I have a game design that is similar to Tokaido in that the players move around the board and collect cards and coins. This is my first game design so I decided to stay simple with the mechanics and also make it a board-based card collecting game, again, like Tokaido.
I am looking for suggestions on some new mechanic, maybe off the top of your heads or maybe a suggested game to look at, in order to add one more unique bit of play to my game.
Here's a brief description of the game so that you can see what I've already done:
* Players take turns and move one space per turn. Unless of course they pay to move a few more spaces or pay to stay in their space.
* Players can gain special powers during the game such as being able to move the space blocking token, moving an extra space for free, or peeking at two cards from the top of a deck and picking their choice instead of just taking the top card.
* One of the cards that players can collect scores well but costs a coin to buy when landing on that space - and it's mandatory if you land there.
* Players can get cards during the game that score points if they meet the goal on the card at the end so each player is trying to get more or less of certain things during the game.
I just can't seem to come up with something unique. Sure, paying to move more spaces has been interesting during play. And I've played around with "get to this one space to get a big score bonus and then no one else can get it" ideas. I just can't seem to come up with one more thing.
Player interaction consists of trying to get to the big bonus space before others, staying on a space that they want to they miss it, and having the special power to block a space of your choosing (that still need some refinement).
The game has coins and they actually score some points at the end. It is sometimes a tough choice to land on the pay-for-the-card spot or keep the coin. Some bonus cards say to have more than n number of coins to score x number of extra points for them.
So, any suggestions on what games might have a good mechanic for this game that I can modify or uses as a basis for my own variation? Any suggested mechanics that work well in this type of game that I just have not seen in my limited game-playing career?
Thanks.