Ok I have come to a point in a current game design that has made me "concerned" over the number of game components the final game might contain. The game is focus around using multiple resources types, building multiple types of structures, and a few other twists. So as in Settlers there are resource components (such as ore cards in settlers), and I also have my built item tokens (on the same idea as roads in settlers). And I have some other random items from dice to some special items for setting up the game board, etc.
So here are my questions:
1) What are the methods you use to determine the number of components required for your games? (base it on # of players, obviously playtesting will help, but what else can be done?)
2) What do you do to reduce or cut components from a game, when you feel there are too many? (such as set a limit on the number of items that a player build, so as in settlers you only have a limited number of settlements)
Just looking for ideas that will help me either justify the current number or components or prune "unneeded" components. My one concern might be that I am trying to do "too much" in the game. But, until I have enough time to go through many playtesting sessions, I just want to see if I can justify that the current number of components is "acceptable".
Since I compared it with Settlers above, I will mention that my game contains approx. the same number of components as a game like Settlers. So based on a "similar" game type, I seem to be in the ball park, but I figured I would ask for input from everyone, since this is most likely a design issue that we all might encounter.
Ok I thought about my component situation over the weekend and now I have a question:
What type of components exists (or can you think of ) that will handle 4 different states? (states such as a 4sided die, numbers 1, 2, 3, 4)
I am looking for a low cost solution...