I've been thinking of implementing a clock of sorts on a game board. The concept goes like this (and I just want to focus on the time part, so pardon the lack of detail in other areas):
A circular track of 24 spaces around the board, the current time tracked by a pawn. Players have a method of scoring points, and when they do a player specific marker is placed "at the current time." Also, players have a limited ability to control time, moving the pawn backward and forward along the time track.
When the pawn has been moved to a time "before" a player's markers, his markers are removed from the track. It's not that his points don't count... they just never happened (by the way, this is all one track, so moving back time will probably remove points of a lot of the players at once). Also, if time moves forward beyond certain points in the track (say, every six hours), previous points are locked into place, and time cannot move further backward past those "landmark" times.
Players can't have too much control over time. To address this (and to unify the mechanics a bit more) players choose how to use the values of two d6 rolls; one for moving time, one for other actions which will give a player points on the track (these two values will probably need to be taken from 3 d6, highest value dropped). Also, time moves inexorably forward one space after every turn (this could be removed after playtesting, but I fear all players will want to endlessly "reroll" so the game never ends).
Oh, and different times in the day allow different actions, but won't change player position off of the track. In other words, changing time here is like changing the terrain in a war game without moving the units.
Any comments or concerns? Or do I need to elaborate a lot more?
Thanks for replying!
Tricky brought up an excellent point, how does the game end? The more I thought about it, more and more flaws in the system seemed to pop out. So lemme revise and riff a bit as I explain it in a little more detail.
First, to get a broader picture to help visualize the context of this mechanic, the theme is light macabre (an extension, really, of the feeling one gets from reading A Night In Lonesome October). Players will be personifications of Death, though the extent these avatars follow any particular Angel of Death mythos is still up in the air. The current driving image is a black robe wrapped around a skeleton holding a scythe; slightly magical because of the character's ethereal nature, limited in power and narrowed in motivation because of divine bureaucracy, strategic and scheming because of the human will to live, and anxious to hit quota because of pretty much all of the above. It's really an amalgamation of imagery spanning from ben Levi's fable to Japan's Izanami, though the final characterization will be much more of a pop culture mish-mash ("You play as the Grim Reaper!") than an extended referential treatment with cited sources. The end game goal is to collect X number of human souls.
How are souls collected? Unfortunately I don't even have that worked out enough to begin writing about it. I know where I want these mechanics to interact with other mechanics in the game, but that's about it. So, moving on. Each player has a stack of markers distinguishable from other players' markers. When a player "helps a soul on its way," he places one of his markers on the "current time" space. Time is represented by a circular track of 12 spaces (changed from my first post, as are a lot of things...), one space for each hour on the clock. A marker rests upon Midnight at game's start, so, if the Time Marker hasn't moved, a player places his marker on Midnight when he gets a soul.
As I said, Death is sorta magical, and with that comes a modest control of time. Through the course of each turn, players can either move time ahead or move it backward. When a player moves time backward, say, from 9 to 7, any player markers on 9, 8 and 7 are removed. So, the souls don't count anymore. Additionally, time cannot move backwards past 12 o'clock. If time is moved forward beyond 12 o'clock, all current player markers are removed from the time track and considered "locked." A player doesn't need X souls locked to win, just X souls locked plus what's on the board, but a player cannot lose souls that are locked. There will also be a marker to distinguish between AM and PM.
Clear so far? I hope so. . .
I want to connect this rather complicated scoring system with the rest of the game in two places. Firstly, players will have two values (from d6's) each turn to play with. One value will be used to move time forward or backward, and the other will be used in the game proper (harvesting souls, foiling other grim reapers, etc., etc.). I don't want to use cards, so this second value will probably affect action points. Secondly, I would like player actions to be affected differently by night and day; that's what the AM and PM marker is for.
I know there is no real way to comment on how the game as a whole will turn out without more information. However, there might be pitfalls in the scoring system alone, or potential problems I should be wary of. As a mechanic on its own, knowing how I would like it to integrate with the rest of the game... any comments?