white upper class was compared to these two already defeated armies. I liked roleplaying but my audience was capricious, so I wanted the beginning uniformity of Chess for replayability; I only went out of my way once for a series of new games.
I had no reading material on Shintoism or access to the internet, and was heavily drugged, but if you're part of a Nor. American tribe you probably are animist and think that Shintoism is just the bees' knees, because of similarities.
I also came up with a card game called Infanticide, where you pick an ace with an elemental bonus as a war philosopher in the mob having infidelity; you lay down a card in front of them, which gains and losses that elemental interaction trait of that suit. You attack a lower card with a higher card, which represent a group depending on the number of assassins (heart,) demolitionistas (diamond,) subversives (spades,) or thugs (clubs.) You can use that suit's bonus advantage in that turn on the opposing suit (but that puts assassins at a disadvantage to demolitionistas, e.g., on the opponent's turn) or pass that up if you have a higher card. Each royalty card, which in the story serve the philosopher, represent one unit, but they can be grouped together for a value as high as 3, which each gives the reverse elemental advantage and drawback for that suit of 1 for a jack, 2 for a queen, and so on. Once all the units in the way of the philosopher are out of the way, they can be defeated by the winning militia.
I came up with this game because I was being interrogated, and the details are difficult to remember and often hooks the imagination of an interrogator so that they are satisfied with just the storyline of an imaginary mob war. State officials are often pretty dumb.