So several people have presented ideas for 'new game modes' and I see some underlying trends Id like to propose as a Scenario Editor, an upgrade to the map editor code base. There are several options here and some should probably be game specific with a preference or default value in the Scenario Editor.
Fog of War
This makes the board blacked out so you cant see very many tiles away from regions you own. Three settings exist, None, Starting and Progressive. None is normal, there is no fog. Starting puts fog at the start of the game and it is removed as you go. Progressive is updated at the end of each players turn and can change with every attack. Additionally a Range value determines how many tiles you can see away from your borders, 3-5-9-and Region, meaning you can see adjacent regions. This is a nice twist on gameplay that doesn't really change gameplay terribly put would allow some strategy, you would nee to be a bit more cautious lest you stumble onto a region and release a powerful army.
Teams
This sets up teams and team preferred regions, so that players can start near each other or in specific arrangements. It would have a Strict Option for scenarios. This would be for perhaps a scenario with one person versus several others that had a more strategic starting position, i.e. King of the Mountain. It is possible for a Team Leader role.
Capitals
Either through the method I suggested or another player outlined, a Capital of some sort you either start in or the region you pick in conquest. This Capital must be defended or you lose the game. This could also be the Base in a Capture the Flag Scenario for team play. A 'Team Capital' would be a checkbox for such situations or if you had a team leader. Capitals may or may not have other bonuses, in the scenario editor you can set specific Capitals.
Start Locations
This would set a start region for each player for several scenario types. If combined with Capitals, these would be your capitals. In other scenarios they might be the border of a conflict theater or the entrance of a Dungeon.
Roaming Beasts
The Zodiac Beasts or other NPC units. These are randomly moving creatures or armies that attack each turn. Simplistic AI and no real heuristic. A checkbox can be set to determine if these need to be defeated and if they move or stay in the same place. Ideally several 'groups' could be placed with movement on or off for each one. When unmoving they are basically the same as if a player had captured several territories and then left the game.
Obstacles
These are basically large objects that dont deal damage. They still have to be destroyed to pass. Assigning an obstacle to a region means that region acts as a wall. Ideally an 8 would need to attack twice or so.
Map Background
This would set the background to different images, possibly trees, water or mountains to break up the plain black.
Island Maps/Trade Routes/Secret Passages
This is a simple arrow line that connect two regions. Instead of making paths of a single tile wide all over a map in odd fashion, this is a highlighted line that shows how two regions are connect 'by sea', or possible warp gate or underground tunnel or whatever, a way of connecting two regions without making strange paths of odd tiles. You would select a region, then click a 'make passage' button then click another non-connected region. These are not glowing unless selected and are dim enough not to get in the way but visible to see connections. Possibly a limit on the number on the board or one the map, say 8 on a region and 32 on a map or so.
Map Notes
A section to include some text on the map that can be read by players to understand the map, give backstory or provide strategic tips. A way to describe your map and what motivated you.
Starting Strength
A setting to control how strong a player or team is at the start of a game. You could have several people clustered but strong and a few far away from conflict and weak, but near many regions. You could have large armies at the start of the game. You could have a powerful 'boss' player and several smaller groups tryingto defeat him or capture a treasure.
Central Treasure
Instead of Capitals or flags, this is an objective or objectives for all players to try to seek. Allows races, mazes and other goals players are trying to find. Can be the primary or a secondary victory condition.
So, there are some ideas to create new maps and to create variances to maps for modifying gameplay to your mood or liking. This would allow the creation of many kinds of maps and game types. You could make a game where several players are ganging up on a powerful one or a survival mode where wandering beasts try to kill you and you have limited spaces to avoid them and produce armies. A series of several options that can be woven together to create many varieties and variants of the basic game. Some would be in the map editor others in the game setup screen. Consider 4-6 players starting in small rooms they must break out of, navigate a fog of war covered maze, find a treasure, reach their personal goal, avoid giant beasts and kill a central player that you have to use a secret passage to get to. Of course you could use any one of those by itself just to spice up gameplay on a standard map some saturday.
-storyteller