Hi.. Our orginal trade mechanic was something like this:
There are 7 good types. When you enter a place you can buy good you draw 5 random good cards. These 5 items are what are for sale. You buy the ones you want, and discard the rest. Once there no longer are any trade cards left, the deck is shuffled.
The problem is that it resulted in far too much shuffling. So we began redesigning it completely.
Does anyone have any fun ideas on how to handle trading so its fun and interesting, without getting too complex or cumbersome?
Hi... Thanks for your useful suggestions. I guess cutting the amount of goods down, to maybe 5 would add extend it a bit. I cant cut down the amount of cards a player takes up since some players will have 5 "cargo" slots - so taking 5 will make sense. I also can't add more cards since I have more enough cards as it is already :)
I also had another idea, but I could not get my head around it... help me out:
Each place you can buy goods has a cheap good and an expenssive good. The expenssive good can also be sold at that high price if someone bought it cheap some place else. Now - I think it could be interesting if I could simulate how prices may change once a place gets too many of a type of good. Say that slaves are worth alot here - someone sells 5 slaves - this leaves a chance that slaves are now cheap here, since there are so many. The problem with this is that the person who sould the slaves, can now buy back these slaves - now at the cheap price. This becomes silly :)
Any clues how a similar mechanic could be implemented.
Also - I'm completely open to entirely different ways of handling buying/selling