(Working titles all)
Sea Merchants of Catan:
I have 5 Ports. Each Port begins with (or up to) 2 Demands and 2 Supplies. So far I have selected 4 different commodities to be used for the demands and supplies. Each with a different, rarity of demand, with it's recipricol supply rarity.
My problem: I need an effective yet easy method of randomizing them so as to ensure little or no overlap of D/S's.
Currently, I have it so that if a Port begins with two of the same demands or supplies, one is removed, and if a Port begins with the same demand and supply, the lowest rarity is removed. While this works, I'd like something that would ensure more starting D/S's.
Forth War:
Need an easy way to represent "area of effect" for buildings. Thus, a building would have an 3 hex diameter area of effect. While this could simply be left out, I would prefer to have something showing this effect. Pieces have to be able to enter this area.
Another problem: how to generate a random map. Hex count more inline with a traditional war game. Not Settlers...
Thanks.
Oh, BTW, here's a link to an ok site some may be interested in:
I could have each Port with it's own speciality, but that would eliminate much of the strategy. As each game would be the same. No, the D/S's have to be random somehow.
Thanks for the idea about the acetate. That would work. But it would be a little more work than I'd like... I mean, work while playing. You see each buildings area of effect would be player dependant. Thus, the "Red" player could take over one of "Blue"'s buildings and the area of effect would switch to Red. This change would have to be represented.
The only way I can think is to have a "layed" playing board, where the acetate could be slid underneath the playing area. (Top of board would of course be clear).
This would be so easy as a computer game... :(