El Cid is on the back burner for a few days as we're unable to playtest either prototype right now. Meanwhile, I've been working on a new game: Really Big Robots. Briefly, unless you want to read through the linked game journal, players must continually rebuild a city as it goes through sporadic destruction. The city building mechanic is primarily a tile-based affair with two types of tiles: resource tiles and special tiles. Special tiles are activated by players if they have the necessary resources. However, my question deals with the resource tiles.
Players draw from a deck of tiles into their hand which they can then lay onto the board. Resources can only be collected from a specific area each turn (basically, a single set of seven tiles: a center tile and the 6 surrounding tiles). There is no player "ownership" of tiles, though strategies will make some clusters far more important than others to individual players. There are three types of resources: blue, green, and red.
Option 1: My initial thought was to have three varieties of each color, blue +1, blue +2, blue +3, etc., giving 1, 2, or 3 resources of that type respectively. +3 tiles would be rarer, than +2, and so on.
Option 2: I'm toying with the idea of removing such modifiers all together, and leaving just three varieties resource tiles. Instead of a +something modifier, a tile would give the number of resources equal to the number of colors that tile touches. So, for example, if you wanted to utilize a blue tile that touches a red and blue tile (which can be outside of that 7 hex limit I mentioned earlier), the blue tile would be worth 2 blue resources.
Three of the victory paths primarily require the use of one resource color. However, this makes the other two resource tiles a player can have in his hand relatively useless... unless they need these tiles to build high-level clusters of resources. The way I figure it, the advantages of Option 2 are encouraging more "resource sharing" between players (or rather, leeching off another player's laid tiles) and also making resource clusters more vulnerable to attack (destroying one tile might cause a slight chain reaction that reduces the values of many tiles). Destruction is only partially random, by the way. The downside is that it requires a lot more on the fly math... though I'm not very concerned with this. The game isn't meant to be very light, and I'm hoping the second option increases strategy without inducing analysis paralysis, and I hope it doesn't inadvertently destroy all strategy in the tile-laying.
Does anyone have any experience with a resource mechanic that works similarly? Any games I should check out to see examples? What were the advantages and disadvantages? If you haven't, do any initial thoughts spring to mind? Is it all very, very confusing?
Thank ye for your time.
To circumvent any questions (because I really doubt my ability to explain this), lemme throw up an example of Option 2.
The player is currently on tile 8, which means he can access the resources in tile 4, 5, 7, 8, 9, 11, and 12, or every tile within the thick black line.
Tile 11 is a special tile, and therefore gives a player no resources and does not count as a color type when calculating other tiles.
Tile 4: worth 3 blue resources (touching a red, blue, and green tile)
Tile 5: worth 2 blue
Tile 7: worth 1 red
Tile 8: worth 2 blue
Tile 9: worth 2 blue
Tile 12: worth 3 blue
So, for the current turn the player has access to 12 blue resources and 1 red resource.
If the special tile (tile 11) required blue resources to activate, the player would be in a very good position indeed... though if a player wanted to maximize a single color (with a special tile), he can get up to 18. But that's an optimal situation and assumes the special tile only needs one color to activate it.
Hope that helps.