Personally, I doubt anyone’s going to succeed, but the constraint is a brilliant one. It forces you to prioritize elegance and simplicity, and to create a game that can resist (or embrace!) variation over time. You also have to think about the way your game will be passed through social institutions. Do parents teach their children? Do children teach each other? Are you relying on a formal social institution, like schools? And if so, what do you think that institution will look like in a thousand years?
I used a variant of this challenge in one of my game design classes a few years ago. I asked my students to propose a game that would be played over the course of a thousand years. I got some great proposals for games in which game position was hereditary; in which a locked vault opened every ten years to allow a new move; in which two foundations were established to competitively play across the generations. I think Daniel’s likely to get submissions that look more like Mancala and less like, well, the awesomely crazy things my students came up with, but I guess we’ll all find out next January!